Emotional Triggers – Experience design as an added value

We have in this thesis studied the area of emotive design as a way to create a stronger user experience. Functionality and features are still important to break new grounds and develop artifacts that can make our life easier, but the value of the product must be considered in a new way and communicated on new level, an emotional level. We have within the thesis, in collaboration with Sony Ericsson,investigated how emotions can be evoked by personal technologies. The human computer interaction is today so advanced that we might not always reflect over the impact the technology has on us. Our personal technology is getting more sophisticated which could allow stronger emotional bonds between the user and a device. What we have created is a concept for designing what we call emotional triggers. To find out what triggers users’ emotions towards technologyin order to create an added value, we have studied the relationship between users and their mobile phones. These studies included a workshop where we aimed to find out how users perceive their mobile phone and also how willing they are to personalize it. Furthermore we conducted trend research in Berlin and Milan to see international differences in mobile usage and also to compare it to other industries such as the fashion industry…

Contents

1. Introduction
2. Background
2.1 Problem statement
2.2 Purpose
2.3 Delimitations
2.4 Time line
2.5 Criteria for success
2.6 About Sony Ericsson
3. Context
3.1 Relevant inputs
3.1.1 The iPod example
3.1.2 Auto emotive design
3.1.3 Narratives: What’s the story?
3.1.4 Identification, Who am I and who can I be?
3.1.5 Personalization
3.1.6 Collectability
3.1.7 Intimacy
3.2 Similar projects
3.2.1 Kiss communicator
3.2.2 Kramkudden/ Hugging pillow
3.2.3 Vibrating internal pager
3.2.4 eMoto
4. Interaction design framework
4.1 Experience design
4.2 Emotive Experience design
4.3 Trends
5. Methodology
5.1 Observation and Trend watching
5.1.1 Milan and Berlin
5.1.2 CeBit and Hannover
5.2 Workshop
5.3 Participatory Design
6. Design process
6.1 Initial gathering of information and brainstorming
6.2 Focus group workshop
6.3 Trend studies and visits to fairs
6.3.1 CeBit
6.3.2 Berlin and Milan
6.3.3 How these inputs affected the design choices
6.4 Concept and prototypes
6.4.1 The selectíf series
6.4.2 Prototype Selectíf no 1

Author: Gran Hornsten, Anders,Holst, Jacob

Source: Malmo University

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