毕业设计论文 外文文献翻译 工业设计专业 中英文对照.doc
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1、英文原文:Product design, semantics and emotional responseAbstractThis paper explores theoretical issues in ergonomics related to semantics and the emotional content of design. The aim is to find answers to the following questions: how to design products triggering happiness in ones mind; which product a
2、ttributes help in the communication of positive emotions; and finally, how to evoke such emotions through a product. In other words, this is an investigation of the meaning that could be designed into a product in order to communicate with the user at an emotional level. 1. Introduction Contemporary
3、 life is synonymous with accelerating social and technological change. Similarly, product design is being rapidly transformed through materials technology, production technology, information-processing technology and other processes. The changes in technology are occurring at a speed and scale beyon
4、d any expectation. The digital revolution is progressively turning the objects with which we interact into smaller and more intelligent black boxes, making it difficult for us to understand the mechanism or the working method (Bolz 2000). Design therefore occurs in a different framework than before,
5、 with reference to social change, the conservation of resources and energy, emerging environmental problems, and customer-oriented trends (Ohira 1995, Jones 1997). Accordingly, whether driven by advertisement and marketing strategies, or by trends, fashion, and social events, users expectations from
6、 consumer products have been also changing. Functionality, attractiveness, ease-in-use, affordability, recyclability, and safety are all attributes that are expected to already exist in a product. Users are expecting more from everyday products. Recent design trends show an inclination towards objec
7、ts that inspire users, enhance their lives, help in triggering emotions or even in evoking dreams (Jensen 1999, Alessi 2000). Jensen predicts that the Dream Society is coming soon, following a society based on data, called the Information Society (1999). He adds that, as information and brainpower a
8、re becoming the realm of computers and high-tech, society will place new value on a human ability that has not been automated yet: emotion. Functionality is more and more taken for granted in products, and users are looking for fulfillment at an altogether different level of appreciation. Imaginatio
9、n, myths, and rituals (being the language of emotion) will have an effect on our behaviors, ranging from our buying decisions to our communication with others (Jensen 1999). Furthermore, Khalid (2001: 196) points out that the decision to buy can be momentary, so customer needs can then be created ve
10、ry quickly, while other needs are long established. Consequently, emotions and affect in general, have received increasing attention over the last few years (Velsquez 1998). Affect being defined as the consumers psychological response to the semiotic content of the product. Approaches to emotions an
11、d affect can be studied at many different levels and all offer different insights. As Velsquez points out, several models have been proposed for a variety of domains and environments. Some examples that he gives include the use of emotions to create synthetic agents with lifelike qualities and perso
12、nalities (Bates 1994, Kline and Blumberg 1999, Elliott 1992, Reilly 1996) systems that reason about emotions in narrative (Elliott et al. in Velsquez 1998), systems that rely on emotional processing to mediate social interactions (Breazeal in Velsquez 1998), and architectures that model the influenc
13、es of emotions in behavior and learning (Camero 1997, Kitano 1994, and Seif El-Naser et al. in Velsquez 1998). Different approaches work best in different domains, and the decision to follow one or the other depends greatly on the specific goals and purposes of these models. Design directed by emoti
14、onal content can be regarded as the heart of current design practices, research, and education. As Paul Hekkert (2002), the chairman of the Design & Emotions Society, says: “It is no longer sufficient to design good products or services; we all want to design experiences and generate pleasurable or
15、exciting sensations.” “But what do we really know about these experiences and products ability to evoke emotions? Can affective interactions be designed and how do designers and industries deal with this new design paradigm?” The goal of this study is to reveal the semiotic nature of emotional respo
16、nses in design products, as well as to explore affect programs concerning the relationship between product design and human experience. 2. Product semantics at the physical and cognitive level Product semantics was developed and introduced by Krippendorff and Butter (1984: in Riley 2001) and is defi
17、ned as the study of symbolic qualities of man-made shapes, in the cognitive and social context of their use. Thus, according to this definition, product semantics is concerned with the relationship between the user and the product on one hand, and the importance that objects assume in an operational
18、 and social context on the other hand. Intentionally or not, all manufactured products make a statement through shape, form, color, texture, etc. They communicate with users and can never be contextually neutral. It is widely recognized that visualization is important when it comes to assessing the
19、feasibility of a product in terms of appearance, functionality, production feasibility, product semantics, ergonomics and social factors (Johanson 2000). Regardless of how designer use color, shape, form, and texture in designing the product, messages are being sent through products via a part of la
20、nguage structures that deal with meaning, called semantics. This implies that designers and ergonomists should not only know what message(s) they wish to transmit and the sort of response(s) that can be expected from the user being the receiver, but also the symbols and attributes forming that langu
21、age. A product tells us something, about itself and in certain cases also about the human being who owns it. Through its design and function, the product expresses values, whose importance individuals then interpret and value in relation to a certain social context in terms of acceptance or rejectio
22、n, liking or disliking. However, the product can, through its semantic content and expression, either strengthen or weaken this role, in this way creating positive or negative perceptions, emotions, values and associations within the individual person (Wikstrm 1996). The products that we encounter h
23、ave different functions, e.g. technical, practical and semantic. Mon (in Wikstrm 1996) defines four semantic functions of products: To describe - The product gestalt describes facts (e.g. its purpose = define the task), way of use, handling. To express - The product gestalt expresses the products va
24、lues and qualities. To signal - The product gestalt urges the user to react in a specific way, for example to be careful and to be precise in his/her work. To identify - The product gestalt identifies (e.g. the purpose = establish similarity), origin, nature and product area (connection with system,
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