## 5 Validation  
Previously, similarly to other studies [43], mainly questionnaire-based techniques were applied in order to investigate the emotions, however, during this validation, the applied technology was an Eye-tracking software (Tobii Studio) and hardware (Tobii T120 monitor). Researchers also have proved the successful usage of this technique [44]. The examination was held in the Budapest University of Technology and Economics on the Department of Ergonomics and Psychology. Figure 18 presents the examination flow of this test. Firstly, a short questionnaire was applied that contained the following question-areas: gender, age, level of education, time of driving license possession, driving habits, etc. Secondly, in order to measure the gaze position and understand human behavior in this research, eye-tracking technology was used. In this series of experiments, 33 participants were involved, and, in total, eight tasks were accomplished by eye-tracking examination. Finally, in a short interview, participants were asked about their opinion and inner motivation during the selection process in the eye-tracking tasks. In total, 33 people participated in this examination. From these, 60% were men, and 40% were women. In addition, 80% of the participants had graduated from university. The average age was 37.5 years old (standard deviation = 15.18), the youngest participant was 19, and the oldest 79 years old. In addition, 85% had a driver's license, and 37% used it every day. The questionnaire revealed that on the 1 to 4 Likert-scale, participants like cars at an average of 3.34 (standard deviation = 0.70) and were open to arts at an average of 3.37 (standard deviation = 0.79). In their opinion, pureness, harmony, color, excellent material quality, comfort, design, and clarity were the most important aesthetic features of the inside of a car. Besides these, participants also referred to the importance of specific car interior elements, such as dashboard, seats, steering wheel, which areas were the most appropriate for the usage of this system. The eye-tracking software follows the eye of the tester and creates a video record from the eye movement [45]. This is why decision-making tasks were created as can be seen in Figure 19. With the  
Figure 17: EmPatGen pattern on free form geometry. Figure 18: Examination flow. help of the software, it is possible to detect the thinking process of the user as well, and it provides more data for us besides the final decision. In the questions, characters were supposed to personalize the mood, for instance Sporty-Youthful-Feminine, or Elegant-Classic-Feminine. This idea came from a practice of design thinking called \"persona\" which is a modeling tool of human-centered design and is used mainly in the ideation phase of design [46]. The persona is a hypothetical archetype of real users [47] that expresses a specific user need with the information of their name, age, hobbies, etc. In Figure 20, an example can be seen, which was the 6 th task of this experiment. In this question, a character called [PERSON] was supposed to personalize the Elegant-Classic-Masculine mood. In the same way, all other questions had a personalized character as well, each of them appearing two times. There was a character for Sporty-Youthful-Feminine, Elegant-Classic-Feminine, and Sporty-Youthful-Masculine as well. The question was the same in all of the tasks: _\"For wrapping a present for the described person on the side, what type of pattern would you choose?\"_ After that, nine patterns were shown, and the people had to select one of them. With this eye-tracking research experiment, it is possible to see that the expected outcome of a specific input set of EmPatGen is the same as the participants-selected pattern from the 9 pieces' palette. The validation process confirmed the hypothesis of the research fundamentally; however, the software code should be modified according to the results. It turned out that the people do not necessarily pick the pattern that they examined for the longest time.