The document discusses state-of-the-art methods for emotional design, including desirability testing, experience sampling method, generative research, collage method, and love and breakup letters. Desirability testing uses reaction cards to evaluate initial impressions of design concepts. Experience sampling collects user feedback in real-time using technology like mobile apps. Generative research engages users through constructive activities to develop concepts. Collage method captures emotions through visual collages that are then analyzed. Love and breakup letters personify the relationship between user and product through letters expressing feelings.
This document discusses various market analysis tools used in new product development (NPD). It describes tools for idea generation, product optimization, marketing mix optimization, and market prediction. Specific tools covered include brainstorming, the Delphi technique, focus groups, user observation, conjoint analysis, concept testing, prototyping, and diffusion models. The document provides details on how each tool is used, its process, advantages, and disadvantages to help product developers select the right tools for analyzing markets and predicting new product success.
The document discusses research design, which provides the framework for conducting a marketing research project. It details the procedures needed to solve marketing research problems and includes components like exploratory, descriptive, and causal phases; information needs; measures and scales; questionnaire design; sampling; and data analysis. The typical research project uses two of the three main research designs - exploratory, descriptive, and causal.
ENHANCING DELPHI METHOD WITH ALGORITHMIC ESTIMATES FOR SOFTWARE EFFORT ESTIMA...ijseajournal
Literature review shows that more accurate software effort and cost estimation methods are needed for
software project management success. Expert judgment and algorithmic model estimation are two
predominant methods discussed in the literature. Both are reported almost at the comparable level of
accuracy performance. The combination of the two methods is suggested to increase the estimation accuracy.
Delphi method is an encouraging structured expert judgment method for software effort group estimation
but surprisingly little was reported in the literature. The objective of this study is to test if the Delphi estimates
will be more accurate if the participants in the Delphi process are exposed to the algorithmic estimates. A
Delphi experiment where the participants in the Delphi process were exposed to three algorithmic estimates
–Function Points, COCOMO estimates, and Use Case Points, was therefore conducted. The findings show
that the Delphi estimates are slightly more accurate than the statistical combination of individual expert
estimates, but they are not statistically significant. However, the Delphi estimates are statistically significant
more accurate than the individual estimates. The results also show that the Delphi estimates are slightly less
optimistic than the statistical combination of individual expert estimates but they are not statistically
significant either. The adapted Delphi experiment shows a promising technique for improving the software
cost estimation accuracy.
A fuzzy based approach for new product concept evaluation and selectionAlexander Decker
The document describes a proposed methodology for evaluating and selecting new product concepts. The methodology aims to capture the fuzziness and vagueness in the evaluation process. It involves 8 steps: 1) retrieving product concepts, 2) developing evaluation criteria, 3) selecting evaluators, 4) prioritizing criteria using fuzzy AHP, 5) prioritizing evaluators for each criterion using fuzzy AHP, 6) getting fuzzy ratings of concepts from evaluators, 7) aggregating ratings into a weighted matrix, 8) selecting best concept based on final fuzzy scores. Fuzzy sets and linguistic variables are used to represent imprecise ratings and weights throughout the process.
This chapter discusses multidimensional scaling (MDS) and conjoint analysis. It outlines the key steps in conducting MDS, including formulating the problem, obtaining input data through direct or derived approaches, selecting an MDS procedure, deciding on the number of dimensions, interpreting and labeling the dimensions of the spatial map, and assessing reliability and validity. It also covers assumptions, limitations, and the basic concepts of conjoint analysis.
The document provides an overview of the key steps in the data preparation process for statistical analysis, including questionnaire checking, editing, coding, transcribing, data cleaning, statistically adjusting the data through weighting and variable respecification, and selecting an appropriate data analysis strategy. Specific techniques for each step are described, such as assigning codes in a codebook and using software like SPSS to identify outliers and inconsistencies in the data.
This document provides an overview of UX research methods. It begins with an introduction to big thinking in UX and discusses common biases in customer research such as confirmation bias and framing effect. The document then defines terms like market research, user research, and UX research. It provides examples of case studies and describes various methodologies for conducting UX research like contextual inquiry, diary studies, card sorting, and usability testing. Details are given for each methodology including when to use it, how to conduct it, types of data collected, and example tools. The document concludes with a section on innovation game techniques.
The chapter discusses qualitative research methods including focus groups, depth interviews, and projective techniques. Focus groups involve interviewing groups of 6-12 people to explore views in a group setting. Depth interviews use open-ended questions to understand motivations and attitudes. Projective techniques indirectly explore subconscious motivations through activities like word associations. Online methods can reduce costs but lack control over environment.
This document discusses various market analysis tools used in new product development (NPD). It describes tools for idea generation, product optimization, marketing mix optimization, and market prediction. Specific tools covered include brainstorming, the Delphi technique, focus groups, user observation, conjoint analysis, concept testing, prototyping, and diffusion models. The document provides details on how each tool is used, its process, advantages, and disadvantages to help product developers select the right tools for analyzing markets and predicting new product success.
The document discusses research design, which provides the framework for conducting a marketing research project. It details the procedures needed to solve marketing research problems and includes components like exploratory, descriptive, and causal phases; information needs; measures and scales; questionnaire design; sampling; and data analysis. The typical research project uses two of the three main research designs - exploratory, descriptive, and causal.
ENHANCING DELPHI METHOD WITH ALGORITHMIC ESTIMATES FOR SOFTWARE EFFORT ESTIMA...ijseajournal
Literature review shows that more accurate software effort and cost estimation methods are needed for
software project management success. Expert judgment and algorithmic model estimation are two
predominant methods discussed in the literature. Both are reported almost at the comparable level of
accuracy performance. The combination of the two methods is suggested to increase the estimation accuracy.
Delphi method is an encouraging structured expert judgment method for software effort group estimation
but surprisingly little was reported in the literature. The objective of this study is to test if the Delphi estimates
will be more accurate if the participants in the Delphi process are exposed to the algorithmic estimates. A
Delphi experiment where the participants in the Delphi process were exposed to three algorithmic estimates
–Function Points, COCOMO estimates, and Use Case Points, was therefore conducted. The findings show
that the Delphi estimates are slightly more accurate than the statistical combination of individual expert
estimates, but they are not statistically significant. However, the Delphi estimates are statistically significant
more accurate than the individual estimates. The results also show that the Delphi estimates are slightly less
optimistic than the statistical combination of individual expert estimates but they are not statistically
significant either. The adapted Delphi experiment shows a promising technique for improving the software
cost estimation accuracy.
A fuzzy based approach for new product concept evaluation and selectionAlexander Decker
The document describes a proposed methodology for evaluating and selecting new product concepts. The methodology aims to capture the fuzziness and vagueness in the evaluation process. It involves 8 steps: 1) retrieving product concepts, 2) developing evaluation criteria, 3) selecting evaluators, 4) prioritizing criteria using fuzzy AHP, 5) prioritizing evaluators for each criterion using fuzzy AHP, 6) getting fuzzy ratings of concepts from evaluators, 7) aggregating ratings into a weighted matrix, 8) selecting best concept based on final fuzzy scores. Fuzzy sets and linguistic variables are used to represent imprecise ratings and weights throughout the process.
This chapter discusses multidimensional scaling (MDS) and conjoint analysis. It outlines the key steps in conducting MDS, including formulating the problem, obtaining input data through direct or derived approaches, selecting an MDS procedure, deciding on the number of dimensions, interpreting and labeling the dimensions of the spatial map, and assessing reliability and validity. It also covers assumptions, limitations, and the basic concepts of conjoint analysis.
The document provides an overview of the key steps in the data preparation process for statistical analysis, including questionnaire checking, editing, coding, transcribing, data cleaning, statistically adjusting the data through weighting and variable respecification, and selecting an appropriate data analysis strategy. Specific techniques for each step are described, such as assigning codes in a codebook and using software like SPSS to identify outliers and inconsistencies in the data.
This document provides an overview of UX research methods. It begins with an introduction to big thinking in UX and discusses common biases in customer research such as confirmation bias and framing effect. The document then defines terms like market research, user research, and UX research. It provides examples of case studies and describes various methodologies for conducting UX research like contextual inquiry, diary studies, card sorting, and usability testing. Details are given for each methodology including when to use it, how to conduct it, types of data collected, and example tools. The document concludes with a section on innovation game techniques.
The chapter discusses qualitative research methods including focus groups, depth interviews, and projective techniques. Focus groups involve interviewing groups of 6-12 people to explore views in a group setting. Depth interviews use open-ended questions to understand motivations and attitudes. Projective techniques indirectly explore subconscious motivations through activities like word associations. Online methods can reduce costs but lack control over environment.
DOE, Design Of Experiments, DoE Training, Learn How To Use DoE, Taguchi DOEBryan Len
# What is DOE ?
In general, DOE- Design Of Experiments is an useful problem solving, optimizing and product designing method.
DOE is frequently used for root cause quality analysis, improving for healthy designs. The goal is to produce analytical and mathematical models so that system behavior forecasting can be done.
# Why is DOE essential for engineers?
DOE for engineers to teach you both theory and hands-on requirements necessary to run and execute the DOE.
In a nutshell, through the DOE training course for engineers, you will gain sufficient knowledge and skills on how to design, perform, and analyze experiments in the industrial scales.
Attendees like you will learn the principals of DOE and that how to use it in perfect way.
# Who Should Take DOE Training ?
DOE course is designed for,
Design Engineers & Quality managers
Consultants & SPC coordinators
Quality control technicians
R&D managers, scientists,
Product and process engineers
# Learning Opportunities
In DOE course, all the attendees will gain enough knowledge and expertise about,
DOE running and executing expertise
Using DOE approach to solve problems.
Product designing and optimizing
Analytical and mathematical knowledge
Project quality and efficiency with DOE.
Understand DOE facilities and use.
Many other.
# DOE Course Topics
Here are DOE course topics which can be tailored to meet clients need,
Introduction to Design Of Experiments (DOE)
Making a plan with DOE
Analyzing and problem solving with DOE
Confounding and Taguchi DOE
More.
Want to learn more about DOE ?
Log on to tonex.com for DOE course and workshop detail.
DOE, Design Of Experiments, DoE Training, Learn How To Use DoE, Taguchi DOE
https://www.tonex.com/training-courses/design-of-experiments-training/
EXTRACTING BUSINESS INTELLIGENCE FROM ONLINE PRODUCT REVIEWSijdms
The document describes a system that extracts business intelligence from online product reviews by analyzing features and sentiments. It uses a two-level review filtering approach to select useful reviews based on votes and helpfulness. Key features are then extracted from the filtered reviews and assigned sentiment scores. This allows manufacturers to understand customer impressions of different product features.
The marketing research problem involves examining how consumers evaluate products and make purchase decisions. Specifically, it aims to understand the impact of the self-reference criterion (SRC), which refers to judging other cultures based on one's own cultural standards and experiences.
1. Domestically, factors like preferences, values and economic conditions shape consumer behavior.
2. In foreign markets, additional considerations include differing cultural norms, beliefs and economic environments. Local consumer perspectives must be understood on their own terms without judgment.
3. The SRC complicates the problem by influencing how researchers from one culture study others. One's own cultural lens can distort the interpretation of foreign consumer behavior.
4. To address the problem, the SRC influence must be removed
This chapter discusses exploratory research design using secondary data sources. It begins with an overview and outlines the key points that will be covered, including the differences between primary and secondary data, criteria for evaluating secondary data, and classifications of various secondary data sources. Examples of secondary data sources discussed include internal business data, published materials from businesses and governments, computerized databases, and syndicated data services providing household and institutional data.
BAEB601 Chapter 1: Introduction to Research Methodology (Part 2)Dr Nur Suhaili Ramli
This document defines key concepts in research methodology. It discusses defining problems, understanding objectives, isolating variables, stating research questions, and classifying research. Research can be exploratory, descriptive, or causal. The stages of research are problem identification, establishing objectives and questions, research design, data collection and analysis, and reporting results. Research proposals explain the purpose, methodology, procedures, costs and timeline of a study.
IRJET- Slant Analysis of Customer Reviews in View of Concealed Markov DisplayIRJET Journal
This document summarizes a research paper that proposes a method for sentiment analysis of customer reviews using a Hidden Markov Model. It first discusses how online retailers receive large numbers of customer reviews for products and how it is difficult to analyze the overall sentiment from all reviews. The proposed method involves using a Hidden Markov Model to analyze each review sentence and determine if it expresses a positive or negative sentiment. The model is trained on a dataset of customer reviews that have been part-of-speech labeled. Experimental results found that the trained Hidden Markov Model achieved high precision and accuracy in classifying the sentiment of reviews.
Today, photography has reached a level where basic digital cameras are being replaced by high end Digital SLR cameras. The experiment designed and executed will help the aspiring photographers and the general population that use these cameras, by giving them a brief idea & description about the various parameters that come under consideration while clicking photographs and also an overview of the outcomes.
This chapter discusses questionnaire and observation form design. It outlines the key steps in the questionnaire design process, including specifying the information needed, determining individual question content, overcoming respondents' inability or unwillingness to answer, choosing question structure and wording, and determining question order. The chapter emphasizes that questions must be necessary, unambiguous, avoid bias, and account for respondents' limitations. It also provides examples of effective and ineffective question wording.
This document presents a model for evaluating design concepts using decision matrix logic. It describes the typical decision matrix process of identifying alternatives and criteria, assigning weights, rating alternatives, and summing scores. The model aims to make the decision matrix approach more logical, reproducible, accurate and reliable for designers. It also presents an example applying the model to selecting an optimal concept for a simple gearbox design. The computer-based model is intended to enhance the capabilities of novice designers in conceptual engineering design.
A BENCHMARK MODEL FOR INTERNAL ASSESSMENT OF INDUSTRY USING FUZZY TOPSIS APPR...ijmech
Internal assessment is one of the most important factor of an industry, needs appropriate improvement
planning between the departments with development of Benchmark model among them. The proposed study
applies Fuzzy Technique for Order Preference by Similarity to Ideal Solution to rank different alternatives.
The preliminary results indicate that the proposed model is capable of determining appropriate
competition between departments which are Human Resource, Finance, Production, Quality Assurance. To
remove the subjectivity, the linguistic data about the attributes is converted into a crisp score by using
fuzzy numbers and then the different alternatives are evaluated based on attributes by TOPSIS approach to
find the best alternative according to the industry’s requirement. Thus the endeavor has been made by the
authors to give a simple model for the evaluation of internal assessment of an industry
RES 351 Massive Success / snaptutorial.com351McdonaldRyan0
Differentiate between the scientific method and applied research. Which one is most often used in business? Provide an example of either that might be appropriate from your current or previous place of employment. You are the manager of a hotel. There have been several complaints from guests relating to employee attitude. Provide a description of three different types of research that might be appropriate for this situation.
This document discusses different methods for prioritizing software requirements, including the Analytical Hierarchy Process (AHP). It provides background on AHP, explaining that it involves pairwise comparisons of requirements to determine their relative importance. The document also discusses motivations for generating different patterns for the pairwise comparison matrix in AHP to help determine if the assigned priorities are correct. It provides details on some other prioritization techniques like the Numerical Assignment Technique and Value Oriented Prioritization before focusing more on explaining AHP and why it is useful for prioritizing requirements when there are multiple stakeholders with different views.
This article proposes applying the theory of inventive problem solving (TRIZ) to systematically design new services. Traditionally, service design relies on inspiration and past experience, limiting novel ideas. The authors develop a TRIZ-based approach with three stages: 1) problem definition translates the problem into TRIZ language, 2) contradiction analysis structures the problem and employs TRIZ tools to eliminate contradictions, and 3) solution evaluation assesses ideas against an ideal final result. Through two case studies, the approach is verified to overcome limitations and generate creative service solutions.
Evaluating effectiveness factor of object oriented design a testability pers...ijseajournal
Effectiveness is important quality factor to testability measurement of object oriented software at an initial
stage of software development process exclusively at design phase for high quality product. It will help
developer’s design capability to achieve the specified functionalities, characteristics, better design quality
and behavior using appropriate object oriented design (OOD) concepts and procedures. Metric based
model for ‘Effectiveness Quantification Model of Object Oriented Design’ has been proposed by
establishing the correlation between effectiveness and OOD constructs. Later ‘Effectiveness Quantification
Model’ is empirically validated and statistical significance of the study considers the high correlation for
model acceptance. The aim of this research work is to encourage researchers and developers for inclusion
of the effectiveness quantification model to access and quantify software effectiveness quality factor at
design time.
Overview of costs and benefits of virtual reality, potential savings, aspects and models for cost-effectiveness assessment, created by the Virtual Dimension Center (VDC) in Fellbach.
An Analysis to Determine the Priority Emotional Design in Kansei Engineering ...Dr. Amarjeet Singh
The customer satisfaction is as the challenges on
how they can deliver the quality of product for their success
and survival in today’s competitive environment. Based on
this reason, this research is carried out to identify and
investigate the satisfaction toward the customer requirement
of the product development based on their emotional feeling
and how deep we can intepret those meanings behind the
quality attributes in product. This study highlights the
integration study between Kansei Engineering (KE) and
Analythical Hierachy Process (AHP) which in practice
towards the product development. KE used to find, obtain
and interpret emotional needs of consumers of a product,
investigate what the customer requirement based on their
emotional feeling articulated in Semantic Differential scale
context. In order to support, the research is conducted among
100 respondents as a sample size towards car user in Klang
Valley, Malaysia. Studies proved and showed that there an
existing correlation appears and significant findings between
the emotional design quality and product chosen. A daily life
product will be used as case studies (car center stack), as a
real situation feature to apply the idea. Results, by using the
Analythical Hierachy Process (AHP) as a decision maker, the
design No 2, is the best design selected among 4 final designs
in concept generation. It gives the emotional feeling of Ideal
(Kansei Word). The ideal design of the car center stack is the
design that has practical arrangement and not too fancy and
too crowded in the middle of the stack. This study found that
and shows us that the perceived attributes or qualities is
impacted or influenced against the emotional design.
A robust design approach for enhancing the feeling quality of a product a car...Phuong Dx
This document presents a robust design approach to enhance the feeling quality of products. It defines feeling quality as the ability of a product to satisfy consumer feelings and targets. A feeling discrepancy metric measures the difference between actual and target feelings, while feeling ambiguity captures variation in consumer evaluations. The study applies robust design methodology to identify optimal design parameters that minimize discrepancy and ambiguity. This is demonstrated through redesigning car profiles to better match a target feeling. The results show the redesigns reduce feeling discrepancy and ambiguity, enhancing feeling quality.
This literature review evaluates different usability and user experience evaluation methods. It discusses approaches like agile UX, design thinking, and lean UX. While the methods have similarities in aiming to improve productivity and collaboration, they differ in their approaches. For example, agile UX debates the merits of big upfront design versus minimal design. The review also identifies gaps, such as the need for more research on evaluating methods in real-world contexts versus labs.
Product Development - Reflective ReportKerrie Noble
The document provides a summary of the design process used for a commuter headphones project. It discusses various methods used at different stages of the process, including SWOT analysis to define requirements, benchmarking existing products, and empathetic modeling to understand user experiences. The group ultimately decided on a human experience creation methodology. Key insights included understanding user capabilities and needs through assessing capability levels and anthropometric analysis. The process resulted in an initial product definition specification to guide further development.
The document describes a methodology for developing innovative oral care concepts. It involves:
1) Researching the oral care sector and identifying gaps through analyzing lifestyle trends, products, branding and technology.
2) Mapping other categories to identify innovation drivers and generate scenarios to inspire new ideas.
3) Generating 55 concepts using the drivers and scenarios, then filtering to 24 concepts.
4) Testing concepts with consumers, refining based on feedback, and selecting 12 final concepts with commercial potential.
The goal is to help P&G develop products that meet changing consumer lifestyles and identify new trends to gain a strategic advantage over competitors.
Extracting Business Intelligence from Online Product Reviews ijsc
The project proposes to build a system which is capable of extracting business intelligence for a manufacturer, from online product reviews. For a particular product, it extracts a list of the discussed features and their associated sentiment scores. Online products reviews and review characteristics are extracted from www.Amazon.com. A two level filtering approach is adapted to choose a set of reviews that are perceived to be useful by customers. The filtering process is based on the concept that the reviewer generated textual content and other characteristics of the review, influence peer customers in making purchasing choices. The filtered reviews are then processed to obtain a relative sentiment score associated with each feature of the product that has been discussed in these reviews. Based on these scores, the customer's impression of each feature of the product can be judged and used for the manufacturers benefit.
DOE, Design Of Experiments, DoE Training, Learn How To Use DoE, Taguchi DOEBryan Len
# What is DOE ?
In general, DOE- Design Of Experiments is an useful problem solving, optimizing and product designing method.
DOE is frequently used for root cause quality analysis, improving for healthy designs. The goal is to produce analytical and mathematical models so that system behavior forecasting can be done.
# Why is DOE essential for engineers?
DOE for engineers to teach you both theory and hands-on requirements necessary to run and execute the DOE.
In a nutshell, through the DOE training course for engineers, you will gain sufficient knowledge and skills on how to design, perform, and analyze experiments in the industrial scales.
Attendees like you will learn the principals of DOE and that how to use it in perfect way.
# Who Should Take DOE Training ?
DOE course is designed for,
Design Engineers & Quality managers
Consultants & SPC coordinators
Quality control technicians
R&D managers, scientists,
Product and process engineers
# Learning Opportunities
In DOE course, all the attendees will gain enough knowledge and expertise about,
DOE running and executing expertise
Using DOE approach to solve problems.
Product designing and optimizing
Analytical and mathematical knowledge
Project quality and efficiency with DOE.
Understand DOE facilities and use.
Many other.
# DOE Course Topics
Here are DOE course topics which can be tailored to meet clients need,
Introduction to Design Of Experiments (DOE)
Making a plan with DOE
Analyzing and problem solving with DOE
Confounding and Taguchi DOE
More.
Want to learn more about DOE ?
Log on to tonex.com for DOE course and workshop detail.
DOE, Design Of Experiments, DoE Training, Learn How To Use DoE, Taguchi DOE
https://www.tonex.com/training-courses/design-of-experiments-training/
EXTRACTING BUSINESS INTELLIGENCE FROM ONLINE PRODUCT REVIEWSijdms
The document describes a system that extracts business intelligence from online product reviews by analyzing features and sentiments. It uses a two-level review filtering approach to select useful reviews based on votes and helpfulness. Key features are then extracted from the filtered reviews and assigned sentiment scores. This allows manufacturers to understand customer impressions of different product features.
The marketing research problem involves examining how consumers evaluate products and make purchase decisions. Specifically, it aims to understand the impact of the self-reference criterion (SRC), which refers to judging other cultures based on one's own cultural standards and experiences.
1. Domestically, factors like preferences, values and economic conditions shape consumer behavior.
2. In foreign markets, additional considerations include differing cultural norms, beliefs and economic environments. Local consumer perspectives must be understood on their own terms without judgment.
3. The SRC complicates the problem by influencing how researchers from one culture study others. One's own cultural lens can distort the interpretation of foreign consumer behavior.
4. To address the problem, the SRC influence must be removed
This chapter discusses exploratory research design using secondary data sources. It begins with an overview and outlines the key points that will be covered, including the differences between primary and secondary data, criteria for evaluating secondary data, and classifications of various secondary data sources. Examples of secondary data sources discussed include internal business data, published materials from businesses and governments, computerized databases, and syndicated data services providing household and institutional data.
BAEB601 Chapter 1: Introduction to Research Methodology (Part 2)Dr Nur Suhaili Ramli
This document defines key concepts in research methodology. It discusses defining problems, understanding objectives, isolating variables, stating research questions, and classifying research. Research can be exploratory, descriptive, or causal. The stages of research are problem identification, establishing objectives and questions, research design, data collection and analysis, and reporting results. Research proposals explain the purpose, methodology, procedures, costs and timeline of a study.
IRJET- Slant Analysis of Customer Reviews in View of Concealed Markov DisplayIRJET Journal
This document summarizes a research paper that proposes a method for sentiment analysis of customer reviews using a Hidden Markov Model. It first discusses how online retailers receive large numbers of customer reviews for products and how it is difficult to analyze the overall sentiment from all reviews. The proposed method involves using a Hidden Markov Model to analyze each review sentence and determine if it expresses a positive or negative sentiment. The model is trained on a dataset of customer reviews that have been part-of-speech labeled. Experimental results found that the trained Hidden Markov Model achieved high precision and accuracy in classifying the sentiment of reviews.
Today, photography has reached a level where basic digital cameras are being replaced by high end Digital SLR cameras. The experiment designed and executed will help the aspiring photographers and the general population that use these cameras, by giving them a brief idea & description about the various parameters that come under consideration while clicking photographs and also an overview of the outcomes.
This chapter discusses questionnaire and observation form design. It outlines the key steps in the questionnaire design process, including specifying the information needed, determining individual question content, overcoming respondents' inability or unwillingness to answer, choosing question structure and wording, and determining question order. The chapter emphasizes that questions must be necessary, unambiguous, avoid bias, and account for respondents' limitations. It also provides examples of effective and ineffective question wording.
This document presents a model for evaluating design concepts using decision matrix logic. It describes the typical decision matrix process of identifying alternatives and criteria, assigning weights, rating alternatives, and summing scores. The model aims to make the decision matrix approach more logical, reproducible, accurate and reliable for designers. It also presents an example applying the model to selecting an optimal concept for a simple gearbox design. The computer-based model is intended to enhance the capabilities of novice designers in conceptual engineering design.
A BENCHMARK MODEL FOR INTERNAL ASSESSMENT OF INDUSTRY USING FUZZY TOPSIS APPR...ijmech
Internal assessment is one of the most important factor of an industry, needs appropriate improvement
planning between the departments with development of Benchmark model among them. The proposed study
applies Fuzzy Technique for Order Preference by Similarity to Ideal Solution to rank different alternatives.
The preliminary results indicate that the proposed model is capable of determining appropriate
competition between departments which are Human Resource, Finance, Production, Quality Assurance. To
remove the subjectivity, the linguistic data about the attributes is converted into a crisp score by using
fuzzy numbers and then the different alternatives are evaluated based on attributes by TOPSIS approach to
find the best alternative according to the industry’s requirement. Thus the endeavor has been made by the
authors to give a simple model for the evaluation of internal assessment of an industry
RES 351 Massive Success / snaptutorial.com351McdonaldRyan0
Differentiate between the scientific method and applied research. Which one is most often used in business? Provide an example of either that might be appropriate from your current or previous place of employment. You are the manager of a hotel. There have been several complaints from guests relating to employee attitude. Provide a description of three different types of research that might be appropriate for this situation.
This document discusses different methods for prioritizing software requirements, including the Analytical Hierarchy Process (AHP). It provides background on AHP, explaining that it involves pairwise comparisons of requirements to determine their relative importance. The document also discusses motivations for generating different patterns for the pairwise comparison matrix in AHP to help determine if the assigned priorities are correct. It provides details on some other prioritization techniques like the Numerical Assignment Technique and Value Oriented Prioritization before focusing more on explaining AHP and why it is useful for prioritizing requirements when there are multiple stakeholders with different views.
This article proposes applying the theory of inventive problem solving (TRIZ) to systematically design new services. Traditionally, service design relies on inspiration and past experience, limiting novel ideas. The authors develop a TRIZ-based approach with three stages: 1) problem definition translates the problem into TRIZ language, 2) contradiction analysis structures the problem and employs TRIZ tools to eliminate contradictions, and 3) solution evaluation assesses ideas against an ideal final result. Through two case studies, the approach is verified to overcome limitations and generate creative service solutions.
Evaluating effectiveness factor of object oriented design a testability pers...ijseajournal
Effectiveness is important quality factor to testability measurement of object oriented software at an initial
stage of software development process exclusively at design phase for high quality product. It will help
developer’s design capability to achieve the specified functionalities, characteristics, better design quality
and behavior using appropriate object oriented design (OOD) concepts and procedures. Metric based
model for ‘Effectiveness Quantification Model of Object Oriented Design’ has been proposed by
establishing the correlation between effectiveness and OOD constructs. Later ‘Effectiveness Quantification
Model’ is empirically validated and statistical significance of the study considers the high correlation for
model acceptance. The aim of this research work is to encourage researchers and developers for inclusion
of the effectiveness quantification model to access and quantify software effectiveness quality factor at
design time.
Overview of costs and benefits of virtual reality, potential savings, aspects and models for cost-effectiveness assessment, created by the Virtual Dimension Center (VDC) in Fellbach.
An Analysis to Determine the Priority Emotional Design in Kansei Engineering ...Dr. Amarjeet Singh
The customer satisfaction is as the challenges on
how they can deliver the quality of product for their success
and survival in today’s competitive environment. Based on
this reason, this research is carried out to identify and
investigate the satisfaction toward the customer requirement
of the product development based on their emotional feeling
and how deep we can intepret those meanings behind the
quality attributes in product. This study highlights the
integration study between Kansei Engineering (KE) and
Analythical Hierachy Process (AHP) which in practice
towards the product development. KE used to find, obtain
and interpret emotional needs of consumers of a product,
investigate what the customer requirement based on their
emotional feeling articulated in Semantic Differential scale
context. In order to support, the research is conducted among
100 respondents as a sample size towards car user in Klang
Valley, Malaysia. Studies proved and showed that there an
existing correlation appears and significant findings between
the emotional design quality and product chosen. A daily life
product will be used as case studies (car center stack), as a
real situation feature to apply the idea. Results, by using the
Analythical Hierachy Process (AHP) as a decision maker, the
design No 2, is the best design selected among 4 final designs
in concept generation. It gives the emotional feeling of Ideal
(Kansei Word). The ideal design of the car center stack is the
design that has practical arrangement and not too fancy and
too crowded in the middle of the stack. This study found that
and shows us that the perceived attributes or qualities is
impacted or influenced against the emotional design.
A robust design approach for enhancing the feeling quality of a product a car...Phuong Dx
This document presents a robust design approach to enhance the feeling quality of products. It defines feeling quality as the ability of a product to satisfy consumer feelings and targets. A feeling discrepancy metric measures the difference between actual and target feelings, while feeling ambiguity captures variation in consumer evaluations. The study applies robust design methodology to identify optimal design parameters that minimize discrepancy and ambiguity. This is demonstrated through redesigning car profiles to better match a target feeling. The results show the redesigns reduce feeling discrepancy and ambiguity, enhancing feeling quality.
This literature review evaluates different usability and user experience evaluation methods. It discusses approaches like agile UX, design thinking, and lean UX. While the methods have similarities in aiming to improve productivity and collaboration, they differ in their approaches. For example, agile UX debates the merits of big upfront design versus minimal design. The review also identifies gaps, such as the need for more research on evaluating methods in real-world contexts versus labs.
Product Development - Reflective ReportKerrie Noble
The document provides a summary of the design process used for a commuter headphones project. It discusses various methods used at different stages of the process, including SWOT analysis to define requirements, benchmarking existing products, and empathetic modeling to understand user experiences. The group ultimately decided on a human experience creation methodology. Key insights included understanding user capabilities and needs through assessing capability levels and anthropometric analysis. The process resulted in an initial product definition specification to guide further development.
The document describes a methodology for developing innovative oral care concepts. It involves:
1) Researching the oral care sector and identifying gaps through analyzing lifestyle trends, products, branding and technology.
2) Mapping other categories to identify innovation drivers and generate scenarios to inspire new ideas.
3) Generating 55 concepts using the drivers and scenarios, then filtering to 24 concepts.
4) Testing concepts with consumers, refining based on feedback, and selecting 12 final concepts with commercial potential.
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Opinions Play important role in the process of knowledge discovery or information retrieval and can be considered as a sub discipline of Data Mining. A major interest has been received towards the automatic extraction of human opinions from web documents. The sole purpose of Sentiment Analysis is to facilitate online consumers in decision making process of purchasing new products. Opinion Mining deals with searching of sentiments that are expressed by Individuals through on-line reviews,surveys, feedback,personal blogs etc. With the vast increase in the utilization of Internet in today's era a similar increase has been seen in the use of blog's,reviews etc. The person who actually uses these reviews or blog's is mostly a consumer or a manufacturer. As most of the customers of the world are buying & selling product on-line so it becomes company's responsibility to make their product updated. In the current scenario companies are taking product reviews from the customers and on the basis of product reviews they are able to know in which they are lacking or strong this can be accomplished with the help of sentiment analysis. Therefore Our objective of our research is to build a tool which can automatically extract opinion words and find out their polarity by using dictionary,This actually reduces the manual effort of reading these reviews and to evaluate them. The research also illustrates the benefits of using Unstructured text instead of training data which expensive . In this research effort we demonstrate a method which is based on rules where product reviews are extracted from review containing sites and analysis is done, so that a person may know whether a particular product review is positive or negative or neutral. The system will utilize a existing knowledge base for calculate positive and negative scores and on the basis of that decide whether a product is recommended or not. The system will evaluate the utility of Lexical resources over the training data.
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1. What it is?. Philosophy and Principles.
2. How to use it? methodology and basic tools.
3. Beyond UCD. Alternatives methodologies: Activity Centered Design and Goal Directed Design.
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Text is the main method of communicating information in the digital age. Messages, blogs,
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purchase products online and post their opinions about purchased items. This feedback is
displayed publicly to assist others with their purchasing decisions, creating the need for a
mechanism with which to extract and summarize useful information for enhancing the decisionmaking
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This document discusses the importance of innovation and creativity for engineers. It explores how engineers can innovate through taking risks, making mistakes, arguing with diverse perspectives, and overcoming challenges in the idea generation, development, and application stages of innovation. Examples of both successful (Beats by Dr. Dre headphones) and unsuccessful (Breastlight cancer detection device) innovations are provided. The document concludes by considering whether innovation is still driving growth and thoughts for the future of innovation.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
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Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
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1. State of the Art Design Methods
for Emotions
Design Methods DM934, DMEM, University of Strathclyde
I declare that this submission is entirely my own original work. I declare that, except where fully
reference direct quotations have been included, no aspect of this submission has been copied from
any other source. I declare that all other works cited in this submission have been appropriately
referenced. I understand that any act of Academic Dishonesty such as plagiarism or collusion may
result in the non-award of my degree.
Signature: Claire Utrecht, Carles Debart
Date: 11th of November of 2012
Carles Debart
Claire Utrecht
2. State of the art design methods for emotions
Contents
1. Abstract…………………………………………………………………………………………………………………. 1
2. Introduction………………………………………………………………………………………………………….. 1
2.1 Definition of emotion………………………………………………………………………………………. 1
2.2 Introduction to Kansei Engineering………………………………………………………………….. 1
2.3 Additional Quantitative Methods......................................................................... 2
3. State of the Art Methods for Emotional Design …………………………………………………….. 3
3.1 Desirability testing………………………………………………………………………………………….. 3
3.2 Experience sampling method (with feedback)…………………………………………………. 4
3.3 Generative research……………………………………………………………………………………….. 4
3.4 Collage method………………………………………………………………………………………………. 5
3.5 Love and breakup letter…………………………………………………………………………………. 6
4. Conclusions……………………………………………………………………………………………………….. 7
5. Reference list………………………………………………………………………………………………………… 8
3. State of the art design methods for emotions
1. Abstract
Emotional design, also referred to in literature as affective design, is a field of increasing
significance due to consumer’s desire to own not only functional, but beautiful products. A
fundamental dilemma exists though. How can one convert subjective statements into
quantifiable metrics? This paper will examine the traditional methods: Kansei Engineering,
QFD, Voice of Consumer, and Conjoint Analysis, while also offering five state-of-the-art
developments in the field: desirability testing, experience sampling method (with feedback),
generative research, collage method and the love and breakup letter. Finally, the methods
will be critiqued and evaluated.
2. Introduction
2.1 Definition of design for emotions
Product functionality and reliability are no longer enough for today’s consumer products.
Now, more emphasis is based on the aesthetic value of a product. Design for Emotion is a
field that takes subjective responses about attractiveness of product attributes and converts
them into quantifiable design parameters. This paper will discuss the historical methods,
state-of-the art methods in the field, and will analyse the benefits and the pitfalls of each.
2.2 Introduction to Kansei engineering
In the 1970s, research was conducted in Japan regarding the introduction of emotional
values in products. The Kansei model, named after the Japanese translation of the German
philosopher, Immanuel Kant, is a reference to his 18th century work regarding sensitivity and
sensibility, as reviewed by Schütte(2008). In both the East and the West, this work is a
valuable component to Emotional design. A general world-wide adopted model can be
found below.
Kansei Engineering General Model proposed by Schütte(2005)
1
4. State of the art design methods for emotions
The Kansei method has six components: Choice of Domain, Span the Semantic Space, Span
the Space of properties, Synthesis, Validation, and Model Building. The Choice of Domain
refers to the field or conditions in which the product will be used. Then, the traditional
Kansei model utilizes two different inputs: Osgood’s Semantic method and Schütte’s
description of product processes. Osgood’s Semantic method asks a respondent about the
how he/she feels about a topic, based on two dissimilar adjectives i.e. “rate this feature on a
scale from one to five, one being meaningful, five being meaningless” Osgood(1975).
Schütte’s description of product processes defines the scope of the analysis. For example, a
market niche or target age range Schütte(2005). The data returned from research is then
synthesised. The final stages are validation (if failure results, a feedback loop to semantic
space and space of properties is necessary) and model building which will result in a physical
output from the analysis.
The Kansei model is powerful because it can be applied to both physical and intangible
products. It is a quantitative statistical model that aids in development by narrowing the
options, until the desired result is achieved.
2.3 Additional Quantitative Methods
Similarly, Quality Function Deployment (QFD), Voice of Consumer (VoC), and Conjoint
Analysis are additional methodologies that convert consumer’s implicit needs into
quantifiable metrics, as is supported by Lokman(2010). QFD ranks the consumer needs,
holds the engineering metrics, compares the competitor performance, while balancing
conflicts and showing relationships. VoC is generally used as an input to the QFD. Its role is
to assess market research to prioritize consumer wants and needs into a hierarchy.
Lokman(2010) suggests that conjoint analysis is a statistical method that enables
comparison of a feature set and how much consumers are willing to pay for them.
The fundamental difference between the Kansei model and QFD, VoC, and CA is that the
Kansei model is the only one that provides analysis of one’s implicit needs. On view,
expressed by Lokman(2010), QFD, VoC, and CA focus more on explicit needs.
Unlike the Japanese, who began using the method in the 1970’s, as a top-down model for
product development with the user experience at the center of product requirements, the
application of the Kansei Method is a relatively new development in European firms. To
ease the change in European product development a bottom-up application process is used,
as reviewed by Schütte(2008).
2
5. State of the art design methods for emotions
3. State of the Art Methods for Emotional Design
The following section provides five examples of state of the art methods that apply in the
field of emotional design. To simplify the analysis, the different phases of design have been
grouped in 4 stages: definition, research, concept generation and evaluation. Some of the
methods are used for only one of the stage, while others can be used in several of them.
Critical review and adoption by the industry is discussed as well.
3.1 Desirability testing
The desirability testing method was invented by Microsoft and first analyzed by Benedek
and Miner in 2002. Contrary to the majority of emotional design methods centered in
research and evaluation, this method influences the design concept stage. The theory
behind this method is based on the human’s ability to set up first impressions and
emotional attributes at a first glance, when a particular product is shown. Therefore, it is an
easy and non-intrusive method of emotion collecting based on the aesthetic component of
a product, in contrast of the traditional post-experience methods such as interviews, as
proposed by Barnum(2010).
In practice, to enable easier deployment and analysis of the method, a set of cards are used
(commonly called product reaction cards) with phrases and words normally extracted from
a previous market research, as it is described by Barnum(2010). Participants pick the cards
that best match with the feelings and emotions that products or services have aroused on
them. With a simple statistical analysis, the five most used words are highlighted.
Apart from Microsoft in the 2002, Yahoo used this method to evaluate different visual
designs for its websites. More recent approaches have been developed and analysed by
Barnum(2010). A new call-center application was analysed in terms of interface aesthetics
and usability. It consisted in 56 cards with complete range from totally positive to totally
negative adjectives. 93% choices were positive and only 7% negative despite the fact that
the interface was completely new and no
further training was supplied to the users.
This over-expected successful result at
the new product evaluation stage
(expressed a as acquiescence bias by
Barnum(2010)) is an evident con of
desirability testing method. It can have a
detrimental impact on the final result in
comparison with other post-experience
methods, because of the enhanced
emotional factor of first impressions.
Keeping in mind that disadvantage, it is
recognised by the industry as a good
Results from desirability test applied to the launch of method to evaluate and understand
call center application. Comparison between the
current site and two options of design Barnum (2010)
3
6. State of the art design methods for emotions
the aesthetic properties of a product and its emotional qualities and used commonly to
decide between two different branches of product design. As supported by Hawley(2010),
the design team therefore, can use this method to sharpen and enhance the emotional
response they want to arouse in the user, in a further redesign stage.
3.2 Experience sampling method (with feedback)
Experience sampling method is one of the more widely used methods for its capacity to
obtain information in the phases of research and definition. This method has its origins in
1983 with Larson(1983), and came from the field of social and behavioural science.
However, in 2008, further benefits were acquiesced and the model was updated to include
feedback to the user.
The aim of this method is to acquire the psychological procedures of the user “in situ”, it is
to say, trying to simulate the real life situation of the studied field, as argued by Forlizzi
(2008). Its distinctiveness lies in the fact that the recollection of behaviours and emotions is
done by the participant himself. The user is prompted to record data either in set
increments of time or triggered by a signal, giving room to technological innovations such as
mobile applications that facilitate the collection of information in the right moment by
means of images, writings or voice, as suggested by Hanington, Martin (2012).
This method is interesting because isolates the participant from any external output that
could lead into a change in his normal way of doing things. However the traditional model
was time consuming and required high commitment from the participants, which can drive
in irritability, slackness and incoherencies. To solve these problems, an evolution of
experience sampling method (ES+feedback) was carried out by Hsieh in 2008. In his
approach, Hsieh(2008) found that feedback could give compliance, defined as the number
of completed responses divided by the total number of items questioned. Feedback was
delivered by showing the collected data from the own user in order to make them feel that
information was more personal, relevant, and interesting. According to Hsieh(2008), with
this innovation in the traditional experience sampling method, a 23% increase in user
compliance was reported. Nevertheless, despite this welcomed increase, the study does not
give any solutions on how to improve the main problem of the experience sampling
methods; such as, humor changes and emotional disturbances caused by questions
interrupting the participant.
3.3 Generative research
Generative research is a multipurpose method that can be used for the first three phases of
design (definition, research, concept design). The theory behind it is based on giving the
participants the necessary tool kits to show emotions and sensations such as: text cards,
drawing, clay, etc..., as reviewed by Sanders(2000). Acording to Hanington(2007) Generative
research can be divided in two subgroups: projective and constructive.
4
7. State of the art design methods for emotions
The projective methods are
commonly used to let the participants
freely express their emotions and
feelings through plastic or clay toys.
This model is especially useful in
eliciting feedback from children, who
are not able to express themselves
with words.
On the other hand, constructive
methods are commonly used in later
Projective method: clay toys made by participants asked to
represent feelings. Negative feelings were translated into
phases of concept development and
strange artefacts while good feelings were translated into make use of the “Velcro concept” or
symmetrical and recognizable shapes Hanington, Martin flexible modeling. This can be easily
(2012). understood by referencing the case
study performed by a cosmetic brand
regarding their bottles. Participants
were asked to show their
preferences by means of a tool kit of
translucent swatches and colored
underlay sheets, as reviewed by
Hanington(2007). Another example
(left) retrieved by Hanington, Martin
(2012) is a group of participants using
a modeling kit to propose desired
specs for a cell phone application.
Constructive method: modelling kits to propose desired
Generative research is focused to
specs to a new phone application Hanington, Martin (2012)
deeply understand user needs,
emotions, and desires. It is used
from concept development through creative activities as shown on in the above pictures.
However, one of the common problems found by the industry with the use of these
methods is to supply the participants with toolkits that give a wide enough number of
elements in order to not to limit their creativity, but at the same time, give and establish
enough constraints to extract useful results for the design.
3.4 Collage method
The collage method is a subtype of generative method. According to Sanders (2001) and
agreed by Stappers(2003), collages bring extremely rich source of information because the
participants can freely provide their vision, emotions, experiences and desires in a natural,
straightforward and visual way. This method, therefore, is key to analyse the internal
emotions of participants, taking into account that these are normally difficult to obtain from
other sources such as traditional polls or interviews. It is a method that significantly reduces
the possibility of obtaining biased information that occurs with the presence of an
interviewer. Hence, no emotional filter is expected during the realisation of the activity.
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8. State of the art design methods for emotions
Because of this, one of the main challenges of the method is to retrieve the hidden
information from the collage. In fact, sometimes it can be extremely difficult and it is often
necessary to undertake statistical methods like image and word concurrency or even more
sophisticated analysis such as the multidimensional scaling, as stated by Stappers (2003).
These later analysis has to take into account not only the content, but its shape and item
distribution through the collage an even element interaction.
Sanders(2001) suggests that one positive aspect of this method is that can be used together
with other methods to be able to analyse the design from different approaches such as
marketing, anthropology and participative design. The case study we are focusing on was
carried out in 2003 by the university of Delft and directed by Stappers. Three different
variations of the main method
(called central) were deployed:
computer assisted, symbolic and
mind map. The objective was to
find out which of these variations
could offer better performance
depending on the number of
created artefacts, the content,
and time efficiency. The central
method (which considers the
typical words and pictures
collage), found that the computer
Computer assisted collage performed by Delft University assisted method was much
Stappers(2003) quicker, but showed a lack of
creativity and richness due to the
intrinsic limitation of machines. The duration of the symbolic design was similar to the
central, but information was better structured. On contrary, this variation showed a lack of
deep information and anecdotes. Finally, the mind map required more effort from the
participants, as they had to build the content from scratch.
As a conclusion, and taking into consideration the high number of case studies found in the
literature, in can be asserted that collage is a currently used method by industry and relies
on its major advantage: non intrusiveness.
3.5 The love and breakup letters
The most innovative example is the love letter and breakup letter. They are two methods to
understand how a product influences in the state of mind of the participant. It is used to see
how people assess and what their expectations about a product are. In other words, this
method wants to extract the emotional connection of the product-user couple. Love letter
and breakup letter are opposite but complementary and their aim is to personify the object.
The target is to build a person-person emotional connection rather than a person-product
one. This is achieved by writing a letter to the product in order to remove the psychological
affective barriers of the person-product couple.
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9. State of the art design methods for emotions
Hanington, Martin(2012) propose that in the love letter, user is encouraged to show deep
feelings and emotional connections during the usage of a certain product while the breakup
letter emphasizes on bad emotional circumstances that made someone leave a product
behind.
The method works better in groups and it is crucial to gather all the information of
expression and nonverbal language during its reading, as suggested by Hanington,
Martin(2012). Although not mentioned by the author, handwritten letters could be
graphically analyzed to discard real feelings from over-acted feelings because of the
emotional nature of the exercise.
The method was developed in 2009 by Smart design and has represented a great success for
them. In fact, is being used in several projects that can which proves that is a truly state of
the art method. Nevertheless, due to its newness and private company origin, it is still rare
to find in the industry. It has not been possible to document any serious case study using
this method outside of Smart Design premises.
4. Conclusions
Conclusions and critical review has been done in each of the presented methods. Due to the
large number of characteristics and particularities, the authors have found convenient to
build a table highlighting the most important specs and findings on previous analyzed
methods.
Design phase # users type raw data emotion Inherent specs
Method Complexity
Concept generation
Widely adopted
State of the art
Non-intrusive
Small groups
Quantitative
Long (time)
Qualitative
Evaluation
Big groups
Simulated
Definition
Individual
Research
Artifacts
Creative
Speech
Images
Biased
Text
Real
Desirability testing
Experience sampling (fb)
Generative research
Collage method
Love and breakup letter
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10. State of the art design methods for emotions
5. Reference list
1. Barnum, C. & Palmer, L., (2010). More than a feeling: understanding the desirability factor in
user experience. Proceedings of the 2011 annual conference extended abstracts on Human
factors in computing systems 2011 proceeding, Vancouver, BC, Canada - May 07-12, 2011.
2. Hanington, B. & Martin, B. (2012). Universal methods of design: 100 ways to research
complex problems, develop innovative ideas, and design effective solutions. Beverly, MA:
Rockport Publishers, 2012.
3. Hanington, B., (2007). Generative research in design education: Emerging Trends in Design
Research (pp.1–15)
4. Hsieh, G. et al., (2008). Using visualizations to increase compliance in experience sampling.
Proceedings of the 10th international conference on Ubiquitous computing - UbiComp ’08,
p.164.
5. Larson, R., & Csikszentmihalyi, M. (1983). The experience sampling method. In H. Reis (Ed.).
New Directions for Naturalistic Methods in the Behavioral Sciences (pp. 41-56). San
Francisco: Jossey-Bass.
6. Lokman, AM. (2010). Design & Emotion: The Kansei Engineering Methodology. Faculty of
Computer and Mathematical Sciences Universiti of Technologi MARA (UiTM) Malaysia.
7. Osgood, CE., Suci, GJ., Tannenbaum, PH. (1957). The Measurement of Meaning. The Board
of Trustees of the University of Illinois.
8. Sanders, N., Elizabeth, B., (2000). Genereative tools for CoDesigning. In proceedings of
Codesigning 2000 (pp. 3-12)
9. Sanders, E. & William, C., (2001). Harnessing people’s creativity: Ideation and expression
through visual communication. In Focus groups: Supporting effective product development.
Langfor J and McDonagh-Philp D (Eds) Taylor and Francis,. 2001
10. Schütte, S. (2005). Engineering Emotional Values in Product Design: Kansei Engineering in
Development. UniTryck, Linköping.
11. Schütte, S., Krus, P., & Eklund, J. (2008). Integration of Affective Engineering in Product
Development Processes. European Conference of Kansei Engineering. Retrieved from
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12. Stappers, P. & Sanders, E., (2003). Generative tools for context mapping: tuning the tools.
Design and Emotion journal.
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