Emotional Design Elements of Public Facilities-Focusing on public museums in Jeju

Author(s):  
SeoYoung Kim ◽  
2020 ◽  
pp. 34-35
Author(s):  
Rafael Lucio de Mattos

This research focuses on the development of emotionally directed gaming experiences demonstrating how the same game, when subjected to targeted audiovisual changes that do not affect its rules, objectives, and mechanics, can provide different emotional experiences. These experiences are related to the psychological and player motivation profiles of each individual. To this end, the research was structured into four main parts. The first, theoretical-conceptual, explored game design, seeking to find structures and elements that make up a game and the experience it proposes. A bibliographic review was carried out on: the study of emotions, including different classification approaches; a study on the relationships established between player, avatar, and game environment; and the concept of emotional design, proposed by Don Norman. The second part, analytical-investigative, consisted of the case study of three games (Journey, Amnesia: The Dark Descent, and Thomas Was Alone) with different gaming experience proposals. They were analyzed using a methodology based on game design elements and their relationship with the levels of emotional design. In this way, it was possible to understand how the design of each game contributes to the creation/development of different emotional experiences. In the third part, a field research was carried out to collect the psychological (Big Five) and player motivation (Quantic Foundry) profiles, through the application of questionnaires. The participants were then divided into groups according to their profiles (psychological and player motivation) to participate in the second part of this stage. Based on the information gathered by the previous steps, a short game was developed. From it, changes in its design were made to generate modified versions that, maintaining the game structure and essential rules, proposed different experiences to the players. All games had a player performance information collection system developed specifically for the research. The games were then made available to participants from the previous stages, who answered a final questionnaire. The responses, as well as information about the players’ performance, were used both to assess how each game affected the perception and to verify whether the psychological and motivation profiles of the player help to understand the emotional experiences of the game. Thus, the fourth part consisted of putting the knowledge into practice and testing the hypotheses developed from the previous steps and listed below. The research showed that 1) the visual and sound aesthetic influence of a game can have a considerable impact on the experience of playing, even if it does not affect the game mechanically; 2) The Big Five psychological profile and the player motivation profile are related to the emotional gaming experiences and can be used to better understand them.


Author(s):  
Adem Özgür ◽  
Arif Altun

Multimedia learning materials (MLM) play an important role in learning. Engagement is a state that contributes to care of and positive approach to MLM, to pay attention to and deep processing of it, to do activities in it while preventing learners from quitting MLM. The quality of MLMs and students' characteristics are important in the engagement process. Cognitive theories provide valuable principles when designing MLMs, whereas the emotional design of the MLMs and the affective responses they evoke in students remain in the background. The emotional design ensures students' engagement with MLMs, and their interpretation of the knowledge and their learning can be manipulated. In this chapter, student engagement has been elaborated within scope of MLMs. Secondly, the relationship between emotional processes and engagement was examined. It was focused on organizing students' emotional process using emotional design elements and their effects on learning outcomes. Finally, suggestions were made for maintaining interaction with MLM and engagement for learning.


2021 ◽  
Vol 103 (4) ◽  
Author(s):  
Mary L. Cummings ◽  
Hala Nassar ◽  
Vishwa Alaparthy

AbstractWhile increasingly popular, small unmanned aerial vehicles, aka drones, are often flown illegally over outdoor public gatherings or public facilities like prisons, threatening the safety of those nearby. There is a clear need to address interloping drones in public spaces from a sociotechnical perspective, including understanding the tradespace of variables. Through surveys, interviews, technology and infrastructure design, and experimentation, we developed a tradespace model of those variables that managers and designers of high-risk settings like public spaces and prisons need to consider in their development or renovation. These include cost considerations, both capital and infrastructure, as well as technology design elements of range and false alarm rates potentially exacerbated by convolutional neural networks (aka, deep learning). Results also highlight that environmental design elements can provide a possible low-tech solution in the design of obstructions that either eliminate or complicate a drone pilot’s line of sight. This effort demonstrates that managers and designers of high-risk settings like public spaces and prisons will have to balance sometimes competing objectives to obtain the best possible outcomes for public safety.


Author(s):  
Feng Zhou ◽  
Jianxin Roger Jiao ◽  
Dirk Schaefer ◽  
Songlin Chen

Emotional design entails a bidirectional affective mapping process between affective needs in the customer domain and design elements in the designer domain. To leverage both affective and engineering concerns, this paper proposes a hybrid association mining and refinement (AMR) system to support affective mapping decisions. Rough set and K optimal rule discovery techniques are applied to identify hidden relations underlying forward affective mapping. A rule refinement measure is formulated in terms of affective quality. Ordinal logistic regression (OLR) is derived to model backward affective mapping. Based on conjoint analysis, a weighted OLR model is developed as a benchmark of the initial OLR model for backward refinement. A case study of truck cab interior design is presented to demonstrate the feasibility and potential of the hybrid AMR system for decision support to forward and backward affective mapping.


2018 ◽  
Vol 176 ◽  
pp. 01004
Author(s):  
Jie Yan ◽  
Bing Lv ◽  
Jianqiang Wang ◽  
Derong Duan ◽  
Mengjia Chen ◽  
...  

In order to make the silage equipment control panel meet user needs better and translate user requirements into product design elements, this paper puts forward the design model of silage equipment control panel based on the theory of emotional design and Kansei Engineering. Firstly, qualitative and quantitative analyses of silage equipment control panel were conducted according to the results of the user survey. Then, the prior design elements and the “Feature-Vocabulary” correspondence were obtained, which were applied to the design of silage equipment control panel. Finally, the design plan was evaluated using semantic differential method. As a result, it is initially verified that the design model has certain feasibility for translating user requirements into product design elements.


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