Abstract
Emotions play a significant role in the interaction between products and users. However, it is still not very well understood how users’ emotions can be incorporated in product design [34]. We argue that this gap is due to a lack of a methodological and technological framework for investigating emotions’ elicitation conditions and for emotion recognition. For example, the effectiveness of emotion elicitation conditions is generally validated by assessing users’ emotional response through ineffective means (e.g., surveys and interviews [36]). In this paper, we argue that Virtual Reality (VR) is the most suitable means to perform this investigation, and we propose a novel methodological framework, referred to as the Virtual-Reality-Based Emotion-Elicitation-and-Recognition loop (VEE-Loop), that can be exploited to realize it. The VEE-Loop consists of continuous monitoring of users’ emotions, which are then provided to product designers as implicit user feedback. This information is used to dynamically change the content of VR environment, and the process is iterated until the desired affective state is solicited. In this work, we develop a proof-of-concept implementation of the VEE-Loop, and we apply it in two real use cases. Obtained results show that designers can precisely identify when users feel negative emotions (e.g., frustration) simply by analyzing their movements. As negative emotions signal troublesome interactions with the virtual representation of their products, designers obtain valuable feedback on how to enhance them.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Badia, S.B., et al.: Toward emotionally adaptive virtual reality for mental health applications. IEEE J. Biomed. Health Inform. 23, 1877–1887 (2018). https://doi.org/10.1109/jbhi.2018.2878846
Hossain, M.S., Muhammad, G., Song, B., Hassan, M.M., Alelaiwi, A., Alamri, A.: Audio-visual emotion-aware cloud gaming framework. IEEE Trans. Circuits Syst. Video Technol. 25, 2105–2118 (2015). https://doi.org/10.1109/TCSVT.2015.2444731
Nagamachi, M.: Kansei engineering: a new ergonomic consumer-oriented technology for product development. Int. J. Ind. Ergon. 15, 3–11 (1995). https://doi.org/10.1016/0169-8141(94)00052-5
Luh, P.B., Liu, F., Moser, B.: Scheduling of design projects with uncertain number of iterations. Eur. J. Oper. Res. 113(3), 575–592 (1999). https://doi.org/10.1016/S0377-2217(98)00027-7
Stals, S.: Exploring emotion, affect and technology in the urban environment. In: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, pp. 404–406 (2017). https://doi.org/10.1145/3064857.3079172
Dou, R., Zhang, Y., Nan, G.: Iterative product design through group opinion evolution. Int. J. Prod. Res. 55(13), 3886–3905 (2017). https://doi.org/10.1080/00207543.2017.1316020
Munoz, S., Araque, O., Sánchez-Rada, J.F., Iglesias, C.A.: An emotion aware task automation architecture based on semantic technologies for smart offices. Sensors 18(5), 1499 (2018). https://doi.org/10.3390/s18051499
Condori-Fernandez, N.: HAPPYNESS: an emotion-aware QoS assurance framework for enhancing user experience. In: 2017 IEEE/ACM 39th International Conference on Software Engineering Companion (ICSE-C), pp. 235–237 (2017). https://doi.org/10.1109/ICSE-C.2017.137
Sindhu, N., Jerritta, S., Anjali, R.: Emotion driven mood enhancing multimedia recommendation system using physiological signal. IOP Conf. Ser. Mater. Sci. Eng. 1070(1), 012070 (2021). https://doi.org/10.1088/1757-899X/1070/1/012070
Mariappan, M.B., Suk, M., Prabhakaran, B.: FaceFetch: a user emotion driven multimedia content recommendation system based on facial expression recognition. In: 2012 IEEE International Symposium on Multimedia, pp. 84–87 (2012). https://doi.org/10.1109/ISM.2012.24
Polignano, M., Narducci, F., De Gemmis, M., Semeraro, G.: Towards emotion-aware recommender systems: an affective coherence model based on emotion-driven behaviors. Expert Syst. Appl. 170, 114382 (2021). https://doi.org/10.1016/j.eswa.2020.114382
Sinek, S.: Start with Why: How Great Leaders Inspire Everyone to Take Action. Penguin, New York (2009)
Desmet, P.: Designing emotions. Delft University of Technology, Department of Industrial Design (2002). https://doi.org/10.4236/msce.2020.84008
Liu, Y., Sourina, O., Hafiyyandi, M.R.: EEG-based emotion-adaptive advertising. In: 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction, pp. 843–848 (2012). https://doi.org/10.1109/ACII.2013.158
Riva, G., et al.: Affective interactions using virtual reality: the link between presence and emotions 10(1), 45–56 (2007). https://doi.org/10.1089/cpb.2006.9993
Ortigosa, A., Martín, J.M., Carro, R.M.: Sentiment analysis in Facebook and its application to e-learning. Comput. Hum. Behav. 31, 527–541 (2014). https://doi.org/10.1016/j.chb.2013.05.024
Mehrabian, A.: Pleasure-arousal-dominance: a general framework for describing and measuring individual differences in temperament. Current Psychol. 14(4), 261–292 (1996). https://doi.org/10.1007/BF02686918
Kim, C., Yoon, J., Desmet, P., Pohlmeyer, A.: Designing for Positive Emotions: Issues and Emerging Research Directions. Ashgate Publishing Ltd. (2021). https://doi.org/10.1080/14606925.2020.1845434
Frijda, N.H.: The Emotions. Cambridge University Press, Cambridge (1986)
Desmet, P.M.A., Fokkinga, S.F., Ozkaramanli, D., Yoon, J.: Emotion-driven product design. Emot. Meas., 405–426 (2016). https://doi.org/10.1016/B978-0-08-100508-8.00016-3
Alaniz, T., Biazzo, S.: Emotional design: the development of a process to envision emotion-centric new product ideas. Procedia Comput. Sci. 158, 474–484 (2019). https://doi.org/10.1016/j.procs.2019.09.078
Zaltman, G.: The subconscious mind of the consumer (and how to reach it). Harvard Business School. Working Knowledge (2003). http://hbswk.hbs.edu/item/3246.html
Wrigley, C., Straker, K.: Affected: Emotionally Engaging Customers in the Digital Age. Wiley, Milton (2019)
Marín Morales, J.: Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses (2020)
Saxena, A., Khanna, A., Gupta, D.: Emotion recognition and detection methods: a comprehensive survey. J. Artif. Intell. Syst. 2(1), 53–79 (2020). https://doi.org/10.33969/AIS.2020.21005
Susindar, S., Sadeghi, M., Huntington, L., Singer, A., Ferris, T.K.: The feeling is real: emotion elicitation in virtual reality. In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 63, no. 1, pp. 252–256 (2019). https://doi.org/10.1177/1071181319631509
De Luca, V.: Emotions-based interactions: design challenges for increasing well-being. (2016). https://doi.org/10.13140/RG.2.2.27698.81609
De Luca, V.: Oltre l’interfaccia: emozioni e design dell’interazione per il benessere. MD J. 1(1), 106–119 (2016)
Diemer, J., Alpers, G.W., Peperkorn, H.M., Shiban, Y., Mühlberger, A.: The impact of perception and presence on emotional reactions: a review of research in virtual reality. Front. Psychol. 6, 26 (2015). https://doi.org/10.3389/fpsyg.2015.00026
Marín-Morales, J., et al.: Real vs. immersive-virtual emotional experience: analysis of psycho-physiological patterns in a free exploration of an art museum. PloS One 14, 10 (2019). https://doi.org/10.1371/journal.pone.0223881
Buccoli, M., Zanoni, M., Sarti, A., Tubaro, S., Andreoletti, D.: Unsupervised feature learning for music structural analysis. In: 2016 24th European Signal Processing Conference (EUSIPCO), pp. 993–997 (2016). https://doi.org/10.1109/EUSIPCO.2016.7760397
Fung, K.Y., Kwong, C.K., Siu, K.W.M., Yu, K.M.: A multi-objective genetic algorithm approach to rule mining for affective product design. Expert Syst. Appl. 39(8), 7411–7419 (2012). https://doi.org/10.1016/j.eswa.2012.01.065
Andreoletti, D., Luceri, L., Peternier, A., Leidi, T., Giordano, S.: The virtual emotion loop: towards emotion-driven product design via virtual reality. In: 2021 16th Conference on Computer Science and Intelligence Systems (FedCSIS), pp. 371–378 (2021). https://doi.org/10.15439/2021F120
Fishwick, M.: Emotional design: why we love (or hate) everyday things. J. Am. Cult. 27(2), 234–236 (2024). https://doi.org/10.1108/07363760610655069
Press, W.H., Teukolsky, S.A.: Savitzky-Golay smoothing filters. Comput. Phys. 4(6), 669–672 (1990). https://doi.org/10.1063/1.4822961
Boonjing, V., Pimchangthong, D.: Data mining for positive customer reaction to advertising in social media. Info. Technol. Manag. Ongoing Res. Dev., 83–95 (2017). https://doi.org/10.15439/2017F356
Ziemba, E.: Synthetic indexes for a sustainable information society: measuring ICT adoption and sustainability in Polish government units. In: Ziemba, E. (ed.) AITM/ISM 2018. LNBIP, vol. 346, pp. 214–234. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-15154-6_12
Floris, C., et al.: Feasibility of heart rate and respiratory rate estimation by inertial sensors embedded in a virtual reality headset. Sensors 20(24), 1424–8220 (2020). https://doi.org/10.3390/s20247168
Acknowledgments
This research was funded by the EU EIT Manufacturing initiative through the V-Machina project, and by the Innosuisse innovation project VR+4CAD. Many thanks to ArtAnim (Geneva) for the collaboration and support on this project, and to Green Motion SA (Lausanne) for providing us with the 3D model of the AC wall-mounted charger.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 Springer Nature Switzerland AG
About this paper
Cite this paper
Andreoletti, D., Paoliello, M., Luceri, L., Leidi, T., Peternier, A., Giordano, S. (2022). A Framework for Emotion-Driven Product Design Through Virtual Reality. In: Ziemba, E., Chmielarz, W. (eds) Information Technology for Management: Business and Social Issues. FedCSIS-AIST ISM 2021 2021. Lecture Notes in Business Information Processing, vol 442. Springer, Cham. https://doi.org/10.1007/978-3-030-98997-2_3
Download citation
DOI: https://doi.org/10.1007/978-3-030-98997-2_3
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-98996-5
Online ISBN: 978-3-030-98997-2
eBook Packages: Computer ScienceComputer Science (R0)