Emotional Design (36 page)

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Authors: Donald A. Norman

BOOK: Emotional Design
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Coen brothers
Cognition
and emotion/affect
Cognitive psychology/science
Coleridge, Samuel Taylor
Color(s)
Columbia Electronic Encyclopedia
Communication technologies.
See also
Cell phones; Instant Messaging; Internet; Text messaging
Company size
Complex systems
Computer Power and Human Reason
(Weizenbaum)
Computers
and absence of physical feel of objects
in automobiles
for business
color monitors for
computer-aided drawing tools
computer rage
See also
Eliza computer program; Instant Messaging; Internet; Software; Text messaging
Concentration
Conceptual models(fig.)
Consciousness.
See also
Attention
Control theory
Cooperation
Cowen, Amy
Creativity
Criminals
Csikszentmihalyi, Mihaly
Culture
Curiosity
Customer relationships
Customization of products
Cuteness
Cyborgs
Damasio, Antonio
Danger
Darley, John
Deadlock situations
Deakins, Roger
Decision making.
See also under
Emotion
Design
aesthetics' role in
behavioral.
See also
Behavioral-level processing
and changing affect
co-evolution of
by committee vs. an individual
components of
and continual use
devious side of
essence of
failures
and focus vs. creativity
human-/user-centered
iterative design process
and knowledge of the brain
as process
as product
reactive
reflective.
See also
Reflective-level processing
and tasks
and trust
Universal Design
visceral.
See also
Visceral-level processing
Designing Pleasurable Products
(Jordan)
Designing Sociable Robots (
Breazeal)
Design of Everyday Things, The
(Norman)
Desire
Diamond Age, The
(Stephenson)
Dick, Philip K.
Diesel stores
Digestive system
Digital cameras.
See also
Photographs
Do Androids Dream of Electric Sheep?
(Dick)
Dourish, Paul
DeWALT battery charger(fig. 4.7a),
Edison, Thomas
Eiffel Tower(fig.)
Ekuan, Kenji
Electronic equipment
Elegance
Eliza computer program
Email.
See also
Instant Messaging; Text messaging
Embarrassment
Emotion
and affect
and beauty
and behavior
and brands
and causes
and color use
as communication
and communication technologies
conflict among levels of
and decision making
emotional things
and evolutionary advanced animals
fake
and fashion
and learning
love-hate relationships
machines that induce
machines that sense
and micromotions
and movies
and music
negative.
See also
Affect, negative
physiological responses to
positive.
See also
Affect, positive
reflective
and robots.
See also
Robots
robots assessing human emotions
in science fiction
and speech(fig.)
Emotional Branding
Empathy
Engineers
Espresso machines
Ethical/moral issues.
See under
Robots
Evil
Evolution
co-evolution
Expectations
Facial expressions
Fans
Fashion(fig.)
and emotion
essence of
Fatigue
Fear
Feedback
Films
black and white
as business vs. art
Fire laws
Fire Upon the Deep, A
(Vinge)
Floor-cleaning machines
Flow, concept of
Fly, The
(film)
Focus
Fogg, B. J.
Foods
Forgotten Arts and Crafts
(Seymour)
Four Seasons Hotels
Fredrickson, Barbara
French Connection, The
(film)
Freud, Sigmund
Frohlich, David
Frustration
Fun
Function
multifunctionality
See also
Usability
Games.
See also
Video games
Gap
Genovese, Kitty
George Jensen watch
Global Kitchen Knife(fig.)
Goebert, Bonnie
Goff, Bruce
Goleman, Daniel
Google(fig.)
Graves, Michael
Handspring Personal Digital Assistant (PDA)
Handspring Treo
Hand tools
Harley Davidson motorcycles
Harrison, Steve
Herbst, Walter
Herbst Lazar Bell firm
Hewlett Packard
Hobbies
Hollywood Eye, The: What Makes Movies Work
(Boorstin)
Home-made objects
How Buildings Learn
(Brand)
Humor
Hunger
IDEO industrial design company
IM.
See
Instant Messaging
Implants
India
Individualism
Information displays
Innovations
Instant Messaging (IM)
Internet.
See also
Web sites
Interpretation
Interruptions.
See also under
Social interactions
Inventories
iPod music player
I, Robot
(Asimov)
Isen, Alice
Ishii, Hiroshi
Jaguar roadster (1963)(fig.)
James, William
Jobs
Joiner, Thomas
Jordan, Patrick
Joy
Judgments
Juicy Salif(fig.)
Kashimura, Kaori
Keys
Khaslavsky, Julie
Kismet (robot)(fig.)(fig.)
Kits
Kitsch
Klinkenborg, Verlyn
Knives(fig.)
Komar, Vitaly
Kuhn Rikon
Kurosawa, Akira
Kurosu, Masaaki
Lang, Fritz
Language
Laser surgery
Latané, Bibb
Leaders
Learning
in robots
and struggle
Legal issues
Leonardo (robot)(fig.)
LidLifter Can Opener
Lieberman, Henry
Lie detectors
Lie-Nielsen hand plane
Lighting (in films)
Literature
Logos
Lord of the Rings, The
(Tolkien)
Love
Macintosh computers.
See
Apple/ Macintosh computers
Magazines
Magnificent Seven, The
(film)
Maher, Niall
Mammals
Manufacturing to order
Man Who Wasn't There
(film)
Marketing/market segments
Meaning of Things, The
(Csikszentmihalyi and Rochberg-Halton)
Meanings
Mechanical drawing instruments
Medical issues
Medium of the Video Game, The
(Wolf)
Melamid, Alex
Memory
Mercedes Benz automobiles
“Metropolis” (film)
Miniaturization
MINI Cooper automobile(fig.)
MIT Media Laboratory/Affective Computing Program(fig.)
Mitnick, K. D.
Mode
Moods
Mori, Masahiro
Morris, William
Motivation
Motorcycles
Motorola
Movies.
See
Films
MP3 player(fig. 4.7b)
Muscles
Music
and films
musical instruments
Nass, Clifford
National Football League headsets(fig.)
National Research Council of the United States.
See
United States National Research Council
Needs
and design failures
unarticulated
vs. wants
Neuroscience
Neurotransmitters
Newspapers
New York Times
Noise
Novelty
Odors
Ortony, Andrew
OXO vegetable peeler
Packaging
Pain
Paintings
Paramount Films
Pattern Language, A
(Alexander)
Pattern matching
PDA.
See
Handspring Personal Digital Assistant
Pepsi-Cola
Perception(fig.).
See also
Sensation
Personality
of products
Personalization of products
Persuasive Technology
(Fogg)
Pets.
See under
Robots
Phonographs
Photographs
Physical feel
Picard, Rosalind(fig.)
Pilots (aviation)
Pirovano, Stefano
Places
Plants
Play
Pleasure
four kinds of
voyeuristic
Poetry
Point of purchase displays
Pollock, Channing
Polygraph Testing
Portrait paintings
Practicality
Predictions
Predispositions
Preferences
Prestige
Prettiness
Pride
Privacy
Problem solving
alternative approaches to
Processing levels(fig.)
and emotional appeal of movies
and time element
See also individual processing levels
Product categories
Product-development/enhancement
Product models, designer's/user's (fig.)
Professional equipment
Prototypes
Psychic energy
Pupils (of eyes)
Read, Herbert
Reeves, Byron
Reflective-level processing
and films
and music
and video games
See also
Design, reflective
Relaxation
Remy, Steve
Revelle, William
Robots(fig.) (fig.)
appearance of
Asimov's laws of robotics
autonomous
cooperating teams of
ethical/moral issues concerning
home robots
industrial
in medicine
as pets(fig.)
as teachers
vacuum cleaners(fig. 6.3a)
See also under
Emotion; Safety issues
Rochberg-Halton, Eugene
Ronnefeldt
Roomba robotic vacuum cleaner(fig. 6.3a)
Rosenthal, Herma
Rhythm
Safety issues
and automobiles
and robots
San Francisco Airport, exhibits at
Sapper, Richard(fig.)
Sato, Keiichi
Scenic views
Scheduling systems
Science
Science fiction
Screwpull lever wine opener
Security issues
Seduction
Segway HT
Sekuler, Robert
Self esteem
Self identity
Self image
Seneca, Lucius Annaeus
Sensation.
See also
Perception
Sentimentality
Setting, appropriateness to
Seven Samurai, The
(film)
Seymour, John
Shedroff, Nathan
Shopping
Simon, W. L.
“Sims, The,” (video game)
Simulations
Social engineering
Social interaction
interruptions in
and robots(fig.).
See also
Robots
role of emotion in
technology of
Software.
See also
Computers
Sony Corporation(fig.)
Sophistication
Sounds
and photography(fig. 4.7b)
revealing emotions
See also
Music
Souvenirs
Special objects/occasions
Speech
Spivas, Mort
Sports
Starck, Philippe
Star Trek
Star Trek on the Brain
(Sekuler and Blake)
Stephenson, Neal
Stockholm syndrome
Stone, Linda
Store layouts
Stress
Students
Sturges, John
Style
Supermarkets
Surprise(fig.)
Survival systems
Suspension of disbelief
Swatch watch company
Symmetry
System image of a product(fig.)
Tangibility.
See also
Physical feel

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