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.
1. Introduction 2. Volume Overview 3. Abstract 4. Color as Cinematic Emotion: A Historical Summary 5. From Brain to Marketing: The Attraction Effect 6. Patterns of Emotion: Three Examples from Contemporary Digital Media 7. Concluding Remarks 8. Abstract 9. Hearing, Listening, Feeling 10. (Auditory) Displays of Emotion 11. Conclusion: Sounding Safety, Security, Stasis, and Status 12. Abstract 13. Introduction 14. Nonverbal Communication 15. Emoticons 16. Leader-Member Exchange 17. Abstract 18. Introduction 19. Empathy and Technology 20. Modeling Empathy 21. Empathetic Virtual Companions 22. Perceptions of Empathetic Virtual Agents 23. Developing an Interaction Strategy for a Virtual Companion 24. Abstract 25. Acknowledgments 26. Introduction 27. Experiment Investigating Impressions and Behavior Change Caused by Replies from the Agent 28. Comparative Experiment on Effects of a Virtual Agent and a Robot 29. A Spoken Agent System for Learning Customer Services 30. A Spoken Agent System for Mental Care using Expressive Facial Expressions and Positive Psychology 31. Discussion 32. Conclusion 33. Abstract 34. Drawing on Two Process Models for Representation 35. Toward Rational Design Guidelines 36. Increased Interest and Engagement 37. The Research Agenda 38. Abstract 39. Introduction 40. Agents as Companions 41. Companions, Children and Companionship 42. Current Companion Projects 43. The Affective Channel: A Framework for Emotionally Intelligent Companion Interaction 44. Designing Interaction Strategies for Companions 45. Emotional Interaction Strategies 46. Conversational Interaction Strategies (CIS) 47. Domain Specific Strategy 48. Wizard of OZ Experiment 49. The Experiment 50. The Subjects of the Experiment 51. The Game 52. The Wizard of OZ (WOZ) of Samuela, Nao and Ari 53. The Pilot Session 54. The Focus Groups and Interviews 55. The Implementation of the Experiment 56. Report of Findings 57. Personality Descriptors 58. Physical Descriptors 59. Utility or Functionality Descriptors 60. Interaction with a Companion 61. Preferred Activities with Companions 62. Preferred Companion for Supporting Different Subjects 63. Significance of Companions 64. Trust in Companions 65. Emotions toward Companions 66. Discussion of Results 67. Summary and Future Work 68. Abstract 69. Introduction: Redefining the Human 70. The Definition of Emotions in Artificial Intelligence 71. The Role of Emotions in Intelligent Agents' Design 72. Anthropomorphism in Artificial Intelligence 73. Abstract 74. Introduction: In the Google Gaze 75. Unexamined Occupation: San Francisco and the Crystallization of Glass and Class Rage 76. Google Glass’s Panoptic Gaze: Surveillance and Emotion 77. Emotion and Resistance: The Emergence of the “Glasshole” and Public Pushback to Google Glass 78. Wearable Control 79. Analyzing Class through Glass 80. Surveying Emotions and Space through Design 81. Conclusion: The Future of Glass 82. Abstract 83. Designing the Emotions of Communicative Capitalism 84. Serious Games Is Serious Work 85. Deliver the Nets: Eradicate Malaria, Reify Africa 86. Conclusion 87. Abstract 88. Introduction 89. POV: Body-Worn Cameras in the Discourse(s) of Surveillance 90. Design Elements of an Antiemotion 91. Paradoxical Space and the Politics of Visuality 92. Conclusion 93. Index 94. Sync with Jellybooks
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.
1. Introduction 2. Volume Overview 3. Abstract 4. Color as Cinematic Emotion: A Historical Summary 5. From Brain to Marketing: The Attraction Effect 6. Patterns of Emotion: Three Examples from Contemporary Digital Media 7. Concluding Remarks 8. Abstract 9. Hearing, Listening, Feeling 10. (Auditory) Displays of Emotion 11. Conclusion: Sounding Safety, Security, Stasis, and Status 12. Abstract 13. Introduction 14. Nonverbal Communication 15. Emoticons 16. Leader-Member Exchange 17. Abstract 18. Introduction 19. Empathy and Technology 20. Modeling Empathy 21. Empathetic Virtual Companions 22. Perceptions of Empathetic Virtual Agents 23. Developing an Interaction Strategy for a Virtual Companion 24. Abstract 25. Acknowledgments 26. Introduction 27. Experiment Investigating Impressions and Behavior Change Caused by Replies from the Agent 28. Comparative Experiment on Effects of a Virtual Agent and a Robot 29. A Spoken Agent System for Learning Customer Services 30. A Spoken Agent System for Mental Care using Expressive Facial Expressions and Positive Psychology 31. Discussion 32. Conclusion 33. Abstract 34. Drawing on Two Process Models for Representation 35. Toward Rational Design Guidelines 36. Increased Interest and Engagement 37. The Research Agenda 38. Abstract 39. Introduction 40. Agents as Companions 41. Companions, Children and Companionship 42. Current Companion Projects 43. The Affective Channel: A Framework for Emotionally Intelligent Companion Interaction 44. Designing Interaction Strategies for Companions 45. Emotional Interaction Strategies 46. Conversational Interaction Strategies (CIS) 47. Domain Specific Strategy 48. Wizard of OZ Experiment 49. The Experiment 50. The Subjects of the Experiment 51. The Game 52. The Wizard of OZ (WOZ) of Samuela, Nao and Ari 53. The Pilot Session 54. The Focus Groups and Interviews 55. The Implementation of the Experiment 56. Report of Findings 57. Personality Descriptors 58. Physical Descriptors 59. Utility or Functionality Descriptors 60. Interaction with a Companion 61. Preferred Activities with Companions 62. Preferred Companion for Supporting Different Subjects 63. Significance of Companions 64. Trust in Companions 65. Emotions toward Companions 66. Discussion of Results 67. Summary and Future Work 68. Abstract 69. Introduction: Redefining the Human 70. The Definition of Emotions in Artificial Intelligence 71. The Role of Emotions in Intelligent Agents' Design 72. Anthropomorphism in Artificial Intelligence 73. Abstract 74. Introduction: In the Google Gaze 75. Unexamined Occupation: San Francisco and the Crystallization of Glass and Class Rage 76. Google Glass’s Panoptic Gaze: Surveillance and Emotion 77. Emotion and Resistance: The Emergence of the “Glasshole” and Public Pushback to Google Glass 78. Wearable Control 79. Analyzing Class through Glass 80. Surveying Emotions and Space through Design 81. Conclusion: The Future of Glass 82. Abstract 83. Designing the Emotions of Communicative Capitalism 84. Serious Games Is Serious Work 85. Deliver the Nets: Eradicate Malaria, Reify Africa 86. Conclusion 87. Abstract 88. Introduction 89. POV: Body-Worn Cameras in the Discourse(s) of Surveillance 90. Design Elements of an Antiemotion 91. Paradoxical Space and the Politics of Visuality 92. Conclusion 93. Index 94. Sync with Jellybooks