PSYC 792c - Hedonomics: Design & Measurement of
Pleasurable User Experience
Fall 2018
Course
Syllabus
(version 1.0a; last updated
8/22/2018)
Time:
Tuesday/Thursday 12:30-1:45 PM
Room:
203 SDU
Professor: Frank Schieber
HHome Page:
apps-usd.usd.edu/coglab/schieber/hedonomics/
Office Hours:
TU/TH 2-4 PM; and by appointment
Phone: 677-6407 EMAIL:
schieber@usd.edu
Course Description
Contemporary cognitive science has provided strong evidence that human cognition, decision-making and behavioral performance are all influenced by automatic (and unconscious) emotional processes in subcortical regions of the human brain. Although still in its infancy, the field of hedonomics has captured the imagination of many influential leaders in the areas of human factors and industrial design. For the sake of clarity, we will begin this seminar by defining hedonomics as the study and application of emotion science to the development and maintenance of pleasurable user experience(s). Hedonomics represents a distinct evolutionary shift in the field of human factors -- taking us beyond the traditional areas of accident avoidance and performance optimization. More and more, human factors practitioners will be required to support systems development with a focus upon comfort, enjoyment and even high-level psychological outcomes such as prestige, pride of ownership and accomplishment or self-actualization (Humanists take note: design for comfort and enjoyment will be the focus of this seminar as opposed to outcomes such as self-actualization).
The format of the course is "old school seminar". That is, the graduate student participants will contribute much (most?) of the content under the topical guidance of the professor. The framework provided in Table 1 will serve to guide the development of the course content. The seminar will also be driven by the explicit assumption that the end-product of the course will be a short (200 page) but comprehensive book outlining the principles and practice of hedonomics as formalized by the seminar's participants. The professor will serve as the editor of this book. An introductory and summary chapter will be prepared by the professor while the "content" chapters will be prepared by the graduate student participants. If final editing of this deliverable results in a quality product, the professor will take the initiative to seek publication of our small contribution to the field of human factors and ergonomics.
| Goal | Objective |
| 1 | Operationalize the constuct of emotion |
| 2 | Identify the contemporary role of emotion in everyday behavioral performance and decision-making processes |
| 3 | Formalize a set of principles for emotional design of products/systems |
| 4 | Identify/Review methodologies used for affective design |
| 5 | Olfactory Evaluation (Smell Test): Compile evidence from published studies to support the validity of our principles for emotional design |
Course Requirements & Grading
Students are responsible for reading all plenary
assignments as announced in class and published in the
online class log.
In addition, each student
will be required to serve as lead reviewer on a number of
individually assigned readings and will prepare a 1-2 page written
summary/critique for each of these assignments; and, present this information to
the class (short Powerpoint recommended). The number of such individual
assignments will not exceed 10.
The primamry deliverable for the course will
be the completion of a well-researched and organized "book chapter"
on a topic assigned by the instructor.
Each student will schedule a 30-60 minute progress review session with the professor around the 15th of each month (September, October, November).
Final course grade will be based upon performance on lead reviewer write-ups and class presentations (50%) and the well-researched and organized book chapter (50%).
Berridge, K.C. & Kringelbach, M.L. (2008). Affective neuroscience of pleasure: Reward in humans and animals. Psychopharmacology, 199, 457-480.
Brave, S. & Nass, C. (2002). Emotion in human-computer interaction (pp. 81-96). In J.A. Jacko & A. Sears (Eds.), The handbook of human-computer interaction: Fundamentals, emerging technology and emerging applications. Hillsdale, NJ: Lawrence Erlbaum Associates.
Buck, R. (1999). The biological affects: A typology.
Psychological Review, 106 (2),
301-336.
Daily, S.B. (2017). Affective computing: Historical
foundations, current applications and future trends (pp. 213-231).
In M. Jeon (Ed.), Emotions and affect in human factors and human-computer interaction.
New York: Elsevier.
Forgas, J.P. (2017).
Mood effects on cognition: Affective influences on the context and
process of information processing and behavior (pp. 89-112). In M. Jeon (Ed.),
Emotions and affect in human factors and human-computer interaction. New
York: Elsevier.
Fredrickson, B.L. (1998).
What good are positive emotions?
Review of General Psychology, 2 (3), 300-319.
Gonzalez-Sanchez, J., et al. (2017). A roadmap through
approaches, technologies and data analysis [in emotional design] (pp. 255-288).
In M. Jeon (Ed.), Emotions and affect in human factors and human-computer interaction.
New York: Elsevier.
Han, S.H. & Hong, S.W. (2003).
A systematic approach for coupling user satisfaction with product design.
Ergonomics, 46, 1441-1461.
Hancock, P.A., Pepe, A.A. & Murphy, L.L. (2005).
Hedonomics: The power of positive and pleasurable ergonomics.
Ergonomics in Design, 13 (1), 8-14.
Helander, M.G. & Khalid, H.M. (2006). Affective and
pleasurable design. Salvendy, G. (Ed.),
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543-5-72).
Helander, M.G. (2003). Forget about ergonomics in chair
design? Focus on aesthetics and comfort!
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Hsee, C.R., Hastie, R. & Chen, J. (2008). Hedonomics:
Bridging decision research with happiness research.
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(A different perspective on Hedonomics)
Jeon, M. (2017). Emotions and affect in human factors and
human-computer interaction: taxonomy, theories, approaches and methods (pp.
3-26). In M. Jeon (Ed.), Emotions and
affect in human factors and human-computer interaction. New York: Elsevier.
Khalid, H.M. (2004). Conceptualizing affective human
factors design. Theoretical Issues in Ergonomic Science, 5 (1), 1-3.
Lazarus, R.S. (2003). Does the positive psychology movement
have legs? Psychological Inquiry, 14
(2), 93-109.
LeDoux, J.E. (1995).
Emotion: Clues from the brain.
Annual Review of Psychology,
46, 209-235.
Seligman, M.E.P. & Csiksentmihalyi, M. (2000). Positive
psychology: An introduction. American
Psychologist, 55 (1), 5-14.
Shank, D.B. (2014). Technology and emotions. In J.E. Swets
& J.H. Turner (Eds.), Handbook of
sociology and emotions. Vol. 2. Handbooks of sociology and social research.
Dordtrecht, Netherlands: Springer (pp. 511-528).
Tractinsky, N., Katz, A.S. & Ikar, D. (2000).
What is beautiful is usable.
Interacting with Computers, 13, 127-145.
Zajonc, R.B. (1980).
Feeling and thinking: Preferences need no inferences.
American Psychologist, 35 (2),
151-175.
Zajonc, R.B. (1998). Emotions. Gilbert, D., et al. (Eds.),
Handbook of Social Psychology. New
York: Oxford University Press (pp. 591-632).
Zhang, L., Helander, M.G. & Drury, C.G. (1996). Identifying
factors of comfort and discomfort in sitting. Human Factors, 38(3), 377-389.
Kansei Engineering
Levy, P. (2013). Beyond Kansei engineering: The emancipation of Kansei design. International Journal of Design, 7(3), 83-94.
Nagamachi, M. (Ed.)(2011).
Kansei/Affective engineering. Boca Raton, FL: CRC Press.
Berlyne, D.E. (1974). Studies in the new experimental aesthetics. Washington, DC: Hemisphere
Publishing.
Blythe, M.A., Overbeeke, K., Monk, A.F. & Wright, P.C.
(2003).
Funology: From usability to enjoyment. Boston: Kluwer.
Norman, D.A. (2004).
Emotional design: Why do we love
(or hate) everyday things. New York: basic Books.
Picard, R.W. (1997).
Affective computing. Cambridge,
MA: MIT Press.
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