The concept of EmPatGen (Emotional Pattern Generator)

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The concept of EmPatGen (Emotional Pattern Generator) Laura Trautmann1   · Attila Piros1 Received: 5 October 2019 / Accepted: 15 April 2020 © The Author(s) 2020  OPEN

Abstract Nowadays, the aesthetic appearance of a product becomes more and more important in several industries. Psychologic studies and researches highlighted that beside the functionality of a product, aesthetic appearance is one of the key factors of the decision-making process before buying a product. The geometric properties—such as basic geometries and lines—of patterns that are simple structures, usually consist of replication of simple elements or their mathematically described modifications. These are all in connection with human emotions. A software called EmPatGen (Emotional Pattern Generator) has been developed that creates patterns automatically based on user preferences. The focus of this research is to support the work of product designers in the automotive industry. With the aid of this program, they are able to design the most aesthetically pleasing car interiors and fulfill specific customer requirements in a much easier manner. This study focuses on the connections of basic geometries and lines created with the introduction of a novel pattern generator program and mathematical model which is based on fuzzy logic. Keywords  Geometric patterns · Pattern generator · Emotional design · Fuzzy logic

1 Introduction In the past decades, many branches of product design examined and utilized emotions. One of the first was the Kansei engineering which was invented by Mitsuo Nagamachi in the 70 s. The Japanese people are using the word Kansei for the feeling that users think of the product, for example, when they say that their car should be fast, easy to control, stylish, and so on. Kansei Engineering aims to develop or improve products or services by transforming users’ emotions and needs. It creates a link between physical and psychological responses and product features [1]. In the mid-1990s, the user experience expression was introduced by Donald Norman. It means the effect of the product on the user. An emotional interaction that is practically determined by what people feel and remember after using the product. The purpose of the UX is not only to make the product beautiful, but also to provide experience by using it. Since the experience is based on the emotion that can

be associated with psychology, it’s hard to predict [2]. The emotional design expression was also introduced by Norman in the 2000s [3]. Studies have proved that emotions that affect users play a significant role in decision making and information processing. Furthermore, it turned out that the aesthetic appearance is more important than functional capability [2, 4]. Nowadays (according to the facts mentioned above), dealing with emotions is becoming more and more important in the operations of product producing companies. This study supports this goal by examining patterns from the viewpoint of evoking emotions, and also by introducing the concept of a program named E