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    <article-meta>
      <title-group>
        <article-title>User-Product Experience and Emotions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Monica Bordegoni</string-name>
          <email>monica.bordegoni@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dipartimento di Meccanica - Politecnico di Milano Via La Masa 1</institution>
          ,
          <addr-line>20156 Milano -</addr-line>
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
    </article-meta>
  </front>
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      <title>-</title>
      <p>
        The history of a product that we buy at shops goes through many phases. The
whole history is named product development process (PDP). Marketing experts are
those who trigger the process: they perform research on consumer preferences and
expectations aiming to find out new needs and motivations for a new product.
Subsequently, a rough idea of the open space for the new product potentially available on
the market is illustrated to the product designers, who start creating concepts
representing the new product, including the definition of its shape, architecture, materials,
functions, and also address some issues like ergonomics and usability. The typical
subsequent step consists of the product designers and the marketing experts analyzing
and evaluating the concepts together, and agreeing on the selection of one concept,
which will be the future product, which is transferred to the engineering designers,
who check the feasibility and costs, and transform the concept into detailed technical
specifications [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>The concept proposed by the product designers may be subject to many
modifications, mainly because engineers have to cope with various technical, economical and
production constraints that may contrast the designers' choices. But an additional key
issue to consider is the fact that marketing experts and designers express their idea
about a product and its features by means of abstract, vague, and non-detailed
descriptions, or even through similarities with the features of other products. Therefore, the
probability that the product eventually detailed by the engineering designers is the one
that marketing experts and product designers had in their mind is very unlikely, at
least at the first design round.</p>
      <p>For the above mentioned reasons it is paramount to set up a validation practice,
which can be used to review and modify the design, if necessary. The product
development process includes many loops, back and forth between the various phases,
which are required by the necessity to change the design due to engineering
constraints, or because of non-satisfactory validation results.</p>
      <p>The validation practice can address product technical characteristics and
performances, as well issues more related to users. In particular, when dealing with
products for the consumer markets, which are interactive, some considerations about
consumers, i.e. the future users of the product, and their relation with products are
necessary as well. In fact, users interact with products, during their daily use but often
already during the purchase moment. And both these aspects are important to be
considered from a marketing analysis point of view. With this respect, the interest of both
industry and research is recently focusing on the study of the user’s emotional
reac</p>
      <p>tion when interacting and experiencing products, which is correlated with the
appreciation of the product and of its attributes.</p>
      <p>
        An issue that is interesting to address concerns how we perceive products, and
what are our elicited emotions and emotional behaviors during the interaction with
products. In so far as we are able to understand the human emotional response with
respect to some product attributes, we can plan to tune those attributes until the
emotional response is the desired (positive) one. In fact, designing products with the
intention to evoke or to prevent elicitation of certain emotions can be facilitated by an
understanding of emotional processes [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        The study of emotional responses is closely related to the user interaction with
products, and with the experience that users make with products. Nowadays, it is
gaining ground the so-called User Experience Design (UXD), which is part of the
design of a new product [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The design team must deal with the design of the
experience of a person using and interacting with a product, so as to optimize his/her
enjoyment, satisfaction and positive emotional response. Therefore, an issue that we
have to study is the emotional response of users when experiencing products for the
first time, or even during the prolonged use of a product. In order to study the
emotional response, we first need to investigate how people experience products, which
happens through their senses (vision, sense of touch, hearing, smell and test), and the
emotional experiences they undergo.
      </p>
      <p>
        Recently, many research works have addressed emotions and the relations of
emotions with the perception of the world, have classified emotions and have also defined
methods for measuring emotions, which include psychological methods, mainly based
on self-reporting; behavioral methods, based on the analysis of facial expression,
gesture, and posture; and human body measured parameters as heart rate, skin
conductance etc [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Understanding how we can detect and measure the type and intensity
of the users emotions, would allow us to objectively compare the effects of design
product attributes that elicit specific emotions.
      </p>
      <p>The subsequent step in the research approach is to understand the correlation
between product attributes and the elicited emotions (Fig. 1). Understanding this
correlation would allow us to understand how a product can be designed in order to evoke
elicitations of certain emotions.</p>
      <p>Recently, several studies have focused on the emotions elicited in humans during
the interaction with a product. In particular, Emotional Engineering is a
methodolo</p>
      <p>
        gy that studies quantitative parameters of the future product (attributes of the product
“to-be”) that generate physical and physiological effects during the interaction, which
are perceived as emotionally relevant [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5-7</xref>
        ]. The design process aims at optimizing
these parameters, in order to elicit intended (positive) emotions.
      </p>
      <p>Emotional Engineering (E-E) is multi-disciplinary and multi-domain in its nature.
It is related with two disciplines: product design and cognitive sciences. The first
discipline is focused on the methods and process for the ideation and creation of
effective and possibly successful new products; the latter deals with human aspects
during the interaction with products, including the study of perceptions, behaviors,
feelings, reactions etc. Therefore, by synthesizing, E-E deals with the interaction of
humans with products.</p>
      <p>
        Recently, the author has proposed an emotional engineering methodology based on
Interactive Virtual Prototyping, which has demonstrated to be effective for the
evaluation of the user experience already in the early design phase [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. Interactive Virtual
Prototyping consists of the simulation of the behavior and use of a product, which
allows the evaluation of the user experience, and the compilation of a list of
specifications to use for the product design [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Some attributes and interactive behaviors can be simulated and tested starting from
the very preliminary ideas about how a product should be, and how it should behave.
The method aims at giving the designers the possibility of evaluating in real-time the
users' experience during the initial conceptual design of a new product. The focus of
our study is on the interaction of the users with the newly conceived product, and on
the effect that this interaction has on users, in terms of satisfaction and emotional
responses. The aim is obtaining in advance, and predicting in simulated environments
the human emotional reactions.</p>
      <p>The method allows testing various interaction experiences and external product
behaviors, and identifying the ones that people like more. This method can be used to
test proposed novel interactive solutions with groups of target users, when the
product, not yet fully decided and designed, is at the concept level.</p>
      <p>So, this method allows us to capture the best final behavior perceived, and to
characterize it in terms of physical, quantitative parameters. Those are passed to the
design team as technical specification for the detailed design. In this way, the risk of
designing good functional products but unsatisfactory from the point of view of the
experience of use by the potential customers are minimized, as well as the
development time and costs are reduced.</p>
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