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Table of contents
- Product Experienceiii
- Copyright Pageiv
- Contentsv
- Prefacexix
- LIST OF CONTRIBUTORSxxi
- INTRODUCING PRODUCT EXPERIENCE1
- PART I: FROM THE HUMAN PERSPECTIVE9
- A: Senses9
- Chapter 1 On the visual appearance of objects11
- 1. On visual appearance11
- 2. The physical world13
- 3. Object appearance24
- 4. Perception30
- 5. Conclusion36
- Chapter 2 The tactual experience of objects41
- 1. Introduction41
- 2. The meaning of touch43
- 3. Tactual interaction45
- 4. Tactual properties of objects49
- 5. Tactual sensations: Being touched by objects52
- 6. The body language of objects56
- 7. The feelings involved in tactual experience60
- 8. Educating the tactual senses62
- 9. Future developments63
- Chapter 3 The experience of product sounds69
- 1. Whether to be silent69
- 2. The domain of product sounds70
- 3. Spectral and temporal structure of sounds71
- 4. Product sounds72
- 5. Process of auditory perception77
- 6. Designing the experience of consequential product sounds81
- 7. Conclusion86
- Chapter 4 Taste, smell and chemesthesis in product experience91
- 1. Introduction91
- 2. Taste92
- 3. Taste: Basic phenomena of taste experience95
- 4. Smell101
- 5. Smell: Basic phenomena of experience104
- 6. Chemesthesis106
- 7. Measuring chemosensory product experience109
- 8. Context, information and expectations in chemosensory and product experience112
- 9. Age, gender, cultural and social factors in chemosensory and product experience117
- 10. Conclusion121
- Chapter 5 Multisensory product experience133
- 1. Introduction133
- 2. Comparing the different sensory modalities134
- 3. Sensory imagery137
- 4. Attention switching between the senses139
- 5. Cross-modal correspondences142
- 6. Interactions between various sensory domains146
- 7. Sensory (in)congruity148
- 8. Sensory dominance151
- 9. Conclusions and directions for future research154
- B: Capacities and skills163
- Chapter 6 Human capability and product design165
- 1. Introduction165
- 2. User characteristics166
- 3. Product design171
- 4. Vision172
- 5. Hearing176
- 6. Intellectual functioning179
- 7. Communication185
- 8. Locomotion188
- 9. Reach and stretch191
- 10. Dexterity193
- 11. Summary197
- Chapter 7 Connecting design with cognition at work199
- 1. Introduction199
- 2. Design and cognition at work: Impaired or unimpaired micro-cognition201
- 3. Design and cognition at work: Expanding the impact of macro-cognition204
- 4. Contrasting micro- and macro-cognitive viewpoints206
- 5. Macro-cognition and expansive adaptations208
- 6. Inventing the future of cognition at work210
- Chapter 8 Designing for expertise215
- 1. Introduction215
- 2. Perspectives on expertise217
- 3. Innovation and the eminent level of expertise227
- 4. The implications of differences in user expertise for product design232
- 5. Summary and conclusion235
- PART II: FROM THE INTERACTION PERSPECTIVE239
- Chapter 9 Holistic perspectives on the design of experience241
- 1. Introduction241
- 2. Personal meanings of design products247
- 3. Application252
- A: The aesthetic experience257
- Chapter 10 Product aesthetics259
- 1. Introduction259
- 2. Organizational properties261
- 3. Meaningful properties266
- 4. Universal aesthetic principles271
- 5. Cultural and individual differences277
- 6. Conclusions280
- Chapter 11 Aesthetics in interactive products: Correlates and consequences of beauty287
- 1. Introduction287
- 2. Beauty 'Defined'288
- 3. Correlates of beauty291
- 4. Consequences of beauty295
- 5. Summary and conclusion299
- B: The experience of meaning303
- Chapter 12 Meaning in product use: A design perspective305
- 1. Meaning in product use305
- 2. Product semantics306
- 3. Affordances309
- 4. Anticipating meaning in product use317
- 5. Usecues for research on product use322
- 6. Usecues in the Delft design course325
- 7. Conclusions329
- Chapter 13 Product expression: Bridging the gap between the symbolic and the concrete333
- 1. Introduction333
- 2. The expressive object334
- 3. The constructive individual339
- 4. The interactional stance344
- 5. Conclusion349
- Chapter 14 Semantics: Meanings and contexts of artifacts353
- 1. Preliminaries353
- 2. Artifacts and their various contexts362
- 3. Three concluding observations371
- 4. Conclusion375
- C: The emotional experience377
- Chapter 15 Product emotion379
- 1. Introduction379
- 2. Affect and emotion380
- 3. Approaches to product emotion386
- 4. Sources of product emotion391
- Chapter 16 Consumption emotions399
- 1. Introduction399
- 2. Setting the stage for consumption emotions402
- 3. Eliciting conditions for consumption emotions404
- 4. Individual differences in consumption emotion experience408
- 5. Research on consumption emotions409
- 6. Identifying and measuring consumption emotions414
- 7. Future directions416
- D: Specific experiences and approaches423
- Chapter 17 Product attachment: Design strategies to stimulate the emotional bonding to products425
- 1. Defining product attachment425
- 2. Relevance of product attachment for designers428
- 3. Determinants of product attachment430
- 4. Conclusion437
- Chapter 18 Crucial elements of designing for comfort441
- 1. Attention for comfort in design441
- 2. Two entities: Comfort and discomfort441
- 3. Comfort and discomfort aspects of importance for design444
- 4. Comfort improvement is possible447
- 5. The cases447
- 6. Conclusion459
- Chapter 19 Co-experience: Product experience as social interaction461
- 1. From user experience to co-experience461
- 2. Interpretations of user experience in design research462
- 3. A philosophical detour463
- 4. Co-experiencing mobile multimedia as a process465
- 5. Morphome: Designing for co-experience with prototypes468
- 6. Discussion473
- Chapter 20 Affective meaning: The Kansei Engineering approach477
- 1. Introduction477
- 2. Kansei and Chisei478
- 3. Introducing Kansei in commercial product design479
- 4. The Kansei Engineering approach479
- 5. The Kansei is changing480
- 6. Kansei Engineering procedure482
- 7. Applications of Kansei Engineering in industry488
- 8. Reflections on Kansei Engineering methodology493
- PART III: FROM THE PRODUCT PERSPECTIVE497
- A: Digital products497
- Chapter 21 The useful interface experience: The role and transformation of usability499
- 1. Usability500
- 2. Usability beyond simplicity501
- 3. Digital user experience directions502
- 4. Usability as an evolving concept512
- Chapter 22 The experience of intelligent products515
- 1. Background515
- 2. Understanding intelligent products516
- 3. Intelligent product functionality and the user517
- 4. User experience issues518
- 5. Experience driven design525
- 6. Central design considerations527
- 7. Future528
- Chapter 23 The game experience531
- 1. Introduction531
- 2. The game532
- 3. The player538
- B: Non-durables557
- Chapter 24 Experiencing food products within a physical and social context559
- 1. Introduction559
- 2. Products are experienced differently in different contexts562
- 3. Which contextual variables contribute to the product experience?565
- 4. Designing products for a meal context573
- 5. How to test products to reflect consumer product experience576
- Chapter 25 The mediating effects of the appearance of nondurable consumer goods and their packaging581
- 1. Appearance as a carrier of brand equity582
- 2. The relativity of visual phenomena585
- 3. Color experimentation in marketing588
- 4. The interaction of color and flavor590
- 5. The interaction of shape and size appearance592
- 6. A method for empirical visual research595
- 7. Conclusion600
- C: Environments603
- Chapter 26 Office experiences605
- 1. Introduction605
- 2. Environmental stressors and coping strategies in office environments607
- 3. A framework to understand office experiences609
- 4. Discussion625
- Chapter 27 The shopping experience629
- 1. The changing shopping experience629
- 2. Framing the shopping experience630
- 3. Perceived value and shopping experience632
- 4. Emergent marketing trends and the engaged consumer639
- CLOSING REFLECTIONS649
- INDEX651
- A651
- B652
- C652
- D653
- E654
- F655
- G655
- H655
- I656
- J656
- K656
- L656
- M657
- N658
- O658
- P658
- Q659
- R659
- S659
- T660
- U661
- V662
- W662
- X662
Book details
- Vendor Elsevier S & T
- SKU 9780080450896
- ISBN-13 9780080556789
- Author Schifferstein, Hendrik N. J.; Hekkert, Paul
- Category Psychology
- Subject Cognitive Psychology
Do you have questions about this book?
The book brings together research that investigates how people experience products: durable, non-durable, or virtual. In contrast to other books, the present book takes a very broad, possibly all-inclusive perspective, on how people experience products. It thereby bridges gaps between several areas within psychology (e.g. perception, cognition, emotion) and links these areas to more applied areas of science, such as product design, human-computer interaction and marketing.
The field of product experience research will include some of the research from four areas: Arts, Ergonomics, Technology, and Marketing. Traditionally, each of these four fields seems to have a natural emphasis on the human (ergonomics and marketing), the product (technology) or the experience (arts). However, to fully understand human product experience, we need to use different approaches and we need to build bridges between these various fields of expertise
*Most comprehensive collection of psychological research behind product design and usability
*Consistenly addresses the 3 components of human-product experience: the human, the product, and the experience
*International contributions from experts in the field
The field of product experience research will include some of the research from four areas: Arts, Ergonomics, Technology, and Marketing. Traditionally, each of these four fields seems to have a natural emphasis on the human (ergonomics and marketing), the product (technology) or the experience (arts). However, to fully understand human product experience, we need to use different approaches and we need to build bridges between these various fields of expertise
*Most comprehensive collection of psychological research behind product design and usability
*Consistenly addresses the 3 components of human-product experience: the human, the product, and the experience
*International contributions from experts in the field
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