Emotional design : why we love (or hate) everyday things
By D. Norman. 2004
4,158 citations recorded by the source corpus.
Subfields: Computer Graphics and Computer-Aided Design, Mechanical Engineering, Social Psychology
View Paper: https://www.semanticscholar.org/paper/10e308117fe4936d9cd4d33339d13fd7b0385365
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Graphics and Computer-Aided Design
- M. Eisenman
- Arina Gertseva
- R. Chitturi
- Maura L. Scott
- S. D’Mello
- Arturo Z. Vasquez-Parraga
- Elly Zwartkruis-Pelgrim
- T. Mahon-Haft
In Mechanical Engineering
- M. Eisenman
- P. Desmet
- Paul Hekkert
- Violina P. Rindova
- Arina Gertseva
- Eunjoon Rachel Um
- R. Chitturi
- Maura L. Scott
In Social Psychology
- Charles Spence
- Andrew F. Monk
- M. Eisenman
- Rafael A. Calvo
- Dorian Peters
- Marc Hassenzahl
- R. Chitturi
- Andy Woods
Citations in the corpus
- A sociable robot to encourage social interaction among the elderly (2006, background): “In Emotional Design, Don Norman states that “good behavioral design should be human-centered, focusing upon understanding and satisfying the needs of the people who actually use the product” ([3], p.”
- Consumer responses to functional, aesthetic and symbolic product design in online reviews (2017, background): “Kervyn, Fiske, and Malone (2012) find a link between functionality and consumer emotions; similarly Norman (2004) emphasizes the importance of product intuitiveness and usability for emotional response and offers examples of products that fail to meet these objectives because of inattention to…”
- Applying the User Experience Questionnaire (UEQ) in Different Evaluation Scenarios (2014, background): “A different interpretation (which we adopt in this paper) is to define user experience as a set of distinct quality criteria [2] that includes classical usability criteria, like efficiency, controllability or learnability, and non-goal directed or hedonic quality criteria [3], like stimulation, fun-”
- Visual Methods (2007, background): “Many designs seem not to reflect the typical customer's actual needs for use of the space (Norman 2004).”
- The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces (2007, background): “Mori (1970) warned, however, that robots should not be made too similar to real humans because such robots can fall into the uncanny valley (see also, Norman, 2004; Reichardt, 1978).”
- User experience - a research agenda (2006, background): “2004), Helander and Tham’s (2003) special issue on ‘Hedonomics’, the emerging literature on ‘Aes-thetics’ (e.g. Tractinsky in press), or the work of Pat Jordan (e.g. Jordan 2000) and – recently – Don Norman (2004a), reveals three major perspectives.”
- Construction and Evaluation of a User Experience Questionnaire (2008, background): “According to Norman [12] product design affects users on three levels of information processing, namely on a visceral level, on a behavioral level, and on a reflective level.”
- ‘Show me the goods’: Assessing the effectiveness of transparent packaging vs. product imagery on product evaluation (2018, background): “…of research on inedible products, where 104 it has been shown that the aesthetics of such a product are positively associated 105 SHOW ME THE GOODS 6 with the desirability of owning it (e.g., Bloch, Brunel, & Arnold, 2003; Norman, 2005; 106 Reimann, Zaichkowsky, Neuhaus, Bender, & Weber, 2010).”
- Better to be frustrated than bored: The incidence, persistence, and impact of learners' cognitive-affective states during interactions with three different computer-based learning environments (2010, background): “However, in the last few years, there has been considerable research aspiring to incorporate the affective states of a user into the decision cycle of the interface in an attempt to develop more effective, user-friendly applications (Hudlicka & McNeese, 2002; Klein, Moon, & Picard, 2002; Mandryk & A”