scholarly journals A methodology for extracting expectation effect in user-product interactions for multisensory experience design

2019 ◽  
Vol 13 (1) ◽  
pp. JAMDSM0013-JAMDSM0013
Author(s):  
Hideyoshi YANAGISAWA ◽  
Chihiro MIYAZAKI
2020 ◽  
pp. 54-70
Author(s):  
Carlos Velasco ◽  
Marianna Obrist

As technology advances, and our understanding of the human senses grows, we will be able to augment existing experiences but also create previously unimaginable ones. For example, we are just starting to understand how our senses change in outer space. We and several other researchers are developing technology-enabled experiences that consider these changes to facilitate future space travels. This chapter presents the scope for multisensory experiences in the years to come. As an illustrative example, it merges ‘science’ and ‘fiction’ and discusses the possibilities around multisensory experience design in the context of space travels.


i-Perception ◽  
2020 ◽  
Vol 11 (6) ◽  
pp. 204166952096662
Author(s):  
Charles Spence

In recent years, there has been growing interest in the possibility of augmenting the visitor’s experience of the exhibits in various art galleries and museums by means of the delivery of a genuinely multisensory experience, one that engages more than just the visual sense. This kind of approach both holds the promise of increasing engagement while, at the same time, also helping to address, in some small way, issues around accessibility for the visually impaired visitor. One of the increasingly popular approaches to enhancing multisensory experience design involves the use of scents that have been chosen to match, or augment, the art or museum display in some way. The various different kinds of congruency between olfaction and vision that have been investigated by researchers and/or incorporated into art/museum displays already are reviewed. However, while the laboratory research does indeed appear to suggest that people’s experience of the paintings (or rather reproductions or photos of the works of art) may well be influenced by the presence of an ambient odour, the results are by no means guaranteed to be positive, either in terms of the emotional response while viewing the display or in terms of the viewer’s subsequent recall of their multisensory experience. As such, caution is advised for those who may be considering whether to augment their multisensory displays/exhibits with ambient scent.


Author(s):  
Takuma Maki ◽  
Hideyoshi Yanagisawa

AbstractThroughout the course of product experience, a user employs multiple senses, including vision, hearing, and touch. Previous cross-modal studies have shown that multiple senses interact with each other and change perceptions. In this paper, we propose a methodology for designing multisensory product experiences by applying cross-modal effect to simultaneous stimuli. In this methodology, we first obtain a model of the comprehensive cognitive structure of user's multisensory experience by applying Kansei modeling methodology and extract opportunities of cross-modal effect from the structure. Second, we conduct experiments on these cross-modal effects and formulate them by obtaining a regression curve through analysis. Finally, we find solutions to improve the product sensory experience from the regression model of the target cross-modal effects. We demonstrated the validity of the methodology with SLR cameras as a case study, which is a typical product with multisensory perceptions.


2019 ◽  
Vol 12 (1) ◽  
pp. 18-33 ◽  
Author(s):  
Horea Pauna ◽  
Pierre-Majorique Léger ◽  
Sylvain Sénécal ◽  
Marc Fredette ◽  
Élise Labonté-Lemoyne ◽  
...  

Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


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