the intangible factors of design and new product development

29
Portland State University Portland State University PDXScholar PDXScholar Student Research Symposium Student Research Symposium 2015 May 12th, 2:45 PM - 4:15 PM The Intangible Factors of Design and New Product The Intangible Factors of Design and New Product Development Development David L. Driskill Portland State University Follow this and additional works at: https://pdxscholar.library.pdx.edu/studentsymposium Part of the Marketing Commons, and the Technology and Innovation Commons Let us know how access to this document benefits you. Driskill, David L., "The Intangible Factors of Design and New Product Development" (2015). Student Research Symposium. 2. https://pdxscholar.library.pdx.edu/studentsymposium/2015/Presentations/2 This Oral Presentation is brought to you for free and open access. It has been accepted for inclusion in Student Research Symposium by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected].

Upload: others

Post on 16-Oct-2021

2 views

Category:

Documents


0 download

TRANSCRIPT

Portland State University Portland State University

PDXScholar PDXScholar

Student Research Symposium Student Research Symposium 2015

May 12th, 2:45 PM - 4:15 PM

The Intangible Factors of Design and New Product The Intangible Factors of Design and New Product

Development Development

David L. Driskill Portland State University

Follow this and additional works at: https://pdxscholar.library.pdx.edu/studentsymposium

Part of the Marketing Commons, and the Technology and Innovation Commons

Let us know how access to this document benefits you.

Driskill, David L., "The Intangible Factors of Design and New Product Development" (2015). Student Research Symposium. 2. https://pdxscholar.library.pdx.edu/studentsymposium/2015/Presentations/2

This Oral Presentation is brought to you for free and open access. It has been accepted for inclusion in Student Research Symposium by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected].

The Intangible Factors of

Design & New Product

Development

3/30/2015

Melissa Bermudez, David Driskill,

Sean Mcmahon, Fahad Ullah

Agenda

● Abstract

● Introduction to intangible factors and intangible value

● Literature taxonomy of the 3 layers of intangible design

● Defining the 3 layers of intangible design

○ Knowledge

○ Emotion

○ Experience

● Literature taxonomy of the creation of brand loyalty through

intangible design

● Research model

● Case studies with analyses and results

● Recommendations for further research

● Concluding thoughts

Abstract

● Every product or service has two sets of realizable values for the consumer:

the tangible and the intangible

● Neither set happens by accident

○ The physical use and all hedonic aspects are built in

● Built in through the intangible factors of design

● The 3 layers of intangible design

○ Knowledge, emotion, experience

● A new outlook on the intangible

○ Companies everywhere are changing their focus to the intangible. It defines their

market niche, as well as helps create brand loyalty

● Intangible factors of product management

Introduction to Intangible Factors and Value● Difference between intangible and tangible value

Tangible - A value thats real or actual, and can be measured

Intangible - Any value that can be realized but can not be measured, and

has no standard metric

● Examples of the intangible factors of design○ The knowledge each worker possess, the value of the team itself, individual

experiences each member brings, perspective

● Value conversion

● Knowledge - Information gathered about a brand or product that gives

the user insight for their decision making process

● Emotion - The reaction to a stimuli the consumer exhibits through

interacting with a brand or product

● Experience - The sum of all experiences a consumer has with a

company during their relationship

Author/ Research year Key Insights

Knowledge Allee, V. (2008) Knowledge can be traded for more knowledge; it can traded for another

form of intangible value or a packaged and sold for profit as an

intangible

Bowden, J. L. (2009) Involvement, commitment, loyalty three distinctions in customer

engagement

Emotion Fleur, J. M. (2005) Positive and negative affect emotions. Positive emotions divided in

interpersonal emotions and emotions without interpersonal reference

Khalid, H. M., and Helander, M.

G. (2006)

Pleasure existence in emotion: Physical pleasure, social pleasure,

psychological pleasure, reflective, pleasure, and normative pleasure

Experience Desmet, P., and Hekkert, P.

(2007)

Three types of product experience: aesthetic experience, experience of

meaning, and emotional experience

Higgins, E. T. (2006) Hedonic experience increase the opportunity for strengthening value

and engagement

Literature Taxonomy of the Three Layers of Intangible Design

Knowledge: Awareness, Perceptions, Expectations

● Awareness: extent to which a brand is recognized by potential customers,

and is correctly associated with a particular product. Product awareness can

consist of consumer knowledge of brand benefits, features, slogan, tag lines

and other brand messaging elements.

● Perceptions: encompasses a customer's impression, awareness and or

consciousness about a company or its offerings. Perception is typically

affected by advertising, review, public relations, social media, personal

experiences and other channels.

● Expectations: perceived-value customers seek from the purchase of a good

or service.

Martin, David Ms (1991), "Customer Expectations,” Journal of hospitality & leisure marketing, 6 (1), 67-81.

Knowledge and Brand Loyalty

Brand Salience: relates to aspects of

customer awareness of the brand. Includes

linking the brand, brand name, logo, symbol

etc. to certain associations in memory.

Consumer Judgments: is the customers

personal opinions and evaluations with the

brand.

● Brand credibility

● Brand superiority

Keller, Kevin L (2001), “Building Customer-Based Brand Equity: A Blueprint for Creating Strong Brands,” Marketing Science Institute, 107 (01), 3-23.

Customer-Based Brand Equity Pyramid

Affect and Cognition

Affect refers to a feeling response,

cognition is used to interpret,

make sense of and understand user

experience. Additionally

cognition contributes to the

regulation of emotion.

A product should be designed to

support customer needs, including

the customers person or

personality attributes.

● Ease of use (flow) and emotions

in using (feelings)Emotions are one of the strongest differentiators

in user experience. Khalid, H. M., and Helander, M. G. (2006). “Customer Emotional Needs in Product Design,” Concurrent Engineering, 14(3), 197-

206.

Emotion and Brand LoyaltyBrand Imagery: how people think and

view the brand rather than what they

think the brand does.● User profiles

● Purchase and usage situations

● Personality and values

Consumer Feelings: the customers

emotional responses and reactions with

respect to the brand. For example:● Warmth

● Excitement

● Social approval

● Self-respect

Keller, Kevin L (2001), “Building Customer-Based Brand Equity: A Blueprint for Creating Strong Brands,” Marketing Science Institute, 107 (01), 3-

23.

Customer-Based Brand Equity Pyramid

Three Types of Product

Experience

•Aesthetic Experience: considering a

products capacity to delight one or more

of our sensory modalities.

•Experience of meaning: cognitive

processes including interpretation,

memory and retrieval which creates

expressive characteristics and assess the

personal or symbolic significance of

products

•Emotional Experience: The

interpretation of a product causing

emotion.Particular experiences may activate other

levels of experience. Desmet, P., and Hekkert, P. (2007).” Framework of product experience,” International Journal of Design, 1(1).

Experience and Brand Loyalty

Brand Performance: relates to the

ways in which the product or service

attempts to meet customers more

functional needs.

● Product reliability and

durability

● Style and design

● Price

Keller, Kevin L (2001), “Building Customer-Based Brand Equity: A Blueprint for Creating Strong Brands,” Marketing Science Institute, 107 (01),

3-23.

Customer-Based Brand Equity Pyramid

Knowledge Emotion Experience

Knowledge Consumer

Awareness

“The relations among the brand awareness,

perceived quality and brand loyalty for

purchase intention are significant and

positive effect”(Kuang).

“Brand awareness is also likely to

contribute to consumer perception of price

fairness” (Oh)

“brand awareness seems to be an important

choice tactic for consumers, even when

facing a familiar or repeat choice”

(Macdonald).

Consumer

Judgments

To support brand judgments four types are

needed, brand equality, brand credibility,

brand consideration and brand superiority

(Keller).

“No matter how highly regarded or credible

brand may be, unless the brand also

received serious consideration and is

deemed relevant, customers will always

keep a brand at a distance and never closely

embrace it” (keller).

“Credibility...enhances word-of-mouth and

reduces switching behaviors among

customers” (Sweeneya).

Emotion Emotional

Engagement

“Affective conviction about the brand

would be a major element to emerge when

retrieving the memory associated with the

brand...influence the loyalty..” (Jooyoung).

“The higher the affective brand

conservation, the higher the level of brand

commitment” (Jooyoung)

“Emotions act as better predictors of

behavior than do cognitive evaluations…”

(Dick)

Experience Brand

Reliability

To create brand loyalty consumers

experience with the product needs to me t

their expectations (Keller).

“brand credibility...is the initiator of

establishing brand loyalty”(.Jooyoung).“Brand as a whole is seen as credible in

terms of three dimensions-perceived

expertise, trustworthiness, and likeability”

(Keller).

Past

Experiences

“Product experience is a multi-faceted

phenomenon that

involves manifestations such as subjective

feelings, behavioural

reactions, expressive reactions, and

physiological reactions” (Desmet).

“A successful brand shapes customers

experiences by embedding the fundamental

value proposition in offering every feature”

(Meyer).

“Peoples expectations are set in part by

their previous experiences with a

company's offerings. Customers

instinctively compare each new experience,

positive or otherwise, with their previous

ones and judge it accordingly” (Meyer).

Literature Taxonomy of the Creation of Brand Loyalty Through Intangible Design

Research Questions

1. What is intangible value in terms of the intangible factors of design and

new product management?

2. What is the importance of intangible design and new product management

to business today?

3. How are corporations trying to design intangible value into products while

utilizing the intangible factors of design and new product management?

4. What effects can we see from this new focus on the intangible factors of

design and new product management in business today?

Idea

Generation

Concept

Investigation

Concept

DetailsDevelopment

Testing &

ValidationProduction

Idea

Screen

Second

Screen

Go to

Develop-

ment

Go to

Testing

Go to

LaunchP.I.R.

New Product Stage Gate Process

Veryzer, Brigitte 2005

Intangible Design Factors● Intellectual Capital

● Team Value

● Product Manager Value

Design Process● Knowledge

Layer

● Emotion Layer

● Experience

Layer

Relevance● Innovation

● Brand loyalty

● Brand image

● New product success

Effects in Real

Time● Case studies

● Analysis

Engine

Input

Input

Input

Input

Output

Output

Product

Management

Outpu

t

Product Management

Product

ManagementProduct

Management

Research Model

Output

Idea

Generation

Concept

Investigation

Concept

DetailsDevelopment

Testing &

ValidationProduction

Idea

Screen

Second

Screen

Go to

Develop-

ment

Go to

Testing

Go to

LaunchP.I.R.

Intangible

Design

Factors

Design

Process

Relevance

Effects in

Real Time

Engine

Product Management

The Two Models Together

Engine

Engine

Engine

Engine

EngineConcept

Investigation

Concept Details

Development

Testing & Validation

Production/ Post

Implementation

Research

Intangible Design

Factors

Design Process

Design Process

Relevance

Effects in Real

Time

Double Helix

Model Thinking

Left

• Stage Gate Process

Right

• Intangible Design

Process

Case Study: Gamification at SAP Community Network

SAP is a market leader in Enterprise Resource Planning system, that helps

organizations run their different departments. SAP helps their customers to run

their business efficiently by providing cloud computing, analytics and other

high tech technologies.

● Knowledge: SAP Community Network (SCN) incorporates functionality

that encourages, recognizes, and rewards participation in the community.

● Emotion: Feeling of satisfaction when community responds to a particular

problem posted on the forum.

● Experience: Provides community based atmosphere where users and

developers coexist to share information.

Case Study: IKEA

Established in 1950’s by Ingvar Kamprad. He knew how to identify well with

ordinary people. IKEA delivers low priced high quality furniture to people

around the world.

● Knowledge: Show the product in the natural environment before the

customer buys it via showroom.

● Emotion: Low price and high quality leaves the customer satisfied with

the purchase.

● Experience: Provides almost all household goods needed by people to

offer one-time shopping experience.

Case Study: IDEO

Founded in 1978 that provides innovation and design services to clients in a

range of industries. IDEO has designed over 4,000 new products for almost

1,000 different clients.

● Knowledge: Design products based on - not necessarily - the target

audience in mind but those potential non users.

● Emotion: Aesthetically pleasing design to make users feel comfortable.

● Experience: IDEO builds upon past research to make future product viable.

Intangible Design Factors● Intellectual Capital

● Team Value

● Product Manager Value

Design Process● Knowledge

Layer

● Emotion Layer

● Experience

Layer

Relevance● Innovation

● Brand loyalty

● Brand image

● New product success

Effects in Real

Time● Case studies

● Analysis

Engine

Input

Input

Input

Input

Output

Output

Product

Management

Outpu

t

Product Management

Product

ManagementProduct

Management

Analyses & Conclusions

Output

Recommendations for Future Research

● Value Conversion

● How intangible factors affect consumer behavior

● Can you only add intangible value by means of innovation?

Concluding Thoughts and Statements

● Most people have not realized the importance of intangible factors until

very recently

● That Intangible factors could be considered more important than tangible

factors

● Each step in the intangible design process is important and won't function

properly with a missing piece. Without completing all parts you cannot

gain the true value.

● You can't have intangible factors without tangible factors and vice versa.

● That “intangible” need by the consumer is not always easy to decipher.

● Observing how users/consumers use a product is a key factor in design.

● Value co-creation and Intangible design factors influence

ReferencesBowden, J. L. (2009). “The Process of Customer Engagement: A Conceptual Framework,”

The Journal of Marketing Theory and Practice, 17(1), 63-72

Chi, Hsin K., Huery R. Yeh, and Ya T. Yang (2009), “The Impact of Brand Awareness on

Consumer Purchase Intention: The Mediating Effect of Perceived Quality and Brand

Loyalty” The Journal of International Management Studies, 4 (1), 135-144.

Clardy, Alan (2005), "IDEO: A Study in Core Competence," working paper, Towson

University.

Desmet, P., and Hekkert, P. (2007). “Framework of product experience,” International

Journal of Design, 1(March), 57-66.

Dick, Alan S., and Kunal Basu (1994), "Customer Loyalty: Toward an Integrated Conceptual

Framework," Journal of the Academy of Marketing Science, 22 (2), 99-113).

Hargadon, Andrew (2003), "How Breakthroughs Happen: The Surprising Truth About How

Companies Innovate," Boston, Massachusetts, Harvard Business School Press.

References Continued

Hargadon, Andrew (2003), "How Breakthroughs Happen: The Surprising Truth

About How Companies Innovate," Boston, Massachusetts, Harvard Business

School Press.

Jooyoung, Kim (2008). "Antecedents of True Brand Loyalty". Journal of

Advertising, 37 (2), 99-117.

Keller, Kevin L (2001), “Building Customer-Based Brand Equity: A Blueprint

for Creating Strong Brands,” Marketing Science Institute, 107 (01), 3-23.

Khalid, H. M., and Helander, M. G. (2006). “Customer Emotional Needs in

Product Design,” Concurrent Engineering, 14(August), 197-206.

Lusher, Carter (2013), "Gamification at SAP Community Network," Research

report, Ovum.

References Continued

Macdonald, Emma K.,(2000), "Brand Awareness Effects on Consumer

Decision Making for a Common, Repeat Purchase Product: A Replication,"

Journal of business research, 48 (1), 5-15.

Martin, David Ms (1991), "Customer Expectations,” Journal of hospitality &

leisure marketing, 6 (1), 67-81.

Oh, H (2000). "The Effect of Brand Class, Brand Awareness, and Price on

Customer Value and Behavioral Intentions". Journal of hospitality & tourism

research, 24 (2), 136-162.

Sweeneya, Jill (2008), “The Effects of Brand Credibility on Customer

Loyalty” Journal of Retailing and Consumer Services, 15 (3), 179-193.