Emotional Design

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by Donald A. Norman


  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 objec
ts/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

  Tastes, pleasant/unpleasant

  acquired tastes

  Taylor 410 guitar

  Teachers. See under Robots

  Teapots/tea kettles(fig)(fig.) (fig.)

  Telephones. See also Cell phones

  Television

  Te ò tea strainer(fig.) (fig.)

  Terrorists

  Text messaging

  Tiger, Lionel

  Time by Design

  Time issues

  Tolkien, J.R.R.

  Tools. See also Hand tools

  Tractinsky, Noam

  Training

  Traits

  Travel

  Trust

  Tunnel vision

  Turkle, Sherry

  2001: A Space Odyssey (film)

  C3PO and R2D2 in(fig.)

  HAL in

  TyNant Natural Mineral Water

  Underhill, Paco

  Understandability

  Unemployment

  United States National Research Council

  Usability

  Value/s

  Vicarious experience

  Video games

  categories of

  consoles for

  “God” games

  Video recorders

  Video telephones

  Vinge, Vernor

  Visceral-level processing

  and first impressions

  and movies

  and music

  and safety and survival systems

  and video games

  See also Design, visceral

  Visual appearance. See also Aesthetics

  Vogue

  Volkswagen (VW) automobiles

  Watches(fig.)(fig.)

  Watches Tell More than Time (Coates)

  Water bottles(figs.)

  WaterHaven Shower(fig.)

  Web sites

  personal web sites

  See also Internet

  Weizenbaum, Joseph

  Wild Bunch, The (film)

  Wolf, Mark

  Women

  Wright, Will

  Wusthof chef knife

  XBOX video game player

  Zen View

  Zyman, Sergio

  Copyright © 2004 by Donald A. Norman

  Published by Basic Books,

  A Member of the Perseus Books Group

  All rights reserved. No part of this book may be reproduced in any manner whatsoever without written permission except in the case of brief quotations embodied in critical articles and reviews. For information, address Basic Books, 387 Park Avenue South, New York, NY 10016-8810.

  Books published by Basic Books are available at special discounts for bulk purchases in the United States by corporations, institutions, and other organizations. For more information, please contact the Special Markets Department at the Perseus Books Group, 11 Cambridge Center, Cambridge, MA 02142, or [email protected].

  LIBRARY OF CONGRESS CATALOGING-IN-PUBLICATION DATA Norman, Donald A.

  Emotional design : why we love (or hate) everyday things / Donald A.

  Norman. p. cm.

  Includes bibliographical references and index.

  eISBN : 978-0-465-00417-1

  1. Emotions and cognition. 2. Design--Psychological aspects. 3. Design, Industrial—Psychological aspects. I. Title.

  BF531.N.9’11—dc21

  /

 

 

 


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