The Experts below are selected from a list of 321 Experts worldwide ranked by ideXlab platform
Paul Hekkert - One of the best experts on this subject based on the ideXlab platform.
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Measuring and adapting behavior during Product Interaction to influence affect
Personal and Ubiquitous Computing, 2011Co-Authors: Miguel Bruns Alonso, Caroline Hummels, David V. Keyson, Paul HekkertAbstract:Sometimes, the way in which we interact with Products implicitly communicates how we feel. Based on previous studies on how emotions can be detected and communicated via Product Interaction, we discuss how an interactive Product could influence affect by responding and changing behaviors expressing affect. We discuss the proposal of the affective feedback loop in Product Interaction by its implementation in the prototype of a pen that senses two implicit behaviors related to restlessness, rock and roll. Furthermore, the pen provides inherent feedback, focusing on the perceptual motor skills, as a means to reflect on these behaviors. The pen was evaluated in an experiment, by which we explored whether this type of feedback would influence the emotional experience. Two participant groups were compared, and participants that used the pen with feedback showed a lower heart rate throughout the whole experiment. Because these participants were not aware that the pen provided any feedback, we propose the concept of unaware Interaction and discuss what its implications are for design.
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appraisal patterns of emotions in human Product Interaction
International Journal of Design, 2009Co-Authors: Erdem Demir, Pieter M A Desmet, Paul HekkertAbstract:Emotional design, i.e., designing with an intention to evoke or to prevent a particular emotion, can be facilitated by understanding the processes underlying emotions. A promising approach to understanding these processes in the current psychological literature is appraisal theory. Appraisal theory can support this understanding because it explains how different emotions are elicited by different underlying appraisals. This paper reports a study that aimed to identify and specify appraisals that elicit emotions of Product users for four emotion groups: happiness/joy, satisfaction/contentment, anger/irritation, and disappointment/dissatisfaction. The study started with a sensitizing task to make participants familiar with reporting their emotional experiences. With a combination of experience sampling and in-depth interviews, the emotions experienced when interacting with Products and the causes of these emotions were captured. The results indicated that the appraisal patterns as proposed in general appraisal theory can also be traced in human-Product Interaction for all four emotion groups. On the basis of the results, an initia specification of those appraisals and design directions are proposed
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Which senses dominate at different stages of Product experience
2009Co-Authors: Anna Fenko, Hendrik N.j. Schifferstein, Paul HekkertAbstract:In the area of Product design, sensory dominance can be defined as the relative importance of different sensory modalities for Product experience. Since Product experience is multisensory, it is interesting to know which sensory modality plays a leading role in a particular experience, so that designers could concentrate on the creation of the most relevant Product properties. It is often assumed that vision dominates other senses. In the present study, we investigated the importance of different sensory modalities during various episodes of Product usage. We asked 120 respondents to describe their experiences with consumer Products in the following situations: while buying a Product, after the first week, the first month, and the first year of usage. The data suggest that the dominant modality depends on the period of Product usage. At the moment of buying, vision is the most important modality, but at later stages other modalities become more important. The dominance of a particular modality may depend on its appropriateness for the particular task. During long-term usage, modality importance depends on Product functions and the characteristics of the user-Product Interaction. We conclude that to create a long-lasting positive Product experience, designers need to consider the user-Product Interaction at different stages of Product usage and to determine which sensory modality dominates Product experience at each stage. Keywords: Sensory Dominance; User-Product Interaction; Product Design
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Shifts in sensory dominance between various stages of user-Product Interactions.
Applied ergonomics, 2009Co-Authors: Anna Fenko, Hendrik N.j. Schifferstein, Paul HekkertAbstract:In the area of Product design, sensory dominance can be defined as the relative importance of different sensory modalities for Product experience. It is often assumed that vision dominates the other senses. In the present study, we asked 243 participants to describe their experiences with consumer Products in various situations: while buying a Product, after the first week, the first month, and the first year of usage. The data suggest that the dominant sensory modality depends on the period of Product usage. At the moment of buying, vision is the most important modality, but during the usage the other sensory modalities gain importance. The roles of the different modalities during usage are Product-dependent. Averaged over 93 Products analyzed in this study, after one month of usage touch becomes more important than vision, and after one year vision, touch and audition appear to be equally important. We conclude that to create a long-lasting positive Product experience, designers need to consider user-Product Interaction at different stages of Product usage and to determine which sensory modality dominates Product experience at each stage.
Zulqarnain Rashid - One of the best experts on this subject based on the ideXlab platform.
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cricking customer Product Interaction in retail using pervasive technologies
Ubiquitous Computing, 2013Co-Authors: Rafael Pous, Joan Meliasegui, Anna Carreras, Marc Morenzacinos, Zulqarnain RashidAbstract:The popularization of eCommerce has led to effective customer shopping experiences. Pervasive computing could bring the benefits of eCommerce to brick and mortar stores, merging both online and physical worlds into a unique system. We define crick as the extension of the (c)lick and b(rick) concept, by means of pervasive technologies. In this paper, we summarize our work-in-progress research on using pervasive Radio Frequency Identification (RFID) to sense human-Product Interaction. These cricks can be performed through diverse interfaces in the retail domain, and automatically receive feedback in different manners. We believe that integrating RFID and other pervasive technologies in retail stores is the next step to obtain comprehensive customer's user models and preferences. Retail management improvement, or personal and collaborative recommendations, are envisioned to be successful applications of cricking.
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UbiComp (Adjunct Publication) - Cricking: customer-Product Interaction in retail using pervasive technologies
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication, 2013Co-Authors: Rafael Pous, Anna Carreras, Joan Melià-seguí, Marc Morenza-cinos, Zulqarnain RashidAbstract:The popularization of eCommerce has led to effective customer shopping experiences. Pervasive computing could bring the benefits of eCommerce to brick and mortar stores, merging both online and physical worlds into a unique system. We define crick as the extension of the (c)lick and b(rick) concept, by means of pervasive technologies. In this paper, we summarize our work-in-progress research on using pervasive Radio Frequency Identification (RFID) to sense human-Product Interaction. These cricks can be performed through diverse interfaces in the retail domain, and automatically receive feedback in different manners. We believe that integrating RFID and other pervasive technologies in retail stores is the next step to obtain comprehensive customer's user models and preferences. Retail management improvement, or personal and collaborative recommendations, are envisioned to be successful applications of cricking.
Rafael Pous - One of the best experts on this subject based on the ideXlab platform.
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cricking customer Product Interaction in retail using pervasive technologies
Ubiquitous Computing, 2013Co-Authors: Rafael Pous, Joan Meliasegui, Anna Carreras, Marc Morenzacinos, Zulqarnain RashidAbstract:The popularization of eCommerce has led to effective customer shopping experiences. Pervasive computing could bring the benefits of eCommerce to brick and mortar stores, merging both online and physical worlds into a unique system. We define crick as the extension of the (c)lick and b(rick) concept, by means of pervasive technologies. In this paper, we summarize our work-in-progress research on using pervasive Radio Frequency Identification (RFID) to sense human-Product Interaction. These cricks can be performed through diverse interfaces in the retail domain, and automatically receive feedback in different manners. We believe that integrating RFID and other pervasive technologies in retail stores is the next step to obtain comprehensive customer's user models and preferences. Retail management improvement, or personal and collaborative recommendations, are envisioned to be successful applications of cricking.
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UbiComp (Adjunct Publication) - Cricking: customer-Product Interaction in retail using pervasive technologies
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication, 2013Co-Authors: Rafael Pous, Anna Carreras, Joan Melià-seguí, Marc Morenza-cinos, Zulqarnain RashidAbstract:The popularization of eCommerce has led to effective customer shopping experiences. Pervasive computing could bring the benefits of eCommerce to brick and mortar stores, merging both online and physical worlds into a unique system. We define crick as the extension of the (c)lick and b(rick) concept, by means of pervasive technologies. In this paper, we summarize our work-in-progress research on using pervasive Radio Frequency Identification (RFID) to sense human-Product Interaction. These cricks can be performed through diverse interfaces in the retail domain, and automatically receive feedback in different manners. We believe that integrating RFID and other pervasive technologies in retail stores is the next step to obtain comprehensive customer's user models and preferences. Retail management improvement, or personal and collaborative recommendations, are envisioned to be successful applications of cricking.
Anna Fenko - One of the best experts on this subject based on the ideXlab platform.
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Which senses dominate at different stages of Product experience
2009Co-Authors: Anna Fenko, Hendrik N.j. Schifferstein, Paul HekkertAbstract:In the area of Product design, sensory dominance can be defined as the relative importance of different sensory modalities for Product experience. Since Product experience is multisensory, it is interesting to know which sensory modality plays a leading role in a particular experience, so that designers could concentrate on the creation of the most relevant Product properties. It is often assumed that vision dominates other senses. In the present study, we investigated the importance of different sensory modalities during various episodes of Product usage. We asked 120 respondents to describe their experiences with consumer Products in the following situations: while buying a Product, after the first week, the first month, and the first year of usage. The data suggest that the dominant modality depends on the period of Product usage. At the moment of buying, vision is the most important modality, but at later stages other modalities become more important. The dominance of a particular modality may depend on its appropriateness for the particular task. During long-term usage, modality importance depends on Product functions and the characteristics of the user-Product Interaction. We conclude that to create a long-lasting positive Product experience, designers need to consider the user-Product Interaction at different stages of Product usage and to determine which sensory modality dominates Product experience at each stage. Keywords: Sensory Dominance; User-Product Interaction; Product Design
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Shifts in sensory dominance between various stages of user-Product Interactions.
Applied ergonomics, 2009Co-Authors: Anna Fenko, Hendrik N.j. Schifferstein, Paul HekkertAbstract:In the area of Product design, sensory dominance can be defined as the relative importance of different sensory modalities for Product experience. It is often assumed that vision dominates the other senses. In the present study, we asked 243 participants to describe their experiences with consumer Products in various situations: while buying a Product, after the first week, the first month, and the first year of usage. The data suggest that the dominant sensory modality depends on the period of Product usage. At the moment of buying, vision is the most important modality, but during the usage the other sensory modalities gain importance. The roles of the different modalities during usage are Product-dependent. Averaged over 93 Products analyzed in this study, after one month of usage touch becomes more important than vision, and after one year vision, touch and audition appear to be equally important. We conclude that to create a long-lasting positive Product experience, designers need to consider user-Product Interaction at different stages of Product usage and to determine which sensory modality dominates Product experience at each stage.
Anna Carreras - One of the best experts on this subject based on the ideXlab platform.
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cricking customer Product Interaction in retail using pervasive technologies
Ubiquitous Computing, 2013Co-Authors: Rafael Pous, Joan Meliasegui, Anna Carreras, Marc Morenzacinos, Zulqarnain RashidAbstract:The popularization of eCommerce has led to effective customer shopping experiences. Pervasive computing could bring the benefits of eCommerce to brick and mortar stores, merging both online and physical worlds into a unique system. We define crick as the extension of the (c)lick and b(rick) concept, by means of pervasive technologies. In this paper, we summarize our work-in-progress research on using pervasive Radio Frequency Identification (RFID) to sense human-Product Interaction. These cricks can be performed through diverse interfaces in the retail domain, and automatically receive feedback in different manners. We believe that integrating RFID and other pervasive technologies in retail stores is the next step to obtain comprehensive customer's user models and preferences. Retail management improvement, or personal and collaborative recommendations, are envisioned to be successful applications of cricking.
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UbiComp (Adjunct Publication) - Cricking: customer-Product Interaction in retail using pervasive technologies
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication, 2013Co-Authors: Rafael Pous, Anna Carreras, Joan Melià-seguí, Marc Morenza-cinos, Zulqarnain RashidAbstract:The popularization of eCommerce has led to effective customer shopping experiences. Pervasive computing could bring the benefits of eCommerce to brick and mortar stores, merging both online and physical worlds into a unique system. We define crick as the extension of the (c)lick and b(rick) concept, by means of pervasive technologies. In this paper, we summarize our work-in-progress research on using pervasive Radio Frequency Identification (RFID) to sense human-Product Interaction. These cricks can be performed through diverse interfaces in the retail domain, and automatically receive feedback in different manners. We believe that integrating RFID and other pervasive technologies in retail stores is the next step to obtain comprehensive customer's user models and preferences. Retail management improvement, or personal and collaborative recommendations, are envisioned to be successful applications of cricking.