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Design and Emotion: the experience of everyday things
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Inhaltstyp (RDA)
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Text
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Medientyp (RDA)
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Computermedien
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Datenträgertyp (RDA)
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Online-Ressource
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1. Person/Familie
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McDonagh, Deana [HerausgeberIn]
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2. Person/Familie
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Hekkert, Paul [HerausgeberIn]
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3. Person/Familie
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van Erp, Jeroen [HerausgeberIn]
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4. Person/Familie
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Gyi, Diane [HerausgeberIn]
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Titel
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Design and Emotion: the experience of everyday things
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Verlagsort (RDA)
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London
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Verlag (RDA)
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Taylor & Francis
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E-Jahr (RDA)
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2003
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Umfangsangabe
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1 Online-Ressource (545 Seiten)
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Hinw. auf parallele Ausg.
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Erscheint auch als (Druck-Ausgabe): 978-0-367-39490-5
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ISBN
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978-1-134-41143-6
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URL
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https://ebookcentral.proquest.com/lib/hfg-offenbach/detail.action?docID=5850761
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Schlagwort / lok.
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Emotionales Design
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Schlagwort / lok.
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Designtheorie
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Schlagwort / lok.
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Gegenstand / Kulturgeschichte
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Inhaltliche Zsfg.
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Book Cover -- Half-Title -- Title -- Copyright -- Contents -- Preface -- KEYNOTE STORIES -- The Design of Emotion -- From Disgust to Desire: How Products Elicit Emotions -- Design Expression and Human Experience: Evolving Design Practice -- The Comprehension Shift HMI of the Futue - Designers of the Future -- EXPERIENCE DRIVEN DESIGN -- Slightly Pregnant -- Fit and Hit: Two Experience Driven Design Strategies and their Applications in Real Life -- Bridging the Emotional Gap -- Positive Space -- Light, Emotion and Design -- Textile Fields and Workplace Emotions -- From a Socially Intelligent Robot Concept to an Ad: Eliciting Audience Participation Throughout the Graphic Design Process -- The Branded Hotel: An Educational Experience -- Emotive Communication Using Mobile IC -- GENERATIVE TOOLS -- Generative Tools for Context Mapping: Tuning the Tools -- Can Personally Categorisation Inform the Design of Products and Interfaces? -- Gender Designs: Aspects of Gender as Found in the Design of Perfume Bottles -- How to Create Linu's Blanket -- Science and Design-Two Sides of Creating a Product Experiece -- Prospective Design Oriented Towards Customer Pleasure -- Communicating Product Experience -- The Use of Images to Elicit User Needs for the Design of Playground Equipment -- EVALUATIVE TOOLS -- Researching Users' Understanding of Products: An On-line Tool -- Getting What You Want, or Wanting What You Get? Beyond User Centred Design -- Making Sense: Using An Experimental Tool To Explore the Communication of Jewellery -- Semiotic Product Analysis -- Experimental Design in a Virtual Character System for Exploring Mood Dynamics and Affective Disorders -- Emotional Factors in Design and Their Influence on Purchase Decisions -- EMOTIVE EFFECTS OF VISUAL PROPERTIES -- Using "Visual/Verbal Interplay" to Tap into Collective Memory and Shared Understanding.
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Bestand
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1
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Sign-Info
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E-Book
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