In a market place flooded with consumer goods, the modern consumer has become incredibly savvy. They have developed to a point where they consider such things as what makes them look beautiful, what improves their character, and how a product enhances the value of life. If future product developers do not strategize the market-in concept, consumers
A guided tour through the each stages of process, Kansei/Affective Engineering explores how to apply Kansei/Affective Engineering. It describes the psychological survey and psycho-physiological measurement of consumer feelings and the multivariate statistical analysis of this survey data, including rough set models. Since soft computing technology
Developed in the early 70s in Japan, the Kansei Engineering (KE) method gives you the tools to develop profitable and well-received products and services. Written by the founder of KE, MitsuoNagamachi, and co-authored by one of his proteges, Anitawati Mohd Lokman, Kansei Innovation: Practical Design Applications for Product and Service Development
MAC or PC? Kindle or Sony ereader? Droid, iPhone, or BlackBerry? Customers often find it hard to distinguish between products due to functional equivalency. They will, therefore, base their decisions on subjective factors. A powerful consumer oriented technology for product development, Kansei or Affective engineering translates customer's feelings
The three-volume set CCIS 1224, CCIS 1225, and CCIS 1226 contains the extended abstracts of the posters presented during the 21st International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication in the pre-conference proceedings after a careful reviewing process. The 238 papers presented in these three volumes are organized in topical sections as follows: Part I: design and evaluation methods and tools; user characteristics, requirements and preferences; multimodal and natural interaction; recognizing human psychological states; user experience studies; human perception and cognition. -AI in HCI. Part II: virtual, augmented and mixed reality; virtual humans and motion modelling and tracking; learning technology. Part III: universal access, accessibility and design for the elderly; smartphones, social media and human behavior; interacting with cultural heritage; human-vehicle interaction; transport, safety and crisis management; security, privacy and trust; product and service design. *The conference was held virtually due to the COVID-19 pandemic.
This title explores the issue of innovation engineering, a feature that is essential to the continuation of growth and development in the commercial world. Discussion is divided into three parts: Part I covers the historical basis of innovation, noting that diversity rests upon a duality between concepts in theory and applications put into practice, as well as discussing how innovation has resulted from the interaction of numerous factors, be they societal, human, managerial, organization or technological. Part II focuses on practical applications – the technologies, tools and methods employed in putting theoretical innovation into practice – while Part III looks at what factors underpin success, discussing the social and psychological aspects involved in successful innovation engineering. Consideration is also given to recent developments and systems which will assist in ensuring the continuation of this process in the future.
This book deals with the process that leads to innovations. It provides an overall method for innovating in companies. As the method originated in Delft, it is called The Delft Innovation Method, and it consists of five interconnected elements: 1) a general model of the corporate innovation process; 2) a facilitative leadership style; 3) a diversely composed innovation team; 4) the use of creative techniques; and 5) the connection of the company to the external world. The Delft Innovation Method is written in a basic style with clarifying examples and illustrations. It starts a learning process on corporate product- and service-innovation. The metaphor of going on an 'innovation country tour of discovery' is used for structuring the book. It offers a general description of the future innovation country, a detailed roadmap of that country, and details are given about how to organize for this trip and how to find fellow travelers.
Developed in the early 70s in Japan, the Kansei Engineering (KE) method gives you the tools to develop profitable and well-received products and services. Written by the founder of KE, MitsuoNagamachi, and co-authored by one of his proteges, Anitawati Mohd Lokman, Kansei Innovation: Practical Design Applications for Product and Service Development
Product Experience 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
This book gathers a selection of refereed papers presented at the 8th International Conference on Kansei Engineering and Emotion Research 2020 (KEER 2020), which was held in Tokyo, Japan, 7–9 September 2020. The contributions address the latest advances in and innovative applications of Kansei Engineering and Emotion Research and related topics. This book caters researchers and graduate students in the field of design, art, Kansei engineering, and other engineering fields, psychology, physiology, and education.