Emotional design focuses on providing intended users with a positive emotional experience. Thus far, the concept of emotional design has primarily been restricted to the fields of research and industry. Most professionals using emotional design slowly acquired the required skills by experience and without direct education. Teaching emotional design to design students has been overlooked due to its difficulty. This research introduces a new approach to teaching emotional design, which aims to prevent negative influences from being added to the products created by design students. A systematic method is introduced to make it easier for inexperienced design students to grasp emotional design. Students are first taught proper methods of data collection to determine users’ emotional requirements. Students are then taught how to summarize the data, as well as develop feasibility testing strategies to obtain promising ideas. The proposed teaching approach for emotional design has been proven efficient in the case study course conducted in this research. Graduate-level design students learned how to design products according to users’ emotional requirements. The students successfully produced several designs that clearly provided positive user experiences.
Background: As China's porcelain capital, Jingdezhen has had a glorious history of producing ceramics for thousands of years. Nevertheless, the private ceramics sector industry is going through a development bottleneck nowadays. This research aims to utilize service design tools to co-create values with local ceramic practitioners, to improve marketing of ceramics and enhance user`s purchase experiences. Methodology: 1) Devised Likert's 7-point scale by open-ended interview approach to clarify the existing problems to collect quantitative data. 2) Analyzed the collected data by one-way ANOVA to identify the different opinions of 87 interviewed subjects. 3) Employed co-creation method and service design tools to design the online-offline service system. Findings: 1) Through qualitative and quantitative methods identified the target researched group was the young group (age range from 20 to 30). Their insights used to co-create and design an online-offline marketing system in four steps why, what, who and how. 2) Utilizing service design tools to clarify the service contents, main stakeholders, marketing models, touchpoints and how they are connected and interacting. Finally, designing an application to facilitate online purchase to improve user experience.
This research explores the design of products based on users’ emotional requirements and how students can be stimulated to generate novel ideas in design education. In order to achieve these aims, multiple methods were taught to students during an online course. In the first step, the students utilised interviews, questionnaires, and mixed perspectives to design hill censers according to the users’ emotional requirements. In the second step, the researcher conducted a qualitative thematic analysis to study the students’ collected survey reports. The analytic results were then shared with students to help them quickly obtain better novel design ideas. And then, an emotional design appraisal model was built in the third step. The two main findings are as follows: first, creation in light of the stakeholder’s perspective enabled the students to come up with better design ideas quickly. Second, the ‘design method’ and ‘emotional experience’ themes obtained by the thematic analysis were found to be vital for the designers/students. Notably, the ‘design method’ theme can help students generate novel design ideas, and the students can learn the users’ needs from the ‘emotional experience’ theme.
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