What the Statistics Tell Us—How to Use Empiric Data in Design for Emotional Impressions

Looking at technical consumer products like communication devices or pc accessory, we state high saturated markets in developed societies. This leads to a broad range of market offers not only in performance or financial aspects. The users seek for more individual products that differentiate on a subsequent, more qualitative level. User centered design approaches have been developed to handle the resulting high product variety and to keep them economically efficient. E.g., Universal Design supports the development of products for as many persons as possible, also including those with physiological or cognitive deficits. But to really raise the quality of life we also need to take other needs into account. Maslow’s hierarchy of needs states that with the fulfilment of physical needs the level shifts to psychological demands like emotional or attitudinal satisfaction. We will shortly introduce a framework that supports an emotional design optimization based on interdisciplinary findings (e.g. psychology, market research or Kansei Engineering) and statistical data analysis. For a valid forecasting, robust and transparent mathematical treatment of this data is required. To this, we give a first overview of possible approaches and their potential to ensure robust and transparent mathematical data treatment in design for emotional impressions.

[1]  Ian H. Witten,et al.  Data mining: practical machine learning tools and techniques, 3rd Edition , 1999 .

[2]  C. Osgood The nature and measurement of meaning. , 1952, Psychological bulletin.

[3]  Shih-Wen Hsiao,et al.  A neural network based approach for product form design , 2002 .

[4]  Yukihiro Matsubara,et al.  A fuzzy rule induction method using genetic algorithm , 1996 .

[5]  Mitsuo Nagamachi,et al.  Kansei Engineering: A new ergonomic consumer-oriented technology for product development , 1995 .

[6]  P. Grimm,et al.  Virtual und Augmented Reality (VR/AR):Grundlagen und Methoden der Virtuellen und Augmentierten Realität , 2014 .

[7]  Huan Wang,et al.  Emotional design method of product presented in multi-dimensional variables based on Kansei Engineering , 2014 .

[8]  Sandro Wartzack,et al.  CONSIDERING EMOTIONAL IMPRESSIONS IN PRODUCT DESIGN: QUALITY OF LIFE THEORY AND ITS IMPACT ON DESIGN STRATEGY , 2016 .

[9]  A. Ben-Ze'ev The Subtlety of Emotions , 2000 .

[10]  Ralf Dörner,et al.  Virtual und Augmented Reality (VR / AR) , 2013 .

[11]  D. Felce,et al.  Quality of life: its definition and measurement. , 1995, Research in developmental disabilities.

[12]  Yukihiro Matsubara,et al.  An analysis of Kansei structure on shoes using self-organizing neural networks , 1997 .

[13]  Anna E. Pohlmeyer,et al.  Positive design : An introduction to design for subjective well-being , 2013 .

[14]  Ingo Schmitt Ähnlichkeitssuche in Multimedia-Datenbanken - Retrieval, Suchalgorithmen und Anfragebehandlung , 2005 .