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Design and Emotion: the experience of everyday things

Inhaltstyp (RDA) Text
Medientyp (RDA) Computermedien
Datenträgertyp (RDA) Online-Ressource
1. Person/Familie McDonagh, Deana [HerausgeberIn]
2. Person/Familie Hekkert, Paul [HerausgeberIn]
3. Person/Familie van Erp, Jeroen [HerausgeberIn]
4. Person/Familie Gyi, Diane [HerausgeberIn]
Titel Design and Emotion: the experience of everyday things
Verlagsort (RDA) London
Verlag (RDA) Taylor & Francis
E-Jahr (RDA) 2003
Umfangsangabe 1 Online-Ressource (545 Seiten)
Hinw. auf parallele Ausg. Erscheint auch als (Druck-Ausgabe): 978-0-367-39490-5
ISBN 978-1-134-41143-6
URL https://ebookcentral.proquest.com/lib/hfg-offenbach/detail.action?docID=5850761
Schlagwort / lok. Emotionales Design
Schlagwort / lok. Designtheorie
Schlagwort / lok. Gegenstand / Kulturgeschichte
Inhaltliche Zsfg. 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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