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Paul Hekkert

Biographic Data

ID1617569
NAMEPaul Hekkert
GIVEN NAMESPaul
FAMILY NAMEHekkert
SIGNATUREHEKKERT P
AFFILIATIONSDelft University of Technology
ORCID0000-0002-8309-9653
VERIFIEDYes
TOTAL WORKS9
TOTAL CITATIONS16
WORKS AS AUTHOR9
WORKS AS EDITOR0
FIRST PUBLICATION YEAR1990
LATEST PUBLICATION YEAR2025
H-INDEX2
  • The complementary roles of intuition and logic in creative design ideation

    Gerald C Cupchik, Jeroen van Erp et al.•ARTICLE•Psychology of Aesthetics…•2025

  • Framing for the protein transition

    Open Access•Anna-Louisa Peeters, Nynke Tromp et al.•ARTICLE•Environmental Innovation and…•2024•Cited by: 2•References: 100

  • “Digging for Meaning”

    Nazlı Cila, Paul Hekkert et al.•ARTICLE•Metaphor and Symbol•2014

    In the product-design domain, metaphors are used as a means of communication between designers and users. A designer generates a metaphor by deciding on a quality of a target to highlight and selecting a corresponding source that conveys this quality; the user interprets the designer's intentions via the end product. The depth of the generated metaphor can be assessed by the extent to which the highlighted quality is salient for the target: Metap…

  • Surprise and humor in product design

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•Humor - International Journal of…•2012•References: 3

    When information from two or more sensory modalities conflicts, this can evoke a surprise reaction as well as feelings of amusement, interest, confusion or disappointment. In concurrence to joke theory, we argue that people appreciate and enjoy appropriate incongruities that can be related back to the product, whereas they are confused by and have negative opinions towards inappropriate incongruities. This paper reports the design and the evaluat…

  • Surprising the Senses

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•The Senses and Society•2007•Cited by: 2•References: 4

    We perceive the world around us and the objects in it with all our senses. Designers can therefore influence the way we experience everyday products by paying attention to the multiple sensory aspects of products.When sensory information from two or more senses conflicts, people can be surprised. Currently, more and more product designers are experimenting with designing products that provide incongruent sensory information. Creating such product…

  • Design and Emotion

    Deana Mcdonagh, Diane Gyi et al.•BOOK•Design and Emotion•2003

  • Most advanced, yet acceptable

    Open Access•Paul Hekkert, Dirk Snelders et al.•ARTICLE•British Journal of Psychology•2003•Cited by: 8

    Typicality and novelty have often been shown to be related to aesthetic preference of human artefacts. Since a typical product is rarely new and, conversely, a novel product will not often be designated as typical, the positive effects of both features seem incompatible. In three studies it was shown that typicality (operationalized as 'goodness of example') and novelty are jointly and equally effective in explaining the aesthetic preference of c…

  • Assessment of aesthetic quality of artworks by expert observers

    Open Access•Paul Hekkert, Piet C W Van Wieringen•ARTICLE•Poetics•1998•Cited by: 2•References: 9

  • Complexity and prototypicality as determinants of the appraisal of cubist paintings

    Open Access•Paul Hekkert, P C W Van Wieringen•ARTICLE•British Journal of Psychology•1990•Cited by: 2

    In this experiment inexperienced observers (N = 22) scored 40 black-and-white slides of cubist paintings on a number of seven-point rating scales. On the basis of the time it took subjects to identify the depicted human figure, these slides were divided into three subgroups of Low Categorizability (LC), Intermediate Categorizability (IC) and High Categorizability (HC), respectively. For the LC slides 'beauty' scores revealed an inverted U-shaped …

  • Most advanced, yet acceptable

    Open Access•Paul Hekkert, Dirk Snelders et al.•ARTICLE•British Journal of Psychology•2003•Cited by: 8

    Typicality and novelty have often been shown to be related to aesthetic preference of human artefacts. Since a typical product is rarely new and, conversely, a novel product will not often be designated as typical, the positive effects of both features seem incompatible. In three studies it was shown that typicality (operationalized as 'goodness of example') and novelty are jointly and equally effective in explaining the aesthetic preference of c…

  • Framing for the protein transition

    Open Access•Anna-Louisa Peeters, Nynke Tromp et al.•ARTICLE•Environmental Innovation and…•2024•Cited by: 2•References: 100

  • Surprising the Senses

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•The Senses and Society•2007•Cited by: 2•References: 4

    We perceive the world around us and the objects in it with all our senses. Designers can therefore influence the way we experience everyday products by paying attention to the multiple sensory aspects of products.When sensory information from two or more senses conflicts, people can be surprised. Currently, more and more product designers are experimenting with designing products that provide incongruent sensory information. Creating such product…

  • Assessment of aesthetic quality of artworks by expert observers

    Open Access•Paul Hekkert, Piet C W Van Wieringen•ARTICLE•Poetics•1998•Cited by: 2•References: 9

  • Complexity and prototypicality as determinants of the appraisal of cubist paintings

    Open Access•Paul Hekkert, P C W Van Wieringen•ARTICLE•British Journal of Psychology•1990•Cited by: 2

    In this experiment inexperienced observers (N = 22) scored 40 black-and-white slides of cubist paintings on a number of seven-point rating scales. On the basis of the time it took subjects to identify the depicted human figure, these slides were divided into three subgroups of Low Categorizability (LC), Intermediate Categorizability (IC) and High Categorizability (HC), respectively. For the LC slides 'beauty' scores revealed an inverted U-shaped …

  • Complexity and prototypicality as determinants of the appraisal of cubist paintings

    Open Access•Paul Hekkert, P C W Van Wieringen•ARTICLE•British Journal of Psychology•1990•Cited by: 2

    In this experiment inexperienced observers (N = 22) scored 40 black-and-white slides of cubist paintings on a number of seven-point rating scales. On the basis of the time it took subjects to identify the depicted human figure, these slides were divided into three subgroups of Low Categorizability (LC), Intermediate Categorizability (IC) and High Categorizability (HC), respectively. For the LC slides 'beauty' scores revealed an inverted U-shaped …

  • Assessment of aesthetic quality of artworks by expert observers

    Open Access•Paul Hekkert, Piet C W Van Wieringen•ARTICLE•Poetics•1998•Cited by: 2•References: 9

  • Design and Emotion

    Deana Mcdonagh, Diane Gyi et al.•BOOK•Design and Emotion•2003

  • Most advanced, yet acceptable

    Open Access•Paul Hekkert, Dirk Snelders et al.•ARTICLE•British Journal of Psychology•2003•Cited by: 8

    Typicality and novelty have often been shown to be related to aesthetic preference of human artefacts. Since a typical product is rarely new and, conversely, a novel product will not often be designated as typical, the positive effects of both features seem incompatible. In three studies it was shown that typicality (operationalized as 'goodness of example') and novelty are jointly and equally effective in explaining the aesthetic preference of c…

  • Surprising the Senses

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•The Senses and Society•2007•Cited by: 2•References: 4

    We perceive the world around us and the objects in it with all our senses. Designers can therefore influence the way we experience everyday products by paying attention to the multiple sensory aspects of products.When sensory information from two or more senses conflicts, people can be surprised. Currently, more and more product designers are experimenting with designing products that provide incongruent sensory information. Creating such product…

  • Surprise and humor in product design

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•Humor - International Journal of…•2012•References: 3

    When information from two or more sensory modalities conflicts, this can evoke a surprise reaction as well as feelings of amusement, interest, confusion or disappointment. In concurrence to joke theory, we argue that people appreciate and enjoy appropriate incongruities that can be related back to the product, whereas they are confused by and have negative opinions towards inappropriate incongruities. This paper reports the design and the evaluat…

  • “Digging for Meaning”

    Nazlı Cila, Paul Hekkert et al.•ARTICLE•Metaphor and Symbol•2014

    In the product-design domain, metaphors are used as a means of communication between designers and users. A designer generates a metaphor by deciding on a quality of a target to highlight and selecting a corresponding source that conveys this quality; the user interprets the designer's intentions via the end product. The depth of the generated metaphor can be assessed by the extent to which the highlighted quality is salient for the target: Metap…

  • Framing for the protein transition

    Open Access•Anna-Louisa Peeters, Nynke Tromp et al.•ARTICLE•Environmental Innovation and…•2024•Cited by: 2•References: 100

  • The complementary roles of intuition and logic in creative design ideation

    Gerald C Cupchik, Jeroen van Erp et al.•ARTICLE•Psychology of Aesthetics…•2025

Psychology (8 works) · Cognitive psychology (5 works) · Social Psychology (5 works) · Color perception and design (4 works) · Computer Science (4 works) · Epistemology (4 works) · Aesthetic Perception and Analysis (3 works) · Aesthetics (3 works) · Art (3 works) · Creativity in Education and Neuroscience (3 works)

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