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dc.contributor.authorLin, Ming Huangen_US
dc.contributor.authorCheng, Shih Hungen_US
dc.date.accessioned2015-07-21T08:28:12Z-
dc.date.available2015-07-21T08:28:12Z-
dc.date.issued2014-12-01en_US
dc.identifier.issn1991-3761en_US
dc.identifier.urihttp://hdl.handle.net/11536/124267-
dc.description.abstractJapanese designer Naoto Fukasawa coined the term "later wow" to describe a kind of emotional response to using a product-a sort of deferred surprise. The "first wow," on the other hand, is associated with the first impression of an object, mostly based on its appearance. To study the " later wow" phenomenon-especially as it occurs in the domain of metaphorical products with various modes of operation-we first propose three interaction modes as the framework by integrating concepts from narrative grammar, an interaction protocol from product semantics, and incongruity-resolution theory in humor perception. Following a pilot study to verify that user surprise shifts significantly in the different operational steps, we conducted in-depth interviews to investigate users\' responses during actual product operation, especially in relation to unexpected pleasure. We found that the "later wow" is certainly related to clarifying confusion caused by the referential quality of the product, and is triggered initially by the discovery of unexpected qualities that are solved through operation.en_US
dc.language.isoen_USen_US
dc.subjectCase Studyen_US
dc.subjectDesign Strategyen_US
dc.subjectLater Wowen_US
dc.subjectPsychology of Designen_US
dc.subjectUnexpected Operationen_US
dc.titleExamining the "Later Wow" through Operating a Metaphorical Producten_US
dc.typeArticleen_US
dc.identifier.journalINTERNATIONAL JOURNAL OF DESIGNen_US
dc.citation.spage61en_US
dc.citation.epage78en_US
dc.contributor.department應用藝術研究所zh_TW
dc.contributor.departmentInstitute of Applied Artsen_US
dc.identifier.wosnumberWOS:000348573800005en_US
dc.citation.woscount0en_US
Appears in Collections:Articles