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
/
Emotional Design Page 26