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Emotions, Technology, and Design

Emotions, Technology, and Design
  • Author : Sharon Tettegah,Safiya Noble
  • Publisher :Unknown
  • Release Date :2015-12-28
  • Total pages :268
  • ISBN : 9780081007013
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Summary : Emotional design explicitly addresses the emotional relationship between the objects and the subjects of design—in this book, the objects are technologies, and the subjects are technology users. The first section delves into the philosophy and theory of emotional design to provide a foundation for the rest of the book, which goes on to discuss emotional design principles, the design and use of emoticons, and then intelligent agents in a variety of settings. A conclusion chapter covers future research and directions. Emotions, Technology, and Design provides a thorough look at how technology design affects emotions and how to use that understanding to in practical applications. Discusses the role of culture, trust, and identity in empathetic technology Presents a framework for using sound to elicit positive emotional responses Details the emotional use of color in design Explores the use of emoticons, earcons, and tactons Addresses the emotional design specific to agent-based environments

Emotions, Technology, Design, and Learning

Emotions, Technology, Design, and Learning
  • Author : Sharon Y. Tettegah,Martin Gartmeier
  • Publisher :Unknown
  • Release Date :2015-10-07
  • Total pages :332
  • ISBN : 9780128018811
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Summary : Emotions, Technology, Design, and Learning provides an update to the topic of emotional responses and how technology can alter what is being learned and how the content is learned. The design of that technology is inherently linked to those emotional responses. This text addresses emotional design and pedagogical agents, and the emotions they generate. Topics include design features such as emoticons, speech recognition, virtual avatars, robotics, and adaptive computer technologies, all as relating to the emotional responses from virtual learning. Addresses the emotional design specific to agent-based learning environments Discusses the use of emoticons in online learning, providing an historical overview of animated pedagogical agents Includes evidence-based insights on how to properly use agents in virtual learning environments Focuses on the development of a proper architecture to be able to have and express emotions Reviews the literature in the field of advanced agent-based learning environments Explores how educational robotic activities can divert students’ emotions from internal to external

Emotions, Technology, and Behaviors

Emotions, Technology, and Behaviors
  • Author : Sharon Y. Tettegah,Dorothy L. Espelage
  • Publisher :Unknown
  • Release Date :2015-10-26
  • Total pages :240
  • ISBN : 9780081007020
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Summary : Exploring the connections between technology, emotions, and behaviors is increasingly important as we spend more and more time online and in digital environments. Technology, Emotions, and Behavior explains the role of technology in the evolution of both emotions and behaviors, and their interaction with each other. It discusses emotion modeling, distraction, and contagion as related to digital narrative and virtual spaces. It examines issues of trust and technology, behaviors used by individuals who are cut off from technology, and how individuals use technology to cope after disasters such as Hurricane Sandy. Technology, Emotions and Behaviors ends by exploring the construct of empathy and perspective-taking through online videos and socially shared activities. Practitioners and researchers will find this text useful in their work. Reviews the intersection between emotional contagion and emotional socialization theory in virtual interactions Examines cross-cultural communicative feedback Discusses the multi-dimensions of trust in technology Covers "digilante" rhetoric and its emotional appeal Devotes an entire section to cyberbullying

Emotions, Technology, and Health

Emotions, Technology, and Health
  • Author : Anonim
  • Publisher :Unknown
  • Release Date :2016-01-04
  • Total pages :250
  • ISBN : 9780128018392
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Summary : Emotions, Technology, and Health examines how healthcare consumers interact with health technology, how this technology mediates interpersonal interactions, and the effectiveness of technology in gathering health-related information in various situations. The first section discusses the use of technology to monitor patients’ emotional responses to illness and its treatment, as well as the role of technology in meeting the fundamental human need for information. Section Two describes the use of technology in mediating emotions within and between individuals, and addresses the implications for the design and use of devices that gather behavioral health data and contribute to healthcare interventions. The final section assesses different situations in which technology is a key component of the health intervention—such as tablet use in educating elementary school students with social skills difficulty, physical activity monitoring for children at risk for obesity, and teleconferencing for older adults at risk of social isolation. Shows how information on the internet significantly affects the medical decision-making process for many consumers Describes current applications of social computing and quick access to mental health information on portable electronic devices Discusses how cyber-communication may both impair and enhance one’s sense of humanity Details the role of visual media in mediating emotion and memory of time

Wearing Embodied Emotions

Wearing Embodied Emotions
  • Author : Seçil Uğur
  • Publisher :Unknown
  • Release Date :2013-04-09
  • Total pages :106
  • ISBN : 9788847052475
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Summary : Today, people are in an era of digitally mediated Human-to-Human Interaction, which cannot provide full sensorial contact and therefore, emotions cannot be communicated completely. The intimate cover of the human body, i.e. garment is the interface, where many personal traits are embodied. With the improvements in textile and electronics industry, this embodiment can be carried on a higher level, where the garments become dynamic interfaces and extensions of the human body. This book consists of a research on skin, clothes and technology as extensions of human body, emotions, technology-mediated emotions and a design practice that explores the communicative level of wearable technology through turning it into a living surface, which can convert intangible data to tangible in order to provide an emotional communication. This book aims to show how Human-Technology interaction is carried into an alternative context, where technology dissolves in use and starts serving for enhancing HHI.

Design for Emotion

Design for Emotion
  • Author : Trevor Van Gorp,Edie Adams
  • Publisher :Unknown
  • Release Date :2012
  • Total pages :217
  • ISBN : 9780123865311
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Summary : "'Design for Emotion' introduces you to the why, what, when, where and how of designing emotional experiences. Learn how to increase user engagement, loyalty and satisfaction by incorporating emotion and personality into your designs. This isn't just another book on design theory--it's exceptionally practical. The applications of emotion in design are explored through extensive real world examples. This book will help you improve the design of products, interfaces and applications while enhancing learning and understanding. The book introduces the A.C.T. Model (Attract/Converse/Transact), a framework for creating designs that intentionally trigger emotional responses."--Publisher description.

Emotions, Technology, and Learning

Emotions, Technology, and Learning
  • Author : Sharon Y. Tettegah,Michael P. McCreery
  • Publisher :Unknown
  • Release Date :2015-11-17
  • Total pages :318
  • ISBN : 9780128007143
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Summary : Research suggests two important roles of emotion related to learning and technology. First, emotion can be the key factor that is being learned or taught through technological means. Second, emotional responses with and through technology can alter what is being learned or how the content is learned. The goal of this volume is to compile and synthesize research that addresses these two perspectives by focusing on the relationship between emotion and learning as facilitated by technology. The book is divided into four sections to represent the specific interest related to emotion and learning: Theory and Overview of Emotions and Learning; Emotions and Learning Online; Technology for Emotional Pedagogy with Students; and Technology of Emotional Pedagogy with Teachers. Provides a deeper theoretical and empirical perspective of emotion and learning Discusses how blended and online learning impact our ability to share emotion or learn emotion Explores how students learn emotion, share emotion, and how it impacts their ability to learn Examines how teachers learn emotion, share, emotion, and how it impacts their ability to teach through technology Addresses student diversity

Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games
  • Author : Anonim
  • Publisher :Unknown
  • Release Date :2015-09-25
  • Total pages :364
  • ISBN : 9780128018408
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Summary : Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Emotions in Technology Design: From Experience to Ethics

Emotions in Technology Design: From Experience to Ethics
  • Author : Rebekah Rousi
  • Publisher :Unknown
  • Release Date :2021
  • Total pages :229
  • ISBN : 9783030534837
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Summary :

Designing for Emotion

Designing for Emotion
  • Author : Aarron Walter
  • Publisher :Unknown
  • Release Date :2011
  • Total pages :104
  • ISBN : 1937557006
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Summary : Make your users fall in love with your site via the precepts packed into this brief, charming book by MailChimp user experience design lead Aarron Walter. From classic psychology to case studies, highbrow concepts to common sense, Designing for Emotion demonstrates accessible strategies and memorable methods to help you make a human connection through design.--Back cover.

Designing Emotions

Designing Emotions
  • Author : Pieter Desmet
  • Publisher :Unknown
  • Release Date :2002
  • Total pages :231
  • ISBN : 9090158774
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Summary :

Emotionally Intelligent Design

Emotionally Intelligent Design
  • Author : Pamela Pavliscak
  • Publisher :Unknown
  • Release Date :2018-11-21
  • Total pages :286
  • ISBN : 9781491953112
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Summary : As technology becomes deeply integrated into every aspect of our lives, we’ve begun to expect more emotionally intelligent interactions. But smartphones don’t know if we’re having a bad day, and cars couldn’t care less about compassion. Technology is developing more IQ, but it still lacks EQ. In this book, Pamela Pavliscak—design researcher and advisor to Fortune 500 companies—explores new research about emotion, new technology that engages emotion, and new emotional design practices. Drawing on her own research and the latest thinking in psychology, neuroscience, and behavioral economics, Pamela shows you how design can help promote emotional well-being. You’ll learn: How design has transformed emotion and how tech is transforming it again New principles for merging emotional intelligence and design thinking How to use a relationship model for framing product interactions and personality Methods for blending well-being interventions with design patterns How emotional resonance can guide designers toward ethical futures Implications of emotionally intelligent technology as it scales from micro- to mega-emotional spheres

How Games Move Us

How Games Move Us
  • Author : Katherine Isbister
  • Publisher :Unknown
  • Release Date :2016-03-04
  • Total pages :192
  • ISBN : 9780262333245
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Summary : An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer's experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

On the Way to Fun

On the Way to Fun
  • Author : Roberto Dillon
  • Publisher :Unknown
  • Release Date :2010-03-08
  • Total pages :200
  • ISBN : 9781439876893
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Summary : How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have become the main entertainment product for children and adults alike? In On the Way to Fun, the author proposes a possible answer to these questions by going back to the roots of gaming and showing how early games, as

Experience Design

Experience Design
  • Author : Marc Hassenzahl
  • Publisher :Unknown
  • Release Date :2010
  • Total pages :85
  • ISBN : 9781608450473
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Summary : In his In the blink of an eye, Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six -- six criteria for what makes a good cut. On top of his list is "to be true to the emotion of the moment," a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich "experience" to the audience. Because, "what they finally remember is not the editing, not the camerawork, not the performances, not even the story---it's how they felt." Technology for all the right reasons applies this insight to the design of interactive products and technologies -- the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful. The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes. Table of Contents: Follow me! / Crucial Properties of Experience / Three Good Reasons to Consider Experience / A Model of Experience / Reflections on Experience Design

Engage the Brain

Engage the Brain
  • Author : Allison Posey
  • Publisher :Unknown
  • Release Date :2018-11-20
  • Total pages :180
  • ISBN : 9781416626305
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Summary : Research on the brain has shown that emotion plays a key role in learning, but how can educators apply that research in their day-to-day interactions with students? What are some teaching strategies that take advantage of what we know about the brain? Engage the Brain answers these questions with easy-to-understand explanations of the brain's emotion networks and how they affect learning, paired with specific suggestions for classroom strategies that can make a real difference in how and what students learn. Readers will discover how to design an environment for learning that Makes material relevant, relatable, and engaging. Accommodates tremendous variability in students' brains by giving them multiple options for how to approach their learning. Incorporates Universal Design for Learning (UDL) principles and guidelines. Uses process-oriented feedback and other techniques to spark students' intrinsic motivation. Author Allison Posey explains how schools can use the same "emotional brain" concepts to create work environments that reduce professional stress and the all-too-common condition of teacher burnout. Real-world classroom examples, along with reflection and discussion questions, add to the usefulness of Engage the Brain as a practical, informative guide for understanding how to capture the brain's incredible power and achieve better results at all grade levels, in all content areas.

The Neuroscientific Basis of Successful Design

The Neuroscientific Basis of Successful Design
  • Author : Marco Maiocchi
  • Publisher :Unknown
  • Release Date :2014-12-01
  • Total pages :108
  • ISBN : 9783319028019
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Summary : The term “design” today encompasses attributes of artifacts that go beyond their intended functions, imbuing them with new meanings. Those meanings are deeply related to the emotions perceived by the users. This book investigates the findings deriving from the neurosciences that are relevant to design. Drawing upon up-to-date neuroscientific knowledge, the authors define what an emotion is, examine the relationship between perceptions and emotions and discuss the role of metaphoric communication. Particular attention is paid to those elements of perception and metaphoric interpretation that cause the emotions to rise. Consequences for the design process are then considered and a design process is proposed that takes into account emotional impacts as one of the goals. A solid scientific approach to the subject is maintained throughout and understanding is facilitated by the inclusion of a rich collection of successful design artifacts, the emotional aspects of which are analyzed.

Emotions and Affect in Human Factors and Human-Computer Interaction

Emotions and Affect in Human Factors and Human-Computer Interaction
  • Author : Myounghoon Jeon
  • Publisher :Unknown
  • Release Date :2017-05-17
  • Total pages :624
  • ISBN : 9780128018798
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Summary : Emotions and Affect in Human Factors and Human–Computer Interaction is a complete guide for conducting affect-related research and design projects in H/F and HCI domains. Introducing necessary concepts, methods, approaches, and applications, the book highlights how critical emotions and affect are to everyday life and interaction with cognitive artifacts. The text covers the basis of neural mechanisms of affective phenomena, as well as representative approaches to Affective Computing, Kansei Engineering, Hedonomics, and Emotional Design. The methodologies section includes affect induction techniques, measurement techniques, detection and recognition techniques, and regulation models and strategies. The application chapters discuss various H/F and HCI domains: product design, human–robot interaction, behavioral health and game design, and transportation. Engineers and designers can learn and apply psychological theories and mechanisms to account for their affect-related research and can develop their own domain-specific theory. The approach outlined in this handbook works to close the existing gap between the traditional affect research and the emerging field of affective design and affective computing. Provides a theoretical background of affective sciences Demonstrates diverse affect induction methods in actual research settings Describes sensing technologies, such as brain–computer interfaces, facial expression detection, and more Covers emotion modeling and its application to regulation processes Includes case studies and applied examples in a variety of H/F and HCI application areas Addresses emerging interdisciplinary areas including Positive Technology, Subliminal Perception, Physiological Computing, and Aesthetic Computing

Technology as Experience

Technology as Experience
  • Author : John McCarthy,Peter Wright
  • Publisher :Unknown
  • Release Date :2007-08-24
  • Total pages :224
  • ISBN : 026225073X
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Summary : In Technology as Experience, John McCarthy and Peter Wright argue that any account of what is often called the user experience must take into consideration the emotional, intellectual, and sensual aspects of our interactions with technology. We don't just use technology, they point out; we live with it. They offer a new approach to understanding human-computer interaction through examining the felt experience of technology. Drawing on the pragmatism of such philosophers as John Dewey and Mikhail Bakhtin, they provide a framework for a clearer analysis of technology as experience. Just as Dewey, in Art as Experience, argued that art is part of everyday lived experience and not isolated in a museum, McCarthy and Wright show how technology is deeply embedded in everyday life. The "zestful integration" or transcendent nature of the aesthetic experience, they say, is a model of what human experience with technology might become. McCarthy and Wright illustrate their theoretical framework with real-world examples that range from online shopping to ambulance dispatch. Their approach to understanding human computer interaction—seeing it as creative, open, and relational, part of felt experience—is a measure of the fullness of technology's potential to be more than merely functional.

The Laws of Simplicity

The Laws of Simplicity
  • Author : John Maeda
  • Publisher :Unknown
  • Release Date :2020-09
  • Total pages :128
  • ISBN : 9780262539470
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Summary : Ten laws of simplicity for business, technology, and design teach readers howto need less but get more.

Emotional and Cognitive Overload

Emotional and Cognitive Overload
  • Author : Anne-Françoise Rutkowski,Carol Saunders
  • Publisher :Unknown
  • Release Date :2018-08-21
  • Total pages :200
  • ISBN : 9781351682480
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Summary : We live in a world of limitless information. At both home and at work, an endless range of devices and IT systems place demands upon our attention that human beings have never experienced before, but are our brains capable of processing it all? In this important new book, the idea of brain overload is defined and explored, from its impact on our decision-making and memory, to how we may cope with the resultant ‘technostress’. Supported by case studies and also exploring the idea of ‘IT addiction’, the book concludes by asking how IT processes may support rather than hinder our cognitive functioning. This is essential reading for anyone interested in how we function in the digital age.