LEADER 05339nam 22004093 450 001 9910838276803321 005 20240218090223.0 010 $a3-031-49877-1 035 $a(MiAaPQ)EBC31165072 035 $a(Au-PeEL)EBL31165072 035 $a(EXLCZ)9930381442300041 100 $a20240218d2024 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aEmotion-Driven Innovation $eA Methodology to Envision Emotion-Focused New Product Ideas 205 $a1st ed. 210 1$aCham :$cSpringer,$d2024. 210 4$d©2024. 215 $a1 online resource (185 pages) 225 1 $aFuture of Business and Finance Series 311 $a3-031-49876-3 327 $aIntro -- Contents -- Chapter 1: The Challenges of Generating Emotion-Focused Product Idea -- 1.1 Why Emotions Are Relevant in Product Innovation -- 1.2 Creating a Process for Designing Emotionally Relevant Products -- 1.3 State-of-the-Art Review -- Identification of Research, Selection of Studies, and Study Quality Assessment -- Data Analysis -- Data Findings -- Data Synthesis -- References -- Chapter 2: Process Creation: Structuring the Emotion-Driven Innovation -- 2.1 The Structure of the Emotion-Driven Innovation Process -- 2.2 Understanding and Using the Knowledge of Emotions -- Learning Game Method -- Dots Game Method -- 2.3 Defining the Emotional Intentions for New Emotion-Focused Product Ideas -- Filter Game Method -- Transform Game Method -- 2.4 Triggering Creativity Using the Knowledge of Emotions -- Translate Game Method -- References -- Chapter 3: The Language of Emotion-Driven Innovation -- 3.1 The Creation of an Emotion-Based Language in Product Design -- 3.2 The Framework of Positive Emotions and Its Emotional-Jobs-to-Be-Done -- 3.3 The Human-Product Emotional Interactions -- Aesthetic Interaction -- Behavioural Interaction -- Symbolic Interaction -- References -- Chapter 4: Process Development: Testing the E-DI in Academic Environments -- 4.1 Testing the Process: Three Key Decisions -- 4.2 The Approach to Testing -- 4.3 Exploring Language Used to Discuss Emotions in Product Innovation -- Study 1 at the University of Minho, Portugal -- Direct Observations -- Participants' Feedback -- Study 2 at the Faculty of Engineering of the University of Porto, Portugal -- Direct Observations -- Participants' Feedback -- 4.4 Creating Emotion-Focused New Product Ideas -- Study 3 at Design Studio FEUP -- Direct Observation and Participants' Feedback -- Transform Game Method (Emotion Goal Definition Phase). 327 $aTranslate Game Method (Idea Generation Phase) -- Worksheet Outputs -- Study 4 at Scuola Italiana Design -- Direct Observation and Participants' Feedback -- Dots Game Method (Emotion Goal Definition Phase) -- Worksheet Outputs -- 4.5 Conclusions -- Understanding and Using the Language of Emotions -- Achieving the Objectives of Every Phase -- Supporting Emotion-Focused Idea Generation -- References -- Chapter 5: Process Validation: Towards the Application of E-DI in Real Design Practice -- 5.1 Validating the Process -- Study 1 -- Direct Observation and Participant's Feedback -- Outputs of Worksheets -- Conclusions of Study 1 -- Study 2 -- Direct Observation and Participant's Feedback -- Outputs of Worksheets -- Conclusions of Study 2 -- 5.2 Consolidation of the Emotion-Driven Innovation Process -- Direct Observation and Participant's Feedback -- Outputs of Worksheets -- Conclusion of Study 3 -- 5.3 Conclusions -- References -- Chapter 6: Emotion-Driven Innovation: The Process -- 6.1 Emotion Knowledge Acquisition -- Learning Game Method -- Dots Game Method -- 6.2 Emotion Goal Definition -- Filter Game Method -- Transform Game Method -- 6.3 Idea Generation Based on Emotion Knowledge -- Translate Game Method -- 6.4 Emotional Intelligence and Product Innovation: A Journey Through Competence, Intentions, and Ideas -- Developing the Competence of Emotional Granularity -- Defining Emotional Intentions for the New Product -- Generating Emotion-Focused New Product Ideas -- References -- Chapter 7: Emotion-Driven Innovation: An Inside-Out Approach to Design -- 7.1 Emotion-Driven Innovation: An Inside-Out Process -- Outside-in Process -- Learning Section -- Defining Section -- Ideating Section -- Inside-out Process -- Learning Section -- Defining Section -- Ideating Section -- Comparing the Processes -- Learning Section -- Defining Section -- Ideating Section. 327 $a7.2 Innovation Through the Frequency of Emotions -- The Frequency of Positive Emotions in a Sample of Products -- Generating New Product Ideas Applying Frequent and Infrequent Emotions -- Ideas Generated to Provoke Admiration and Amusement -- Ideas Generated to Provoke Love and Hope -- Identifying the Level of Innovation -- 7.3 Emotional Design Factors -- 7.4 Emotion-Driven Innovation: Final Remarks -- References. 410 0$aFuture of Business and Finance Series 700 $aAlaniz$b Teresa$01726289 701 $aBiazzo$b Stefano$0517289 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910838276803321 996 $aEmotion-Driven Innovation$94131999 997 $aUNINA