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Common Ground Research Networks, a member of Crossref
Framework of Emotional Dimensions: Definitions,
Theories, and Measuring Tools for Design
Ainoa Abella Garcia, 1 Elisava Barcelona School of Design and Engineering, Spain
Laura Clèries Garcia, Elisava Barcelona School of Design and Engineering, Spain
Lluís Marco-Almagro, Universitat Politècnica de Catalunya-BarcelonaTech, Spain
Abstract: Emotional dimensions have been dealt with in various disciplines for their transdisciplinary implication, and,
therefore, complexity. These circumstances have led to a situation in which there is confusion and a lack of consensus
about these emotional dimensions and their respective definitions. The aim of this article is therefore to analyze and
classify emotional dimensions by collecting information from different disciplines through a systematic literature review
methodology. The result is the creation of a common language and framework of definitions and theories, allowing the
evaluation of strengths and opportunities for application and innovation, especially in the field of engineering and
Keywords: Emotional Systematization, Transdisciplinary Theories, Measuring Tools, Updating Engineering Design
Introduction
H uman needs follow a hierarchy such that once fundamental needs are met, higher level
needs must be fulfilled (van Gorp and Adams 2012). As indicated by Sanders (1992) and
Jordan (2000), consumer needs for products are as follows:
Level 1: Functionality. The product solves a problem and has a function.
Level 2: Usability. The product is safe, easy to use, and comfortable.
Level 3: Pleasure. The product provides emotional benefits.
This hierarchy can be contemplated and applied in design engineering processes in order to
develop better, new products, allowing, on the one hand, the differentiation of the product in the
market (Straker and Wrigley 2015) thanks to the application of the scientific basis of emotions in
design and extrapolating results from studies; and, on the other hand, creating a stronger
connection with the user (Ho and Siu 2010).
According to Yoon, Polhmeyer, and Desmet (2016), understanding the user’s emotions is
relevant for design as it responds to one of the highest consumer needs. Current design is moving
toward the integration of emotional values in the same products, as indicated by Krippendorff
(2006). In order to integrate these values, multidisciplinary teams are needed in which
participants contribute with their vision to create a final integrated and holistic idea. At this stage
of teamwork, confusion can appear due to the vocabulary and language in each field since
emotions are present in a transdisciplinary manner, as noted by Scherer (2005). The goal in this
article is to unite the disparate theories and tools into corresponding dimensions to help establish
a taxonomy and, simultaneously, reaffirm the intention of the designers.
Taxonomies that can be consulted at present—some of them are referred to in the specific
dimensions—have been made for the comprehension of and to aid in classifying, in a consensual
manner, the number and nature of emotions. The vast majority of taxonomies come from
psychology, as indicated by Panksepp (2004), with the idea of being open to new changes thanks
to scientific advances and new knowledge about the mind. After researching and analyzing the
1
Corresponding Author: Ainoa Abella Garcia, La Rambla 30-32, ELISAVA Research, ELISAVA Barcelona School of
Design and Engineering, Barcelona, 08011, Spain. email: aabella@elisava.net
various taxonomies put forth by engineering and design, an opportunity for the development of
theories and measuring tools to approach emotional dimensions was found. This opportunity
arose from lack of consensus regarding the language and the classification of emotions due to
their complexity, as well as their transdisciplinary nature.
This article aims to promote the integration of emotions during any stage of the design
process by establishing a common taxonomy that allows better communication, as well as
providing resources and tools to reaffirm the intention of the designers. The taxonomy has been
obtained as a result of the analysis and classification of a systematic review of the subject from
2008 to 2018. To help read the article, it has been structured as follows:
Literature research methodology: systematic review: this section explains in detail
how the systematic review (process and results) has been developed.
Research study: terminology and measuring tools: as a result of the systematic
review, some articles have been chosen and read completely in order to detect the
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Figure 1 provides a global vision of the total number of articles in each step of the systematic
literature review. A considerable number of articles per combination of keywords in the same
process have been found. In Emotion + Design, the results in the initial part are 5,399; after area
inclusion and exclusion 1,990; selected by title 234, and finally 88, taking into account the
abstract. In Emotion + Theories, the results presented in the same order are 2,640, 870, 99, and
42; and for Emotion + Tools, 1,548, 937, 106, and 38.
The detection and gathering of the keywords referring to emotions that were most repeated,
the authors and theories, as well as the measurement tools have been undertaken through the
process of reading the complete articles. All this information has been synthesized and
summarized by article, thus allowing the content of the article to be understood quickly, in
keyword format. These keywords and reference of the article have been introduced and combined
in an Excel sheet, allowing an analysis—frequency and clustering—of the words, concluding
with five different emotional dimensions. Depending on these dimensions, each author, theory,
and measurement tool has been located into each emotional dimension, taking into account
coherence and the relationship with the content.
Due to the need to organize and understand what relationship there is and which differences
certain relationships present compared to others, a division into five different dimensions has
been proposed. This way of organizing the dimensions makes it possible to help professionals,
especially in engineering and design, to understand and attain this knowledge. These five
dimensions are: sensation, perception, emotion, feeling, and affect. These dimensions are all
presented below and follow a similar structure: first a definition of the word is given, then the
theories to which they refer are shown with their corresponding authors of reference, ending with
the current measuring tools available.
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Sensation
Sensation means detecting or reacting to a stimulus. The senses collect data that are presented in
the mind; sensory thresholds are the limits when this is done (Bisquerra 2016). Sensations are the
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Figure 2 gives a visual representation of some of the tools and techniques that are currently on
the market and/or being used in research departments. Relating a sense with a measuring tool
makes it possible to understand which parameter or tool will be appropriate based on needs and
objectives. It is understood that the tools that are present, in more than one sense, are multi-
channel and the others are present in a single sensory channel.
Perception
Perceiving involves registering a stimulus, interpreting it, and giving it meaning (Saéz 2012).
There is no perception without sensation first, but the sensation does not completely determine
the perception. Perceiving is remembering, as it relies on known or learned experiences and,
therefore, there is a recognition (RAE 2018; Lexico 2019; Abella Garcia et al. 2019). The
complexity of perception is really the intrinsic multidimensional nature combined with a
subjective attitude (Bisquerra 2016).
Germark (2013) defines the evaluation of the perceptive dimension of products in a series of
methods and tools to measure how the consumer perceives the sensory characteristics of different
products in qualitative and quantitative terms, that is to say, by means of soft metrology.
According to Lerma and Dal Palù (2016), metrology is defined as the set of techniques and
measuring tools that aim to quantify and determine certain properties through human perception.
Examples of these graphic tools for evaluation include those based on Russell’s circumplex
model (1980), Wundt’s dimensions of feelings (1912), and the Differential Emotions Scale (Izard
1992).
Russell’s circumplex model (Posner, Russell, and Peterson 2005) proposes a model in which
emotions are distributed in a two-dimensional circle. The two dimensions are arousal—
represented in the vertical axis—which is the level of physiological stimulation; and valence—
represented in the horizontal axis—which is formed by mental judgments about the value of
things, and which at the same time is influenced by the experiences of pain and pleasure. The
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center of the circle represents a neutral point with respect to these two dimensions. Therefore, it
can be represented at the level that is considered appropriate. This model has been used as a test
for facial expressions, affective states, and emotion words.
Izard’s Differential Emotion Scale is a standardized instrument created to classify and divide
the experience of the user’s emotion, in valid and discrete categories of emotion, as indicated by
The Design & Emotion Society definition (2017).
According to Ekman’s definition (2016), Wundt’s dimensions of feeling is a proposal to
describe emotions in a three-dimensional vector: pleasurable versus unpleasurable, arousing or
subduing, and strain or relaxation.
These perceptual evaluation tools, inspired and based on those referred to above, are
classified in this dimension, as they imply a process of understanding and placing this stimulus in
order to give it meaning.
An emotion is a mental state, therefore occurring in the nervous system, which is spontaneous
and short-lived; it can vary from seconds to minutes, according to Desmet (2003). It is an
involuntary impulse responding to stimuli from the environment that causes either a positive or a
negative psychological response. Stimuli can be a current, past, or future event; real or
imaginary; conscious or unconscious; as emotion does not distinguish between reality and
fiction. According to Bisquerra (2016), the emotional response that is produced has a triple
action—neurophysiological, behavioral, and cognitive—and at the same time predisposes to an
action. This statement can be associated with the triune brain—closely related to the body— of
McLean and spread by Goleman (Panksepp 1998) to provide feedback on emotions. The three
brains are the reptilian, involved in neurophysiological actions; the limbic, associated with
behavior; and the neocortex associated with cognition.
Emotions are biologically innate, universal to all humans, and can be shown through facial
responses according to Tomkins (2009), or facial expressions according to Ekman, Friesen and
Ellsworth (1972). All emotions have a function, which is to help us adapt to the context as
defined by Bisquerra (2016) and are important for regulating life according to Ekman (2004).
Emotions are an essential survival tool, as indicated by Walter (2011), which is why many
species other than human beings have emotions.
There is no classification of good and bad emotions: all emotions are good. The issue is what
to do with them. Emotions need attention and affect the memory according to Reeves and Nass
(1998). The intensity of an emotion is connected to the clarity and strength with which it is
remembered. The same attention is not assigned depending on whether they are good or bad
experiences. Some studies by Reeves and Nass (1998) have shown that negative experiences tend
to demand much more attention, which, in the long term, implies that they are remembered more
easily.
At this point, it is worth highlighting the aesthetic emotions defined by Bisquerra (2016):
these emotional responses arise from contemplating works of art and artistic creations. This is
interesting, since classifications are considered a separate group, and it implies that they should
be present when designing.
Design and engineering are putting the focus on emotions and how to strengthen and work
on them. Various theories and methodologies have arisen from emotions for designing products
and/or services, such as:
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Designing for Emotions by Aarron Walter (2011): this proposes a pyramidal structure
that products must follow to fully meet people’s needs. Products must first be
functional. Once they have passed the first level, products must be reliable for easy use
later on, then agreeable and pleasant at the final level. The author considers that many
products lack the last point at present and therefore emphasizes the importance of
designing for users’ emotions as this will lead to a more positive user experience.
“Faces of Product Pleasure” (Desmet 2012): the results of the different studies that
analyze the emotions of product interaction with the user have determined twenty-five
positive emotions.
“A Framework for Empathy in Design” by Kouprie and Visser (2009): Some of the
pioneering universities in design, such as the Parsons School (The New School 2017),
are teaching their students and, thus, future professionals how to approach the emotional
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Although there is currently a great step forward in developing software and apps that measure
emotions, through biometric-based multimethod tools (Lasa et al. 2017) or biofeedback (Li et al.
2016; Choi et al. 2017), this section does not explain which tools and/or techniques exist to
measure emotions, for two reasons: first, because emotions, understood as mental states,
depending on the aforementioned theories that may be used or understood, will have different
forms. In other words, designing for joy will be different than for fear and finding resources that
facilitate creating generic guidelines is complex. Second, emotions are completely related to the
context. As a result of this involuntary act, it has different ways of presenting itself
neurologically, behaviorally, and cognitively, culminating in an action. Understanding the action
Feeling
Feeling is emotion made conscious. The cognitive component comes into play in this part.
Specifically, the perception of an emotion would be the feeling. Feelings are the mind’s
representation for indicating what has changed in the organism (Ekman 2004). Using these
models leads the mind to ignore certain aspects of the body when they are necessary for survival.
For example, it may be useful for the mind to ignore painful experiences to the body when the
pressing need is to escape from danger, as indicated by Damasio (1994). Feelings are
intentionally directed toward something and involve the person-object relationship (Frijda 1994).
They constitute people’s likings as well as their attitudes and norms.
One of the most used tools at present, especially in the industrial context, is Kansei
engineering. It was founded by Mitsuo Nagamachi (Nagamachi and Lokman 2003) with the aim
of developing or improving products and services through transferring the needs and feelings of
consumers to the domain of design thanks to the different parameters of the product. Later, other
authors participated in the definition and/or use of it thanks to their contributions, such as
Schütte, Eklund and Ishihara (Schüttle 2002; Schütte et al. 2004; Schütte et al. 2007) with the
Principles of Kansei Engineering.
The studies of Kansei Engineering (KE) usually consist of both qualitative and quantitative
research methods. Lokman (2010) places emphasis on understanding the different types of KE.
The types of KE (Vergara and Mondragón 2008) are as follows: classification of categories,
computer-aided system, mathematical model, hybrid system with forward and backward
reasoning, combination with virtual reality techniques, and collaborative design.
The use of KE in recent years has become an important discipline in the industrial and
academic world. Resulting from this expansion, Kansei Science and Kansei Design have
emerged, as presented by Lévy (2013). Kansei Science represents a meeting point between
Kansei and cognitive science, with the aim of characterizing and evaluating emotional
experiences and creativity to help understand the mind based on knowledge derived from
psychology and physiology.
By contrast, Kansei Design is another approach (Mahut et al. 2018). They are split into two
groups depending on the perspective: the first group focuses on the physical materiality of the
artefacts and their evaluation or preference by the user, while the second group focuses on the
interactive materiality of the artefacts. Kansei Design deals with ambiguity and uncertainty by
means of design skills, compared to the logical reasoning used by other Kansei approaches.
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According to Frijda (1994), Desmet (2002), and van Gorp (2012), moods are characterized by the
experience of a single dominant emotion over a given time. They are not as clear as emotions and
they do not usually have an immediate contextual provocation. Moods are less intense and last
longer than emotions. Emotions demand an urgent response. By contrast, this does not happen
with moods. They are related to lived experiences. Continued and influenced moods can alter
perception and affect people’s facial expressions, body language, personality, and behaviour
(Fantoni and Gerbino 2014).
Çakmakli (2010) identifies the ideal product’s features in accordance with the way people
think and judge. Her research has enabled the identification of seven traits that people look for in
products and people:
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Figure 3 has been drawn up to understand and synthesize the different dimensions, which
relationships they have, and, at the same time, which differences they have. In this visual, after
having first understood the glossary of each dimension, the order and the process that people
make upon receiving an external impulse until it can become part of an affective state is
summarized with an emotional path.
Samples of taxonomies or flows can be found in the literature that has been reviewed. These
show how the registering of a stimulus gives rise to an emotion which involves a decision and
will later be a memory, as presented, for example, by Torreblanca (2014). There are also those
classified by Desmet, van Erp, and Karlsson (2008), depending on the element they focus on as
regards sensorial experience, pleasant emotions, brand/identity, dynamic interaction, and
sources/stimuli. Additionally, another similar visual classifies the authors based on the stage of
the design process on which they focus, design method and approach, model/theory,
assessment/measurement, design application, and experiment/field work.
Based on this idea and taking the graphic system used by visual thesaurus (Thinkmap 1998)
as a reference, a new approach of the order for the five emotional dimensions has been sought.
The aim is to help to understand and synthesize all previously presented information.
The importance of this visual summary, an emotional path, lies in understanding which
points make a difference between sensation and perception, emotion and feeling, and affect,
without neglecting the common thread all these dimensions have. This is in addition to
understanding in which dimension one can act and when it is necessary to understand which tools
and/or techniques are the most appropriate to use, depending on the needs we have as design
engineers. For instance, this visual representation can be used as a graphic reference or summary
of the emotional dimensions and after consulting it and to detect what dimension is of interest, to
later on deepen in the theories, references and measurement tools. Or vice versa, knowing the
objective or interest of the professionals in a generic way to understand in what dimension the
information could be expanded.
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For example, if the interest lies in seeing the user’s first reaction when a product is shown,
the research process can be approached through the senses and physiological measurements. If,
instead, understanding what meaning this external stimulus has for the user is desired, research
that allows physiological measurements to be contrasted with the user’s interpretation based on
their experiences and giving it meaning can be considered.
Thus, with this emotional path, one can visually understand what the aims are based on the
designer’s and engineer’s needs and how to apply this vocabulary correctly so as to not lead to
confusion.
To see the possible applications of emotional systematization, a visual map of the various
authors presented in this article has been drawn up, classified by the same colors as the emotional
dimensions: sensation (purple), perception (green), emotion (blue), feeling (yellow), and affect
(red), as can be seen in the Figure 4.
As mentioned above, uses of this emotional systematization map can range from referenced
consultations to inspiration, where designers and engineers can find reference authors with
different perspectives to enrich their projects.
Conclusion
The objective of this article is to propose and establish a common framework on the different
emotional dimensions. This research proposes a visual tool and a solid theoretical framework in
order to allow fluid and effective communication between the different members of a project and
to help in the design process where emotions are one of the variables of design.
This article researched, through a systematic review process, the emotional dimensions and
their implications in design and in engineering design, to identify the main references, theories,
and measurement tools classified from five dimensions. These dimensions—sensation,
perception, emotion, feeling, and affect—have been standardized as definitions, taking into
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account the different disciplines, thus creating a new emotional systematization to improve
understanding and communication between experts from all fields. After the definition for each
dimension, different theories concerning it and tools and techniques for measuring data have
been shown.
Additionally, by visualizing data, in Figures 1, 2, 3, and 4, the information in the article has
been synthesized to be used as a visual guide when applying this knowledge and facilitating the
work of engineers and designers during the research and planning process for a new product
and/or service centered on the user and their emotions, since the integration of emotions involves
solving one of the highest needs of users and consumers.
To conclude, it has been shown the potential of how emotional values—that allow for a
better design solution—can be taken into account through the application of various techniques
in the engineering and design fields. This can encourage the creation of a product that, apart from
meeting functional and usability needs, could create an emotional connection with people. Also,
Acknowledgment
The authors would like to thank ELISAVA, Barcelona School of Design and Engineering and
Universitat Politècnica de Catalunya.
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Ainoa Abella Garcia: PhD student, ELISAVA Research, ELISAVA Barcelona School of
Design and Engineering and Department of Statistics and Operations Research,
Universitat Politècnica de Catalunya- BarcelonaTech, Barcelona, Spain
Lluís Marco Almagro: Professor and Researcher, Department of Statistics and Operations
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The International Journal of Design Management
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