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VISCERAL HEDONIC RHETORIC Cara Jayd Wrigley Bachelor of Industrial Design (Queensland University of Technology) Bachelor of Design Studies (Griffith University) School of Design Faculty of Built Environment and Engineering Queensland University of Technology Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy 2011

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VISCERAL HEDONIC RHETORIC

Cara Jayd Wrigley Bachelor of Industrial Design (Queensland University of Technology)

Bachelor of Design Studies (Griffith University)

School of Design

Faculty of Built Environment and Engineering

Queensland University of Technology

Submitted in fulfilment of the requirements for the degree of

Doctor of Philosophy

2011

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Dedication

To my loving father Dr Jack Wrigley for his hereditary thirst for knowledge.

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Keywords

Visceral hedonic rhetoric

Emotional cognition

Visceral design

Product design

Design and emotion

Product rhetoric

Consumer hedonics

Product aesthetics

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Abstract

Emotional responses can incite and entice consumers to select a particular product

from a row of similar items and thus have a considerable impact on purchase

decisions. Consequently, more and more companies are challenging designers to

address the emotional impact of their work and to design for emotion and consumer-

product relationships. Furthermore, the creation of emotional attachment to one’s

possessions is one way of approaching a sustainable consumer-product relationship.

The aim of this research is to gain a deeper understanding of the instantaneous

emotional attachment that consumers form with products and its subsequent

implications for product development. The foci of the study are visceral design,

consumer hedonics and product rhetoric. Studied in a conglomerate they become an

area of new investigation: visceral hedonic rhetoric. In this context, the term

“visceral hedonic rhetoric” is defined as the properties of a product that persuasively

elicit the pursuit of pleasure at an instinctual level of cognition.

This study explores visceral hedonic rhetoric evident in the design of interactive

products and resides within the context of emotional design research. It employs an

empirical approach to understand how consumers respond hedonically on a visceral

level to rhetoric in products. Specifically, it examines visceral hedonic responses

given by thirty participants to the stimuli of six mobile telephones, six Mp3 players

and six USB memory flash drives.

The study findings demonstrate a hierarchy of visceral hedonic rhetoric evident in

interactive products. This hierarchy of visceral hedonic attributes include: colour,

size, shape, intrigue, material, perceived usability, portability, perceived function,

novelty, analogy, brand, quality, texture and gender. However, it is the inter-

relationships between these visceral hedonic attributes that are the most significant

findings of this research. Certain associations were revealed between product

attribute combinations and consumer perception. The most predominant of these

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were: gender bias associated with colour selection; the creation of intrigue through a

vibrant attention-grabbing colour; perceived ease of use and function; product

confidence as a result of brand familiarity and perceived usability; analogous

association through familiarity with similar objects and shapes; and the association of

longevity with quality, novelty or recent technology.

A significant outcome of the research is the distillation of visceral hedonic rhetoric

design principles, and a tool to assist designers in harnessing the full potential of

visceral hedonic rhetoric. This study contributes to the identification of the emerging

research field of visceral hedonic rhetoric. Application of this study’s findings has

the potential to provide a hedonic consumer-product relationship that is more

meaningful, less disposable and more sustainable. This theory of visceral hedonic

rhetoric is not only a significant contribution to design knowledge but is also

generally transferable to other research domains, as later suggested in future research

avenues.

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Table of Contents Dedication …………………………………………………………………………………….iii Keywords ………………………………………………………………………………………v Abstract ………………………………………………………………………………………..vi Table of Contents ………………………………………………………………………..…viii Statement of Original Authorship …………………………………………………………xi Acknowledgements …………………………………………………………………………xiii Chapter 1: Introduction ……………………………………………………………1 1.1 Background ………………………………………………………………………1 1.2 Research Problem …………………………………………………..……………4 1.3 Research Aim and Objectives ……………………………………………………5 1.4 Research Questions ………………………………………………………………6 1.5 Qualitative Research Approach ……………………………………….…………6 1.6 Thesis Structure ……………………………………………………………….…7

Chapter 2: Emotion and the Design Dialogue ………………………...…………11 2.1 Describing Emotions and Emotional Cognition ……………..…………………11 2.2 Emotional Consumers and Designing for Their Needs ………….…..…………15 2.3 The Design Dialogue ……………………………………...……………………17 2.4 Emotional Cognition: The Three Levels ………………..………………………18 2.5 Affect ..…………………………………………………………………………21 2.6 Action …………………………………………………………………………...22 2.7 A Framework for the Design Dialogue …………………………………………22 2.8 Summary …………………………………………………………………..……28 Chapter 3: Visceral Design …………………………………………………….....33 3.1 The Missing Link in Emotional Design ...………………………………………33 3.2 Describing the Visceral …………………………………………………………39 3.3 Visceral Perception and Judgements …………………………………………..40 3.4 Visceral Design and Product Attributes ………………………………...………44 3.5 Summary …………………………………………………………………..……47 Chapter 4: Consumer Hedonics ……………………………………………….....51 4.1 Hedonics: The Pursuit of Pleasure ………………………………………...……51 4.2 Hedonic Consumption ………………………………………………………….52 4.3 Consumer Choices and Decisions ………………………………………………55 4.4 Summary ………………………………………………………………………..59 Chapter 5: Product Rhetoric ……………………………………………………..63 5.1 Visual Rhetoric: Interpreting the Visual Media ………………………………...64 5.2 Design Rhetoric: A Product Language …………………………………………65 5.3 Product Rhetoric: The Language of Successful Products ………………………68 5.4 Summary ……………………………………………………………………..…71

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Chapter 6: Visceral Hedonic Rhetoric……………………………………………73 6.1 Defining Visceral Hedonic Rhetoric ……………………………………………73 6.2 Literature Summary ……………………………………………………….……73 6.3 Identifying Deficiencies in Current Knowledge ………………………………..77 6.4 Implications …………………………………………………………………..…79 Chapter 7: Methodology ………………………………………………..…………83 7.1 Interactive Products ………………………………………………….…………83 7.2 Methods Review ………………………………………………..………………85 7.3 Methodology Approach and Design ……………………………………………89 7.4 Data Collection Procedures …………………………………………..…………92 7.5 Summary ……………………………………………………………………..…97 Chapter 8: Analysis and Results …………………………………….……………99 8.1 The Coding Scheme …………………………………………………….………99 8.2 Relationship Coding ………………………………………...…………………103 8.3 Results …………………………………………………………………………105 8.4 Visceral Rhetoric …………………………………………………………...…105 8.5 Visceral Hedonic Rhetoric ……………………………………….……………111 8.6 Relationships ……………………………………………………..……………117 8.7 Summary ………………………………………………………………………120 Chapter 9: Findings and Discussion……………………………………………..123 9.1 Visceral Hedonic Rhetoric ………………………………………………….…123 9.2 Visceral Hedonic Response Relationships ………………………….…………137 9.3 Visceral Hedonic Response Relationship Clusters ……………………………149 9.4 The Visceral Hedonic Rhetoric Design Dialogue ……………………..………151 9.5 Summary ………………………………………………………………………152 Chapter 10: Conclusion …………………………………………….……………155 10.1 Design Recommendations ………………………………………………...…157 10.2 Contribution and Transfer of Knowledge ……………………………………164 10.3 Implications ……………………………………………………..……………167 10.4 Limitations ………………………………………………………...…………168 10.5 Future Work ………………………………………………………….………168 10.6 The Final Word ………………………………………………………………170 References…………………………………………………………………………173 Appendices………………………………………………………………….……..193 Appendix A: Participant Information Pack ………………………………………..194 Appendix B: Screening Questionnaire ………………………………………….…196 Appendix C: Interview Instructions …………………………………………….…198 Appendix D: Participant Demographics ………………………………………..…199 Appendix E: Example Transcript ………………………………………………….201 Appendix F: Visceral Coding Scheme Application ……………………………….202 Appendix G: Hedonic Coding Scheme Application ……………………………....204 Appendix H: Visceral Rhetoric Hierarchy Example ………………………...……206 Appendix I: Visceral Hedonic Relationship Coding Scheme Application …….….207 Appendix J: Visceral Hedonic Rhetoric Design Tool Storyboard Scenario……….209

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Statement of Original Authorship

The work contained in this thesis has not been previously submitted to meet

requirements for an award at this or any other higher education institution. To the

best of my knowledge and belief, the thesis contains no material previously

published or written by another person except where due reference is made.

Signed

Cara Jayd Wrigley

April 2011

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Acknowledgments

I wish to acknowledge and thank the following people for their encouragement and

support over the last four years of research:

Firstly, Professor Vesna Popovic and Dr Marianella Chamorro-Koc who supervised

this project; I thank them both and appreciate their support. Thank you to my fellow

colleagues in the School of Design, and the Faculty of Built Environment and

Engineering, especially Rafael Gomez, Dr Ben Kraal, Dr Thea Blackler, Rebekah

Davis, Dr Evonne Miller and Andrew Scott who have been there over the years to

offer advice and guidance in my times of need. A special mention to Shaun Gregory

and Simon Lawry, fellow postgraduate researchers who have been there from the

early days.

To my mentor Associate Professor Sam Bucolo who has been my beacon of hope

and voice of rationality when times were tough and things seemed impossible. Also,

a special thank you to Dr Judy Matthews for all her kind words, wisdom and

guidance.

Thank you to my family who have had to endure many sacrifices for my education

over the years; you have made this opportunity and accomplishment possible. To my

cousin Kristin Carey, an amazing woman who has taught me so much and to whom I

am forever grateful. A special thank you to Loraine and Donald Reid who always

believed in me and provided much support and encouragement over the years.

To my favourite designer Kirsti Tenni and the girls, who started this journey with me

many years ago as teenage design students and fell in love with design just as I did.

Lastly, thank you to all the participants involved who gave up their time to take part

in this study; without them, it would not have been possible.

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Chapter 1: Introduction

Consumer-product relationships have previously been studied by many different

fields (Desmet, 2002; Norman, 2002; O’Shaughnessy, 2003), indicating a link

between positive product attachment and a successful emotionally-designed product.

It is the strength of this attachment that can override many other factors in a purchase

decision, such as cost and practicality. This research aims to assist in understanding

why and how products create this emotional attachment and to allow designers to

utilise this knowledge in the future.

1.1 Background

All products elicit some kind of emotional response from the consumer whether it is

good, bad, intentional or unintentional. The emotional attachment existing between

product and consumer is paramount to the success or failure of a product (Overbeeke

and Hekkert, 1999). Emotional responses can entice consumers to select a particular

product from a row of similar items, thereby exerting considerable influence on

purchase decisions. Consequently, more and more companies are challenging

designers to manipulate the emotional impact of their work and make design

decisions to support emotional attachment. Consumer-product attachment also has

the potential to promote longer-term relationships between consumer and product,

possibly extending product life and reducing general social waste. However, a lack

of conceptual clarity still plagues this fledgling field of emotional design (Desmet,

2002; Forlizzi, Disalvo and Hanington, 2003; Norman, 2004) and this will be

discussed further in Chapter 3.

Norman (2002) suggests that emotional human responses result from processing by

three different levels of the brain: the automatic, pre-wired layer, named “the visceral

level”; the level containing the brain’s processes controlling everyday behaviour,

known as “the behavioural level”; and the contemplative part of the brain, or “the

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reflective level” (Norman, 2004). Each plays a different part in the overall

functioning of all human beings as each level is, in part, a reflection of it’s biological

origins in the brain. Norman (2004) states that visceral deign involves an automatic

evaluation, whereby consumers react to the visual and other sensory aspects of a

product. Within this, lies an anticipated pleasurable response sought by consumers in

all aspects of consumption (Jordan, 2000). This is where hedonic elements of the

consumer’s behaviour respond with the pursuit of pleasurable purchase experiences.

It is the designer’s role to cater to these sought out hedonic experiences by

communicating to the consumer through the physical manifestation of their design.

This process of product communication is also known as the study of product

rhetoric. The primary motivation for this study is the desire to fill the gap in

knowledge about visceral hedonic rhetoric and its role within the design of

interactive products. The focus on interactive products gives scope to the study due

to the nature of consumer-product interaction and the literature in the field of design

and emotion. There is evidence that research has been conducted on each of the

topics encompassing the scope of the research but never on their concurrence or

convergence.

The term “consumer” is used throughout this study for its specific reference to the

context of consumer purchasing decisions. It relates to the customer’s choice and

preference when first exposed to a range of products, before significant interaction

occurs or a purchase is made.

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Figure 1: Conglomerate Research Gap

This study presents a novel investigation of visceral hedonic rhetoric, as depicted in

Figure 1. It encompasses a review of literature on each of the following categories:

visceral design, consumer hedonics and product rhetoric, all of which reside within

the context of emotional design research. The literature review identifies a gap in

knowledge at the convergence of these three areas and highlights the need to further

develop this new area of visceral hedonic rhetoric. In this context, this study defines

“visceral hedonic rhetoric” as the properties of a product that persuasively elicit the

pursuit of pleasure through an immediate instinctual level of cognition.

design and emotion

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The research area of visceral hedonics is of vital importance to the design discipline

as it enables designers to instantly create powerful emotional connections between

consumers and products (Norman and Ortony, 2003; Wrigley, Popovic and

Chamorro-Koc, 2008). This requires investigating visceral hedonic rhetoric by

examining a variety of products and consumers’ hedonic visceral responses to these

products. This may assist in developing new design approaches, allowing product

designers to gain a better understanding of a product’s attributes.

1.2 Research Problem

Consumer desires and the drive to acquire consumer goods at an exorbitant rate

dictate the way of life in western society. This consumption has implications for

product design, manufacture and disposal. Of particular concern is the latter, with

waste being discarded at an alarming global speed. However, harnessing the potential

of positive consumer attachment through a product’s design has been studied by

many authorities (Cooper, 2000; Mugge, Schoormans and Schifferstein, 2005; Van

Hemel and Brezet, 1997; Schifferstein and Zwartkruis-Pelgrim, 2008), and has been

proven to lead to the prolonged life of otherwise discarded products.

When a consumer becomes attached to a product they are more likely to handle it

with care, repair it when it breaks down and postpone its replacement as long as

possible (Schifferstein and Zwartkruis-Pelgrim, 2008). Product attachment is

considered to provide a meaningful emotional product relationship to the consumer,

as well as promoting longer lasting product-consumer relationships as a means to

reducing resource waste (Mugge, Schoormans and Schifferstein, 2005). Encouraging

consumers to connect with their product emotionally and refrain from early,

unnecessary disposal may lead to waste reduction and less landfill each year.

Products need to cultivate a relationship in the mind of the consumer that is more

meaningful, less disposable and more enduring, in order to stand the test of time.

Schifferstein and Zwartkruis-Pelgrim (2008) state that there is a need to strengthen

the bond between consumer and their product through the design process.

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Figure 2 illustrates a typical product lifecycle. The orange circles represent where

emotional design and product attachment can infiltrate and impact upon such a

lifecycle, possibly resulting in the prolonged lifespan of a product. By investigating

visceral hedonic rhetoric, an immediate emotional connection with the consumer can

be formed, thus strengthening the link between emotional design and product

attachment.

Figure 2: Product Lifecycle

1.3 Research Aim and Objectives

The aim of this research is to provide new knowledge so that products may be

designed to harness the full range of consumer visceral responses. The foundation for

this work is laid by discussing the scope, significance and limitations of currently

available research in the areas of emotion, visceral design, consumer hedonics and

product rhetoric. Greater insight into these areas may help designers to generate

immediate, strong emotional attachments between consumers and products.

The objectives of the research are to identify:

a) the visceral hedonic rhetoric evident in designed interactive products; and

b) the difference between visceral rhetoric and visceral hedonic rhetoric.

Design Conception Manufacture Point Of Sale Product

ConsumptionProduct Disposal

Emotional Design

Product Attachment

ProlongedLife

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1.4 Research Questions

The main question this research set out to answer is:

• What visceral hedonic rhetoric is evident in the design of interactive

products?

This main research question is broken down into the following two sub-questions

that drive this study. These sub-questions are:

• What are the specific product properties that cause visceral hedonic

responses to designed interactive products?

• How does different visceral rhetoric in products affect hedonic responses?

1.5 Qualitative Research Approach

This study encompasses literature from a broad spectrum of fields, from which the

three areas of visceral design, consumer hedonics and product rhetoric were created.

Although combinations of two of these areas are covered in existing research, there

is not yet a study that encompasses all three and that is applied to the field of product

design. In order to integrate these research areas, this qualitative research project

consists of four stages:

• Stage 1: Literature review

• Stage 2: Data collection

• Stage 3: Data analysis and interpretation

• Stage 4: Conclusion and findings

Figure 3 details the four stages of this research and their milestones.

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Figure 3: Research Stages

1.6 Thesis Structure

The literature review in Chapters 2, 3, 4 and 5 illustrates the foci of this research:

emotions and the design dialogue, visceral design, consumer hedonics and product

rhetoric. It discusses relevant knowledge and authorities pertaining to each separate

area of literature and compares opinions and findings to create a foundation of

knowledge upon which to ground the study. Chapter 6 identifies the research gap of

visceral hedonic rhetoric and provides the direction for the study. It summarises the

main discoveries and highlights from all previous chapters and positions the study in

LiteratureReview

- Emotions

- Visceral Design

- Consumer Hedonics

- Product Rhetoric

Data Collection

- Pilot Study

- Screening Questionnaire

- Open-Ended Interview with Prompts

Data Analysisand Interpretation

- Coding Scheme

- Interpretation

- Results

Findings and Conclusions

- Findings

- Discussion

- Signi!cance and Contribution

- Future Work

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a novel domain. Chapter 7 reviews the selection of interactive products and

methodologies in preparation for the research method. The chapter then details the

research design and methodology used in the study, focusing on three interactive

products (mobile telephones, mp3 players and USB memory flash drives). Chapter 8

then outlines the data analysis procedure and the research results, which consist of

the frequency of occurrence percentages of visceral and visceral hedonic responses.

Chapter 9 discusses the findings on visceral and visceral hedonic responses and the

relationships and concurrency between different responses that emerged. It positions

these findings in the context of the relevant literature. The study’s conclusions and

contribution to knowledge is outlined in Chapter 10. The conceptual visceral hedonic

rhetoric design tool is also presented here and future research possibilities are

discussed.

The primary field of emotional design demands a better understanding of consumer

product relationships, and this demand is driving the search for new knowledge in

this area. Research is needed to fully understand the potential of visceral hedonics

experienced by consumers at the point of initial interaction, which is determined by

the rhetoric of a product. Research into visceral hedonic rhetoric is vastly lacking, yet

it is critical in assisting designers’ awareness of the area of visceral design (Wrigley,

Popovic and Chamorro-Koc, 2008). Through identifying and exploring the gap in

this field of research, this thesis will allow product designers to anticipate and

appreciate the consumer response more thoroughly. The next chapter introduces

human emotions and the role they play in the field of design.

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Chapter 2: Emotion and the Design Dialogue

Emotion informs human experience to the point where it is almost impossible to

distinguish or separate the emotional human experience from the events, actions or

decisions of personal histories and the present moment. In fact, psychological

studies have found that 80% of an individual’s life is consumed by emotion, while

the other 20% is controlled by intellect (Lough, 2006). Cognitive scientist Damasio

(1999) further finds that over 85% of thought, emotions and learning occur in the

subconscious mind, beyond the reach of rationalisation or reasoning: “The

pervasiveness of emotion in our development and subsequently in our everyday

experience connects virtually every object or situation in our experience” (Damasio,

1999, p.57).

2.1 Describing Emotions and Emotional Cognition

A somewhat vague concept, “emotion” has been used as a collective noun for all

kinds of affective phenomena. While many fields of research (psychology, cognitive

science, neurology, sociology, marketing, consumer research and design research)

have studied and attempted to quantify and define emotion and its mechanisms, the

resultant definitions remain, in some cases, contradictory and less than definitive.

Many medical researchers have defined emotions as natural phenomena that are

automatic and controlled by their biological mechanisms (Khalid, 2006; Khalid and

Helander, 2006). The medical definition traditionally sees emotion as an instinctive

response to external stimuli. Damasio (1999) states that emotion has the biological

function of regulating an organism’s internal state so that it can be prepared for a

specific reaction to suit a situation - particularly a dangerous situation. For example,

the “flight reaction” provides increased blood flow to the legs, facilitating the

requirement to run and escape. Positron Emission Tomography (PET) imaging has

shown that emotions are produced in a fairly restricted ensemble of subcortical

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regions located below the cerebral cortex. The main subcortical sites are in the brain

stem region, the hypothalamus and the basal forebrain. These sites are involved in

both regulating and representing body states, processing emotions to differing

degrees, and in the recognition of stimuli which prompt particular emotions

(Damasio, 1999). PET imaging has even shown correlations between the emotions

of sadness, anger, fear and happiness and distinctive patterns within these sites of the

brain. Emotions were thus traditionally considered by the medical fraternity to be a

biologically determined process; a complicated collection of chemical and neural

responses which form a pattern.

As early as 1986, Vygotsky argues that the relationship between emotion and

cognition is well documented but has largely been dismissed by cognitive

psychology. He argues that separating emotion from cognition is a major weakness

of psychology and cognitive science research (Vygotsky, 1986). Subsequent

developments in the field of Human-Computer Interaction (HCI), neurosciences and

psychology have extended the influence of emotion from instinctive survival

mechanism to governing the greater gambit of human experience where an

individual’s reflexes, feelings, moods, cognition and behaviour are influenced by

human emotion. By 2003, Ellsworth and Scherer had found that emotional reactions

typically involve extensive cognition processing. Researchers have gathered a

substantial amount of experimental evidence about the sophisticated role of

emotional mechanism in high-level cognitive activities such as decision-making,

learning and creative problem solving (Schwarz, 2000; Fiedler and Bless, 2000).

While “cognition” is the scientific term for the process of thought (Neisser, 2009),

usage of the term varies in different disciplines: psychology and cognitive science

use “cognition” to refer to an information processing view of an individual’s

psychological functions; other interpretations link cognition to the study of all human

activity related to knowledge. These knowledge-related activities include attention,

creativity, memory, perception, problem solving, thinking and the use of language

(Neisser, 2009).

Many authorities (Damasio, 2003; Houghton, Calvert, Jackson, Cooper and

Whorwell, 2002; Norman, 2004; Picard, 2000; Suchman, 2004) have investigated

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different approaches to cognitive interpretation of human behaviour and the role

emotions play in such tasks. Their studies firmly posit emotion as central to the

cognitive reasoning process. Using magnet resonance imaging (MRI), LeDoux

(1995 and 2000) ascertains that emotions and cognition are unified and contribute to

the control of thought and behaviour conjointly and equally. Minsky (2005) claims

that cognition contributes to the regulation of emotion, and agrees with LeDoux

(1995) that emotion and cognition should not be treated separately. Based in

software development and digital design, Oliveira and Sarmento (2003) investigate

the functional role of emotion to create new “agent architectures” or simulated

worlds within which agents or users explore real world scenarios, make emotional

evaluations, act and operate in real time environments. By taking what has been

learned in psychology and neurosciences, Oliveira and Sarmento depart from an

established base. They correlate emotional phenomena with high-level cognitive

capabilities and skills to show emotional mechanisms working as dedicated

information collectors that filter relevant data from multiple sources and develop

from a long evolutionary path to serve clear functional purposes in the wider view of

cognition (Oliveira and Sarmento, 2003). Following similar studies into computer-

human interfaces and software interaction design, Brave and Nass (2002) and Russell

(2003) concur that emotions are considered to be deployed when an individual feels

the desire to listen, perceive, imagine, judge, retrieve memory and employ mental

stimulation. Emotions are then seen as a fundamental link in a much wider chain of

cognition.

Coming from a similar background of human-computer interface research and

psychology, Matthews (2005) argues that “the concept of emotion is notoriously

overinclusive” when considered to encompass motivation, cognition, behaviour and

physiology. He claims that when used in this way, the term becomes no more than a

“vague umbrella term” and cites an example of different modes in which a driver

operates a car. Matthews (2005) claims that some driving operations may be

performed in an attentive but emotionally disengaged state (perhaps gauging braking

distance before reaching a corner), while other driving activities – such as interaction

with other motorists – use emotional states of anger or anxiety (Matthews, 2005).

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Norman (2004) is a strong advocate of emotion being a key component of cognition

and the experience of the psychological objects around us. Massey (2002) further

articulates the limited range of rationality compared to ubiquitous emotion as

follows:

“Because of our evolutionary history and cognitive structure, it is generally

the case that unconscious emotional thoughts will proceed and strongly

influence our rational decisions. Thus, our much-valued rationality is really

more tenuous than we humans like to believe, and it probably plays a smaller

role in human affairs than prevailing theories of rational choice would have

it.” (Massey, 2002, p.25)

Norman’s stance – and that of Oliveira and Sarmento; Damasio; Houghton, Calvert,

Jackson, Cooper and Whorwell; Picard; Suchman; Minsky; and LeDoux – opposes

this division of emotional influence and general activity or operation by locating

emotion as key and integral to the process of interaction with the physical world,

processing of sensory data and consequent decision-making. Norman (2004) goes so

far as to ask why washing and polishing your car seems to make it drive better, and

explores why attractive objects provide the sometimes illusory, sometimes real,

effect of superior function. Review of the body of research on the topic reveals a

general consensus that an individual reacts to the world through his or her emotions,

and that stimuli such as arousal, action tendency and subjective feeling (pleasant or

unpleasant) evoke emotions in all individuals (Weerdesteijn, Desmet and Gielen,

2005).

If one now accepts emotion as central to the cognitive-reasoning process, the

question arises: how does emotional cognition differ from rational cognition or

rational thought? As Damasio discusses (1994), reason and logic – or intelligent

thinking – are not separate from emotion but are an indelible part of every thought

that is processed. Khalid (2006) similarly claims that emotions are not a cause of

irrational thinking; rather, they can motivate a passionate concern for objectivity:

“Rational thinking entails feelings, and effective thinking entails cognition” (Khalid,

2006). Khalid further draws on Minsky who claims that “our traditional idea is that

there is something called `thinking’ and that it is contaminated, modulated or

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affected by emotions” (Minsky, 2005). No longer a contaminant, emotions are

revealed as aligned with rationality and integral to rational thought, as part of a

cognitive process that is “more precise, comprehensive and insightful than irrational

thinking” (Khalid, 2006).

Calne (2000) draws a distinction between emotion and reason in that emotion leads

to action, while reason leads to conclusions. Norman further defines the realm of

emotional cognition as the level of cognitive thoughts that deal with emotive

responses (2004). Thus, emotional cognition may be thought to be a reasoned and

rational processing of day-to-day stimulus, experience, information and knowledge

which encompasses or allows decision-making, action or response. What Calne

refers to as “reason” could be distinguished from emotional cognition as “abstract

thought”: a disengagement from one’s environment to philosophise or contemplate in

the absence of emotion and the senses. As Lough (2006) points out while examining

emotional responses to language, how a person thinks can be altered; however, how a

person feels is something deep, strong and personal. Individuals may meet or agree

over abstract thought or theory in an atmosphere removed from the individual’s

grounding in the real or physical world; however, emotional cognition is an

inherently subjective level of processing leading to action or response.

2.2 Emotional Consumers and Designing for Their Needs

As previously discussed, emotions are implicated in all aspects of daily life including

moods, cognition, behaviour, attention, perception and memory – to name a few

(Russell, 2003). Thus, they influence and affect aspects of everyday activities and

interactions between people, the environment, and products and artefacts that

surround them. O’Shaughnessy and O’Shaughnessy (2003) argue that emotions will

always be a factor in consumer decision-making and that consumers constantly make

decisions surrounding the selection, consumption and disposal of products.

Marketing success lies in consumers being provided with sought after emotional

states and minimising non-desired emotional states (Babin, Darden and Babin, 1998).

Emotions have, therefore, long been established as a field of research in the area of

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marketing. However, many of the investigations have employed theories of emotion

from the field of psychology. Relying heavily on another discipline, they have thus

not incorporated area-specific marketing-field characteristics to further these theories

(Huang, 2001). Luce, Bettman and Payne (2001), for example, believe that the

research area of emotional effects on purchase choices is a very important and

understudied area of research. Much of the research conducted in the area of

emotional consumption lies within the disciplines of advertising, marketing and,

more specifically, branding (Mizerski and White, 1986). O’Shaughnessy and

O’Shaughnessy (2003) investigate the significance of emotion in marketing and

consumer experience by looking at emotional brands and consumer values and

beliefs. They do so by analysing these aspects through advertisements and marketing

campaigns, distinguishing emotion from product consumption and, more specifically,

product design.

Consumers’ emotions have a significant influence on purchase and consumption

decisions for a wide variety of products (Mizerski and White, 1986), with emotional

needs acting as a foundation for consumers making purchase decisions. Appealing to

a prospective customer emotionally is the key action leading to the purchase of a

product; therefore, decision-making is of focal interest in consumer behaviour

research. Weinberg and Gottwald (1982) have linked compulsive consumer buying

to the result of emotional state. However, impulsive buying is not the only field of

consumer purchasing in which emotions are involved. Through a study analysing

general food-related purchases and participation in recreational activities (such as

rock climbing and kayaking), Hirschman and Stern (1999) propose a direct influence

of emotion on a variety of cognitive responses and, hence, on a broad array of

consumption behaviours. Emotions influence information processing, mediate

responses to persuasive appeals, regulate the effects of marketing stimuli and initiate

goal setting. Luce, Bettman and Payne (2001) promote the importance of future

work in the area of emotional consumption and the implications emotional design

may have for better meeting consumers’ needs or desires.

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2.3 The Design Dialogue

Unless a product is custom-made, a product’s consumer and designer generally only

have access to each other via the product with which they each interact. A designer

or design team in some cases, generates ideas and makes decisions about a product’s

form and the message its aesthetics should convey in isolation from consumer

feedback. Conversely, a consumer interprets the attributes of a product through their

interaction with the product, through their experience with similar products, and

within the particular environment in which the consumer-product meeting takes

place.

Monö (1997) applies Shannon’s (1948) basic model of communication to the study

of product design to create a useful framework within which to discuss and examine

the dialogue between design team and consumer. Within Monö’s model (1997), the

design team is the source of the communication. They transmit their message via the

physical attributes and characteristics of the product they design; thus, the product

becomes the transmitter of the design intent. The environment within which the

consumer and product interact becomes the channel of Shannon’s communication

model or the medium by which the message is transferred from Source to Receiver.

Attributes of the product are appraised by the consumer using sensory information;

thus, the consumer’s sensory perception can be considered to be the receiver of the

design message, much like a radio receives radio waves that are then converted into

sound. Continuing the analogy, interpretation of radio waves to produce sound can

be likened to the consumer’s faculty for response; to the ability to interpret sensory

information, to process and act in response to the product. Much like the production

of sound, the consumer’s faculty for response can be considered the destination of

Shannon’s communication model. Studies into consumer behaviour (Bloch, 1995;

O’Shaughnessy, 1992) further delineate such a response into “cognition” and

“affect” and a corresponding, and outwardly observable, “behaviour” or action. This

realignment of Shannon’s communication model with designer-consumer dialogue

can be represented, as shown in Figure 4.

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Figure 4: Framework for design as a process of communication

(Modified from Crilly, Moultrie and Clarkson, 2004; Bloch, 1995)

Gaver (1999) states that a relationship can be created with the consumer when

products elicit, communicate and share emotions. Emotional design deals with how

a designer elicits emotions through the manipulation of the sensory qualities that a

product has to offer a consumer (Jacobs, 1999). However, emotional satisfaction can

only be achieved if the product is designed in such a way as to collaborate with the

user in emotional experience. Gaver (2009) argues that, rather than singling out

emotion as an object of attention and working to explicitly recognize and represent it,

it is more fruitful to recognize emotion as an emergent aspect of experiences that are

multi-layered. Therefore, the concept of experience, where the subject and object

meet and merge, becomes a key issue in designing emotionally meaningful products

(Kurtgozu, 2002).

2.4 Emotional Cognition: The Three Levels

As previously defined in this chapter, emotional cognition may be thought to be an

inherently subjective but rational processing of day-to-day sensory stimulus,

experience and learnt information, leading to action or response. Existing literature

on the topic of emotional cognition in response to design presents different

approaches to essentially comparable concepts. Norman (2004) proposes a three

level hierarchy to the process of cognition: (i) visceral, (ii) behavioural and (iii)

reflective. Earlier work involving Norman and peers Ortony and Russell (2003) also

proposes a three level model comprising the (i) reaction level, (ii) routine level and

(iii) reflection level among

Environment(Channel)

PRODUCER CONSUMER

Cognition A!ect Action

RESPONSE (Destination)DESIGN

TEAM(Source)

PRODUCT(Transmitter)

SENSES(Receiver)

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which information flows. Comparative tri-level systems have also been proposed by

Crozier (1994), Cupchik (1999), Lewalski (1988) and Baxter (1995). Drawing on

Crilly, Moultrie and Clarkson’s (2004) unification of existing works on cognitive

levels, the following categorisation of these varying three-level systems link each

corresponding level with Norman’s 2004 terminology as the most inclusive and most

commonly accepted language available:

The Visceral Level

The visceral level responds to sensory perception or immediate impact. It is

fast; it makes rapid judgements of what is good or bad, safe or dangerous,

attractive or unattractive; and it sends signals to the muscles in the body to

react and alert the rest of the brain (Norman, 2004). This concept is related to

Lewalski’s visual “X-values” which express “the order of visual forms”

(1988), Crozier’s “response to form” (1994), Baxter’s “intrinsic

attractiveness” (1995) and Cupchik’s “sensory/aesthetic response” (1999).

These rapid judgements are biologically determined and can be inhibited or

enhanced by the environment within which they are perceived and by the

influence of other levels in the cognitive process.

The Behavioural Level

The behavioural level interprets the available sensory data to discern or make

judgements about an object’s function, mode-of-use or qualities. Norman’s

(2004) behavioural level corresponds to Lewalski’s visual “Y-values” which

are “conducive to purposefulness and functionality” (1988), Crozier’s

“response to function” (1994), Baxter’s “semantic attractiveness” (1995) and

Cupchik’s “cognitive/behavioural response” (1999). Its action can be

enhanced or inhibited by the reflective layer and, in turn, it can enhance or

inhibit the visceral layer.

The Reflective Level

The most developed of the levels is that of reflective thought. Norman sees

this level as “about one’s thoughts afterwards, how [an object or product]

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makes one feel, the image it portrays, the message it conveys” (2004).

Norman’s reflective level may be aligned with Lewalski’s visual “Z-values”

which “fulfil the need to belong and [need] for self esteem” (1988), Crozier’s

“response to meaning” (1994), Baxter’s “symbolic attractiveness” (1995) and

Cupchik’s “personal/symbolic response” (1999). Note that the reflective level

does not have direct access either to sensory input or the control of behaviour.

Instead, it watches over, reflects upon, and tries to bias the behavioural level

(Norman and Ortony, 2003). Consumers use reflection to integrate their

experiences with designed artefacts into broader life experiences and, over

time, associate meaning and value with the artefacts themselves (Norman,

2004).

These elements of response or emotional cognition are not presented as objective

qualities of a product or object. Rather, they are a cognitive interpretation of an

object’s qualities driven both by the perception of tangible stimuli and by pre-

existing knowledge. The brain responds to objects using both emotion and facts

recalled from memory and emotion. Due to the bioregulatory dispositional

knowledge available in the diencephalon and the brain stem, the brain will respond to

a particular object while discarding other information (Damasio, 1999). This

response will affect facial muscles and the musculo-skeletal frame, the viscera, the

internal milieu, as well as neurochemical responses in the brain itself, and is part of

the way in which the state of the body is modified by emotions (Damasio, 2001).

Thus, the three aspects or levels of cognition “do not operate independently, but are

highly inter-related; each one influences the others” (Crilly, Moultrie and Clarkson,

2004, p.564).

The symbiotic nature of the three cognitive levels may be demonstrated as follows:

the perceived functionality of a product (Behavioural) may inform one’s assessment

of the elegance or aestheticism (Visceral) of a product, as well as the social value or

self-expression (Reflective) connoted by the product. Symptomatic of this

intertwined relationship is the difficulty theorists have found in defining each aspect.

As Crilly (2004) points out, Monö’s (1997) semantic function of expression and

Coates’ (2003) aesthetic principle of daimon (or character) overlap considerably;

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however, Monö’s semantic function would belong in the Behavioural category and

Coates’ daimon in the Visceral. Similarly, the relative importance a consumer places

on the attributes of a product may influence the extent of interaction between the

cognitive levels. For example, a teenage consumer highly influenced by their peers’

approval may preference a product’s colour or shape because of its ability to reflect

fashionability or trendiness over the product’s functionality.

2.5 Affect

As previously discussed, the interaction between consumers and products elicits an

emotional response in the consumer. Demirbilek and Sener (2003) describe “affect”

as part of the “consumer’s psychological response” to the sensory attributes or design

message of a product. Desmet’s work (2002, 2003) illustrates that consumers may

experience a variety of emotions, and potentially contradictory emotions, in response

to a product. These emotions may include intrigue, disappointment, satisfaction or

amusement. However, they typically can be confined to a limited selection of

possible human emotional experience and, being directed at a product, can generally

be categorised as on the less extreme end of the emotional scale. Bagozzi, Gopinath

and Nyer (1999) earlier define “affect” as an umbrella term for a more specific set of

mental processes including emotion, moods and attitudes. In other words, they

considered affect as a general category for mental feeling processes.

As part of the consumer’s emotional response to a product, each affect results from

an appraisal of a product and is based on the visceral, behavioural and reflective

components of emotional cognition. Although affect and cognition are to some

degree neuroanatomically distinct systems, they are also deeply intertwined

(Norman, Ortony and Russell, 2003). Processing at each level serves two different

functions: evaluation or judgement of the world and things happening in it (affect);

and the interpretation of what is happening in the world (cognition). Coates (2003),

Norman (2002) and Ashby, Isen and Turken (1999) agree that each system

influences the other, with cognition leading to affect, and affect influencing

cognition.

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2.6 Action

O’Shaughnessy (1992) and Bloch (1995) observe the way in which a consumer’s

psychological response (comprised of cognition and affect) influences the way the

consumer behaves towards a product. The terms “approach” and “avoid” are

frequently used by marketers to categorise the behavioural responses of an interested

or disinterested consumer (Crilly, Moultrie and Clarkson, 2004). Approach

responses are those prompting a longer association with a product: generation of

sufficient interest to further investigate a product; product purchase; product use or

increased frequency of product use; and prolonged product life. Avoidance responses

are those curtailing or reducing association with a product: ignoring a product;

failure to purchase; product abuse; reduced use of a product; product disposal; or

(even) hiding the product (Bloch, 1995).

2.7 A Framework for the Design Dialogue

Veryzer’s 1993 journal article comments that progress in developing an

understanding of consumer response to product design has been greatly impeded by

the lack of a conceptual framework. Crilly, Moultrie and Clarkson’s (2004) model of

the components of the design dialogue and a consumer’s emotional response draws

together disparate and wide-ranging works on the topic. It unifies concepts from

psychology, marketing, engineering, computer science, design and fine art to present

a cohesive model within which to understand and further explore the consumer-

product relationship.

Figure 5 draws heavily on Crilly, Moultrie and Clarkson’s (2004) representation, but

departs in the use of Norman’s 2004 terminology. Norman’s terms for the levels of

cognition are preferred herein over those used by Crilly, Moultrie and Clarkson, as

the direction of this study will delve further into the area of the visceral; into gut

reactions and their effect on consumer-product relationships. Crilly, Moultrie and

Clarkson (2004) use the alternative term “aesthetic impression”, as it relies more

heavily on the purely visual realm of sensory perception, while this study aims to

include investigation of other forms of sensory information. Indeed, Crilly, Moultrie

and Clarkson (2004, p.549) identify the “confusing and inconsistent” use of the term

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“aesthetic” and its varying uses in different fields. “Visceral” presents a more

inclusive terminology as it is widely used in general psychological and medical

findings as well as in discussion of fine art and design and refers to the wider range

of corporeal human sensory systems. Crilly, Moultrie and Clarkson’s (2004)

representation, albeit with minor modifications specific to this study, evolves from

Shannon and Monö’s model of communication between designer and consumer to

encompass and define each aspect of the design dialogue: from the design team and

conceptualisation of a product; to the interaction between the consumer and product;

to the consumer’s consequential cognitive interpretation and affect or judgement of a

product’s attributes; and, finally, to the consumer’s responsive action towards or

away from the product.

It is also worth noting that whilst the design dialogue shows a division between the

cognitive and affective phases presented in the framework, this division is merely a

standard pictorial representation, and considerable interdependence exists between

the two phases of emotional response (as discussed earlier). Similarly, the symbiotic

relationship or interactions between the three levels of cognition are highlighted by

the use of double-headed, circular arrows connecting each aspect, as illustrated

below.

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Figure 5: The Design Dialogue Framework

(Synthesized from Crilly, Moultrie and Clarkson, 2004; Norman, 2004)

2.7.1 The Context of Consumption

When a consumer responds to a product, their culture, background and experiences

have influence over their response (Bloch, 1995; Coates, 2003; Monö, 1997). As the

designers and consumers of a particular product are rarely the same, and the two are

usually separated by time and place, the context of consumption inside which the

consumer behaves is of significant consequence. No guarantee exists that a

designer’s interpretation resembles a consumer’s understanding. Within Figure 5, the

consumer’s context is depicted as encompassing the environment within which the

consumer and product interact, and all aspects of the consumer’s interpretation of

and response to that process of consumer-product interaction. It is within this context

that the design of a product is interpreted by the consumer and where external

influences impact on this interpretation.

CONTEXT OF CONSUMPTION

PRODUCER CONSUMER

RESPONSE

VISUAL REFERENCES

DESIGN TEAM

PRODUCT SENSES

VISCERALPhysicality

BEHAVIOURALE!ectiveness of use

REFLECTIVESelf - image

Personal satisfaction

ENVIRONMENTAL DISTRACTIONSBackground

Viewing time

Environment

GeometryDimensions

TexturesMaterialsColours

GraphicsDetails

Vision(Touch)(Taste)(Smell)

(Hearing)

Stereotypes Similar products Analogy Characters Conventions Cliches

Emotional Cognition A!ect Action

ORGANISATIONISSUES

CommunicationResources

Brand style

PRODUCTIONQUALITYTolerances

FinishAgeing

SENSORYCAPABILITIES

Visual acuityRange-of-vision

Colour vision

PERSONAL CHARACTERISTICSAge, GenderExperiencePersonality

CULTURAL INFLUENCESTastesTrends

FashionsStyles

CIRCUMSTANTIAL FACTORSMotivation

OpportunityMarketing

Social setting

ApproachAvoid

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2.7.2 Influences and Interferences in the Design Dialogue

The complexity and the variety of human experience are often neglected by design

theory (Burns, 2000). However, it is vital for anyone who works in the design field to

recognise, listen and respond to what people experience (Burns, 2000). Emotions are

a biologically and experientially determined process and, although rough

correspondence can be made between a class of emotion inducer and the resulting

emotion, the composition and dynamics of the emotional responses vary from person

to person. An individual’s stage of development, knowledge, environment and

culture are just some of the influencing factors that alter the expression of emotions

and their meaning. These influences shape what constitutes an adequate inducer of a

particular emotion, some aspects of the expression of the emotion, as well as the

cognition and the behaviour which follow the emotional expression.

Influences on the Design Team and Message

A variety of needs are fulfilled by consumer products. Products satisfy many

functional requirements and do not exist primarily to perform tasks. These functional

requirements incorporate the fulfilment of aspirations and cultural, social and

emotional needs. The relationship between a product and its consumer has created a

great amount of interest; every object is significant in its own way to each individual

through different memories and experiences (McDonagh-Philp and Lebbon, 1999).

Thus, a designer must develop their designs to meet and empathise with the specific

user group targeted by the product and its design message. In general, a designer

works in a space that is constrained by a number of outside variables such as cost,

time to market, brand identity or style, internal organisational communication issues,

resources and so on. All of these influences moderate the effectiveness of the

consequent design in transmitting its intended message. For example, a designer

given a brief involving a limited time to market to meet a recently emergent niche

may be required to trade-off on the amount of time spent resolving the final design.

Consequently, the appearance of the product may not be as appealing to its

consumers as anticipated. Similarly, budget limitations may reduce the achievable

quality and finish of the materials used.

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Influences on Production Quality

Information is lacking on why and how emotional reactions are elicited by various

product designs and how individuals respond to these products. Trying to find

relationships between design features and emotional responses is quite difficult.

Within these design features, the production quality of the product can impact greatly

on a consumer’s response. Manufacturing and construction standards such as

tolerances, finishes and aging can influence the way in which the product is

perceived by the consumer. For example, inaccurate tolerances may result in a less

functional assembly, and poor surface finishes may create the appearance of an

inferior or faulty product when the intended design message was one of luxury and

high quality.

Influences on Sensory Capabilities

The senses and the information they allow the consumer to receive are moderated by

any impairments to the consumer’s sensory perception caused by the manner in

which the product is presented, as well as by distractions that detract from that

overall presentation. Sensory capabilities such as colour-vision, range of vision and

visual acuity all are of particular interest when considering the visual domain in

design. For example, observation by people who are colour blind will result in

products being perceived in a way other than that anticipated by the designer.

Norman (2004) argues that, like cognition, emotion is an internal, thoroughly

individual phenomenon. When two different people feel different things for the same

event, it is called a subjective and personal emotion (Gomez, Popovic and Bucolo,

2008).

Environmental Distractions

The environment the product is viewed in will have considerable impact upon the

transmitted design message, which could possibly be received in an unexpected way.

Influencing factors comprise of the background setting and the allowable viewing

time of the product. For example, if the product’s backdrop or environment is too

distracting, the consumer will not be focusing fully on the product and may not

receive the complete design message. Similarly, the time available to view a product

within its environment will determine the amount of information the consumer

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receives. The full details of a design may not be perceived instantaneously; the

consumer may take time to explore them (Moles, 1996).

Personal Characteristics

Consumer research studies ascertain that a consumer’s personal characteristics such

as age, gender, experience and personality have a great influence over a person’s

preferences for certain design attributes. The individual differences between

consumers result not only in variations in the preferences they express, but also in

variations in the importance of those preferences. For example, some people place

more value on the appearance of products than others.

Cultural Influences

A consumer’s response is also heavily moderated by cultural influences. In

particular, cultural preconceptions contribute to how a design is interpreted and to

what extent it is accepted by the consumer. In spite of the infinite variations to be

found across cultures, among individuals and over the course of a life span, it can be

predicted with some success that particular stimuli will produce certain emotions

(Damasio, 1999). This can become even more complicated if the designer and

consumer are from differing cultures, with consumers’ responses becoming difficult

to anticipate.

Circumstantial Factors

A consumer’s personal situation at the time of viewing a product has the potential to

influence their response. For example, the financial situation of the consumer may

dictate the price range of products they will consider and whether a product may or

may not be purchased. A consumer’s emotional state can influence various aspects of

information processing, including: coding and retrieval of information; the strategies

used to process information; evaluations and judgements; and creative thinking. All

of these aspects have been the subject of marketing studies in an effort to better

understand customers (Bagozzi, Gopinath and Nyer, 1999).

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The Influence of Visual References

The visual references from which the consumer may draw conclusions are defined by

their prior personal experiences and are based upon sources external to the product.

Crilly, Moultrie and Clarkson (2004) state that these visual references aid the

consumer’s understanding by “reflecting generic designs, alluding to other concepts

or evoking comparison with living things” (Crilly, Moultrie and Clarkson, 2004,

p.565). Semantic interpretations may be reinforced by allowing the consumers to

classify the product with ease, comparing it to products or concepts with which they

are already familiar (McCoy, 1984). Visual references may also influence the

symbolic associations a product elicits by consolidating it with other objects that are

already seen to hold some social value (Postrel, 2003).

Visual comparisons can be derived from the product itself and from the consumer’s

stereotypes of the product classification. Additionally, products can be equated to

similar products that exist within the same product type. Besides this, a product may

also be seen to make reference to other products, objects and styles to promote

certain design intents. These references are characterised by Crilly, Moultrie and

Clarkson (2004) as metaphors, characters, conventions and clichés. Visual references

are presented in the framework within the context of consumption influencing

consumer responses (Figure 5).

2.8 Summary

The term “emotion” has long been used as a somewhat vague collective noun to

describe a wide range of affective phenomena considered to be irrational and

external to rational decision-making. However, research conducted on emotion in the

fields of medicine, psychology, computer science and product design have firmly

posited emotion as central to the cognitive reasoning process. Additionally, the

research deems that emotion is an integral and inescapable part of everyday life,

involving the individual’s engagement with the physical world. As key to an

individual’s rational processing of day-to-day stimulus, a consumer’s emotions have

a significant impact on purchase and consumption decisions.

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Consumers and designers operate in different spheres. The consumer must evaluate

and interpret a product’s beauty, function and message through interaction with its

physicality, their experience with similar products, and within the environment of the

consumer-product meeting. A designer may only communicate their intended design

message via a product’s physical manifestation. Monö (1997) applies earlier models

of basic communication to the dialogue between designer and consumer, upon which

Crilly, Moultrie and Clarkson (2004) based their theoretical framework.

Crilly, Moultrie and Clarkson (2004) further expand Monö’s (1997) reinterpretation

to create a framework of this design dialogue. This framework encompasses:

transmission of the design team’s message through the product; consumer and

product interaction within an immediate environment; the consumer’s receipt or

interpretation of the product and its design message towards an emotional response;

and the moderating influences that operate within the context of the consumption

process. In creating this framework, Crilly, Moultrie and Clarkson (2004) draw

together disparate and wide-ranging works on the topic of emotional cognition, affect

and consumer behaviour or action which together comprise a consumer’s emotional

response.

Emotional cognition is defined as an inherently subjective but rational processing of

an object’s perceived qualities mediated by the consumer’s pre-existing knowledge.

Crilly, Moultrie and Clarkson (2004) unify several theories involving comparative

tri-level systems, to present a cohesive concept of the three levels of cognition. This

study has favoured Norman’s (2004) terminology for these levels – “visceral”,

“behavioural” and “reflective” – because of the more inclusive “visceral” designation

which refers to the wider range of corporeal human sensory systems rather than the

purely visual. This research will delve further into the area of the visceral and its

effect on consumer-product relationships.

As highlighted by Veryzer’s 1993 article, progress in developing an understanding of

consumer response to product design has been greatly impeded by the lack of

understanding within which to discuss and begin to understand the consumer-product

relationship. This much needed framework is delivered by Crilly, Moultrie and

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Clarkson’s (2004) work and modified herein to incorporate specific terminology

relevant to this study. It is the research pertaining to visceral hedonic rhetoric that

departs from these previous studies in order to further the understanding of emotional

consumer responses to product design. The visceral level of emotional cognition is

discussed further in the following chapter.

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Chapter: 3 Visceral Design

Visceral response is the cognitive processing of immediate responses by which the

user reacts to the visual and other sensory aspects of a product. However, it has also

been described as the level of emotional cognition that deals with the appearance of

the product that is instantaneously assessed as good or bad. An example of this

immediate reaction is a person’s judgement of a book by its cover: loving or hating a

product at first sight. Consequent visceral response also encompasses the conditions

of our surroundings that combine to produce positive or negative effects. For

example, the soothing music in a hotel lobby may promote a positive environment

for consumer-product interaction. Visceral design is significant to this study as it

discusses the initial impact that a product makes on a consumer.

3.1 The Missing Link in Emotional Design

All products elicit some kind of emotional response from the consumer whether it is

good, bad, intentional or unintentional. Designers create products to elicit certain

emotions from consumers when they purchase, interact with and experience a variety

of products (Desmet, 2002; Solovyova, 2003). The emotional power of products has

never been doubted as a consumer’s purchase decisions are heavily influenced by his

or her emotions. It is these decisions that are based on emotional tradeoffs of product

attributes (such as safety or price) against aesthetic or status appeal (Luce, Bettman

and Payne, 2001). Marketing efforts often appear to utilise this potential for

emotional tradeoffs by increasing the emotional strength of associated product

advertising with the relevant consumer decision.

Emotions play a major role in the marketing and advertising of products and this role

is widely recognised in these research fields. Marketers have tended to take an

empirical approach to the measurement of emotions and to rely upon self-reports

(such as questionnaires), which constitute the most frequently used procedure in this

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field of research. Despite previous works and research, Bagozzi, Gopinath and Nyer

(1999) claim that authorities are only beginning to understand the role of emotions in

the field of marketing and the possibilities available through exploitation of

emotions. While Hirschman and Stern (1999) realize the influence of emotional

cognition in response and consumption behaviours, studies into interactive consumer

products and their relationship with emotions have not been specifically undertaken.

The importance of emotions and their pivotal role in product response are largely

forgotten by the design community, while emotions affecting consumer preferences

are deemed extremely important by other research fields such as marketing and

advertising (Kurvinen, 2001).

Norman (2002) states that skilled designers have understood the powerful appeal of

emotions and have used their intuitions and artistic skills to exploit this appeal to

date. However, Norman (2002) agrees with Forlizzi, Disalvo and Hanington’s (2003)

view that when designers think about emotion during the creation of a new product,

they lack a shared understanding of the concept. Thus, the need for a unified

knowledge base to aid design practices in emotional design and tools to evaluate a

product’s emotional impact is pressing. More specifically, the need to examine

emotional experiences and their implications for product design becomes evident as

no contributable cause of a consumer’s emotional experience can yet be identified.

Similarly, the need to examine product attributes in an emotional context becomes

paramount (Forlizzi, Disalvo and Hanington, 2003).

An emotional design occurs when a consumer emotionally distinguishes a product

from others that contain similar characteristics. A consumer will handle and touch a

product if they sense that it will feel good in their hand. The product will then affirm

the person’s expectations if it does feel good (Sawhney and Huntting, 2007;

Wensveen, Overbeeke and Djajadiningrat, 2000). The fact that consumers will

always attribute emotions to products, even when they are not pleasant, is a major

claim of designers. According to Overbeeke and Hekkert (1999), the purpose of

understanding the area of design and emotion is to aid and help designers in creating

emotionally valuable products. Thus, their aim is to develop various research-based

tools and methods to create a solid consumer-product relationship (Beaver, 2010).

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A specific emotional response cannot be caused by an expressive object’s material,

shape or colour alone (Forlizzi, Disalvo and Hanington, 2003). Only when an item’s

characteristics come together and act as a medium for an emotion, does an object

becomes expressive. As people become more sensitive to dimensions of products

that go beyond traditional aspects of usability, the need to understand emotion and

experience, and their implications for product design, increases. Some products may

create new and compelling experiences, while others may evoke strong memories of

the past. A wide array of emotional experiences ranging from pleasant to unpleasant,

fragile to sturdy, or simple to complex, are elicited by certain products (Forlizzi,

Gemperle and Disalvo, 2003). Forlizzi, Mutlu and Disalvo (2001) aim to understand

how emotional experiences impinge upon the interpretation of an object’s colour,

shape, size, material, aesthetics and functionality. Yet, there is still little information

about how emotional reactions are triggered by design characteristics and which

aspects cause defined reactions (Desmet, 2002; Desmet and Hekkert, 2002). Despite

recognition that emotions play an important role in designers’ development, and in

the generation, production, purchase and final use of products with which they

surround themselves (McDonagh, Hekkert, Erp and Gyi, 2001), Westwood (2005)

still insists that there are many more questions than answers in published works

regarding the aims of emotional design (Westwood, 2005).

The colouring of products plays an important role for consumers in making decisions

on what they like or dislike. It evokes different emotions such as excitement, energy

and calm (Ou and Luo, 2004). Studies in the field of psychology have established

that colour has a strong emotional value when it comes to marketing and consumer

choices (D’Andrade and Egan, 1974). Gorn, Chattapadhyay, Yi and Dahl (1997)

investigate print advertisements and the emotional link between the hue, chroma and

value of the colour and a consumer’s feelings and attitudes. It was found that higher

levels of chroma elicit greater feelings of excitement; this, in turn, increases likability

(Gorn, Chattapadhyay, Yi and Dahl, 1997).

Emotions are all pervasive, influencing all human interactions in the physical world,

both consciously and (often) unconsciously (Norman, 2004). Emotions also indicate

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how favourable the environment is for the individual, given their current capabilities

and goals. It is emotions which, therefore, encourage the adoption of new, or

reappropriation of old, goals. They can measure how well an individual is succeeding

in the environment or, alternatively, how favourable that environment is, given its

current goals and capabilities. Emotions may be regarded as evaluation mechanisms.

This evaluation may then motivate the adoption of new or reprioritized goals

(Oliveira and Sarmento, 2003).

Greiman (1990) proposes that design should seduce, shape and, perhaps more

importantly, evoke an emotional response from the consumer. Yet it is only recently

that emotions within the consumer-product relationship have been explored. In 1999,

the Delft University of Technology organised the first ever Design and Emotion

conference, while in the process facilitating growth in this new area of interest. This

conference has been running for over a decade now, thus expanding the interest in

this field of research internationally.

Lim, Donaldson, Jung, Kunz, Royer, Ramlingingam, Thirmaran and Stolterman

(2008) look at the three levels of emotional cognition while investigating the ways in

which design influences people’s emotional experiences. These researchers claim

that a given emotional response to an interactive design feature is not entirely

predictable; however, they also claim that the various emotional responses to a given

product quality are not completely random either. They show that each of the three

levels of cognition originally proposed by Norman (2004) is affected by different

product qualities or attributes such as colour, size or function.

Lim, Donaldson, Jung, Kunz, Royer, Ramlingingam, Thirmaran and Stolterman’s

(2008) study involved twelve participants and used the methods of interviewing and

picture-journaling to explore response to interactive products. The participants were

asked to take photos of ten interactive products that they owned or had frequently

used, and either liked or disliked. The participants were then interviewed after the

photos were developed and questioned about which interactive product qualities they

associated with the emotional value they had assigned the product. The researchers

then separated the responses into the three levels of cognition: (i) visceral, (ii)

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behavioural and (iii) reflective. The results of the study show that interactive product

qualities are an important source of emotional experiences and do not randomly

affect emotional experience; rather, direct correlations exist between certain qualities

and certain emotional responses. Lim, Donaldson, Jung, Kunz, Royer,

Ramlingingam, Thirmaran and Stolterman’s study (2008) also demonstrates that

Norman’s (2004) three levels of cognition are influenced by different types of

interactive product qualities. As Norman (2004) discusses in his book Emotional

Design, the three levels of cognition translate into three different kinds of design: (i)

visceral design which refers primarily to that initial impact of a product’s

appearance; (ii) behavioural design which refers to the look, feel and total user

experience of a product; and (iii) reflection which concerns the image of the

consumer a product portrays to others and to the consumer themselves (Norman,

2004).

Candi (2005) agrees with Norman’s (2004) definition of the three levels of cognition

and develops this theory to apply to the area of innovation as a fruitful means by

which to improve business performance. Candi (2007) concludes that a synthesis

approach to innovation encompassing all three levels of cognition is needed in both

services and manufacturing. No significant disparity in design emphasis and focus

across the range of business conduct is shown in Candi’s data. Among the

manufacturing and service firms studied, there is a variation in design emphasis, with

a tendency to focus on the behavioural or functional areas of design such as user

interfaces, tangible artefacts, documents, usability, service process, communication

process, customer experience and marketing (Candi, 2007). This emphasises the

specific areas of employment of design within firms. However, the approach is very

much user-centred, focusing on the behavioural level of staff and customers, and

does not fully utilise responses originating from the other two levels - visceral and

reflective - within company structure.

Behavioural design focuses on a product’s utility, considering practical qualities such

as function, performance, efficiency and ergonomics (Crilly, Moultrie and Clarkson,

2004). The consumer’s subsequent behavioural evaluation of a product allows for

interpretation of such functional associations. To better equip designers to design for

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the behavioural level of cognition, Butter (1989) suggested a variety of activities that

integrate semantic considerations into the design process. These activities are:

establishing the overall semantic character the product aims to communicate;

identifying product attributes enabling the communication; and creating a

perceivable appearance capable of projecting the required characteristics through the

use of shape, material, texture and colour (Butter, 1989). This approach to the design

process has been proven by industry which has produced successful products with

precise attention given to the behavioural level of cognition (Langrish and Lin, 1992;

Blaich, 1989). As well as Butter (1989), Norman (2004) and Monö (1997) also

suggest an empirical approach to behavioural characteristics in product design.

Therefore, a strong basis exists for designers looking to employ appropriate

behavioural characteristics in their product designs.

Designing for the reflective level, caters to a product’s socially determined symbolic

meaning (Levy, 1959; Mayall, 1979). Consequently, Haug (1996) suggests that

products evoke thoughts, feelings and associations a consumer may link to the

product, or that the consumer assumes may be projected into their own image. This

allows the consumer to communicate their identity and social status through a

desirable self-image (Dittmar, 1992). The meanings affiliated with products are often

determined by factors external to the product’s appearance (Haug, 1996), such as

social conventions and marketing agendas (Forty, 1986). Opperud (2002) suggests

that it is the designer’s duty to decipher the common social values and opinions held

within a consumer’s culture and to translate them into designs that manifest the

appropriate reflective meanings. This encourages the meaning of the product to be

contemplated and conceptualised at the beginning of the design process. Authorities

such as Julier (2000) and Baxter (1999) agree that tools for designers already exist to

aid in this early stage of the design process. For example, the already established and

practiced “mood board” or “persona board” is useful in obtaining and presenting the

habits, moods, attitudes, desires and ideas that are of interest to the targeted

consumer group.

Coates (2003) states that a person may view a product and find it attractive,

appealing, stylish or beautiful; usually, the activity of viewing the product is in itself

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pleasurable. This hedonic visceral experience [or ‘aesthetic impression’ as Crilly,

Moultrie and Clarkson (2004) refer to it] has intrigued design researchers for decades

(Palmer, 1996; Pye, 1978), and art theorists and philosophers for centuries before

that (Csikszentmihalyi and Robinson, 1990; Crawford, 1974). However, while the

subject of beauty and aesthetics has been studied for centuries in relation (especially)

to fine art, there is still no consensus on what defines “beautiful” or what comprises a

“beautiful” product (Routio, 2002). Additionally, there has been minimal

contribution to the formulation of a coherent theory with respect to aesthetic aspects

of design (Veryzer, 1993). Thus, Baxter (1993) describes the natural attractiveness of

visual form as the most elusive and intangible quality of an object, reinforcing

Routio (2002) and Veryzer’s (1993) opinion as to why this issue may be so difficult

to express and define

Designers rely on their skills, education and experience to create products that induce

a positive visceral (aesthetic) impression. Designers’ implicit understanding of

perception and visual composition frequently leads their intuitive judgements (Liu,

2003). Similarly, there are authorities (Crozier, 1994) that argue that intuitive

creativity is all that is required for the production of a viscerally attractive product.

This is supported by the fact that very few quantitative or qualitative investigations

have lead to output that is useful to practitioners or design students (Crozier, 1994).

Indeed, designers and consumers may have different opinions on what is attractive in

product design. This is why measuring consumer responses to products and their

correlating perceptions of product attributes may offer the opportunity to prove

Crozier (1994) wrong and produce a useful output to aid practitioners and design

students when designing for the visceral.

3.2 Describing the Visceral

In 2001 Givechi and Velazquez vocalised that many authorities have tried to define

the term “visceral”, as the word is used in many different contexts and on a broad

scale. Traditionally, it has been described as pertaining to instinct rather than

intellect, that is, a visceral reaction (Fowler, 1991). This agrees with Pennebaker

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(1995) who proclaims the “visceral” to be instinctual reactions of survival that are

regulated by the brain and are the most basic levels of cognition (Pennebaker, 1995).

Although the visceral level is the simplest and most primitive part of the brain, it is

sensitive to a very wide range of sensory stimuli or “conditions”. These conditions

include: warmth, sweet tastes and smells, bright highly saturated hues, soothing

sounds, smiling faces, attractive people, symetrical objects, round smooth objects,

sensuous sounds, feelings and shapes (Norman, 2004). All these conditions share one

common property: they can be recognised by the sensory information. The visceral

part of the brain is genetically determined, with the conditions evolving slowly over

the course of evolution. It is incapable of reasoning, of comparing a situation with

past history. Rather, those situations and objects that throughout evolutionary history

offer food, warmth, or protection give rise to positive affect. Similarly conditions

may elicit automatic negative affect: heights, sudden loud sounds or bright lights,

extreme hot or cold, darkness, empty flat terrain, crowds of people, rotting smells,

bitter tastes, sharp objects, misshapen human bodies, snakes and spiders, human

faeces (and its smell), other people’s bodily fluids and vomit (Norman, 2004). Both

lists of visceral conditions arise from Norman’s (2004) presumption of what is

automatically programmed into the human system. The advantage humans have over

other animals is the powerful reflective level that enables human beings to overcome

the dictates of the visceral, purely biological level of cognition (Norman, 2004).

3.3 Visceral Perception and Judgements

Of the human perceptual system, vision dominates; vision is estimated to engage

50% of the cortex and more than 70% of all sensory receptors are visual receptors

(Ware, 2003). Asby and Townsend (1986) argue that visual stimuli are

multidimensional and that some of these dimensions of visual stimuli comprise form,

colour, texture, and motion status. Livingstone and Hubel (1988) concur that our

visual perception can be divided into several components: colour, depth, movement,

form and texture.

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In 2004, Ware categorised four low-level, perceptual elements of vision: (i) colour,

(ii) texture, (iii) motion and (iv) elements of form. These primary aspects of vision

hold the key to the design of attention grabbing features and the best way of

designing for them. Ware (2003) thus presents a theory of design based on the

science of perception and the fundamental assumption that all humans essentially

possess the same neural-visual architecture and the processes that operate within it.

Labelling his design theory “information psychophysics”, Ware (2003) states that the

same perceptual mechanisms that enable humans to perceive the world, also enable

them to perceive information patterns on computer displays. By extension, the theory

can be applied to both understanding how existing products are processed and to

developing design guidelines for new products (Ware, 2003).

Ware (2003) states that there are three major functional stages of human visual

perception: (i) early vision features; (ii) pattern perception; and (iii) complex objects.

Stage One, early vision features, is processing that includes the optics of the eye, the

characteristics of photoreceptors, and the early stage of neural processing. To some

extent, the ability to perceive the visual world is dependent upon the visual

experience obtained early in life. From research in the neurophysiologic arena it is

known that the properties of neurons in the visual cortex of cats and monkeys are

profoundly influenced by the visual experience of the first few post natal months

(Mitchell and Ware, 1973). Stage Two, pattern perception, is the set of processes that

takes the results of Stage One and discover patterns such as contours, regions and

motion groups. Stage Three, complex objects, is the storing of complex objects in the

visual working memory (Ware, 2003). However, this research approach has its basis

in human computer interaction and, more specifically, in display design. Given the

two dimensional nature of this design industry, it should be noted that these findings

may not be complete in the transference and direct application to three-dimensional

design.

Although visual information frequently dominates our culture and environment

(Postrel, 2003; Schroeder, 2002), it is accepted that the full range of human senses

respond to designs (McDonald, 1998). It is important that a product appearance is

congruent with other sensory aspects of design (Smets, Overbeeke and Gaver, 1994;

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Smets and Overbeeke, 1995) as the product form that the eye sees creates in the

observer expectation of what the other senses will perceive (Monö, 1997).

People process visual information through the eye while detecting visceral cues from

the body. Each retina is made up of millions of receptors that are sensitive to specific

light frequencies. Sudden increases in light intensity affects the diameter of the

perceiver’s pupils. As with papillary changes in the eye, many of the visceral

receptors have the ability to directly influence the perceiver’s physiological activity

and overt behaviour – generally, without the perceiver’s knowledge. And just as the

firing of the receptors in the retina can result in perceptual image, a pattern of firing

visceral receptors can create a feeling or sensory image (Pennebaker, 1995).

Mountcastle (1980) defines visceral perception as the combination of sensations and

past experience; as “the direct behavioural experience evoked by immediate

stimulation of the sense organs” that results in “a more complete behavioural

experience [involving] the combination of different sensations and their conjunction

with past experience in apprehending and understanding the objects and facts we

encounter in everyday life” (Mountcastle, 1980, p.327).

The visceral information that human beings are constantly processing ultimately

influences their thoughts, language and emotion. By the same token, social and

cognitive process can shape visceral perception and, ultimately, visceral activity

(Pennebaker, 1995). From a medical perspective, how an individual perceives and

uses information from their cardiovascular, respiratory, gastrointestinal and

urogenital organs has never been well understood. Traditionally, many

physiologically-orientated researchers have assumed that visceral feedback was

relatively automatic and served as an internal homeostatic process. More recently,

social and cognitively-orientated researchers have hinted that feedback from the

viscera was generally of such poor quality that most of the information was shaped

and often distorted through a basic perceptual bias (Pennebaker, 1995). Adam (2010)

builds upon this with his book Visceral Perception where he explores both traditions.

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Visceral input to the brain does not have definite, well-articulated semiotics. Unlike

the precise articulation of purely visual experience possible through language,

visceral experience has different verbal expressions of vague, scientifically non-

validated internal states, which are the results of a long historical heritage (Adam,

2010). Similarly, Adam (2010) defines visceral perception as a combination of

present and past, unconscious and conscious mental sensory events.

Visceral instantaneous judgements are snap, immediate responses made by a

consumer in a product-purchasing atmosphere. Exploration of these instant

judgments is perhaps the most important area of visceral design research. The part of

the brain that creates these instantaneous conclusions has been called the “adaptive

unconscious”. It provides people with instant and sophisticated information to warn

of danger, read a stranger, or react to a new idea (Gladwell, 2008). This area of the

brain allows people to function properly by acting as a colossal supercomputer that

quickly, quietly and efficiently processes copious amounts of information from

multiple sources. The adaptive unconscious can make immediate judgements from

minute amounts of information. However, this area of the brain carries out far more

important activities than simply storing primitive drives and conflict-ridden

memories. It is a complex decision-making apparatus that instantly initiates action,

assesses situations and sets goals. Dependent upon the situation, people will swap

between conscious and adaptive unconscious modes of thinking and non-thinking

(Melamed, 2006). Robins and Holmes (2008) state that visceral decisions and

judgments are primarily visual and occur without conscious, analytical cognitive

processing They refer to Maturana and Varela’s (1980) example of a frog deciding to

snatch up a fly within sight as an action facilitated by the nervous system, not by a

level of cognitive process. Additionally, Gladwell (2005) describes the process

humans go through when making rapid cognitive decisions. He argues that

spontaneous decisions are often as good as, or even better than, carefully planned and

considered ones. Gladwell (2005) draws on examples from science, advertising,

sales, medicine and popular music to reinforce his ideas.

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3.4 Visceral Design and Product Attributes

An individual’s senses are directly affected by visceral design; conversely, designing

for what the senses initially perceive without any deep involvement with the object is

classified as designing for the visceral level or visceral designing. It is important to

note that the primary biological emotion, instinct, will always influence the acquired

secondary emotion, information (Damasio, 1999).

According to Porter, Chibber and Porter (2001), people do not buy coffee machines

or kettles to boil water or make coffee, but for other reasons. Consumers are tempted

to purchase such products because of the visceral aesthetics and sensory perceptions

that they communicate (Stead, Goulev, Evans and Mamdani, 2004) via attributes

such as colour, texture, shape and sound (Meikle, 2005). From the consumer’s point

of view, visceral responses involve an automatic evaluation of the perceptual

properties of an object. Norman and Ortony (2003) claim that this level of design

relates only to the surface appearance of objects: to pure style and pure surface

aesthetics. However, Meikle (2005) claims that the visceral level is hard wired to the

brain to regulate instinctual reactions essential to survival.

Contemporary products are highlighted or remembered because they are sexy,

exciting, appealing or intriguing, not because they are functional, durable,

rechargeable or robust (Villarreal, 2005). The immediate, visceral level is a reaction

to such features and is not based on experience or deep semantic knowledge. There is

no comparison with the past, no expectation of the future. All that counts is the

current state. These reactions are produced by biologically-based, pattern recognition

mechanisms driven solely by the here and now of perceivable features. This is why

the visceral level responses are labelled as perceptually induced (Norman and

Ortony, 2003). Norman and Ortony (2003) believe that because the visceral level is

primarily determined by biology, it is generally universal across people and cultures.

Visceral level emotional reactions are not conscious, and they are not interpreted.

Nevertheless, it is in these reactions that higher level feelings such as anxiety,

concern, satisfaction and pleasure have their origin (Norman and Ortony, 2003).

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Norman (2004) implies that out of all three levels of cognition (visceral, behavioural

and reflective) the visceral level holds the most value and consistency across peoples

and proposes that:

The principles underlying visceral design are wired in, consistent across people

and cultures. If you design according to these rules, your design will always be

attractive, even if somewhat simple. If you can design for the sophisticated, for

the reflective level, your design can readily become dated because this level is

sensitive to cultural differences, trends in fashion, and continual fluctuation.

Today’s sophistication runs the risk of becoming tomorrow’s discarded. Great

designs, like great art and literature, can break the rules and survive forever,

but only a few are gifted enough to be great. (Norman, 2004, p.67)

While immediate reflexes towards a product can seduce consumers, it is the

overarching experience constructed around a product and its integration into their

lives that enable the consumer to fall in love with such objects. People’s relationships

with products are as complex as many of the products themselves, compounding the

overall connection between the two (Givechi and Velazquez, 2001). Even though the

term “visceral” was not used by Givechi and Velazquez (2001), they ascertain that,

when determining how alluring a product is, first impressions can be quite important.

Individuals may find different attributes of a product exciting and pleasant. A

product’s attributes include the latest model, feature or function, perceived ease of

use, aesthetics, style, sociological factors, novelty, rarity, reliability and value for

money. All of these attributes can be deduced from a product’s first appearance

(Givechi and Velazquez, 2001).

Within visceral design, a product’s direct physical features are product elements that

can be targeted by a designer. Reimann (2005) claims that when discussing visceral

design, confusion will always arise and that there is a misconception that visceral

design is solely related to designing beautiful things; however, this is not what

visceral response entails. It consists of designing for affect, not only aesthetics,

through eliciting different psychological or emotional responses within a particular

context (Reimann, 2005). Research has demonstrated that attractive interfaces are

initially viewed as more functional to certain individuals, even when a user has

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gained sufficient experience with an interface to have direct evidence to the contrary

(Robins and Holmes, 2008). Reinmann (2005) explains that the reason for this may

be due to users being encouraged by a product’s perceived ease of use and then

making a greater effort to learn how to master the product as they are unwilling to

consider that their investment has been a waste of money (Reimann, 2005).

Bolchini, Pulido and Faiola (2009) state that the visceral properties of an interactive

product are the look, feel and sound, and how a device and interface looks and feels

in the hand of the consumer. They exemplify the iPhone as a product being designed

especially for the visceral level of cognition. While many researchers agree that

Apple very successfully designed for physical and visual impact, no one has

succeeded in defining how exactly this visceral design has been achieved. The

current understanding of successful visceral attributes has not yet advanced

sufficiently to pin down the iPhone’s appeal.

Evaluating the interactive product-user experience without considering the visceral

factors is like evaluating the quality of a meal by looking at the menu – a lot can be

said about the dishes, but the experience is not there. Beyond the visceral experience,

the behavioural level of cognition is about designing device function, interaction or

behaviour. A device well-designed for behavioural cognition becomes intuitive or

complementary to one’s implicit assumptions about how the object might work. To

design for the reflective level of cognition is to appeal to one’s aesthetic sensibilities,

uniqueness and cultural preferences. From a design perspective, consumers relate to

and acquire a device as part of their self-expression (Bolchini, Pulido and Faiola,

2009).

Aesthetic or visceral aspects of a product drive the consumer to make an initial

affective judgment (McDonagh, Bruseberg and Haslam, 2002). According to Bloch,

Brunel and Arnold (2003), a product’s aesthetic characteristics can induce affective

responses. Visceral affective responses are positively influenced by visual aesthetic

characteristics (Veryzer and Hutchinson, 1998; Yamamoto and Lambert, 1994).

User-focused research is regularly used to identify the factors that are the most

attractive to the target market sector. Sadly, this effort is usually focused on

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achieving sales and not on prolonging the pleasure of the product lifecycle (Davis,

2002).

3.5 Summary

Emotional design is becoming more widely accepted by designers as an aid to their

pursuit of consumer’s emotional attachment. Yet, as a field, design and emotion is

still in its infancy and there remains much to be discovered. Within the realm of

emotional design, Norman (2004) proposes that there are three levels of emotional

cognition: visceral, behavioural and reflective. Each transcends into a different kind

of design, influencing different types of product qualities. Of the three levels of

cognition, Norman (2004) implies that the visceral holds the most value and

consistency across people and cultures.

The term “visceral” has multiple definitions and is used in many different contexts.

However, a commonality in the majority of these definitions and contexts is the

instinctual property and the immediate impact, as manifested in either an instinctual

reaction to survival or to a product. Damasio (1999) notes that the primary instinctual

response will always influence the acquired secondary information. Visceral

instantaneous judgements rely on the “adaptive unconscious”, a complex decision-

making apparatus that instantly assesses situations, accesses past experience and

information, sets goals and initiates action. Gladwell (2005) argues that these

spontaneous decisions are often as good as, or even better than, carefully planned and

considered ones.

A product’s direct physical features are product elements that can be targeted by a

designer. These attributes include: the latest model, a feature or function, perceived

ease of use, aesthetics, style, sociological factors, novelty, rarity, reliability and value

for money (Givechi and Velazquez, 2001). Visceral design is, therefore, designing

for affect, not only aesthetics, through eliciting different physiological or emotional

responses within a particular context (Reimann, 2005).

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While earlier research has established that visceral design caters to the cognitive

processing of immediate instinct by which the consumer reacts to visual and other

sensory aspects of a product, it is within this immediate level of cognition that many

knowledge gaps exist. Many involving a shared lack of understanding as to what in a

design causes a visceral response and how to design for it. This need was highlighted

by the other two levels of cognition (behavioural and reflective) already establishing

a set of design tools to aid designers in addressing relevant criteria. The area of

consumer hedonics will be discussed in more detail in chapter 4.

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Chapter 4: Consumer Hedonics

Since the beginning of time, humans have sought pleasure, gaining enjoyment from

the natural environment: from the beauty of flowers, from bathing in soothing waters

or from the refreshment of a cool breeze. People have actively sought pleasure by

creating activities and pastimes to stretch their mental and physical capabilities or to

express their creativity. Cave-dwellers wrestled to test their strength and expressed

themselves through painting on the walls of their dwellings. Today people “pump

iron” in the gymnasium and decorate their homes with selected possessions. Jordan

(2000) adds another source of pleasure to this modern list: the products with which

people surround themselves. Consumers experiencing and seeking pleasure through

the attainment or purchase of a product is identified as “consumer hedonics”.

4.1 Hedonics: The Pursuit of Pleasure

Hirschman and Holbrok (1982) define “hedonics” as the branch of psychology that

studies the mind’s pleasant and unpleasant sensations. It can also be described as the

emotional state of pleasure or displeasure that an individual feels (Barrett, Mesquita,

Ochsner and Gross, 2007; Hekkert, 2002; Fowler, 1991). Fowler (1991) defines

“hedonism” as the doctrine that pleasure is the highest good; the pursuit of pleasure;

a life-style devoted to pleasure seeking (Fowler, 1993). The quest for hedonic

experience is widespread, even though few people are able to devote themselves

entirely to pleasure. Hirschman and Holbrook (1982) associate the emotions of

pleasure, arousal, fantasies, feelings and fun with the hedonic experience. Within the

hedonic experience, an individual has their own important role to play and,

ultimately, controls their own spontaneous, intense emotion and imagination. An

individual is allowed the opportunity to dream through hedonism. Campbell (1987)

goes so far as to say that an individual creates magic in this world through hedonism.

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Emotions occur regardless of age, gender, culture or economic status, and humans

have and will continue to develop products that attempt to produce sought-after

emotions such as happiness and enjoyment. Years of industrialisation have created

functional and pleasurable products with which humans surround themselves.

Products are able to increase both the quality of life and pleasure of their owners and

users (Jordan, 2000). A survey conducted by Norman (2004) on the products people

love and hate found that loved products were too obvious and entangled in the users’

lives to be noticed, while hated products were not present among the consumer’s

possessions. In general, it was found that people are passionate about their

belongings (Norman, 2004). When using and designing a product, the consumer and

the design industry both feel the importance of hedonics and the pursuit of

pleasurable design (Porter, Chibber and Porter, 2001).

Ashby and Johnson (2003) state that while good design works, excellent design also

gives pleasure. Pleasure is derived from form, colour, texture, feel, and the

associations and perceptions that these invoke. Pleasing design says something about

itself; it clearly communicates the design intent or the product message. Ashby and

Johnson (2003) state that, generally speaking, honest statements are more satisfying

than deception; however, eccentric or humorous designs can also be appealing. They

apply this general observation of human interaction to consumer-product interaction:

attachment or detachment may be caused through emotions that an individual feels

towards a product. The strong emotional bond that is felt between a person and a

product is referred to as the positive emotional state of “product attachment”.

Conversely, the negative emotional state and lack of linkage between an individual

and the product is referred to as “detachment” (Savas, 2001).

4.2 Hedonic Consumption

Levine (2006) states that when people are happy, sad, angry, bored or feeling nothing

at all, they shop. Noting also that consumption is a social activity – that is, it happens

inside a structure larger than a single person or family – Levine also stresses that the

consumption experience is very personal. After people satisfy their hunger with food

and shelter themselves from the cold with a roof over their heads, emotional

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shopping is next on the agenda. There is no way to approach the problem of

overconsumption without investigating the feelings that surround fantasising,

purchasing, and owning stuff… lots of stuff (Levine, 2006).

Where hedonics is anything relating to the pursuit of pleasure, hedonic consumption

is a behaviour caused by the act of consumption. Hedonic consumption refers to the

elements of a consumer’s behaviour that respond to the product purchase and usage

experience (Helander and Tham, 2003), as differentiated by Hirshman and Holbrook

(1982) from the general term “hedonics” for anything relating to or marked by

pleasure. According to Hirshman and Holbrook (1982), all facets of consumer

behaviour that correlate to the multi-sensory, fantasy and emotive aspects of product

usage are defined as “hedonic consumption” and are closely related to aspects of the

product purchasing and handling experience. This view links closely to Norman’s

(2004) theories of pleasurable pursuits. An understandably important area of study, it

is hedonic consumption that ultimately reveals insights into consumer behaviour that

contribute to the mainstream areas of marketing and research.

Hopkinson and Pujari (1999) discuss consumer hedonics as an experience sought

after by a new trend of consumers. Specifically looking at the water adventure sport

of kayaking, they report on findings of a quantitative study aimed at identifying the

underpinning reason for participation in this sport and its new popularity (Hopkinson

and Pujari, 1999). The goal of a designer is to create pleasurable products and,

ultimately, experiences which provide the consumer with fun and enjoyable

memories that bring joy and happiness to their lives. Somewhat cynically, Aumer-

Ryan and Hatfield (2007) express that, true to these idealistic motives, emotional

design aims to reduce the frustration that individuals normally feel when dealing

with computerised designs, while also enticing customers to part with their

disposable income. Hirshman and Holbrok, (1982) consider the field of hedonic

consumption, which contributes to the state of consumer pleasure, as demonstrative

of the design goal.

Crusen and Snelders (2002) note that a consumer derives aesthetic pleasure from the

appearance of a product; however, there is little existing knowledge about a

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consumer’s subjective perceptions and preferences which determine a product’s

hedonic value or the magnitude of their pleasure. The way in which a consumer is

attracted to and evaluates a product through its appearance and shape elicits much

debate.

Hassenzahl (2004) investigates the relationship between perceived usability, hedonic

attributes, satisfaction and beauty of four different Mp3 player computer digital

interfaces. The study involved thirty-three participants who were required to select a

beauty rating for each interface and report their rating on a questionnaire. Results

show that satisfaction and beauty are related and stress the subjective valuation of a

product. Satisfaction is dependent upon both perceived usability and hedonic

attributes (Hassenzahl, 2004).

Emotions are classified into positive and negative frames when a user’s response is

observed. A product is thought to have succeeded when positive emotions are

displayed and to be unsuccessful when negative emotions are observed (Aumer-Ryan

and Hatfield, 2007). Davis (2002) highlights that there is no guarantee that a

pleasurable experience that exists at the beginning of a purchase will continue

throughout that product’s serviceable life. Conversely, even if a consumer

experiences an initial negative response to a product, this does not mean that it

cannot turn into a positive sense of pleasure with further use or interaction (Davis,

2002).

A consumer’s pleasure is maximised when the hedonic value of the product they

possess is designed especially to suit their needs and desires (Jordan, 2000). Crozier

(1994) attributes consumer preference, and consequent product design and

pleasurability, to cultural, historical, economical and technical factors. Jordan (2000)

concurs that any changes to cultural and circumstantial influences is likely to have an

effect on product design and desirability (Jordan, 2000). Different types of needs are

said to be stable; however, their relevance and resultant associated emotions are fluid

and fleeting (Hassenzahl, 2004). Furthermore, it is possible that it will become

increasingly difficult to predict the tastes and, therefore, the hedonic value system of

consumers based on the characteristics of their demographic. This difficulty has

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created a challenge for companies trying to appeal to a single target group (Jordan,

2000).

4.3 Consumer Choices and Decisions

A consumer’s hedonic choice is the decision made to purchase a product for the

enjoyment, pleasure and excitement it affords (Hansen, 1972). The general study of

hedonics is applied to consumer choices to investigate a consumer’s desire to buy

pleasurable products. Consumers have often reported wanting functional or tangible

attributes when purchasing products; however, there is also a demand for a hedonic

benefit or a satisfying emotional response and experience when using a product

(Hassenzahl, 2001; McDonald, 1998).

The difference between hedonic and utilitarian consumer benefits, and the trade-offs

involving these two dimensions, has been an active area of research in recent years

(Chitturi, Raghunathan and Mahajan, 2007). In the literature, “hedonic benefits” are

defined as those pertaining to aesthetic and experimental benefits that are often

labelled as luxuries. Utilitarian benefits are defined as those pertaining to

instrumental and functional benefits that are closer to necessities than luxuries (Batra

and Ahtola, 1990; Chitturi, Raghunathan and Mahajan, 2007; Dhar and Wertenbroch,

2000; Strahilevitz and Myers, 1998). Dhar and Wertenbroch (2000) also specifically

link the luxurious states of fun, pleasure, fantasy and excitement to hedonic goods.

Many researchers (Maslow, 1970; Weber, 1998; Zheng and Kivetz, 2009) agree that

consumers have more difficulty spending money on hedonic rather than utilitarian

products due to the inherent association of the hedonic with luxuries, as compared to

the utilitarian association with necessities (Hoyer, 1984). From this stems the idea

that consumers need external justifications such as promotions, sales and emotional

attachments to help them make a hedonic purchase decision.

Building on an idea raised in earlier studies, Chitturi (2009) states that consumption

of hedonic and utilitarian design benefits evoke different types and intensities of

negative and positive emotions. Products appearing to offer hedonic benefits but

failing to fulfil consumer expectations may evoke a variety of negative emotions

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when compared with products that appear to offer utilitarian benefits and actually

deliver the expected consumption experience (Chitturi, Raghunathan and Mahajan,

2008). Prior work has focused primarily on post-consumption positive emotions,

whereas Chitturi (2009) focuses on negative post consumption experiences.

Feeling good as the result of product consumption enables problems with the product

to be dealt with more easily, resulting in a more harmonious interaction (Norman,

2004). When consumers are more stimulated by pleasant and pleasurable aspects of a

design it makes the consumer more tolerable to difficulties with functional and

interface issues (Norman, 2004); that is, shortfalls in the functional aspects of a

product’s design may be forgiven (or less emphasised in customer feedback) because

of the correct manifestation of its pleasurable aspects. The common conclusion of all

of these studies is that utilitarian and hedonic considerations drive consumer choices.

Creusen and Snelders’ (2002) study investigates hedonic consumer judgements and

the way in which they are formed from product attributes. It was found that if

pleasurable aspects of a product are not present in a distinct way, it is not possible for

consumers to describe these aspects in specific terms. It was also found that

consumers derive pleasure from the form or appearance of the product (Creusen and

Snelders, 2002). Thus, the pleasurable or hedonic attributes of a product can be

considered as occupying a subset of visceral attributes. In light of Creusen and

Snelders’ findings, a distinct presence or enunciation of these visceral hedonic

attributes becomes vital to consumer-product attachment.

Consumer choice is validated and measured in Creusen and Snelders’ (2002)

research through participants self-reporting their emotions in the choice of two

products. Using two questionnaires, Creusen and Snelders show that pleasure is one

aspect of a broad involvement with products and that it is independent of consumers’

rational involvement with the product. Their (2002) questionnaire uses a hedonic

scale to measure the emotional response; however, whether this combination of

measurement and response constitutes a visceral hedonic response or a general

hedonic emotional response is unknown. The recorded response does not distinguish

between the levels of cognitive processing or response; the response may have arisen

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through visceral, behavioural or reflective cognition, or may even be the result of the

symbiotic processing of all three levels. The need to separate, measure and compare

individual responses and to determine their triggers, is still a significant gap in the

literature.

Dhar and Wertenbroch (2000) state that research into consumer behaviour needs to

address the manner in which consumers make fundamental tradeoffs. How utilitarian

and hedonic goods are selected by consumers and ultimately influenced by the nature

of the decision, is discussed by Dar and Wertenbroch (2000). They examine

consumer choice between two goods, one of which is seen as superior on a hedonic

dimension and the other on a utilitarian dimension. They compare preferences for

these goods in an acquisition condition in which the consumer must choose which of

the two to acquire and which to give up. Two experiments of choice show the

hedonic item being preferred over the utilitarian object (Dhar and Wertenbroch,

2000).

The ability for a consumer to avoid hedonic temptations, such as overspending and

smoking, has also been examined by many researchers (Kivetz and Simonson, 2002;

Dhar and Wentenbroch, 2000). Research has been carried out regarding how

consumer behaviour is affected by their financial goals. Consumers who are

focussed on shorter term, specific goals (perhaps saving money towards payment of

current bills) incorporate oppositional forms of self-control through techniques such

as avoiding spending on non-utilitarian necessities. However, when the

psychological cost of commitments is less concrete, consumers may feel more

inclined to choose objects that are perceived as an indulgence or luxury. For

example, when faced with a less-specific, long term goal such as saving for a college

education, a consumer is less inhibited in spending money on a cruise. Real process

measures and hypothetical choices have all tested the above propositions. In a similar

vein, studies have demonstrated that consumers prefer hedonic luxury rewards

instead of receiving cash of equal or greater value (Kivetz and Simonson, 2002; Dhar

and Wentenbroch, 2000). Such behaviour may be explained by consumers not

wishing to pre-commit to indulgence or not wishing to reassign or “waste” the award

on necessities. Studies have shown that a consumer will most likely purchase a

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luxury object when they realise how they will utilise that possible reward, learn that

the odds of winning it are quite low, or only realise the enormity of their purchase in

the distant future (Kivetz and Simonson, 2002).

Jordan (1998) found that opinion is formed faster with pleasure-related products than

with purely functional ones, with pleasure being determined before actual use of the

product in half of the respondents’ cases. This is evidence that consumers are able to

perceive pleasure before they have actually used or purchased the product (Jordan,

1998) and agrees with Norman’s (2004) contention that visceral responses occur

before significant interaction occurs. The visceral hedonic response is also

instantaneous, as per Jordan’s (1998) theory. It differs only from a purely visceral

response in that the visceral may be a complete rejection or disliking of the product,

though still instantaneous. Jordan (1997) also found that interaction with

displeasurable products results in displeasurable emotions and that it is likely that

negative emotions will last longer than positive ones (Jordan, 1997). Respondents

indicated a definite correlation between the high frequency of use and the

pleasureability of the product. Pleasurable products or features were also said to

influence future purchase decisions (Jordan, 1998).

Adaval’s (2001) work on the influence of differential weighting of consumer

responses, indicates that self-conscious emotional response is less immediate and

more subject to remembered experience. Comparatively, hedonic responses are

considered to be more important in consumer purchase judgements and decisions

than utilitarian criteria. This would suggest that utilitarian–based decisions are more

reliant on behavioural response and other cognitive processes that have greater

access to memory-based rationalisations, and that hedonic decision-making is firmly

grounded in visceral response and plays the dominant role in purchase decisions.

Literature pertaining to this specific area of visceral hedonics is lacking, especially

from a product design perspective. Demirbilek and Sener (2001) investigated how a

person’s happiness can be triggered through products and which attributes of a

product create such positive emotions. While their study may be concerned with

establishing hedonistic physical attributes, it does not contemplate the correlation

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between the specific subset of visceral hedonic response and product attributes.

Demirbilek and Sener acknowledge that in order to measure this human-product

phenomenon, more knowledge is needed in the area of emotional connection

between a consumer and the product design itself (2001).

4.4 Summary

It has been established that hedonics is the pursuit of pleasure, and an examination of

how an individual actively pursues pleasure by responding to certain objects and

experiences. People are passionate about their belongings. Levine (2006) notes that

shopping as a social activity is an inherently hedonic pursuit. A need for hedonic

design logically follows; design that delivers the sought after hedonic experience of

consumption: a pleasurable product purchase and usage experience.

Ashby and Johnson (2003) state that while good design works, excellent design also

gives pleasure. The design goal is, therefore, to create pleasurable products and

experiences (Aumer-Ryan and Hatfield, 2007; Hirschman and Holbrook, 1982).

Well-designed products are able to increase the quality of life of their owners and

can cause affects such as attachment, thereby promoting a product’s purchase,

extended lifespan or increased use. A common conclusion of researchers is that

utilitarian and hedonic considerations drive consumer choices. Jordan (1998) found

that opinion is formed faster with pleasure-related products than purely functional

ones. Often, hedonic value is decided upon before actual use of the product.

Much debated throughout time, the concept of aesthetic appeal and its physical form

eludes conclusive definition. Little information exists regarding a consumer’s

subjective perceptions and preferences in determining a product’s hedonic value.

However, Jordan (2000) concludes that a consumer’s pleasure is maximised when a

product is designed specially to suit their needs and desires. While luxury is a chief

association with hedonic products, the honest manifestation of product capabilities is

also more likely to prolong the positive effect. Like visceral response, hedonic

response is similarly influenced by cultural, historical, economical and technical

factors. Finally, because hedonic response relies on the consumer’s cognitive

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processing of sensory information, hedonic attributes are firmly established as a

subset of visceral attributes.

Recorded product responses may have arisen through visceral, behavioural or

reflective cognition. While previous studies have examined hedonic emotional

responses and hedonistic physical attributes, these different levels of cognitive

processing have not been successfully separated and measured. Further work is

required to correlate the specific subset of hedonic response with product attributes.

How these attributes elicit hedonic response is investigated by product rhetoric and

will be discussed in the next chapter.

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Chapter 5: Product Rhetoric

Rhetoric, the art of persuasion, has been recognised and discussed for at least 2,500

years. The topic has been debated and explored by ancient Greek philosophers such

as Socrates, Plato, Aristotle and Cicero, who perceived rhetoric as a verbal art or

skill. This ancient Greek art is the basis on which the theory of rhetoric was

established. Throughout history, rhetoric has been defined as the art of speaking well

or the art of persuasive verbal communication. According to Perina (2004), the

traditional persuasive art of rhetoric does not have positive connotations in today’s

society; this is probably due to its overuse in politics, advertising and promotion.

Most commonly understood in a verbal form, especially in politics, rhetoric is today

strongly associated with the unethical misuse of persuasive argument by political and

economic elitists. The reputation and standing of rhetoric has suffered due to this

political association (Perina, 2004).

It has only been in the last few centuries that rhetorical theorists started to apply this

theory to the written form of language as well as to other human communication

disciplines. And only in the last century has this understanding been acknowledged

and connected with the design discipline for the first time (Perina, 2004; Booth,

1983). Over the years, rhetoric has developed interdisciplinary associations with the

common goal of strategically effective communication (Erlhoff and Marshall, 2007).

According to Erlhoff and Marshall (2007), the application of rhetoric to the design

field takes place on two levels. The first level involves offering practical information;

for example, on presenting knowledge and ideas, structuring and shaping

communication and on the art of memorising. The second level involves the

possibility of deriving higher order models. These models describe the relationship

between theory and practice, between production and analysis, as well as the process

of rhetorical communications (Erlhoff and Marshall, 2007).

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5.1 Visual Rhetoric: Interpreting the Visual Media

Scott defined visual rhetoric in 1994 as the framing of messages; as finding the

method and manner for effective persuasion. Visual rhetoric is a recent development,

providing a theoretical framework to describe how visual images communicate their

message, as opposed to aural or verbal messages. Kress and Van Leeuwen in 1996

added to the field of visual rhetoric by also examining the relationship between

images and writing. This relationship between images and writing has also been

examined through the study of semiotics, using semiotic analysis of various visual

stimuli. Most semiotic studies have focused on two-dimensional images such as

marketing advertisements and graphic designs.

Indeed, visual rhetoric has been of particular interest and relevance in its application

to advertising. McQuarrie and Mick (1999), Seliger (2008) and Bulmer and

Buchanan-Oliver (2006) have promoted and analysed this application; however,

visual rhetoric in advertising has mostly concentrated on graphic design elements and

textual marketing messages. Some examples of work analysed by those in the larger

field of visual rhetoric – charts, paintings, sculpture, diagrams, web pages,

advertisements, movies, architecture, newspapers and photographs (Kress and Van

Leeuwen, 1996) – reveal that the analysed images extend to three dimensional

samples and varying mediums, and are sourced from various industries.

Seliger (2008) claims that the field of visual rhetoric describes how visual language

can be constructed and used for persuasion. He also maintains that the decisions in

design do influence the messages and meanings the user receives. Seliger’s 2008

study investigates how graphic expression and visual language are used for

persuasion. The research material consists of outdoor advertisements photographed

in their actual exhibition spaces in a city environment. The study identifies the

emergence of three different types of visual rhetoric: brand rhetoric, personalised

rhetoric and poetic rhetoric (Seliger, 2008), and concludes that the decisions in the

design influenced the messages and meanings created by the advertisements. This

research calls for further studies into the application and transference of visual

rhetoric to design. As Sutherland (1993, p.120) points out: “much of advertising

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creates only marginal differences, but even the small differences can tip the balance

in favour of the advertised brand”.

5.2 Design Rhetoric: A Product Language

Rhetoric is a tool and, as such, it can be used for many different purposes and

agendas (Perina, 2004). Design rhetoric designates the specific language or tools

used by a designer (source) to communicate a message they encode in a product. As

the physical manifestation of this message, the product is interpreted by the

consumer (receiver), enabling understanding, perception and appreciation of the

designer’s intended message and judgement of the product’s value (Crilly, Moultrie

and Clarkson, 2004).

In 1957, Weiman and Walter claimed that rhetoric skills are instruments to transmit

and convey meanings and enhance consumers’ perceptions. More than just merely

transporting messages, the rhetoric of a design has the potential to influence design

creation, reputation and culture, conveying messages both symbolically and

figuratively (Weiman and Walter, 1957). Building on this theory, Buchanan (1985)

and Redstrom (2006) argue that all kinds of design are intended to influence

consumer behaviour, in the sense that the products around us contain socially

constructed messages for users.

Products embody cultural values and knowledge drawn from many fields of learning,

as well as express values and knowledge in a complex debate conducted not in words

but in non-verbal language. Buchanan (2001) found that this also applies to modern-

day products and services in the digital realm through: their representation of

communication; their synthesis of images and words; and through the blending of

actions, environments and systems of use that are both physical and cultural. This

becomes evident when considering the features of products that make the product

persuasive and influential (Buchanan, 2001; Buchanan, 1995).

Perina (2004) states that rhetoric increases the level of communication and

understanding between people and objects and that the effectiveness of rhetoric

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directly depends on the use of patterns and symbols that are familiar to the targeted

audience (Perina, 2004). Perina’s (2004) study deconstructs a variety of furniture

items from a rhetoric perspective, dissecting themes and inspirations to speculate on

what the furniture designers were trying to communicate through their individual

designs. Her study concludes that a designer’s rhetoric is related to experience and

cultural background and, therefore, has a high level of dependence on societal

knowledge and cultural values. Perina (2004) states that rhetoric is part of everyday

life and an inseparable part of society. All designers and all users have some

knowledge within their social and cultural background; therefore, all human-made

objects contain rhetoric (Morgan and Starck, 1999). No design is produced that does

not have rhetorical content.

Branco, Dias, Ginoulhiac, Branco and Branco (2001) describe appealing and

persuasive products as requiring an interactive rhetoric treatment; as not merely

speaking in a monologue or having a one-way transmission of information and

communication. They conducted research within this context, aiming to create a

theory of rhetoric as interaction in the belief that interaction is the key element that

tends to qualify the surfaces of objects (either physical or virtual) and to produce a

network of non-themed emotions. Perina’s 2004 study also reveals a more intentional

use of rhetoric by designers and, therefore, a more discursive communication to the

design process. The main conclusion drawn by Branco, Dias, Ginoulhiac, Branco

and Branco (2001) is how lacking the field is in knowledge of the interactive nature

of rhetoric and that there is an urgent need to produce a unifying theory of rhetoric

within product and system interactions (Branco, Dias, Ginoulhiac, Branco and

Branco, 2001). The framework for the design dialogue presented in Chapter 2 of this

study lays the foundation for satisfying this need; however, the specific tools or

rhetoric to assist a designer in transmitting their persuasive message and interacting

with the consumer, require further development.

Perina’s 2004 study identifies that rhetoric in design uses three basic elements:

technological reasoning, character and emotion. Buchanan (2001), agreeing that

rhetoric in products plays an imperative role in the product’s success, also

emphasises that technology exerts a strong and growing influence on product design

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in the twenty-first century, and continues to say that there is an increasing distance

between the two fields of technology and design. Buchanan (2001) suggests that a

suitable theory of rhetoric in design would be one in which technology is viewed

fundamentally as a rhetorical problem to be integrated within the field of design,

rather than the other way around (Buchanan and Margolin, 1995). Additionally,

Buchanan (2001) believes that, like all good persuasive speeches, rhetoric only

comes to life when it is delivered correctly.

While it is unwise to believe that, in the pluralism of culture, design can be reduced

to rhetoric – that one set of language or tools can represent the myriad of human

variation – it may be useful to reflect on the significance of design for the

understanding of rhetoric (Buchanan, 2001). The typical view of design as a styling

of the appearance of products is a serious misconception of the actual work of the

designers. It is comparable to the popular view of rhetoric as a mere styling of verbal

expression. For both arts (of styling and traditional rhetoric), the deeper work lies in

the invention and disposition of form and content (Buchanan, 2001).

Barthes stated in 1977 that rhetoric can inevitably vary in substance but not

necessarily in form: “it is even probable that there exists a single rhetorical form”

(Barthes, 1977, p. 49). By this, Barthes suggests that the rhetoric of an artefact is

confined to one specific language to the extent that it is subject to the physical

constraints of vision (Barthes, 1977). In 1987, McKeon argued that rhetoric should

once again become a universal art (a cross-disciplinary theory across all liberal arts

disciplines from fine art to marketing) in order to help us address new problems and

circumstances in culture. This implies that rhetoric sometimes decays into

specialisation; that certain creative disciplines have developed their own application

and understanding of rhetoric in isolation. The subsequent failure to then evaluate

mono-disciplinary findings against the broad frame of rhetoric has thus diminished

the significance and general application of rhetoric as liberal art.

Across all disciplines of design, there is no criteria to identify rhetoric, and a

unifying theory of design rhetoric remains unexplored (Erlhoff and Marshall, 2007).

Kaufer and Butler (1996), however, proclaim that rhetoric is undergoing a new era of

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research and development, with designers helping shape it to meet modern

contemporary demands. Both of these views highlight the necessity to establish

rhetoric as a design element in this study. The prospect of rhetoric that we envision

and that we see unfolding today will require changes in our way of thinking and

theory, practice and production. Perhaps, the consideration of rhetoric in design will

help us to relate words and things in a new way, offering insight into the new

universal rhetoric of our time (Buchanan, 2001).

Yet, the ethical question still remains: What does the design message aim to persuade

one towards? In general terms today, we understand the message to be quite simple:

to consume; to select this product for purchase over others. However, this was

probably not the case in ancient Greece, when Plato and Socrates were first

conceptualising rhetoric as a theory of persuasion. Akrich (1992) provides the

example that if a chair is positioned at a workstation, its position and association

communicate the intended function of the chair: to entice the user to sit down.

However, this study is more concerned with identifying, for example, the rhetoric

involved in the design elements of the chair and workstation that influence the

consumer’s choice to sit or not to sit.

5.3 Product Rhetoric: The Language of Successful Products

Product rhetoric is communicating the message from the designer (source) through

the medium of the product (transmitter) to the consumer (receiver), thus enabling

them to understand, perceive and appreciate the product and the value it holds

(Crilly, Moultrie and Clarkson, 2004). Buchanan (2001) states that if a product is

persuasive in its design and influences how people live their lives, it is because a

designer has achieved a powerful and compelling balance of what is perceived to be

useful, usable and desirable (Buchanan, 2001).

Buchanan (2001) even goes on to suggest that the “designer, instead of simply

making an object is actually creating a persuasive argument that comes to life

whenever a user considers or uses that product as a means to some form of end”

(Buchanan, 1985, p. 8). In 1985, Buchanan claimed that in approaching a design

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from a rhetorical perspective, a designer’s view should be that all products – digital

and analogue, tangible and intangible – are vivid arguments about how people should

live their lives (Buchanan, 1985). The “arguments” provide alternative choices for

the user in the manner in which they conduct short-term tasks and activities of

everyday living. These “arguments”, however, also have long-term implications that

are more subtle and less easily understood (Borgmann, 1987). Products have

persistent consequences in the behaviour of human beings, whether considering a

product’s style or its deeper synthesis of technological reasoning. Due to this fact, the

establishment of criteria for successful products is one of the central wicked

problems of design thinking today (Buchanan, 1992). It is essentially a political

problem of competing values and priorities that designers must learn to navigate with

integrity. Perina (2004) acknowledges the role of the designer to individually

recognise where rhetoric is used as a tool to persuade towards an agenda, and where

it can be used as a tool to successfully convey a message.

In a capitalist system, rhetoric is used to consume more products in situations when

society is already saturated with functional products. This message to consume could

be hidden behind many aspects of rhetoric, and is generally presented as adding

quality to people’s lives (Perina, 2004). Rhetoric could be used to open the gate of

diversity of forms, therefore enabling fashions and styles and never ending

“upgrades”. A successful product would have one target: to capture the consumer by

its simplicity, rhetoric and clear symbols. Some parts of the market, Apple and Alessi

for example, have realised this and make deliberate efforts in the use of emotions and

rhetoric to gain a distinguished space in the market (Perina, 2004): “One of the

interesting things about the ipod, one of the things that people love most about it is

not the technology; it’s the box it comes in. That’s because Apple really understood

their customer and what they wanted” (Norman, cited in Zachry, 2005. p.469).

Sudjic (2008) states that design has become the language with which to shape

products and with which to tailor the messages that they carry. The role of the most

sophisticated designers today is as much to be storytellers – to make design that

speaks in such a way as to convey a message – as it is to resolve formal and

functional problems. Designers manipulate this design language more or less

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skilfully or engagingly, to convey the kind of story that a product speaks to a

consumer (Sudjic, 2008). In understanding the language of design (expressed by the

shape, colour, texture and imagery of an object), there are constant paradoxes

between function and symbolism to be addressed. For example, some colours are

associated with the male more than the female and some materials suggest luxury

(Sudjic, 2008). Design is the language that a society uses to create objects that reflect

purposes and social values. It can be used in ways that are manipulative and cynical,

or creative and purposeful. Design is the language that helps to define, or perhaps to

signal, value. It creates the visual and tactile clues that signal precious or cheap, even

if – given the infinite capacity of the human mind for irony and the permanent quest

for novelty – these signals are regularly subverted (Sudjic, 2008).

Companies communicate their brand primarily though designs. Decisions regarding

design are frontline strategic decisions, and this is only likely to increase as we move

into a new modernity (Marzano, 1999). This area of research is known more

commonly as “design led innovation”, which aims at radically changing the

emotional and symbolic content of products (that is, their meaning and language)

through a deep understanding of broader changes in society, culture and technology.

Rather than being dominated (or “pulled”) by user requirements, design led

innovation is driven (or “pushed”) by a company’s vision about possible new product

meanings and languages that could diffuse in society (Verganti, 2008).

In the wider field of design, a unifying theory of rhetoric remains unexplored. This is

surprising when issues of communication and rhetoric in design display a strong

influence on the product design process (Barthes, 1977). However, rhetoric is

undergoing a new era of research and development, with designers helping to shape

it to meet contemporary demands (Kaufer and Butler, 1996). If designers can benefit

from rhetorical insights, then design can continue to influence and form society

through its persuasive assertions. Uncovering what designers need to discover is an

entirely new aspect of demonstrative rhetoric that will significantly affect the

understanding of product influence in the future.

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5.4 Summary

The field of rhetoric dates back many centuries and has been used in many

disciplines. Visual rhetoric, as a method and manner for effective persuasion via

visual media, has been of particular interest to the advertising industry for its

application to the design of billboards and printed marketing material. Seliger’s

(2008) recent study, however, calls for further studies in visual rhetoric and its

application and transference to design.

Rhetoric is a tool which can be used for many different purposes and agendas;

however, design rhetoric is specifically aimed at conveying messages between

designers, products and consumers. Because all designers and consumers have their

own experiences, cultural background and societal knowledge, all human-made

objects contain rhetoric; no design is produced that does not have rhetorical content.

The spread of research on rhetoric as a collective is vast; however, specific product

rhetoric literature is not well developed. Branco, Dias, Ginoulhiac, Branco and

Branco (2001) decry the lack of a unifying theory of product rhetoric to assist a

designer in transmitting a persuasive message to, and interacting with, the consumer.

As Buchanan (2001) believes, rhetoric – like all good persuasive speeches – only

comes to life when it is delivered correctly. The framework for the design dialogue

presented in chapter 2 of this study is based on work by Crilly, Moultrie and

Clarkson (2004) and goes some way towards elucidating the interactive consumer-

designer dialogue. However, translation of this knowledge into specific design

practices and tools requires further work.

Kaufer and Butler (1996) assert that rhetoric is undergoing a new era of research and

development. In fact, Verganti (2008) claims that, through an advanced

understanding of the movements in society, culture and technology, design led

innovation and strategic branding has the potential to radically change consumer

markets and needs. Chapter 6 brings together all the literature reviewed, to create the

novel area of visceral hedonic rhetoric.

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Chapter 6: Visceral Hedonic Rhetoric

This Chapter brings together the four main areas of literature reviewed in the

previous chapters – [i] emotion and the design dialogue, [ii] visceral design, [iii]

consumer hedonics and [iv] product rhetoric – to form the foci of this study. It is this

conglomerate of research that has created the emerging area of visceral hedonic

rhetoric. This chapter will provide a summary of the literature reviewed and define

the meaning of the term “visceral hedonic rhetoric” used throughout this study.

6.1 Defining Visceral Hedonic Rhetoric

Based on the four main areas of literature reviewed, the term “visceral hedonic

rhetoric” emerged. In this study, “visceral hedonic rhetoric” is defined as properties

of a product that persuasively elicit the pursuit of pleasure through an instinctual

level of cognition. Within this definition, the phrase “properties of a product” refers

to the product’s physical attributes such as size, material, colour, smell, form or other

distinguishing features.

6.2 Literature Summary

Damasio (1999) observes that the visceral or immediate, instinctual response to

sensory information will always strongly influence the secondary information

acquired when further and subsequent behavioural and reflective cognitive

interaction occurs. Ashby and Johnson (2003) state that while good design works,

excellent design also gives pleasure. Buchanan’s (2001) research claims that a

successful product is persuasive in its design and actually influences how people live

their lives. As a product’s direct physical features or attributes are product elements

that can be targeted by a designer, the pinnacle of good design would be a product

that is immediately appealing enough in its physical manifestation to draw a

consumer into further interaction and investigation, that reveals a functional and

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user-friendly interface, and predicts emerging needs in its potential market.

Successful production of such an object could potentially result in guaranteed

product purchase through immediate consumer attachment, and in increased product

use and prolonged product life through maintaining consumer attachment over a

longer period of time; for example, as was the case with the Volkswagen Beetle.

Emotional design is becoming increasingly more popular as a research field and

industry focus. Understanding design for emotional response, however, is becoming

a greater challenge for companies trying to fit or meet the needs of a single target

group. This is largely due to the growing difficulty in predicting the tastes and,

therefore, the hedonic value system of consumers in a global and shifting market

place. Hassenzahl (2004) asserts that while different types of needs may be

considered stable, the relevance and emotions associated with these needs are fluid

and fleeting. Norman (2004) concludes that the visceral level of cognition holds the

most value and consistency across people and cultures and, therefore, presents the

best opportunity to establish a set of core design principles.

Considerable research and knowledge surround the behavioural and reflective levels

of cognition and their consequent impact on affect and consumer behaviour or action.

Design tools have been established for both behavioural and reflective design, and

the efficacy of these design tools has been established and proven in both theory and

practice. Liu (2003) posits that designers’ implicit understanding of perception and

visual composition, along with their experience and skills, has informed their

intuitive judgement in producing a hedonic visceral impression. However, the dearth

of quantitative or qualitative research in this particular area highlights the urgency to

further the identification and knowledge of visceral hedonic responses.

Some studies have attempted to categorise certain product attributes and identify

their corresponding level of cognition. Lim, Donaldson, Jung, Kunz, Royer,

Ramlingingam, Thirmaran and Stolterman, (2008) were successful in demonstrating

that some direct correlations exist between certain qualities and certain emotional

responses. However, their study asked participants to provide examples of products

they either liked or disliked; these were then matched to a series of descriptive words

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belonging to each level of cognition. The issue with this approach is that visceral

response is inherently fleeting; it is an instantaneous and momentary judgement,

which cannot be reproduced at a later stage in an interview.

Other studies have targeted the relationship between hedonic consumer judgements

and the production of these relationships in response to product attributes. Creusen

and Snelders (2002) requested participants use a hedonic scale to self-report their

emotional response in the choice between two products. It was found that consumers

derive pleasure from the form or appearance of a product and that, if pleasurable

aspects were not clearly enunciated in the appearance of a product, they were unable

to describe the pleasurable aspects in specific terms. It is possible to deduce from this

study that at least some hedonic attributes must be credited as visceral response in

that they arise from sensory information. However, whether this self-reported

combination measure response constituted a visceral hedonic response or a general

hedonic emotional response is unknown. Creusen and Snelders (2002) did not

separate and measure responses to each of the three cognitive levels; rather, a general

hedonic emotional response was recorded. The need to separate and measure each

response against the others remains a significant gap in the current research.

No designed product is without rhetorical content. Therefore, the delivery of a

hedonic message via visceral interpretation may not be as successful in the absence

of a visceral hedonic rhetoric to assist and inform the design process. Buchanan’s

(2001) decree (as previously cited) emphasises that design rhetoric, like all good

speeches, only comes to life when it is delivered correctly via affective physical

embodiment of the design message. The successful product provides the “stories” or

options available for consumer choice.

By combining all the research gaps found in the categories of visceral design,

consumer hedonics and product rhetoric, one large gap in knowledge emerged: the

combined area of visceral hedonic rhetoric. The visceral design, consumer hedonics

and product rhetoric categories need to be studied in combination because their

convergence provides the missing link in creating the ultimate product: the product

presenting a successfully visceral hedonic form sufficient to attract and engage a

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consumer and offer the opportunity to reveal its functionality and reflective value. It

is necessary to investigate and gain more empirical knowledge of visceral hedonic

rhetoric in order to aid designers in developing new products. It is also necessary to

explore how visceral hedonic rhetoric may be transferable to other design domains.

By superimposing the elements of this newly defined “visceral hedonic rhetoric” on

the design dialogue framework proffered in Chapter 2, the context and position of

this study’s foci are more clearly illustrated (Figure 6). The levels of cognition have

been rotated to emphasise the sequential order of cognitive response, with “visceral”

taking the immediate place. Hedonic interpretation is highlighted as a subset of the

immediate visceral processing, and utilitarian interpretation is aligned with

behavioural cognition. Attachment and detachment affective responses are included

to signpost the consumer’s path towards an approach or avoidance action. Formation

of a consumer attachment would carry through to approach actions such as purchase,

increased frequency of use and prolonged product life. While these actions are

observable and measureable in their occurrence in everyday consumption behaviour,

theoretical feedback can also be gathered through formulated methodology

specifically targeted to isolate visceral hedonic responses. Combining both sets of

feedback, design theory is developed for the design team’s use. Rhetoric is shown as

bridging the gap between the design team and their translation of a design message

into a product.

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Figure 6: The Placement of Visceral Hedonic Rhetoric in the Design Dialogue

(Synthesised from Cilly, Moultrie and Clarkson, 2004; Norman, 2004; Wrigley,

Popovic and Chamorro-Koc, 2009)

6.3 Identifying Deficiencies in Current Knowledge

Figure 7 depicts the positioning of research conducted in each field in relation to the

knowledge gap of visceral hedonic rhetoric. The size of the circle represents the

magnitude of research and the level of global awareness of that research. It can be

seen from Figure 7 that there are a limited number of authors who have conducted

research that overlaps two out of the three main reviewed areas. Circles on the

outskirts of the image denote authors whose research is of minimal relevance to the

research gap.

CONTEXT OF CONSUMPTION

PRODUCER CONSUMER

RESPONSE

VISUAL REFERENCES

DESIGN TEAM

PRODUCT SENSES

ENVIRONMENTAL DISTRACTIONSBackground

Viewing time

Environment

GeometryDimensions

TexturesMaterialsColours

GraphicsDetails

Vision(Touch)(Taste)(Smell)

(Hearing)

Stereotypes Similar products Analogy Characters Conventions Cliches

A!ect Action

ORGANISATIONISSUES

CommunicationResources

Brand style

PRODUCTIONQUALITYTolerances

FinishAgeing

SENSORYCAPABILITIES

Visual acuityRange-of-vision

Colour vision

PERSONAL CHARACTERISTICSAge, GenderExperiencePersonality

CULTURAL INFLUENCESTastesTrends

FashionsStyles

CIRCUMSTANTIAL FACTORSMotivation

OpportunityMarketing

Social setting

Approach

Detachment

RHETORICProduct RhetoricDesign Language

DESIGN THEORY

Visceral Hedonic Rhetoric

Avoid

Hedonic

Attachment

VISCERALPhysicality

Utalitarian

BEHAVIOURALE!ectiveness of use

REFLECTIVESelf - image

Personal satisfaction

Emotional Cognition

PURCHASEINCREASED USE

PROLONGED LIFE

FEEDBACK AND CONSUMER BEHAVIOUR

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design and emotion

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1- Norman (2004)2- Damasio (1999)3- Seliger (2008)4- Lough (2006)5- Gaver (2009)6- Kurtgozu (2002)7- Mahlke (2008)8- Gomez (2006)9- Givechi & Velaquez (2001)10- Candi (2007)11- Weinberg & Gottwald (1982)12- Bagozzi (1999)13- O’Shaughnessy (2003)14- Pennebaker (1995)15- Mountcastle (1980)16- Adam (2010)17- LeDoux (1995)18- Lim & Donaldson (2008)19- Desmet (2002)20- Meikle (2005)21- Bolchini (2009)22- Gladwell (2005)23- Melamed (2006)24- Jordan (2000)25- Crozier (1994)26- Hirschman & Holbrok (1982)27- Porter (2001)28- Crusen & Snelders (2002)

29- Hopkinson & Pujari (1982)30- Hassenzahl (2001)31- Dar & Wertenbroch (2000)32- Zheng & Kivetz (2009)33- Perina (2004)34- Buchanan (2001)35- Hekkert (2002)36- Weiman & Walter (1957)37- Erlhoff & Marshall (2007)38- Barthes (1977)39- McKeon (1987)40- Branco (2001)41- Khalid (2006)42- Vygotsky (1986)43- Neisser (2009)44- Oliveira & Sarmento (2003)45- Matthews (2002)46- Massey (2002)47- Minsky (2005)48- Calne (2000)49- Russell (2003)50- Mizerski & White (1986)51- Hirschmann & Stern (1999)52- Luce & Bettman (2001)53- Mono (1997)54- Bloch (1995)55- Crilly, Moultrie & Clarkson (2004)56- Jacobs (1999)57- Lewalski (1988)

58- Baxter (1995)59- Cupchik (1999)60- Demirbilek & Sener (2003)61- Coates (2003)62- Burns (2000)63- McDonagh-Philp (1999)64- Moles (1996)65- Solovyova (2003)66- Kurvinen (2001)67- Forlizzi & Disalvo (2002)68- Sawhney & Huntting (2007)69- Overbeeke & Hekkert (1999)70- D’Andrade & Egan (1974)71- Butter (1989)72- Routio (2003)73- Ware (2003)74- Ashby & Townsend (1986)75- Robins & Holmes (2008)76- Campbell (1987)77- Ashby & Johnson (2003)78- Savas (2001)79- Levine (2006)80- Aumer-ryan & Hartfield (2007)81- Davis (2002)82- Kress & VanLeeuwen (1996)83- Seliger (2008)84- Morgan & Starck (1999)85- Kaufer & Butler (1996)

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Figure 7: Literature Position Summary

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Figure 7 demonstrates that knowledge of this topic is very general and that no

specific research has been undertaken in the area of visceral hedonic rhetoric. The

need for a stronger research emphasis on the interrelationship of visceral design,

consumer hedonics and product rhetoric – on how an individual’s emotional

responses occur in relation to visceral product properties and how that relates to

consumer hedonics – thus becomes evident.

The major gaps in the literature are identified and demonstrate that:

• the newly emerging field of design and emotion requires more investigation

to address product design and the emotional impact it can cause

• there is minimal research linking the visceral level of emotional cognition to

the realm of product design and its implications in product properties

• a tool, framework or rhetoric must be developed for use in designing for the

visceral and, specifically, for the visceral hedonic

• there is currently an absence of a universal and cross-disciplinary theory of

design rhetoric (common to all disciplines of liberal art) that can act as a post

office for transfer of theory and tools between fields

• there is no available information linking the study of visceral hedonic

behaviour to product use, consumption or purchase decisions.

6.4 Implications

Consumers develop a distinct emotional bond to certain products. The products that

share an emotional bond with consumers are said to be among their favourites.

Consumers would be more willing to repair malfunctioning products and keep them

longer if designers were able to stimulate an emotional bond between a consumer

and his or her material possession. A more sustainable society could then be

achieved by decreasing the volume of unnecessary waste generated by the premature

discard of products when consumer attachment wanes. While the main reason people

become attached to products is still up for debate (Schifferstein, Mugge and Hekkert,

2001), unless a product can appeal deeply to consumer emotions, a functional

working design will not be able to win a place in their hearts, regardless of how

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elegant and functional its design may be (Denton, McDonagh, Baker and Wormald,

2001).

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Chapter 7: Methodology

This Chapter introduces a qualitative research approach to eliciting user perceptions

and emotional responses to interactive products through various evaluation

techniques and product stimuli. For this purpose, a screening questionnaire and an

open-ended interview (with prompts) were employed to explore visceral hedonic

rhetoric evident in the interactive product types of mobile telephones, Mp3 players

and USB memory flash drives. This chapter discusses a review of relevant literature

concerning various methods and presents the design of this study’s visceral hedonic

rhetoric methodology.

7.1 Interactive Products

From a broader perspective, many authorities (Crilly, Moultrie and Clarkson, 2008;

Popovic, 2001) have conducted research on interactive products within the design

realm; however, there is no common agreement on the definition of interactive

product. One description is that an interactive product constitutes defining the

behaviour of products and systems with which a user can interact (Brian and Lou,

1993). It can also be said that interactive products are typically products that centre

on and around complex technology systems such as software, mobile devices and

other electronic gadgets. However, it can also apply to other types of behaviour and

services involved with interaction design, which defines itself as the behaviour

(interaction) of an artefact or system in response to its users (Lim, Donaldson, Jung,

Kunz, Royer, Ramalingingam, Thirmaran and Stolterman, 2008). Many authorities

have used interactive products in various ways to achieve their individual study’s

aims. A summation of this can be seen in Table 1.

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Table 1: Interactive Product Literature Summary

Author Year Aim Methodology Summary Lim, Donaldson, Jung, Kunz, Royer, Ramalingingam, Thirmaran, Stolterman

2008 To explore the relationship between the people’s experience and the interactive product qualities inherent in the device

• tested interactive products by giving 12 participants a disposable camera “picture journaling activity”

• tested visceral, reflective and behavioural levels of emotions in correspondence to design properties of interactive products

• participants were asked to take the camera away and photograph products to which they have a strong emotional connection

• researchers then printed the pictures and interviewed each participant about their demographic and overall impressions of the selected products to discern why they liked or valued the product. A semantic questionnaire was also employed where participants matched each product they had photographed to a series of descriptive words belonging to the 3 levels of cognition (visceral, behavioural and reflective)

Mahlke, Lindgaard

2007 To investigate audio player system properties and how they influence the perception of aesthetics and usability of interactive products

• 80 participants • portable audio players were chosen and different

versions were simulated on a computer as a three-dimensional image

• questionnaires were employed to access the scale of emotional responses experienced during each audio player simulation

Crilly, Moultrie, Clarkson

2008 To design a framework showing how designers are inspired and target different consumers by the selection of certain product forms and design methodologies

• researchers conducted semi-structured interviews with 23 professional industrial designers holding senior positions in UK design companies

• each designer was interviewed for 75 minutes • the main question asked was “from a design

perspective why do products look the way they do?”

NB: this experiment did not specifically target interactive products but is included for its design approach and designer perspective

Mahlke, Lemke, Thuring

2007 To measure non-functional qualities that define aesthetic and symbolic aspects of interactive products

• an exemplary study of mobile telephones • 60 participants • 3 mobile telephones were used as stimuli, each

possessing the same sort of functional capabilities but differing in symbolic qualities and aesthetics

• 20 participants viewed the same mobile telephone so the participants were only exposed to one mobile telephone

• measurements of aesthetic and symbolic responses were recorded using a questionnaire with scale factors

Hassenzahl 2004 To investigated the interplay between user-perceived usability, hedonic attributes, goodness and beauty of interactive products

• 33 participants • 4 MP3 skins were used as stimuli (a skin is a

digital graphic file used to change the appearance of the MP3 application software)

• exposed to the skins, participants then rated each skin on a scale of ugly to beautiful

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From the literature reviewed and summarised (Table 1), it was evident that many

studies generalised products, making claims about all interactive products when only

one kind or type of product was examined. Due to this, it was ascertained that in

order to make assumptions on interactive products, more than one product type needs

to be tested. If an examination of only one product, such as a mobile telephone, is

conducted, the research claims and assumptions will only be valid for mobile

telephones, not all electronic products, communication devices or interactive

products.

Lim, Donaldson, Jung, Kunz, Royer, Ramalingingam, Thirmaran and Stolterman

(2008) used a photo journal method (where participants would use a camera to take

photos of products as a form of recording and reflecting in a journal). By allowing

participants to randomly select any product, the results included many products

outside the scope of interactive products set out by the study. If the product selection

used in the photo journal is entirely at the discretion of the participant, the results

become too broad and more difficult to compare and collect as a conglomerate. As

this study did not test each interactive product on its own, or within its product-type

definition, it had no grounds to claim that the results derived pertained to interactive

products. To make this claim, it is required that the products involved in the study

largely adhere to the definition of “interactive products” and that more than one

product is tested in order to make a valid, general conclusion (Wrigley, Popovic and

Chamorro-Koc, 2009).

7.2 Method Review

By their very nature, emotions are complex and multifaceted; thus, capturing them is

a challenge and not a simple task. Qualitative research is defined by Oliveto (2008)

as the use of unstructured exploratory techniques to understand a problem in greater

depth. Flick (2006) further points out that a qualitative approach acknowledges the

complexities of objects and phenomena in real life contexts and does not reduce

these complexities to single variables; rather, it represents them in their entirety in

everyday contexts. To test and measure emotional issues on a strictly quantitative

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scale may be useful in some cases, but to understand emotions in greater depth,

qualitative research methods must be employed (Flick, 2006).

In order to ensure that a research study has the opportunity to achieve its aim,

appropriate methods must be selected and crafted to obtain optimal results. It is

commonly accepted that data collection for product and service evaluation is a

central challenge and that novel methodologies must be derived to make any

significant contribution to the research field (Jordan, 2000; Norman, 2004). To

produce novel research, individual methods must be selected and forged to produce

an original method for the purpose and fulfilment of the study’s unique aims. The

selection of the most suitable methodology for a particular research topic is critical to

the validity and relevance of the results (Wrigley, Gomez and Popovic, 2010).

Through the literature, it was found that a study’s results were strengthened when

real interactive products were used in the experiment. For example, in the research of

Mahlke and Lindgard (2007) and Hassenzahl (2004), a projected, simulated

computer screen image was used instead of real interactive products. This reduced

the authenticity and accuracy of visceral or behavioural responses as the study was

unable to examine the depth and tactility of a normal consumer-product interaction.

As previously discussed in relation to interactive products, it was found that

generalisation of conclusions frequently occurred; that is, only one product was

tested and the results were then generalised to all interactive products (Mahlke,

Lemke and Thuring, 2007; Mahlke, 2008). In order to prevent generalisation, a study

needs to employ a variety of examples of a product type, to enable a comparison to

be made and valid generalisation to occur.

A study conducted by Lim, Donaldson, Jung, Kunz, Royer, Ramalingingam,

Thirmaran and Stolterman (2008) examined visceral, reflective and behavioural

levels of cognition in correspondence to design properties of interactive products,

using a picture journaling activity method. The issue with this method of exploring

visceral responses, is that it was reliant upon participants categorising the three very

different and complex levels of cognition themselves, thereby removing the

immediacy of the response and allowing access to the memory-based learning

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associated with behavioural and reflective cognition. The waters were thus muddied

and responses could no longer represent an isolated visceral response.

Norman (2004) states that, because visceral design is about initial reactions, it can be

studied quite simply by putting people in front of a design and waiting for reactions.

He also suggests that, in the best of circumstances, “the visceral reaction to

appearance works so well that people take one look and say ’I want it’. Then they

might ask ‘What does it do?’ And last ‘What does it cost?’ This is the reaction that

visceral designers strive for, and it can work” (Norman, 2004. p.68). Much of

traditional market research involves this aspect of design.

7.2.1 Screening Questionnaire

Oliveto (2008) describes a questionnaire as a series of questions structured for the

collection of data. Questionnaires can be self-completed or administered by an

interviewer and can be executed orally or in writing (Oliverto, 2008). The current use

of the questionnaire is highly instrumental, undertaken especially in the areas of

marketing and psychology but, more recently, in the field of design and emotion.

Jordan (1998) identifies two types of questionnaires: fixed response and open-ended

questionnaires. Fixed response questionnaires are especially useful for a rapid

collection of large amounts of data from sizeable population samples (Stanton,

Salmon, Walker, Baber and Jenkins, 2005). Open-ended questionnaires can be used

to pre-empt responses and emotional data, thereby forming an early base to an

experiment before the second part of the methodology (such as an observation or

interview) is introduced (de Medeiros and Ashton, 2006). Seva, Duh and Helander

(2006) applied a fixed questionnaire which tested 60 participants using an emotional

scale to gauge the pre-purchase effect of a sample of products. Questionnaires can

also be applied after an experiment to gauge participants’ responses and assess

emotions experienced during product observations in an earlier experiment (Mahlke,

Lemke and Thuring, 2007).

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Pre-selection questionnaires or screening questionnaires can be used to assess if

participants meet all the requirements for the study, from age demographics to how

emotionally expressive they are (Smith and Ellsworth, 1985). The purpose of a

screening questionnaire is to gather information from participants; it can include

questions, prompts and scales for the participant to address in order to screen

potential participants in a study (Seva, Duh and Helander, 2006; Smith and

Ellsworth, 1985). For example, the researcher may only require participants who are

male, over 50 years of age, retired, and own a Jaguar motor vehicle in which they

seldom drive. This information can be extracted through the employment of a

screening questionnaire.

7.2.2 Interview Method

Interviews are founded on the idea of conversations and as a research method they

generally involve a face-to-face discussion between two people, guided by a set of

pre-determined questions (Gubrium and Holstein, 2002). The social sciences have a

long history of utilising interview methods for a variety of purposes (Robson, 2002;

Gubrium and Holstein, 2002). The flexibility of the interview method allows it to be

applied in many circumstances; thus, it has been used to investigate a range of topics

in the design sphere including usability concerns, user attitudes, perceptions and

reactions, error rates, and other aspects of user-product interaction (Robson, 2002).

Interviews are generally characterised as structured, semi-structured, unstructured or

open-ended (Robson, 2002). A structured interview is effectively a questionnaire

with a highly structured format, and the possible responses are limited. In a semi-

structured interview, the questions are more open and less controlled and the

participant has much more flexibility in their responses. Finally, an open-ended

interview is a free-flowing conversation based around the general topic of the

interview (Preece, Rogers and Sharp, 2002).

Structured interviews are useful when the aims of the study are well established.

They are particularly valuable if time is a concern as they can be performed quickly

and methodically. On the other hand, open-ended and semi-structured interviews can

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often take time to perform but generate rich and complex data (Preece, Rogers and

Sharp, 2002). As a result, semi-structured and open-ended interviews have been

effectively used in the field of design to explore questions relating to people’s

thoughts, beliefs, attitudes and emotional feelings. For instance, Desmet, Overbeeke

and Tax (2001) conducted a study to assist the design of products with added

emotional value. In this study, a technique termed the “emocard interview” was used

to assess the emotional response to existing mobile telephone designs. This was

followed by an open-ended interview where participants’ attitudes and use of mobile

telephones were discussed. Jordan (1998) also utilised semi-structured interviews to

explore the “pleasurable” qualities of products. During the interview, the participants

were asked questions regarding the feelings they associated with the products,

aspects of the product that related to these feelings, and the effects of pleasure on

future purchase behaviour. Through the investigation, Jordan (1998) was able to

identify a set of emotional qualities associated with products in relation to pleasure

and displeasure. The examples above highlight the effectiveness of interviews in

exploring issues relating to emotions in design.

7.3 Methodology Approach and Design

How a researcher determines an approach to a research problem depends on the

researcher’s personal positions concerning ways of creating new knowledge (Zhao,

Popovic, Ferreira and Xiaobo, 2008). This study uses qualitative methods to pursue

the research aims and objectives. By employing appropriate qualitative research

methods and techniques, the study aims to reach a better understanding of people,

their experiences and what they value emotionally (Wrigley, Gomez and Popovic,

2010).

Specifically, the experiment was designed to meet the two research objectives set at

the beginning of the study. These are to identify:

a) visceral hedonic rhetoric evident in designed interactive products; and

b) the difference between visceral rhetoric and visceral hedonic rhetoric.

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To be able to reach these set objectives, the method of an open-ended interview with

prompts was selected, developed and employed in the study. The literature review

previously discussed highlights the fact that interviews have been effectively

employed to uncover emotional aspects of a consumer-product relationship.

The screening questionnaire technique was used to gather a participant pool who

demonstrated familiarity and a base frequency of use with interactive products. This

was followed by an open-ended interview with prompts which gathered verbal data

for later translation into textual data via transcription. The textual data in the form of

transcripts would later allow for their use in the analysis stages. Visual data from the

open-ended interview was recorded to match participants’ responses to the correct

corresponding product prompts, as well as to enrich the validity of the experiment.

This study was designed to explore visceral hedonic rhetoric involved in the design

of interactive products. To investigate such issues, the study was organised into four

stages: 1) data collection, 2) data analysis, 3) findings, and 4) conclusions. These

stages are detailed in the research plan (Figure 8).

The first stage is comprised of the pilot study and the main data collection phase. The

pilot study was conducted using six participants in order to validate the selected

research methods and develop the initial coding scheme. It also acted as a guide and

improved the future data collection, collation and analysis involved in the main

experiment. The findings from the pilot study helped refine and improve the

qualitative methods in the main experiment. The data collection methods used in the

main study were thus a refined version of the screening questionnaire and an open-

ended interview methodology trialled in the pilot study.

The second stage was the analysis of the experimental data. Transcribed verbal data

was used to identify visceral hedonic responses given by participants in response to

the product stimuli. A coding scheme was derived for each of the visceral and

hedonic definitions arising from the literature. This was applied to the responses to

categorise their applicability.

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Figure 8: Methodology Plan

In the third stage, the categorised responses were quantified and analysed and

visceral responses and visceral hedonic responses were compared. Through

continuous comparing and interpretation, it was possible to produce corresponding

relationships between responses to certain product attributes with a view to the

development of a visceral hedonic rhetoric. Further details on the procedure involved

in the analysis stage will be discussed in detail in Chapter 8.

Based on the synthesis of the relationships and results, the fourth stage uncovered the

study’s findings and conclusions. Further discussion and interpretation of the results

highlighted the study’s significance and detailed future work.

Pilot Study

Main Study

Data Collection

- Validate Research Method

- Screening Questionnaire

- Open-Ended Interview With Prompts

Verbal DataData Analysis

- Coding Scheme

- Identify Visceral Rhetoric Data

- Separate Hedonic Data

Visceral Rhetoric

Visceral Hedonic Rhetoric

Results- Compare

- Interpret

- Relationships

ImplicationsDiscussion

Conclusions

- Findings

- Signi!cance And Contribution

- Recommendations And Implications

- Future Work

Textual Data

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7.4 Data Collection Procedures

All experiments took place in the People and Systems Laboratory located at the

Queensland University of Technology in Brisbane, Australia. The data collection

process aimed to obtain instantaneous visceral reactions from participants in

response to product prompts or stimuli to which they were exposed. The verbal data

were recorded, transcribed and analysed. The software program Atlas.ti aided the

analysis of data where the study’s coding scheme was applied. This produced the

visceral hedonic rhetoric results detailed in Chapter 8.

7.4.1 Participants

This study gathered responses from thirty participants aged between 18 and 24. This

target age group was determined by a variety of factors: firstly, there was the high

usage rate of interactive products observed in consumers of this age bracket (Desmet,

Overbeeke and Tax, 2001; Axelsson, 2010); secondly, amongst all consumers, the

age bracket of 18–24 year olds represents an age where disposable income, endless

credit options and buying power allow them to be the most frequent purchasers of

interactive devices (Brian and Lou, 1993; McNeal, 1993; Axelsson, 2010). The

number of participants (thirty) was decided based on qualitative analysis methods

used in other product design research studies (Blackler, 2008; Morse, 1994; Zhao,

Popovic, Ferreira and Xiaobo, 2008; Beaver, 2010).

The recruiting process was divided into two stages. In the first recruiting stage, the

participants were sought using the social network of the researcher. This then

evolved into sequential sampling (Patton, 2002), where Participant A would ask

another acquaintance to participate in the study, thus assisting in the recruitment

process. The second stage of recruitment was to advertise for participants from

within or outside of the university. This was achieved by using a recruitment email

asking for assistance and voluntary participation. Acceptance was followed up by the

participant information pack (Appendix A).

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7.4.2 Screening Questionnaire

The screening questionnaire was employed to gather demographic information

pertaining to the participants’ suitability for the study. While participants were

screened for age, profession, nationality, frequency of use, gender, ownership and

level of expertise in use of the product, age bracket was the dominant criterion for

inclusion. Some of the information gathered in the screening questionnaire was later

found to be immaterial to the result; however, it did demonstrate involvement of a

representative sample of the community. The basic age and demographic

requirements to be involved in the study were advertised as part of the recruitment

process; thus, only suitable candidates applied. This meant there was no need to

refuse anyone from participating in the study; however it was useful to double check

suitability and prevent an unsuitable participant proceeding with the experiment. The

purpose was to gather information about the participants’ demographics and

background, as well as to ascertain how familiar they were with the selected

interactive products used in the study (Appendix B).

7.4.3 Prompts or Stimuli

Three different types of products were used as stimuli or prompts in the study:

mobile telephones, MP3 players and USB memory flash drives. Six different

products of each product type were involved. This was based upon the interactive

product literature review (Table 1). These product types were selected because they

fell under the classification of interactive products that are used frequently by the

targeted demographic (Hassenzahl, 2004; Axelsson, 2010). All products were

presented as real life, off the shelf items, as opposed to photographs, drawings or

images, as used by some studies discussed earlier in the chapter (Yamamoto and

Lambert, 1994). Figures 9, 10 and 11 illustrate the interactive products that were

presented to the participants; these were laid out exactly in the positions illustrated in

the figures. They were without fail presented in this order, spread out on a white

piece of foam core board to retain consistency throughout all experiments. Each

device was covered with an identical white box. Participants were then invited to

reveal and view the products in any order and at their own discretion. Consistency in

display was maintained to ensure the random order of exposure was determined by

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the individual participant. For example, participants could view the first product type

(mobile telephones) from left to right, the second product type (MP3 players) right to

left and the third product type (USB memory flash drives) from the middle out, if

they so wished. The selection of white core board and boxes was a deliberate attempt

to minimise the influences or distractions in the consumer-product interaction

environment and to maintain a stable environment from one participant to the next. A

constraint was that participants were not allowed to touch or pick up the product in

any way. This was established in the light of Norman’s (2004) definition of a visceral

response: an instantaneous reaction to a product’s appearance.

Figure 9: Mobile Telephone Stimuli/ Prompts

Figure 10: MP3 Player Stimuli/ Prompts

Figure 11: USB Memory Flash Drive Stimuli/Prompts

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7.4.4 Open-Ended Interview with Prompts

The method of an open-ended interview using product stimuli as prompts was

derived from the literature discussed at the beginning of the chapter. It was

developed further from the methods reviewed in the literature by the use of three

different sets of interactive products as prompts and stimuli. Table 2 describes the

experiment procedure as well as the method and materials used. At the beginning of

the experiment, a card with two short questions was placed in front of the participant

(Appendix C) to maintain focus and purpose throughout the course of the experiment

and to reduce the need to access memory-based cognitive processing which could

distract from the visceral response. The questions were: Do you like the product? and

What about the product do you like or dislike? These questions were to be answered

by the participant after each product was exposed.

Table 2: Experiment Summary

Experiment Objective • To identify visceral product properties evident in interactive products Setting • People and Systems Laboratory (PAS Lab), D Block, Queensland University of

Technology, Gardens Point Campus, Brisbane, Australia. Time • 20 minutes Methods • Open-Ended Interview with Prompts Data collection

• Using the digital video cameras and recorders in the research laboratory

Experiment • Six interactive products were placed on a white board covered by white boxes concealing the stimuli products

• The participant took the boxes off and was exposed to a product for the duration exposure time of 2 seconds

• The participant was NOT allowed to touch or pick the products up in any way • Each participant was asked a series of questions pertaining to what their first

instinct of the product was. -What is your first reaction to the product? -What is the first thing that comes to mind? -Do you like it? -Why?

• Each participant was asked to respond very quickly and the responses recorded Analysis tool • Atlas.ti was used to analyse the textual and verbal data

Participants • 30 participants aged between 18 and 24, spanning genders, cultures and levels of expertise

Materials • 6 mobile telephones stimuli • 6 USB memory stick stimuli • 6 MP3 player stimuli • 6 white box covers to hide each set of stimuli

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The experiment was designed to extract and collect data on the participants’ visceral

responses. As defined earlier in Chapter 3, a visceral response is an immediate

instinct by which a consumer reacts to the sensory aspects of a product. Therefore,

the allowed product exposure time was an important factor in the experiment to

restrict retrieved responses to the instantaneous visceral variety. As the participants

needed time to verbalise their responses, a short exposure time of two seconds was

selected, allowing for the participant to view the product stimuli and formulate a

response without censorship. Lindgaard, Fernandes, Dudek and Brown (2006)

conducted a study to ascertain how quickly people form an opinion about web page

visual appeal. The results showed that visual appeal could be assessed within 50 ms,

suggesting that web designers have about 50 ms to make a good first impression on

the consumer. However, the study’s method used a nine point numerical rating scale

to collect satisfaction data from participants without asking for any verbalisation or

justification. Blackler (2008) used a five second timeframe for responses in a task-

orientated activity involving the programming of a microwave. The two seconds

allowed in this study was felt to provide the participants with enough time to take in

the product, but to also articulate a verbal response immediately after exposure.

Figure 12: Participant Being Exposed to Product Prompts/Stimuli

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Figure 12 illustrates the experiment in progress in which a participant is being

exposed to one of the mobile telephones. The mobile telephone is about to be taken

out of sight and the participant’s responses recorded. As described earlier, the six

interactive products were presented in line on a white piece of foam core board, in

the same order as shown in Figures 9, 10 and 11. In Figure 12, the participant has

already viewed four of the six mobile telephones and moved the empty boxes out of

the original line in which they were presented. The white boxes covering the

products were placed over the product prompts or stimuli to hide the other products

so that only one product was visible at any given time. This isolation of product

exposure aimed to avoid participants making comparative judgements between

products. The participants uncovered the products at random and in their own time.

7.5 Summary

This Chapter highlights a variety of research methods for examining and using

interactive products. It describes the selected screening questionnaire technique and

the open-ended interview with prompts method as well as the reasons for their

selection for use in this study. Also presented is a review of corresponding literature

to support the chosen product classification of interactive products. The study’s

research design, which aims to identify and explore visceral hedonic rhetoric evident

in the design of interactive products, is outlined in detail. The methodology design

consisted of a screening questionnaire technique and open-ended interview method

using product prompts as stimuli. Both were tried and tested in the pilot study to

improve and refine the final procedure. The physical product stimuli of mobile

telephones, Mp3 players and USB memory flash drives and the procedure involved

with exposing the participant are also explained. The procedure and participants

involved in the data collection are detailed, justified and discussed. The next chapter

describes and details the analysis stage that was applied to the data collected using

the methodology outlined in this chapter.

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Chapter 8: Analysis and Results

This chapter first interprets and defines the analysis used to produce the results of the

study. The codes and the analysis process used to identify visceral responses, visceral

hedonic responses and the relationships between them (as evident in interactive

products) are described. Secondly, the results generated from the data analysis

pertaining to visceral rhetoric and visceral hedonic rhetoric are described, collated

and compared. As discussed in the previous chapter, the study involved thirty

participants, three different types of interactive products, and six of each product

type. This equates to five hundred and forty responses being analysed to produce the

results. Results pertaining to all three types of interactive products (mobile

telephones, MP3 players and USB memory flash drives) and the relationships

between these results are then explored in further detail.

8.1 The Coding Scheme

The coding scheme and procedure are vital to establishing a consistent and even

framework to analyse data. Crucial to the analysis stage is the consistent

identification and classification of participant responses throughout the data collected

(Appendix E). As the research questions state, visceral hedonic rhetoric was the

target of this investigation. Codes emerged from the data through an iterative process

of analysis that revealed two stages of coding referred to as “visceral rhetoric

coding” (Table 3) and “hedonic coding” (Table 4). The visceral rhetoric coding

scheme is detailed and described in Table 3. The fourteen codes that the responses

related to were (in alphabetical order): analogy, brand, colour, gender, intrigue,

material, novelty, perceived function, perceived usability, portability, quality, shape,

size and texture. A definition and example of each code and the sub-code is also

supplied.

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Table 3: Visceral Rhetoric Coding Scheme

Code Sub-Codes Definition Examples

Analogy Organic shaped objects Familiar to other interactive products Familiar to other general products Fashion accessories

A similarity between like features of two things, on which a comparison may be based; a resemblance

It looks like a toy It looks like a piece of jewellery It reminds me of a candy bar

Brand Familiarity Confidence Uncertainty

A name or trademark associated with a product or producer

I like Nokias That is an Apple product

Colour Contrast Perception Vibrancy

Variation of light reflected by an object, usually determined visually by measurement of hue, and brightness of the reflected light saturation of a chroma

I like the colour The colour red is nice and vibrant I don’t like the colour scheme

Gender Unisex Masculine Feminine

Association with a certain gender

That is cute and girly It is pink and a girls phone

Intrigue Attention Difference Curiosity

Arousal of curiosity or interest by unusual, new or otherwise fascinating or compelling qualities

Wow that looks interesting I would be interested to see how it works

Material Finish Substance

The substances of which a product is made or composed

I don’t like the see through plastic I liked the brushed metal look

Novelty Modern Futuristic Outdated

Of recent origin, production or purchase; newness

It looks old and out dated Looks new and futuristic

Perceived Function

Appearance of functionality Physical features Non-physical features Multiplicity of functions

The kind of action or activity proper to a person or thing; the purpose for which something is designed

I hate slide phones Looks multi-functional

Perceived Usability

Product confidence Ergonomics Product frustration

Awareness or suggestion of the product’s aspects of use

I don’t know how to use it It looks simple to use

Portability Convenience Compact design Wearability

Capability of being transported or conveyed

Easy to run with Put it in your pocket

Quality Reliability Durability

Grade or excellence in the make Looks like it would break easily Susceptible to damage

Shape Proportion Fluidity Geometry

The quality of a distinct object or body in having an external surface or outline; of specific form or figure

It looks too chunky It has a different shape

Size Bulk Smallness Weight

An object’s spatial dimensions, proportions, magnitude or bulk

It is too small It is very thin

Texture Utilitarian Decorative

The visual and (especially) tactile quality of a surface

It has a rubbery back for good grip

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The transcripts (Appendix E) were coded or categorised using the software program

Atlas.ti to allow for an organised data comparison and analysis. By applying the

visceral rhetoric coding scheme to the data, results emerged pertaining to the

participants’ visceral responses to the interactive product stimuli. These results will

be discussed later in this chapter. The sub-codes were not analysed any further due to

an insufficient sample size of only six different products or stimuli (Appendix F).

Once the visceral rhetoric coding scheme was applied, a secondary hedonic coding

scheme (Table 4) was also applied in order to separate the data into visceral rhetoric

and visceral hedonic rhetoric results. The main difference between the two is that

visceral responses are all the participant responses (positive or negative) to the

product stimuli and visceral hedonic rhetoric results are the participants’ positive

responses only. Table 4 outlines the hedonic coding scheme, providing definitions

and examples of each code.

Table 4: Hedonic Coding Scheme

Code Definition Examples

Aesthetic A positive response given to the look and style of the product

It looks very attractive That one is very cute

Confident A positive response given in regards to how confident the participant would be using the product

I like Nokias That is an Apple product

Emotive A positive emotional response in regards to how the participant feels about the product

I like that one I trust Nokias

Interested A positive response showing interest in the product

Wow! That is an interesting one

Slightly Positive

A slightly positive response given by the participant in regards to the overall product

I don’t mind that one… It works

Strongly Positive

A strong positive response given by the participant in regards to the overall product

Yes, it has a nice shape to it

Table 5 demonstrates how the visceral rhetoric codes were attached to the data based

on the definition of the codes presented in Table 3. The product stimuli code refers to

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which product the participant was being exposed to at the time of the response. For

example, mobile telephone Number Five (MT 5) was presented to the participant and

their response was: “First thing I see is pink, girls’ phone. It’s a flip phone; it’s one

of the functions. Screen on the front probably going to display time; stuff like that”.

From this, the code “Colour” was attached within the response to pink, as pink is a

colour. Also, the sub-code of “Perception” was attached, as pink was the

participant’s perception of colour.

Table 5: Visceral Rhetoric Coding Scheme Application

Product Stimuli Code Excerpt of Transcript Codes Sub-Codes

MT 5: First thing I see is pink girls phone. It’s a flip phone, it’s one of the functions. Screen on the front probably going to display time, stuff like that.

Colour, Gender Perceived Function Perceived Usability

Colour [Perception], Gender[Feminie] Perceived Function[Physical feature] Perceived Usability[Frustration]

MT 4: Bulky, cumbersome, buttons aren’t in a normal layout. Nokia obviously. Odd shape not the standard rectangle.

Size, Perceived Usability Brand Shape

Size[Big], Perceived Usability[Frustration] Brand[Familiarity] Shape[Proportion]

Table 6 illustrates how the hedonic codes were attached to the data based on the

definition of the codes presented in Table 4. The product stimuli code refers to which

product the participant was being exposed to at the time of the response. For

example, mp3 player Number Six (MP3 6) was presented to the participant and their

response was: “Yeah I like the texture even though I didn’t touch it you can see that

it’s matt. Shape was interesting. Screen a little bit small assuming if it’s black and

white”. From this the code Texture was already attached within the response to

texture, from the visceral rhetoric coding scheme. This allowed the hedonic coding

scheme to focus on what type of hedonic response the participant gave. This can be

seen by the application of +Texture [emotive] code to the response, “Yeah I like the

texture even though I didn’t touch it” (Appendix G).

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Table 6: Hedonic Coding Scheme Application

Product Stimuli Code Excerpt of Transcript Codes

MP3 6: Yeah I like the texture even though I didn’t touch it you can see that it’s matt. Shape was interesting. Screen a little bit small assuming if its black and white.

+Texture [Emotive] +Material [Emotive] +Shape [Interest]

USB 4: Interesting design. I actually like that, um. I don’t know it’s different the rounded bevelled edges and it was thin. A lot thinner than normal USB so I’m assuming it has a slider that comes out for the USB slot.

+Shape [Emotive] +Size [Emotive] +Size [Emotive] +Perceived Function [Emotive]

All the participants’ visceral responses were coded and then quantified. This was

done on the understanding that visceral responses are sensory aspects of a product’s

appearance; for example, colour, texture, shape and sound (Meikle, 2005). The data

could then be separated into the three various product types (mobile telephone, MP3

player and USB memory flash drive) or used as a conglomerate. From this, a

hierarchy of codes was established (Appendix H) by the use of Atlas.ti to quantify

the occurrence rate of each visceral response and visceral hedonic response, and

ranking them accordingly. As each participant was exposed to six different products

within three different product categories, it meant that all thirty participants were

exposed to eighteen different interactive products, producing five hundred and forty

responses to analyse.

8.2 Relationship Coding

In addition to the standalone frequency of concurrent visceral responses, data was

also analysed (using the Atlas.ti program) to suggest that the concurrence of

relationships between different visceral responses was an important part of the

results. When participants mentioned two codes concurrently in the same response, it

was noted that the two codes had a relationship (Table 7 and Appendix I). From this

evaluation, seven relationships were discovered and these are discussed further in

Chapters 9 and 10. Table 7 depicts the relationship coding scheme by defining each

code and providing an example.

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Table 7: Relationship Coding Scheme

Relationship Definition Example

Colour + Intrigue The vibrancy of the colour created participant attention, causing intrigue

Wow! I love the colour

Colour + Gender Colour and Gender have a strong association as they were frequently referenced together

It’s pink, it looks like a girls phone

Brand + Perceived Usability

Confidence was expressed in the product both through the usability and brand associations

I love Nokias, they work for me

Brand + Analogy The familiarity to other products included the association of the brand

It reminds me of the ipod

Analogy + Shape The analogy of various shaped products

Looks like a pebble

Quality + Novelty Both have a strong association with longevity

Looks new and durable

Perceived Usability + Perceived Function

Perception of ease of use and function Looks very functional and easy to use

Using the already coded and analysed data, additional coding to highlight concurrent

visceral responses was applied. Table 8 illustrates how the relationship codes were

attached to the data based on the definition of the codes presented in Table 7. For

example, mobile telephone Number Five (MT 5) was presented to the participant and

their response was: “It’s very girlish, just the colours. I saw a bit of pink on it, just

with the white. Again it looks a little bit ancient. It was a very good looking phone

just not suited to me”. From this, the visceral rhetoric codes of Colour and Gender

were already applied. This created the relationship code of Colour + Gender.

Table 8: Relationship Coding Scheme Application

Product Stimuli Code

Excerpt of Transcript Visceral Rhetoric Codes

Relationship Code

MT5 It’s very girlish, just the colours. I saw a bit of pink on it, just with the white. Again it looks a little bit ancient. It was a very good looking phone just not suited to me.

Gender [Feminine] Colour [Perception] Novelty [Outdated]

Relationship [Colour + Gender]

USB6

Very practical design. That would probably be my pick only because it has got a protective cover on the USB. I am more about ensuring the proper use of it and the clear plastic cover it always makes sure nothing can get into the USB port.

Perceived Usability [Product Confidence] Perceived Function [Physical Features] Material [Substance] Perceived Usability [Product Confidence]

Relationship [Perceived Usability + Perceived Function]

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8.3 Results

By applying these coding schemes to the data collected, the results of this study

emerged. The results can be separated into two main categories of (i) visceral

response and (ii) visceral hedonic response. From each of these main categories,

emerge different results pertaining to each of the three different interactive product

types used as stimuli (mobile telephones, Mp3 players and USB memory flash

drives). They are illustrated in Figure 13, providing an overall visual summary of the

results reported on in the following pages.

Figure 13: Overall Results Categories

8.4 Visceral Rhetoric

After the completion of the analysis, the visceral responses that emerged were: size,

shape, colour, brand, gender, intrigue, quality, texture, perceived usability, material,

analogy, portability, novelty and perceived function. These categories were initially

noted from the instantaneous responses given by the participants during the pilot

study, and then applied to responses received during the main study’s interview

process (Figure 12). Each of thirty participants was exposed to eighteen products.

This resulted in a total of five hundred and forty responses being analysed to produce

the following graphs which show occurrence rate percentages.

Visceral Responses Visceral Hedonic Responses

mp3 players USB memory !ash drives

mobile telephones mp3 players USB memory

!ash drivesmobile

telephones

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Figure 14: Overall Visceral Responses

The results illustrated in Figure 14 show the distribution of visceral responses in

regards to their occurrence frequencies in response to exposure to the 18 interactive

products as a whole. From the results shown, Size is the most dominant response

(13.8%), followed closely by Colour (13.2%). Perceived usability (12.3%) and

Shape (12.2%) closely follow Size and Colour in occurrence. Analogy (7.7%),

Perceived function (7.4%) and Material (7.1%) are all close in scores. Intrigue

(6.0%), Portability (5.9%) and Novelty (4.5%) then follow. Quality (3.5%) and

Brand (2.7%) come in close behind. Texture (1.9%) and Gender (1.8%) are also very

close in scores, holding the lowest two places.

Visceral responses to each of the three different interactive products (mobile

telephones, MP3 players and USB memory flash drives) were then calculated. The

following is a breakdown of responses to each individual product type (Figures 15,

17 and 18).

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Figure 15: Visceral Responses to Mobile Telephones

Figure 15 shows that Colour (19.2%) is the dominant leader in visceral rhetoric with

regard to mobile telephones. It stands out significantly from the other categories. The

next most dominant aspect is Shape (13.5%). Perceived usability (11.7%) is next,

followed by Size (9.2%), Perceived function (9.0%) and Material (8.2%); all of these

are close in scoring range. Novelty (5.9%) and Intrigue (5.3%) follow closely in

occurrence rate. Gender and Analogy are both recorded with the same frequency of

occurrence rate of 3.9%. Texture (3.2%) is next, followed by Portability (2.7%) and

Brand (2.4%), which are also similar in percentage rate. Quality (1.9%) has the

lowest visceral rhetoric frequency of occurrence rate for mobile telephones.

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Figure 16: Visceral Responses to MP3 Players

Figure 16 shows that the visceral rhetoric responses to MP3 players resulted in a

leading dominant group of three categories: Size (16.0%), Perceived usability

(15.6%) and Shape (14.2%). These are followed by another group of close results:

Analogy (10.6%) and Colour (10.0%). Next is Portability (7.0%), followed by

Intrigue (5.6%) and Brand (5.2%), which are relatively close together in occurrence

rate. Perceived Function (4.2%) comes in next, followed by results for Material

(3.6%) and Novelty (3.4%), which are also close in percentage rates. Quality (2.2%)

is next, followed by Texture (1.8%). Gender (0.6%) is the lowest visceral rhetoric

result evident for Mp3 players.

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Figure 18: Visceral Responses to USB Memory Flash Drives

Figure 18 depicts the results of visceral rhetoric responses to USB memory flash

drives. Size (16.7%) is the predominant category with no other coming close to it. A

rather large secondary grouping of results include: Colour (10.0%), Material (9.6%),

Perceived usability (9.4%), Perceived function (9.1%), Analogy (8.9%), Shape

(8.4%), Portability (8.0%) and Intrigue (7.5%). Next is Quality (6.2%) and Novelty

(4.2%). This is followed by Texture (0.9%) and Gender (0.9%), both with the same

occurrence rate. Brand (0.2%) has the lowest visceral rhetoric frequency of

occurrence rate for USB memory flash drives.

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Figure 18: Visceral Responses to All Products

As seen in Figure 18, the three interactive products were compared. The results from

this graph depict the commonalities in frequency of occurrence rates for each product

code, such as Texture, Novelty, Intrigue and Gender. The largest difference apparent

is that responses to mobile telephones result in Colour-related responses, having

twice the occurrence rate of those recorded for the MP3 player and the USB memory

flash drive. Additionally, the Perceived usability is stronger in MP3 players than in

the other two interactive product types. Texture, Novelty, Intrigue and Gender are all

similar in occurrence rate across the three products which scored relatively low for

all three. Results suggest that Colour is the most powerful visceral attribute in mobile

telephone design with the highest occurrence rate of 19.2%, and that MP3 players

project a heightened sense of Perceived usability. It also demonstrates that Quality is

strongest in the USB responses, which could be due to the nature of the device and

the importance of data safety to users.

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8.5 Visceral Hedonic Rhetoric

From the visceral responses seen earlier in the chapter, it was possible to categorise

the responses more specifically into visceral hedonic responses. The process of this

further categorisation or coding was detailed earlier in the analysis section. The

following graphs represent the results.

Figure 20: Overall Visceral Hedonic Results

The findings demonstrated in Figure 20 represent the overall visceral hedonic

responses in correspondence to their occurrence rate. From the results shown, Colour

is the most dominant response (16.4%), followed by Size (14.4%) and Shape

(11.8%). Intrigue (9.9%) and Material (8.5%) are closely ranked. Perceived usability

(7.7%), Portability (7.5%) and Perceived Function (6.9%) are all close in scores,

following the dominant scores above. Novelty (4.7%) and Analogy (4.3%) are fairly

close in occurrence rates, as are Brand (2.6%) and Quality (2.3%). Texture (2.1%)

and Gender (0.9%) are, again, also very close together in scores and hold the two

lowest places (as seen in Figures 14 and 17).

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In addition to the conglomerate result, results pertaining to each of the three

interactive product types (mobile telephone, MP3 player and USB memory flash

drive) were also produced. Results for the first product type, mobile telephones, can

be seen in Figure 21.

Figure 21: Visceral Hedonic Responses to Mobile Telephones

From the results shown in Figure 21, it can be seen that Colour (22.5%) is almost

double the rate of the second highest score Material (12.6%), with Size and Shape

having identical scores of 9.3%. These are followed by Novelty (8.2%) and, again,

Perceived function and Intrigue have identical scores of 7.7%. Portability (6.0%),

Perceived Usability (3.9%) and Texture (3.3%) are fairly close in occurrence rates.

Next come Quality (2.8%), Brand (2.8%) and Gender (2.8%) which all recorded the

same percentage rate. Last is Analogy (1.1%) with the lowest visceral hedonic

response frequency of occurrence rate evident for mobile telephones.

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Figure 21: Visceral Hedonic Responses to MP3 Players

As shown in Figure 21, MP3 players and the corresponding responses to visceral

hedonic stimuli present three dominant results: Size at 16.0% and Colour and Shape

with identical occurrence rates of 15.7%. These are followed by Perceived Usability

(9.5%), Portability (8.3%) and Intrigue (7.4%). Material (6.5%) and Analogy (6.1%)

are relatively close in occurrence rate. Next are Brand (4.4%) and Novelty (3.5%).

These are followed by Perceived Function and Texture, both receiving 2.6%

occurrence rates. Finally, Quality records 1.7% and Gender receives 0%.

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Figure 22: Visceral Hedonic Responses to USB Memory Flash Drives

Figure 22 illustrates that USB memory flash drives produced the following visceral

hedonic responses: Size (16.2%) and Intrigue (15.2%) are the two highest scoring

results, with Colour (11.7%) and Perceived function (11.2%) close behind; Shape

(9.7%) and Perceived usability (9.1%) follow; Portability (8.1%) and Material

(7.1%) follow closely behind and Analogy (5.1%), Novelty (3.1%) and Quality

(2.5%) are next; Texture and Brand receive the same occurrence rate of 0.5% and

Gender, again, receives 0%.

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Figure 23: Visceral Hedonic Responses to All Products

By comparing all of the product types, the differences in visceral hedonic response

are evident (Figure 23) and will be discussed in the next chapter. However, the result

for Colour in mobile telephones (22.5%) is the most dominant in occurrence rate,

greater than the rate for Mp3 players (15.6%) and USB memory flash drives

(11.6%).

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Figure 24: Compared Conglomerate Responses

Comparing the overall visceral and visceral hedonic responses as percentages of the

overall responses demonstrates their differences (Figure 24). The more marked

differences are that Intrigue, Colour and, to a lesser degree, Material have a higher

occurrence rate hedonically, while Perceived usability and Analogy report a weaker

score hedonically. Apart from these main differences, the rest are similar in score

rates.

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8.6 Relationships

Additional to the hierarchy of results in visceral responses and visceral hedonic

responses, the emergence of relationships between categories is described in Table 9.

Figure 25 illustrates that the relationships have emerged from the previously

described results as a conglomerate. Once the relationships were discovered, they

were then broken down into their corresponding interactive product categories

(mobile telephone, Mp3 player and USB memory flash drive).

Figure 25: Overall Relationship Result Categories

Visceral Responses Visceral Hedonic Responses

mp3 players USB memory !ash drives

mobile telephones mp3 players USB memory

!ash drivesmobile

telephones

mp3 players USB memory !ash drives

mobile telephones

Relationships

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Table 9: Hierarchy of Relationships

Hierarchy Frequency Relationship Definition

1 27.6% Perceived Usability + Perceived Function

Perception of ease of use and function

2 17.0% Colour + Intrigue The vibrancy of the colour created participant attention, causing intrigue

3 15.9% Analogy + Shape The analogy of various shaped products 4 14.8% Brand + Analogy The familiarity with other products included

the association of the brand 5 12.7% Colour + Gender Colour and Gender have a strong association

as they were frequently referenced together 6 9.5% Brand + Perceived

Usability Confidence was expressed in the product both through the usability and brand associations

7 2.1% Quality + Novelty Both have a strong association with longevity

In Table 9, the relationships between product attributes are shown in correspondence

to the percentage frequency of occurrence within the results. This provides the ability

to rank the conglomerate results from highest to lowest frequency of occurrence. As

can be seen, the highest ranking relationship is Perceived Function + Perceived

Usability with a frequency of occurrence rate of 27.6%. This relationship reflects

responses that contained references to the participants’ perception of how easy the

product would be to use. The second highest ranking relationship is Colour +

Intrigue, with a frequency of occurrence rate of 17.0%. This relationship was

generally a result of the vibrancy of the colour grabbing the attention of the

participant and, in turn, creating intrigue in the product. The third ranking

relationship is Analogy + Shape, with a frequency of occurrence rate of 15.9%. This

relationship was constructed by participants referring to the similarity of various

shaped objects. The fourth highest-ranking relationship is Brand + Analogy, scoring

14.8% in frequency of occurrence. It was the familiarity to other products and their

branding that demonstrated this relationship. The fifth relationship ranking is Colour

+ Gender, with a 12.7% frequency of occurrence rate. This relationship included the

stereotypical gender/colour associations. The sixth ranking relationship is Brand +

Perceived Usability, scoring 9.5% frequency of occurrence rate. This relationship

was formed by responses expressing confidence in the brand and, therefore, its

usability. The lowest ranking relationship is Quality + Novelty, ranking seventh and

scoring 2.1% frequency of occurrence rate. This relationship was associated with

longevity through the quality and novelty of the product.

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40

50

60

70

80

Shape + Analogy

Analogy + Brand

Brand + Perceived Usability

Colour + Gender

Colour + Intrigue

Perceived Usability + Perceived Function

Quality + Novelty

Conglomerate Mobile Telephone Mp3 Player USB memory flash drive

Figure 26: Compared Conglomerate Responses

As shown in Figure 26, a comparison was made between the frequency of occurrence

rates in relationships from one product to the next (mobile telephones, Mp3 players,

USB memory flash drives) in comparison to the conglomerate occurrence frequency.

As can be seen, Mp3 players show significantly stronger responses in the relationship

between Shape + Analogy (66.7%), Analogy + Brand (78.6%) and Brand +

Perceived Usability (66.7%) compared to both of the other products. Mobile

telephones are higher in frequency of occurrence rate in both relationships

concerning Colour: Colour + Intrigue (37.5%) and Colour + Gender (75.0%). In the

relationships of Analogy + Brand, Brand + Perceived Usability and Colour + Gender,

the USB memory flash drive is absent, with a 0% occurrence rate. Interestingly

enough, the highest conglomerate ranking relationship (Perceived Usability +

Perceived Function) and the second highest conglomerate ranking relationship

(Colour + Intrigue) received results from all interactive product types within a 10%

range of one another (30-40%).

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8.7 Summary

This chapter systematically presents the results from the data analysis. The results

show that visceral responses differ from visceral hedonic responses from overall and

for all three interactive products. The strongest occurrence rate for both visceral

responses and visceral hedonic responses is Colour, followed closely by Size and

Shape. The analysis also addresses both research questions by first identifying

attributes evoking visceral hedonic responses in interactive products. These attributes

are: Analogy, Brand, Colour, Gender, Intrigue, Material, Novelty, Perceived

Function, Perceived Usability, Portability, Quality, Shape, Size and Texture.

Secondly, the difference between visceral responses and visceral hedonic responses

to interactive products is demonstrated. The relationships between the attribute

categories are described in order of frequency, with the relationship Perceived

Usability + Perceived Function being the highest. The following chapter (Chapter 9)

interprets these results and their interrelationships and draws conclusions to aid in a

better understanding of visceral hedonic rhetoric applicable to the design of

interactive products.

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Chapter 9: Findings and Discussion

In Chapter 8, the results are outlined and categorised into visceral rhetoric and

visceral hedonic rhetoric evident in interactive products. The attribute categories

identified are in themselves significant; however, it is the relationships these

categories share that have demonstrated an additional depth to the findings. The

findings identified in Chapter 8 are now discussed in relation to the theory of visceral

hedonic rhetoric discussed earlier and in relation to relevant literature on product

attributes and perception.

9.1 Visceral Hedonic Rhetoric

The overall visceral and visceral hedonic response categories are shown respectively

in Figures 14 and 20, against their frequency occurrence. As can be seen, the

prominent three in both cases are Colour, Size and Shape and the least prominent are

Gender and Texture. These relative ratings are even more pronounced in the visceral

hedonic results than in the purely visceral.

When comparing the results of this study to the literature pertaining to the human

visual perceptual system, a few similarities emerge. Authors in the cognitive science

and neuroscience fields (Ashby and Townsend, 1986; Livingstone and Hubel, 1988;

Biederman, 1987) state that form, colour, texture, motion and depth are the

prominent components of visual perception. However, none of these studies were

conducted on real products; rather, they were conducted using two-dimensional

representations of text, colour blocks and abstract forms. Compared to the recorded

visceral response or the visceral hedonic response result, colour, shape (form) and

size (depth) components of perception do have a high frequency of occurrence rate.

Texture, however, is not nearly as dominant. However, this outcome may be due to

the focus on interactive devices for the study, which do not tend to exhibit much

variation in texture from one device to the next. Also, the procedure maintained

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throughout this experiment prevented participants from handling or touching the

products. It may be of interest in future research to allow further contact between

consumer and product, thus providing comparative information on more tactile

visceral responses.

Size, Colour and Shape have been described as design variants by Berkowitz (1987)

in that they have the means to create a differentiating advantage over competing

products. This supports their importance and powerful role in consumer attraction as

suggested by the results of this study. Researchers agree that colour has a strong

visual and emotional impact on the viewer (Aslam, 2006; Clarke and Costall, 2007;

D’Andrade and Egan, 1974). This ability to provoke strong emotional impact

supports the result for Colour as presenting the highest rated response. This study

suggests that colour is the most vital visceral hedonic property evident in interactive

products and should be considered in the design process at an early stage to

maximise product impact, and to prevent designers selecting colour as a styling after-

thought.

Within the hedonic coding scheme, different codes emerged: aesthetic, confident,

emotive, interest, slightly positive and strongly positive. These codes and their

definitions and examples can be seen in Table 4. The emotive response code aligns

with Norman’s (2004) example of a visceral response: “I want it”. Interest is

proposed by Desmet (2002) as one of the vital components of emotional processing

and thus forms another hedonic code. Aesthetic responses are discussed by Crilly,

Moultrie and Clarkson (2004) as relating to one particular aspect of cognitive

response: the perception of how pleasing the process of regarding an object is. The

other hedonic codes – Confidence, Slightly Positive and Strongly Positive – arose as

appropriate categories of responses registered during the pilot study.

It was felt unnecessary to quantify the hedonic responses separately from the visceral

responses; however, these results may be further investigated in future work. In this

study, quantification was only registered as hedonic qualifications of visceral

responses due to the generally aligned frequency hierarchies of visceral and visceral

hedonic attribute categories. The very similar hierarchies suggest that the form or

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manifestation of the visceral attribute is the determinant of the level of hedonic

value, rather than the hedonic attribute itself.

The following sections discuss the visceral hedonic categories in descending

hierarchical order. Full participant responses, further to the excerpts discussed, can

be seen in Appendix E.

9.1.1 Colour

Table 3 describes Colour as being associated with the contrast, perception and

vibrant colouring of the product, as illustrated through their reference as sub- codes

in the table. Participant 4 responded with “the red colour makes it stand out” and

Participant 12 “loved the black and white contrast” (Appendix E). Gorn,

Chattopadhyay, Yi and Dahl (1997) agree that colour is of great importance to design

and feel that colour choice, its hue and saturation levels are imperative to good

design (Bottomley and Doyle, 2006). Participants also responded with their approval

of the colour of the product, without elaboration; for example: “the colour is good”

(Participant 5). Ware (2004) states that there has been more research on the use of

colour in information visualisation than on any other perceptual issue and that colour

affects every aspect of visualisation (Ware, 2004). This could be a part of the

explanation for its dominance in this study’s results. Ware (2004) also states that the

most important fact about colour vision (what we see) is that we have three distinct

colour receptors, called cones, in our retinas that are active at normal light levels.

These three different receptors are sensitive to different frequencies of light: red,

yellow and blue (also known as primary colours) (Ware, 2004).

It is widely accepted that people’s emotions are affected by colour. In particular,

colour is believed to affect the degree of felt arousal (Mikellides, 1990). Increases in

arousal are at first pleasurable and exciting (Gorn, Chattopadhyay, Yi and Dahl,

1997). As colour recorded the highest frequency of occurrence rate in the

experiment, thus concurring with the literature on the topic, this study concludes that

colour is of vital importance for designers to take into consideration early in the

design process.

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9.1.2 Shape and Size

The terms Form and Depth are used by cognitive and neuron scientists and, in this

study, encapsulate both the shape and the size of a product (Ashby and Townsend,

1986). Size was broken down into “big”, “small” and “perceived weight” (as deduced

from the size of the product). Participants referred to the appeal of slim products with

Participant 1 claiming, “I like slim phones” and Participant 7 saying, “It was nice and

thin”. These observations gave preconceptions of the product being light or heavy.

Shape was divided into responses regarding the proportion of the shape and whether

it was a fluid or geometric form. Participants 12 and 25 referred to the “rounded,

curved edges” of a product as part of the shape they found appealing. Shov Holt and

Shov Holt (2005) agree that hedonic fluidity in forms of interactive products is part

of a new era in modernism and that forms now appear more friendly and inviting in

nature. This curved trend goes by many names: blobbing, blobbism, blurring, blob

morphs, blobjects and blobictecture. Bucquoye and Danne (2007) state that these

rounded forms in design are everywhere and attract much attention far and wide.

Bloch (1995) builds upon this by claiming that product form creates the initial

impression and generates inferences regarding other product attributes in the same

manner as does price (Bloch, 1995).

Forty (1986) writes that product form also helps to develop corporate and brand

identities. Companies such as Braun and Ralph Lauren have distinctive design

philosophies that help develop and reinforce a recognisable corporate character

through product form (Forty, 1986). Norman (2004) confirms that shape and form

are vital in visceral design as it is all about the immediate emotional impact. Bloch

(1995) also claims that product form is important enough to affect the quality of our

lives. The perception and usage of beautifully designed products may provide

sensory pleasure and stimulation (Bloch, 1995). Holland (2010) argues that form has

meaning: it can touch us at such a primal level that our mind is left scrambling to

rationalize our emotional reaction (Holland, 2010). All of these authorities confirm

the importance of form in the design of a product; this justifies the high frequency of

occurrence rates in the results, with shape and size being rated second and third in

the visceral hedonic hierarchy.

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9.1.3 Intrigue

Intrigue was created by the attention, differences and curiosity participants felt in

response to the product. Responses such as: “Wow, it looks very interesting”

(Participant 1), and “It is very different to what I have seen” (Participant 13) were

common. Babin and Babin (2001) link the notions of hedonic value experienced by

the consumer and intrigue together in the retail experienced environment. However,

their study focuses on the shopping atmosphere such as the store layout, employees,

music, not the product design itself. Foxall (1996) identifies three behavioural

“reinforcements” that shape actual physiology behaviour: hedonic, informational and

aversive. Hedonic reinforcements aimed at an individual’s innate behaviour refer to

the strengthening of consumption behaviour through the generation of feelings and

other sensory stimulation.

Web advertisements incorporating elements of intrigue were branded as “effective”

by some participants in an experiment (Raman and Leckerby, 1998; Dholokia and

Rego, 1998). Research conducted in the area of web advertising by Raman and

Leckerby (1998) found that intrigue played a vital role in the design of the

advertisements because if the consumer finds the digital advertisement to be without

interest, they will immediately terminate the visit to the webpage. Raman and

Leckerby (1998) found that markets on the web are obviously interested in

lengthening consumer visits. Therefore, by adding elements such as animations,

colourful backgrounds and graphics to lure consumers, web designers hope to keep

customers for longer periods. However, Raman and Leckerby’s study suggests that

even though hedonic elements of a website may make it appear more interesting, it is

the utilitarianism of a web advertisement that helps to build longer visits (Raman and

Leckerby, 1998).

Desmet (2003) proposes five categories for the emotional responses that products

may elicit: instrumental, aesthetic, social, surprise and intrigue. He also states that

intrigue emotions such as fascination are elicited by the perception of challenge

combined with promise (Desmet, 2003). Transferring the same designer hopes into

the design of products, in that product designers also want to attract and keep their

consumers interested in their product for longer. It is the high ranking result for

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intrigue in this study that confirms how important it is to create intrigue in the design

of products.

9.1.4 Material

Material was linked with the finish and the molecular structure of the substance

compound. Participants 8 and 19 stated: “It has a very nice finish” and many

participants liked the shiny surface finish. The assumption of material type used in

the products – such as plastic, metal and aluminium – were seen to produce such a

finish. Many authors (Ashby, Brechet, Cebon and Salvo, 2004; Karana, Hekkert and

Kandachar, 2008; Lennart and Edwards, 2003) agree on the importance of material

selection for product designers to appeal to consumers. However, material types and

their potential to cause emotional attachments to products are still fairly unexplored.

Beaver (2010) does establish the importance of consumers’ concepts of materials in

relation to product design. He also establishes the effect materials have on consumers

by identifying the extent to which materials can prompt emotional judgments and

thereby alter the product user experience (Beaver, 2010).

Ashby, Brechet, Cebon and Salvo (2004) investigate the process of material selection

that designers have to deal with on a day-to-day basis, as there are estimated to be

between 40 000 to 80 000 materials and at least 100 different ways to process them

(Ashby, Brechet, Cebon and Salvo, 2004). Ashby and Johnson (2003) state that there

is personality and character hidden in the material before it has been made into a

recognisable form: an embedded personality; a shy one; not always obvious; easily

concealed or disguised; but one that when appropriately manipulated, imparts its

qualities to the design. Ashby and Johnson (2003) also suggest that materials play an

important role because functionality is dependent on the choice of proper materials

and process to meet the technical requirements of the design (Ashby and Johnson,

2003).

Ljungberg and Edwards (2003) state that aspects of design such as materials

selection and marketing are important factors in the successful development of

products. They address this by developing a comprehensive tool for understanding

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product development with special respect to material selection (Ljungberg and

Edwards, 2003). This agrees with Karana, Hekkert and Kandachar’s (2008) theory

that designers have started to select or use materials in order to attribute particular

meaning to their products (Karana, Hekkert and Kandachar, 2008). The connection

of product materials and emotional design is a recent idea that has been built upon

Patton’s (1968) research which states that when a designer selects a material, they

must consider fulfilling the three basic requirements: service requirements,

fabrication requirements and economic requirements. According to Patton (1968),

the service requirements rank supreme. The material must stand up to service

demands, which commonly include: dimensional stability, corrosion resistance,

adequate strength, hardness, toughness and heat resistance. The material must also be

capable of shaping and joining to other materials.

9.1.5 Perceived Usability

Perceived usability was related to a sense of confidence in the product and the

ergonomic suggestions as to how the product would be used. Participant 3 stated that

it appeared to “fit in your hands properly” and Participant 10 elaborated that the

product “gives you that feeling of confidence that it will do what it is supposed to”.

These issues are also discussed by Nielsen (1993) and Anderson (1986); however,

their research was conducted in the field of human computer interaction, focusing on

interface design and website usability (Davis, 1989; Flavian, Guinaliu and Gurrea,

2006; Han, Yun, Kwahk and Hong, 2001). Dumas and Redish (1994) state that

usability of a product is one of the most important factors that the user considers in

purchasing a product as well as functionality, price and after sales service quality

(Dumas and Redish, 1994). It is interesting to note that perceived function and

perceived quality were very high in frequency of occurrence rates in the results of

this study, while quality scored relatively low frequencies.

Han, Hwan, Kwahk and Hong (2001) define the usability applicable to the consumer

electronic product as the degree to which the users are satisfied with the product with

respect to both the performance and the image/impression. A consumer’s perceived

usability of a product is believed by many companies to be the key to their success

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(Han, Hwan, Kwahk and Hong, 2001). Flavian, Guinaliu and Gurrea (2006)

investigated the influence of perceived usability on the user’s loyalty to websites that

they visit. As there was a consistent increase in the degree of website loyalty, the

results confirm that the trust of the user increases when the user considers the system

to be usable. In the same way, greater usability and trust were found to have a

positive influence on user satisfaction (Flavian, Guinaliu and Gurrea, 2006).

9.1.6 Portability

The Portability of the product was represented by the compact design; that is, it was

wearable and convenient. Participant 2 liked the fact that the product “had a clip on

the back so it can hold onto something”, while Participant 11 stated that its “compact

design allowed it to be stored in your pocket easily”. Easy portability allowed the

product to be transported and used in many different contexts. This concurs with

Gemperle, Kasabach, Stivoric, Bauer and Martin’s (1998) view that current trends in

computing tools are consistent with society’s historical need to evolve its tools and

products into more portable, mobile, and (even) wearable forms. Timepieces, radios,

and telephones are common examples of this trend. With advances in technology,

miniaturisation and wireless communication, access to information is no longer

limited to the static environment of the office desktop and personal computer. Well-

designed mobile and wearable products can offer more portable and effective ways

for people to relate to information. However, simply shrinking down computing tools

from the desktop paradigm to a more portable scale only makes them into mini PCs.

It does not take advantage of the opportunities presented by a whole new context of

use and it does not regard the human body as a new context (Gemperle, Kasabach,

Stivoric, Bauer and Martin, 1998).

9.1.7 Perceived Function

Perceived function is connected with the physical and non-physical features of the

product as well as with the appearance of being a multi-functional device.

Participants 5 and 10 commented that they “don’t like slider phones”. Participants

acknowledged that the product looked “functional” (Participant 23) and that it

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appeared to do what it was meant to. Various physical features of the product such as

the slider on a mobile telephone alluded to the function, while the non-physical

features, such as playing music or speaker systems, were also referred to by

participants. Norman (2004) describes how the visual presentation of products may

assist the consumer in assessing how products should be functionally used. Norman

refers to the three clues in the visible structure of products that can improve the ease

with which they may be understood: affordances, constraints and mappings. Norman

relates each of these terms to the physical function of products. However, they are

also relevant to the perceived use and functionality of products based on visual

inspection (Crilly, Moultrie and Clarkson, 2004).

9.1.8 Novelty

The category of Novelty was associated with modern and futuristic interactive

products. Participants liked the fact that the product appeared new and futuristic.

Participant 4 stated that “I like it because it looks new”, and Participant 7 stated she

liked a product because it appeared “up with technology”. These physical appraisals

differ from Hirschman’s view (1980) that the urge to seeking out novel experiences

and objects comes from within an interactive device, through the consumer’s

experience with the interface and the functioning of a product. Hirschmann’s theory

differs from Crilly, Moultrie and Clarkson’s (2008) statement that novelty in

products arouses the consumer’s interest, thus encouraging further interaction.

However, as it is placed fairly low in the frequency of occurrence rates, the study’s

result would suggest that Novelty is one of the less important factors in interactive

product design.

Dinnin (2009) investigates the thrill associated with a brand new possession. He

states that the perception of newness is an important part of the consumption

experience because it creates short-term value. Three factors create the perception of

newness: situational product involvement, a sense that the product is pristine; and,

the physical possession. Value is then derived from the hedonic experience of

ownership and the motivational force of attraction to be the first user of a pristine,

virgin product. The sense of newness fades over time as the product is used and the

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consumer hedonically adapts to possession (Dennin, 2009). Dinnin (2009) believes

that the value of newness is partially derived from the pleasure associated with

ownership of a new possession. When the consumer senses that a new possession is

truly brand new, there is a distinct level of additional value associated with the

product. The consumer’s sense of newness is generated by his situational

involvement in the product, a sense of the product’s pristine physical qualities, and

possession of the product (Dinnin, 2009).

Flavell (1977) notes that human infants are already engaged in novelty seeking.

When presented with two visual stimuli of equal intensity, one familiar and one

novel, the infant will select the novel stimulus. Thus, novelty seeking would seem to

represent an innate search for information. However, even if novelty seeking is

innate, it is logical to assume that it serves some constructive purpose to the

individual (Flavell, 1977). Cox and Locander (1987) agree with Flavell (1977) in his

view that a novel product will produce a stronger amount of arousal and affective

reaction from a consumer than a familiar one. Coates (2003) suggests that the term

“subjective information” may be regarded as the novelty perceived in the design.

This is largely determined by the extent to which the product deviates from forms

with which the consumer is already familiar. For example, products utilising shapes

and lines that are a radical departure from those normally encountered arouse interest

due to their novelty (Coates, 2003).

The literature agrees with the results of this study to some degree, in that novelty is

not a high scoring frequency of occurrence; however, the literature does suggest that

it is of vital importance to the consumer’s initial impression.

9.1.9 Analogy

Analogy was described as the perception that a product is similar to other products

and organic shaped objects. The comparison to products that participants had already

owned or tried was evident in responses such as: “It reminds me of mobile phone”

(Participant 2). There was also comparison to organic objects such as: “Looks like a

ruby” (Participant 18) and “It looks like a pebble” (Participant 15).

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Winston (1980) states that much thinking is done by analogy. People face a situation,

then recall a similar situation, match them, and they reason and learn. Analogy-

driven reasoning is described as the memory searching for situations that are likely to

be similar to a new, given situation. The search assumes that the useful, remembered

situations will involve the same sorts of things as the new one at some level of

classification (Winston, 1980). Analogical reasoning operates by comparing cases. In

most case-based reasoning systems, cases are stored as named collections of facts in

memory (Mostek, Forbus and Meverden, 2000). Analogy was referred to by Crilly,

Moultrie and Clarkson (2004) as “metaphor” within the visual references sphere of a

consumer response.

Analogy can be of great consequence to the designer if the design itself resembles

something existing or previously existing. This puts pressure upon the designer to not

only come up with new ideas in response to their designs, but to stimulate positive

analogies in the consumer’s mind.

9.1.10 Brand

Responses to Brand were responsible for inciting confidence in the product.

Participants relating a product to a reputable brand felt confident that the product

would not let them down. Examples of this are: “I trust Nokias” (Participant 1) and

“it is a good brand so I would buy it” (Participant 8). Thomson, MacInnis and Park

(2005) demonstrate a strong emotional bond between consumer and brand. Cox and

Locander (1987) explore the relationship between brand attitudes and product

novelty, findings that the formation of brand attitudes for a novel product may

depend more heavily on consumers’ affective reaction to the advertisement than on

their brand-related beliefs.

Roberts (2004) states that the term “brand” is coming to an end and it is time to find

a new concept with greater emotional potency. It is time for brands to evolve into

lovemarks: the next evolution in branding. Lovemarks are about building and

strengthening emotional bonds between brands and consumers. Pawle and Cooper

(2006) provide strong evidence that the relationships that consumers have with

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brands are much more heavily influenced by emotional factors (Pawle and Cooper,

2006). Brands are coded in memory on a cognitive and emotional basis (Gordon,

2006). Thomson, MacInnis and Park (2005) suggest that consumers can become

emotionally attached to consumption objects, including brands (Thomson, MacInnis

and Park, 2005). Norman (2004) states that package designers and brand managers

are looking beyond graphic elements, or even the design as a whole, to forge an

emotional bond between consumers and brands. While branding is an entirely

separate field studied by marketers and corporate identity designers, product

designers should still be aware of its influence upon the consumer response.

9.1.11 Quality

Quality is coupled with being reliable and durable. This is shown through

participants’ responses: “It looks heavy duty” (Participant 18) and “It doesn’t look

like it will break when you drop it” (Participant 13). This is reinforced by the

literature which links the quality of products to being durable and longlasting

(Garvin, 1986). Zeithaml (1988) investigates consumer perceptions of price, quality

and value that were considered pivotal determinants of shopping behaviour and

product choice. Zeithaml (1988) defines quality as superiority or excellence and by

extension, perceived quality can be defined as the consumer’s judgement about a

product’s overall excellence or superiority (Zeithaml, 1988). As Crilly, Moultrie and

Clarkson (2004) detail in the design dialogue, production quality of a product may

influence the consumer response. The influence of production quality and

perceptions of quality, superiority or excellence (and consequent consumer response)

are supported by the results of this study.

9.1.12 Texture

Texture is related to being decorative as well as to the utility of the surface, such as a

grip. The decorative texture is associated with the “lines on it” and “the detail on the

sides” (Participant 12) giving the product a decorative appeal. Participant 3 referred

to the utility of the texture of the grip: “You can put it on a table and it won’t slide

off”. Previously the term “decoration” was used, but a new terminology, “bling

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bling”, has begun to emerge internationally, migrating from the hip hop scene. This

reinforces claims made by participants that “It’s very bling” (Participant 5). The term

refers to wearing excessive jewellery, as favoured by rappers. At first it referred to

jewellery only, but has now become a general indicator of decoration (Bucquoye and

Danne, 2007). Details and decoration of a product were outlined by Crilly, Moultrie

and Clarkson (2004) as product attributes considered by designers. Results of this

study confirm that consumers, like designers, notice and consider the texture of

products in an immediate appraisal.

9.1.13 Gender

Gender is divided into unisex, masculine and feminine associations to products.

Participants associated various products which stereotypically-assigned gender roles

such as: “It looks cute and girly” (Participant 12) and “nice and masculine”

(Participant 15). Slyke, Comunale and Belanger (2002) believe that gender is a

predicator of an individual’s intent to purchase products. Research has been

conducted on isolating and separating female and male responses to various product

rhetoric, such as product shape (de Medeiros and Ashton, 2006). As there were an

uneven number of male and female participants, this study did not consider the male

and female responses gathered to provide a sufficient sample for analysis.

Meyers-Levy and Sternthal (1991) conducted two experiments, data from which

suggests that the genders differ in their process of forming judgements. In

comparison with men, women appear to have a lower threshold for elaborating on

message cues and, thus, make greater use of such cues in judging products (Meyers-

Levy and Sternthal, 1991). It has also been proven that genders differ in their

environment of which product attributes they consider to be more important

(Holbrook, 1986) and that both genders are more easily persuaded when message

content is relevant to the opposite gender’s social role rather than to their own gender

role (Sistrunk and McDavid, 1971). This concurs with the results of this study which

show that gender can indeed affect hedonic response to a product and could even

preclude further interaction.

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9.1.14 Variants in Visceral Hedonic Responses between Products

Colour in mobile telephones (22.5%) remains stronger in occurrence rate than MP3

players (15.6%) and USB memory flash drives (11.6%). Possible explanations for

this could be the strong personal connection consumers have with their mobile

phones as opposed to the other two types of interactive products. The literature

suggests (D’Andrade and Egan, 1974; Gorn, Chattopadhyay, Yi and Dahl, 1997) that

colour provides a strong emotional bond that transcends other physical attributes.

The experimental results from this study support this assertion, showing that a strong

positive association exists between visceral hedonic responses and the Colour of

mobile telephones, more so than with the other interactive products.

Intrigue provides slightly higher occurrence rates in USB memory flash drives

(15.2%) than in the other two products: mobile telephones (7.7%) and MP3 players

(7.4%). Products such as USB memory flash drives present considerably more

positive Intrigue responses than any other interactive device. This may be due to the

nature of the product, as the USB flash memory drive is used more seldom than the

other two products and may, therefore, be more able to tolerate more novel forms

than a product that travels constantly with the user. The frequency of use of the USB

was discovered through the screening questionnaire results (Appendix D).

Shape is a more important attribute in MP3 players (15.6%) than it is in the other two

products: mobile telephones (9.3%) and USB memory flash drives (9.6%). This may

be because MP3 players need to be carried or transported while engaging in various

other activities. The high frequency of occurrence rate in Shape is reinforced by

Bloch’s (1995) theory of the ideal form and the vital role the shape of a product

plays. Figure 20 illustrates the specific product properties that cause visceral hedonic

responses to the design of interactive products, thus addressing the first research

question posed at the beginning of the project: What are the specific product

properties that cause visceral hedonic responses in designed interactive products?

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9.1.15 Variants between Visceral Responses and Visceral Hedonic Responses

Comparing the conglomerate visceral responses and the visceral hedonic responses

(Figure 24), the more distinct differences are that Intrigue and Colour, and to a lesser

degree Material, have a higher occurrence rate hedonically than Perceived usability

and Analogy. Figure 24 suggests that Analogy and Perceived usability have a

stronger negative association in interactive products. Bar (2007) investigates how

analogy associations generate predictive behaviour in the cognitive science field.

Intrigue is positively received by participants of all interactive products. Figure 24

highlights which aspects of visceral rhetoric create the most hedonic responses, as

posed in the second research question: How does different visceral rhetoric in

products affect hedonic responses? Figure 24 also reveals and supports the

theoretical proposals that visceral and hedonic properties are closely aligned.

9.2 Visceral Hedonic Response Relationships

Ashby and Townsend (1986) attest that determination of the combined perception of

visual stimuli (e.g. colour, texture and form) is a fundamentally important issue. The

interaction of perceived stimuli is explored through the relationships seen in the

visceral hedonic rhetoric results. Relationships emerge from the codes and

combination of responses. Seven relationships are identified and can be seen in Table

9. These relationships are shown in Figure 27 and are discussed later in more depth.

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Figure 27: Generic Visceral Hedonic Rhetoric Relationships

Figure 27 illustrates the seven relationships placed on the target according to their

visceral hedonic rhetoric frequency of occurrence percentage (Figure 20). Black

arrows illustrate the relationships between the categories. For example, the

relationship between Colour and Intrigue shows that Colour has a much higher

frequency of occurrence rate than Intrigue as shown by their relative positions from

the target centre, while the black arrow represents the relationship joining the two

categories. The asterisks (*) demonstrate the ranking of the relationship (Table 9),

and the percentages positioned next to the relationship ranking detail the frequency

of occurrence rate of the relationship.

visceral

hedonic

rhetoric

Material

Size

Texture

Portability

6%

4%

2%

12%

10%

8%

14%

20%

18%

16%

0%

= Relationship = Frequency occurrence = Relationship ranking = Relationship frequency occurrence

%*%

1*

2*

3*

4*

5*

6*

7*9.57%

27.65%

17.02%

15.95%

14.89%

12.76%

2.12%

Novelty

Perceived Usability

Perceived Function

Shape

Quality

Colour

Analogy

Brand

Gender

intrigue

2.13%

14.4%4.76%

2.3%

7.56%

8.55%

16.44%

0.82%

9.86%

6.9%

7.73%

11.84%

4.27%

2.63%

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9.2.1 Colour - Gender Stereotypes

Figures 29 and 30 show that Intrigue and Gender connect to Colour and create two

separate relationships. The first is the stereotypical assumption that certain colours

pertain to certain genders, as in: “It looks like a pink girl’s phone”. The stereotype of

pink relating to the female gender and blue being a predominately male colour is

evident in these findings; yet, the immediate visceral hedonic rhetoric responses did

regularly link these two categories. As previously discussed in the Gender attribute

discussion, the study did not deliberate on the male and female responses as there

was insufficient evidence for comparison. However, with this Colour + Gender

relationship it was interesting to note that the majority of the responses for this

relationship came from male participants.

Figure 28: Colour and Gender Relationship

Authorities agree that product judgments are strongly influenced by gender

(Holbrook and Schindler, 1994; Meyers and Sternthal, 1991). This implies that

designers need to be more aware of the connotations consumers draw from the colour

selection of products and their attitudes when doing so. This gender preference may

be due to the fact that at birth, pink and blue are stereotypically associated with the

two genders and are referenced accordingly in children’s clothing, toys and

accessories (Pomerleau, Boldue, Malcuit and Cossette, 1990). Gender stereotypes

can exclude and alienate certain consumers, as the results and literature have shown.

colour gender

gender bias of stereotypical colour associations = Relationship ranking= Visceral rhetoric= Visceral hedonic rhetoric

*VR

VHR

VHR (16.44%)VR (13.21%)

5*(12.76%)

VHR (0.82%)VR (1.84%)

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With this in mind, a designer should be conscious of Colour + Gender relationships

when selecting the hue of the product.

9.2.2 Vibrant Intrigue

The second relationship attached to colour is that created through the attention and

intrigue caused by a vibrant colour. The vibrancy of the colour of an interactive

product creates a positive interest, encouraging a consumer to further investigate a

product. Responses such as “Wow I like the colour it is very bright, it looks

interesting” support this relationship and provide new insight to designers on how to

create attention-grabbing products by maximising the use of their colour selection.

Figure 29: Colour and Intrigue Relationship

D’Andrade and Egan (1974) discovered that the emotional associations usually

found with colour were not due primarily to the actual hue, light or wavelength

involved, but to the degree of saturation and vibrancy. Thus, if a yellow object

seemed cheerful, it was not because of the yellow hue of the object but because the

colour of the object was vibrantly saturated (D’Andrade and Egan, 1974). Participant

responses in this study confirm the theoretical relationship between colour and

intrigue and confirm how important vibrancy is.

= Relationship ranking= Visceral rhetoric= Visceral hedonic rhetoric

*VR

VHR

colour intrigue

the vibrancy of the colour caused attention and intrigue

2*(17.02%)

VHR (9.86%)VR (6.09%)

VHR (16.44%)VR (13.21%)

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Colour is also said by Aslam (2006) to be useful in creating a different value from

similar products from competing manufactures. Marketers may launch a product

colour that is typical of the product category, differentiate it from the product

category by using additional colour cues, or delinking the relationship between

colour and the product’s perceived quality (Aslam, 2006). This has been done

successfully by companies such as Apple, and products such as Gaterade and M&Ms

which have each launched novel coloured product lines (Parmar, 2004).

Ratneshwar, Shocker and Stewart (1987) claim that the “attraction effect” refers to

an inferior product’s ability to increase the attractiveness of its alternative by being

added to a choice set. The results of their investigation found that the attraction effect

may be substantially diminished, though not eliminated, when meaningfulness and

familiarity are controlled (Ratneshwar, Shocker and Stewart, 1987). This relationship

has many connotations for the designer, as they must select a colouring for their

products suited to entice but not exclude consumers from the target market.

9.2.3 Product Confidence

The interrelations between five categories produced four relationships between them,

as can be seen in Figures 30, 32, 33 and 34. The first is the relationship between

Perceived function and Perceived usability which creates a perception of ease of use

and function in the product. The second is the relationship between Perceived

usability and Brand, producing an aura of confidence in the product. The third,

Brand and Analogy, forges a familiarity to branding of interactive devices. The last

relationship brings together Analogy and Shape, producing the association of organic

shaped objects. These are all described in more detail in Table 9.

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Figure 30: Brand and Perceived Usability Relationship

Figure 30 represents the relationship of Brand and Perceived usability. This

relationship is derived from constant referrals to a product brand and how easy it is to

use. An example of this is: ‘I love Nokia’s; they work for me’. Confidence in the

product’s ability to do the required task is elicited through other categories such as

Perceived function, Shape and Portability, but none as closely as Brand. This

concurs with literature in the marketing field, specifically Rao, Qu and Ruukert

(1999), regarding perceived quality through brand positioning and loyalty. From this

relationship, it can be seen that good brand reputation and the campaign surrounding

it are imperative functions of the marketing and advertising disciplines.

Park, Milberg and Lawson (1991) examine two factors that differentiate between

successful and unsuccessful brand associations: product feature similarity and brand

concept consistency. For both function-orientated and prestige orientated brand

names, most favourable reactions occur when brand associations are made using a

high level of brand concept consistency and high product feature similarity. The

relative impact of these two factors differs to some extent, depending on the nature of

the brand name concept (Park, Milberg and Lawson, 1991). A function-orientated

brand concept is understood primarily in terms of unique brand aspects that are

related to product performance, while a prestige-orientated brand concept is

understood primarily in terms of the consumer’s expression of self-concept or images

= Relationship ranking= Visceral rhetoric= Visceral hedonic rhetoric

*VR

VHR

brand perceived usability

product con!dence

6*(9.57%)

VHR (2.63%)VR (2.66%)

VHR (7.73%)VR (12.32%)

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of self (Park, Milberg and Lawson, 1991). The results of this study support the

Product-Confidence relationship and confirm the theories presented in existing

literature concerning the power of brand reputation, as previously discussed (9.1.10

Brand).

9.2.4 Perceived Ease of Use

Figure 31 represents the relationship between Perceived function and Perceived

usability as being the perception of ease of use and function of the product.

Responses such as “looks very functional and easy to use” (Participant 18) reinforce

this relationship. How well and easy a product functions can be a difficult message to

convey through visceral hedonic rhetoric, as many such judgments are formed after a

consumer has picked up the product and tried to use it. Judgments that are made so

instantaneously rely on convincing the consumer that the product will fulfil its

functional promise and function with ease.

Figure 31: Perceived Function and Perceived Usability Relationship

Fukuda (2009) conducted two experiments that compared user perception between,

before and after using products, focusing on perception of use and function. User

perception of products should be investigated in several phases of using a product in

order to clarify the influence of user experience on effectiveness. It was found that

= Relationship ranking= Visceral rhetoric= Visceral hedonic rhetoric

*VR

VHR

perceived function

perceived usability

ease of use

1*(27.65%)

VHR (7.73%)VR (12.32%)

VHR (6.9%)VR (7.39%)

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the criteria such as reliability, trust, satisfaction and willingness to use were

evaluated not on the basis of one characteristic of the product alone, but with respect

to several characteristics of the product and the user’s own feeling (Fukuda, 2009).

People tend to use or not use an application to the extent they believe it will help

them perform their job better. This is referred to as “perceived usefulness”. If

potential users believe that a given application is useful, they may, at the same time,

believe that the system is too hard to use and that the performance benefits of usage

are outweighed by the effort required. That is, in addition to usefulness, usage is

theorised to be influenced by perceived ease of use (Davis, 1989). “Perceived ease of

use” in contrast, then, refers to the degree to which a person believes that using a

particular system will be free of effort. All else being equal, we claim that an

application perceived to be easier to use than another, is more likely to be accepted

by users (Davis, 1989). This relates closely to the previous relationship of Brand and

Perceived usability (as seen in Figure 30) where the consumer feels confidence in the

product. This has many implications for the designer and the functionality of the

product. Not only does the product have to actually function well, but also more

importantly, it has it appear to function well.

9.2.5 Familiarity with Brands

Figure 32 depicts the relationship found between Brand and Analogy. An association

to familiar products referred to by brand names is observed in the participant

responses. Responses such as “It’s just like the iPod” (Participant 12) were reported.

Designers must be aware that certain products remind consumers of other familiar

products already on the market. This can be advantageous or disadvantageous

depending on the situation. Designers trying to associate their product with an

existing successful product, such as an iPod, purposely make use of similarities.

Conversely, associations with some products can prompt the consumer’s negative

connotation which is immediately attached to the new product.

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Figure 32: Brand and Analogy Relationship

Park, Milberg and Lawson (1991) state that consumers’ reactions to brand

associations appear to involve a categorisation process in which the new product is

judged according to the suitability of its membership in a category (perceived fit) that

already contains a product or set of products and that has a brand name as its

identifying label (Park, Milberg and Lawson, 1991). As discussed, references may

also be made by consumers to similar products within the product category. Products

may be explicitly compared to competing products. These comparisons inform

purchase decisions because product form is often used to differentiate products

within the marketplace (Underhill, 2000; Bloch, 1995; O’Shaughnessy, 1992). The

perceived similarity between a particular product and previous generations of

products may also moderate a response. In particular, when consumers seek to

replace existing purchases, prior knowledge may be used to make judgements on

attractiveness (Baxter, 1995).

Beyond reference to recent designs, products may evoke recollections of historic or

iconic designs. For example, within the automobile industry, new products frequently

utilise nostalgic design cues that remind drivers fondly of revered cars of the past

(Coates, 2003). Participants of this study often referred to brands of products purely

from their styling attributes. When a consumer can tell the product is made by a

company without their branding name being etched anywhere on the product, it is

brand analogy

familiar to product brands= Relationship ranking= Visceral rhetoric= Visceral hedonic rhetoric

*VR

VHR

4*(14.89%)

VHR (4.27%)VR (7.73%)

VHR (2.63%)VR (2.66%)

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evident that product styling should be carefully considered during product

development. Branding influences the designer’s decisions and impacts greatly upon

the consumers’ judgments, as the study and literature both confirm.

9.2.6 Familiarity with Form

Figure 33 illustrates the relationship between Analogy and Shape. Responses in this

relationship category are created by familiar recollection of objects that have similar

forms. Responses such as “looks like a pebble” (Participant 15) are a typical

response. Organic form analogies are more prevalent than geometric form

comparisons. The popularity of organic form in the results concurs with the Skov

Holt and Skov Holt (2005) claim that fluid forms are becoming extremely more

popular in today’s desired products (Skov Holt and Skov Holt, 2005). Thus,

designers must be aware that their product, and other similarly shaped objects

(whether natural or manufactured), will be linked in the consumer’s mind.

According to Murphy and Medin (1985), other than object-to-object similarity

relationships, people may have their own theories about why entities of entirely

different classes (e.g. natural organic objects and man-made interactive devices)

belong in the same category. To understand category coherence and categorisation

phenomena, Murphy and Medin suggest that conceptual relationships such as form

need to be considered along with object familiarity (Murphy and Medin, 1985).

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Figure 33: Analogy and Shape Relationship

Park, Milberg and Lawson (1991) state that product feature similarity perceptions

depend on identifying the relationships between product associations and existing

branded products, whether concrete (e.g. feature correlations, attribute matching) or

abstract (e.g. shared usage situations). When interpreting a product’s visual

appearance, consumers draw upon sources external to the perceived object as points

of reference. These visual references help the consumer to understand the product by

reflecting generic designs, alluding to other concepts, or evoking comparison with

living things (Crilly, Moultrie and Clarkson, 2004). For example, recognising

allusions to the product types or living things may result in the perception of

unexpected humour and the formation of emotional attachments (Baxter, 1995). The

participants’ frequent references to Shape justify the relevance and importance of

form analogy, and illustrates how diligent designers must be in deciding on their

product forms.

9.2.7 Longevity

The relationship between Novelty or its sub-codes – Modern Technology and

Futuristic – and Quality emerged, despite the fact that these were often low

frequency occurrence rate responses (Figure 34). The relationship is strongly

associated with longevity and appears in reference to how new a product looks and

how recent the technology appears to be. An association is then made on the quality

= Relationship ranking= Visceral rhetoric= Visceral hedonic rhetoric

*VR

VHR

2.3% 4.76%analogy shape

familiar to product form

3*(15.95%)

VHR (11.84%)VR (12.18%)

VHR (4.27%)VR (7.73%)

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of the product and the longevity or duration of its usefulness. Recently released

products appeal to the immediate consumer decision, of something being newly

created and purchased. However, there is literature that explores what happens when

the novelty wears off in product lines and the consumer satisfaction levels fall

(Richins and Bloch, 1986; Tidd and Bodley, 2002). Material and quality are often

associated with the physical longevity of an object (Beaver, 2010); however, the

close link between quality and recent technology operates on a much shorter timeline

as consumers are more concerned with “newness” than durability. Responses such as

“looks new and futuristic” (Participant 27) were given to express that they liked the

product; if it was considered outdated or designed with old technology, the product

was disliked.

Figure 34: Quality and Novelty Relationship

Even though these two categories are very low in frequency occurrence rate, the

relationship binding them remains underpinned by the association of time. Prelec and

Lowenstein (1997) state that time plays a role in all of our decisions and impacts on

the consumer’s evaluation of a product’s physical appearance, as this is the first form

of connection the user has with the product (Bloch, Brunel and Arnold, 2003).

All consumers wish to purchase products that are physically as perfect as possible.

Blemishes, dirt, and physical damage deter us. We are likely to infer that quality and

quality novelty

longevity= Relationship ranking= Visceral rhetoric= Visceral hedonic rhetoric

*VR

VHR

7*(2.12%)

VHR (2.3%)VR (3.35%)

VHR (4.76%)VR (4.51%)

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product performance will be compromised when we perceive the product as

physically imperfect (Kotler and Mantrala, 1985). However, we are also deterred by

imperfections that do not explicitly indicate damage to the product or inferior quality.

Although consumers differ in their individual level of focus on product appearance

(Bloch, Brunel and Arnold, 2003), product appearance is considered a universal

signal of product quality (Dawar and Parker, 1994).

As the consumer becomes familiar with the new possession, they become

psychologically accustomed to the level of stimulation it provides (Strahilevitz and

Lowenstein, 1998). As time passes, the intensity of this affect decreases; this process

is known as “hedonic adaptation” (Frederrick and Lowenstein, 1999). While the

frequency of occurrence rate of both these categories and the Novelty (“newness”) –

Quality relationship is relatively low, these issues are still important for the designer

to consider.

9.3 Visceral Hedonic Response Relationship Clusters

All visceral hedonic response categories involved within the seven separate

relationships and how these relationships cluster together are depicted in Figure 35.

Categories not associated with a relationship are not shown in this figure. However,

they may rank highly in the hierarchy; for example the second highest category Size

(14.4%) does not appear in a relationship. This means that the response to Size is not

mentioned concurrently with another category; however, it is still a prominent result

in the hierarchy of visceral hedonic rhetoric. The relationship cluster summary is

only concerned with how the relationships assemble (Figure 35), not with what the

hierarchy of visceral and visceral hedonic response is (Figures 14 and 20).

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Figure 35: Visceral Hedonic Rhetoric Relationship Summary

The relationships shown in a conglomerate (Figure 35) vary in result dominance in

the three different interactive product types used in this study. This can be seen in

more detail in Figure 26. The results (Figure 26) suggest that each of these three

different interactive products (mobile telephones, Mp3 players and USB memory

flash drives) have different visceral hedonic response occurrences that need to be

addressed by designers accordingly. For example, the difference in Mp3 player

relationships to the other two product types suggests that the needs and wants of the

consumer are different for each product. More emphasis should be placed on the

relationships between Shape + Analogy, Analogy + Brand and Brand + Perceived

Usability when designing an MP3 player. However, Colour + Gender is the dominant

relationship to be considered in mobile telephone design.

product con!dence

perceived usability

perceived function

perceived usability

ease of use

brand shape

familiar to product formanalogyfamiliar to product brands

perceived usability

colour intrigue

the vibrancy of the colour caused attention and intrigue

gender bias of stereotypical colour associations gender

colour intrigue

Qu

quality novelty

longevity

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9.4 The Visceral Hedonic Rhetoric Design Dialogue

The design dialogue, as first presented by Crilly, Moultrie and Clarkson (2004) in

Chapter 2 and modified for the areas of this study in Chapter 6, has been redeveloped

with the findings from this study (Figure 36). By introducing these new components

to the framework, it has developed into the visceral hedonic rhetoric design dialogue,

thus producing one of this study’s original contributions to new knowledge. The new

components of the visceral hedonic rhetoric design dialogue are embedded

throughout. The visceral hedonic rhetoric design theory developed from the findings

of this study and the visceral hedonic rhetoric design tool (Chapter 10) provide cues

to assist designers in the design process.

The branding stipulations influencing the product are also a finding of this study and,

as such, are presented as an external influence (on the design team) at the beginning

of the design dialogue. Another external influence on the product is the production

quality and available technology shown through the findings involving quality,

novelty and the relationship longevity. The environmental distractions have been

included to encompass the neutral viewing environment and a two second viewing

time, as specified by the methodology. The visual reference criteria are modified to

draw on the relationship findings such as ease of use, confidence, stereotypes and

familiarity, as well as on the visceral hedonic responses such as intrigue and analogy.

Product attributes have been regenerated from the visceral hedonic responses and are

colour, size, shape, material and texture.

Within the emotional cognition levels, the visceral level is the focus of this study;

thus, the reflective and behavioural levels have been removed from the diagram. The

personal characteristics such as gender, age and experience of the consumer also

have an influence over their visceral hedonic response with those characteristics

relevant to this study now listed on the diagram. The active response of the consumer

to visceral hedonic rhetoric attributes has been established through the literature as

potentially including the purchase, increased use and the prolonged life of the

product.

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Figure 36: The Visceral Hedonic Rhetoric Design Dialogue

9.5 Summary

This chapter discusses the results of this study by comparing them with the relevant

literature on product attributes and the theory of visceral hedonic rhetoric. The

chapter also outlines in more detail the seven different relationships between the

visceral hedonic response categories. These relationships are: attention through

colour and intrigue, colour and gender association, analogy to shaped objects,

familiarity with brands, perceived longevity, confidence in the product, ease of use

and function. These relationships are then discussed in respect to the three different

interactive products (mobile telephones, Mp3 players and USB memory flash drives)

employed in this study. An original contribution of this study is described and

illustrated in the visceral hedonic rhetoric design dialogue, where the findings of the

study are put into context, building on earlier discussed literature. These

contributions are detailed in the following conclusion chapter.

CONTEXT OF CONSUMPTION

PRODUCER CONSUMER

RESPONSE

VISUAL REFERENCES

DESIGN TEAM

PRODUCT SENSES

ENVIRONMENTAL DISTRACTIONSNeutral Background

2 second viewing time

Consumer-Product Interaction

ColourSize

ShapeMaterialTexture

Vision[Touch][Taste][Smell]

[Hearing]

Stereotypes Product Con!dence Analogy Ease of Use Familiarity Intrigue

BRANDINGSTIPULATIONS

PRODUCTION QUALITYAVAILABLE TECHNOLOGY

VISION QUALITY[SENSORY CONDITION]

PERSONAL CHARACTERISTICSAge, GenderExperience

RHETORICProduct RhetoricDesign Language

DESIGN THEORY

Visceral Hedonic Rhetoric

Design Principles

A!ect

Detachment

Attachment

Emotional Cognition

VisceralPhysicality

HedonicPleasurableEnjoyment

INCREASED USEPROLONGED LIFE

ActionApproach

Avoid

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Chapter 10: Conclusion

Within the design and emotion research field, this study has explored visceral

hedonic rhetoric in regards to the design of interactive products. Visceral design,

consumer hedonics and product rhetoric have been previously studied individually,

but never as a conglomerate. The literature review found that much of the research

reviewed was conducted from business, marketing, psychology, medical,

neuroscience and theoretical perspectives. A lack of knowledge regarding visceral

hedonic rhetoric in the design of products was identified, and the need for

information or tools describing how designers could provoke such a response to their

designs was revealed. This provided the research focus of exploring consumers’

hedonic responses to visceral rhetoric in interactive products. The term “visceral

hedonic rhetoric” is defined as properties of a product that persuasively elicit the

pursuit of pleasure through an instinctual level of cognition; this definition places the

study in a novel position.

The purpose of this research was to increase awareness and understanding of the

elicitation of instantaneous emotional product responses. This was achieved through

the identification and exploration of visceral hedonic rhetoric evident in interactive

products. A deeper understanding of this issue will promote the attachment response

of consumer-product relationships. As seen in Figure 37, a visceral hedonic rhetoric

grey hexagon has been added to the original problem description outlined in Chapter

1 (Figure 2). Figure 37 illustrates a conclusion of this study: that incorporation of

visceral hedonic rhetoric into the emotional design of a product will help strengthen

the product attachment formed by a consumer and lead to the prolonged lifespan of

an otherwise disposable product.

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Figure 37: Visceral Hedonic Rhetoric Product Lifecycle

Figure 38 illustrates the position of the research at the junction of the consumer and

product domains, and situates it within the larger research field of design and

emotion. It depicts the contribution to new knowledge in regards to the hierarchy and

relationships discovered in the area of visceral hedonic rhetoric. Within this

theoretical model, the visceral hedonic rhetoric design dialogue (Figure 36) positions

itself as the detailed output, constituting both hierarchy and relationship findings, of

this research. The theoretical model (Figure 38) depicts the context within which the

visceral hedonic rhetoric design dialogue (Figure 36) resides. Additionally, it

displays the consumer-product attachment that is formed as a result of implementing

the new knowledge area of visceral hedonic rhetoric.

Future consumer products that employ visceral hedonic rhetoric will have a greater

ability to attract and sustain a prolonged product life due to the consequent increased

likelihood of consumer emotional attachment. In time, it is hoped to reduce the mass

amount of consumer products prematurely discarded every year.

Design Conception Manufacture Point Of Sale Product

ConsumptionProduct Disposal

Emotional Design

Product Attachment

ProlongedLife

Visceral Hedonic Rhetoric

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Figure 38: Theoretical Model

This understanding of visceral hedonic rhetoric significantly contributes not only to

design considerations of the future, but also provides new knowledge and insights

into consumer-product attachment towards prolonged product life.

10.1 Design Recommendations

Emotional design as it stands today is not well understood by designers, and they

have not yet agreed on a uniting theory to successfully aid in design for emotion.

Thus, the design of products is often determined by a designer’s intuitive judgements

Design and Emotion

Product Attraction

and Attachment

ProductDomain

Consumer Domain

Visceral HedonicRhetoric

relationship

hierarchy

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and educated guesses (Liu, 2003). Although the importance of design skill, training

and experience in emotional design is beginning to be acknowledged in industry,

there are dangers inherent in relying solely on intuition and anecdotal evidence to

justify a product’s appearance. Basing design decisions on the invocation of personal

experience, risks drawing on highly subjective and unrepresentative information.

Furthermore, designers are often not representative of the consumers of the products

that they create (Norman, 2002; Cooper, 2001). It is also claimed that designers

frequently consider their judgement to be independent of consumer tastes (Margolin,

1997), and there is little communication between designers and consumers on this

subject to determine if a designer’s taste will be commercially accepted by the

consumer market.

Product appearance and consumer response are key components in defining

consumer-product relationships which, in turn, significantly affect a product’s

likelihood of commercial success (Bloch, 1995). The potential for visceral hedonic

rhetoric to satisfy many of the unarticulated requirements of consumers makes this

research a critical contribution in determining consumer attachment and perceived

product value (Cooper, 2001; Goldenberg and Mazursky, 2002). Designing products

to appear of greater value may also provide the opportunity to command a higher

product price and enjoy increased unit sales (Cagan and Vogel, 2002). In mature

markets, where the functionality and performance of products are often taken for

granted, attention is increasingly focused on the visual characteristics of products. In

such markets, attention to a product’s appearance promises the manufacturer one of

the highest returns on investment (Lewalski, 1988). Furthermore, the consideration

of emotional design and product appearance should be integral to the product

concept. It is vital that right from the moment the product brief is being discussed

with the client, the designers get a clear answer to the question: ‘What should the

product express to the consumer’ (Monö, 1997). This objective for the product’s

appearance should then be considered throughout the design process (Baxter, 1995;

Dieter, 1991).

Awareness of visceral rhetoric in products and the hedonic aspects of consumer

response provide a basis upon which the subject of emotional product designs might

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be better understood and communicated. Thus, the visceral hedonic rhetoric design

principles are presented (Figure 39) to foster potential for future better-designed

products for consumers. This is because these visceral hedonic rhetoric principles

clarify expected responses to product attributes. No design will be successful unless

it embodies ideas that are held in common with the people for whom the product in

intended (Forty, 1986).

The two sub-questions developed to break down the main research aim and provide

better focus and direction to the study are:

• What are the specific product properties that cause visceral hedonic

responses to designed interactive products?

• How does different visceral rhetoric in products affect hedonic responses?

The research results indicate that there is a hierarchy of visceral hedonic attributes

evident in the recorded responses to interactive products. This hierarchy was

constructed by combining the data from all three interactive product types, mobile

telephones, Mp3 players and USB memory flash drives, in order to make conclusions

in relation to interactive products. These need to be taken into account when

designing in the future. Visceral hedonic attributes in hierarchical order include:

Colour, Size, Shape, Intrigue, Material, Perceived Usability, Portability, Perceived

Function, Novelty, Analogy, Brand, Quality, Texture and Gender. However, the

results also uncover seven relationships between these attribute categories. These

relationships consist of: Colour + Intrigue (where the vibrant colour caught

participant attention causing intrigue in the product); Colour + Gender

(demonstrating a strong association with a high occurrence of concurrent references);

and, Perceived usability + Brand (both appearing to promote greater confidence in

the product). Analogy + Shape are associated with various shaped products; Novelty

+ Quality exhibit a strong association with historical exposure or experience, while

Brand + Analogy expose the participant’s familiarity with other products and is

highly influenced by the association of the brand. Perceived usability + Perceived

Function cause the participant perception of ease of use and function.

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The second sub-question was answered in Chapter 8, as depicted in Figure 24’s

comparison of visceral rhetoric and visceral hedonic rhetoric. This comparison shows

that Intrigue has a higher frequency of occurrence rate hedonically and is perceived

as a positive response by consumers. This contrasts with Perceived Usability and

Analogy, which have a weaker frequency rate hedonically, suggesting consumers

associate both categories with more negative immediate responses. Besides these

conclusions, the hierarchies of visceral and visceral hedonic attribute categories are

fairly similar, suggesting that it is the interpretation of visceral attributes that

determines hedonism, rather than a separate set of hedonic attributes. This

emphasises the importance of the visceral attribute codes and the way they are

applied in the design of the product. Further studies should explore the visceral

attribute codes identified, and how their sub-codes are heightened or qualified by

hedonic interpretation.

As previously discussed in Chapter 9, the visceral hedonic rhetoric design dialogue

(Figure 36) illustrates the design team making use of the visceral hedonic rhetoric

design theory, in order to better design future products. One possible way of being

able to equip designers to address the issue of visceral hedonic rhetoric is through the

use of the visceral hedonic rhetoric design tool (Figure 39).

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Figure 39: Visceral Hedonic Rhetoric Design Tool

Designers should consider these design principles or visceral hedonic attribute

correlations during the design process. The grey outer parts of the wheel represent

the relationships that bind some of these visceral hedonic rhetoric categories. The

inner coloured parts of the wheel represent the individual visceral hedonic attribute

categories and include both a note of the hierarchical strength of attributes (strength

of the black bars), and a more detailed description of the attribute qualities for

designers to consider when conceiving their product design. This tool may allow

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designers to systematically work their way through the wheel and address each

attribute appropriately. A hypothetical scenario of how the visceral hedonic rhetoric

design tool concept might be utilised by a designer is described in Figure 40.

Designer X has been given a brief to design a mobile telephone for the target market of 18-24 years olds. Designer X proceeds with their individual approach to the design process accordingly. In this case, designer X has conducted the necessary background research and produced some rough conceptual sketches to map out their ideas.

From all of the rough ideas generated an initial design concept has been created. Notations have been made on the initial concept referring to the usage, functionality and features of the mobile telephone. As well as possible materials the shell of the phone could be made from.

The designer then refers to the visceral hedonic rhetoric design tool (Figure 39). Designer X turns the wheel of the tool systematically, while making further design decisions in regards to their conceptual mobile telephone design.

Figure 40: Hypothetical Scenario of the Tool Application

1 Design Brief

2 Initial Concept

3 Consult Wheel

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The designer investigates the visceral hedonic attributes located in the coloured parts of the wheel (for example, Colour, by taking the consumers’ perception, the vibrancy and the contrast of the colour into consideration). Then, they follow the arrows to the possible impacting relationships located on the grey outer circle (for example, the impact that Colour will have upon Gender associations and attentive Intrigue held by the consumer). Meanwhile they refer also to the strength of the black bars on the inner circle, which demonstrate the strength of impact this attribute could possibly have on the consumer (for example, Colour is strong, Intrigue is fairly strong and Gender is weak).

The design decisions made during the process are noted down and detailed by the designer. In this case notations about gender-neutral colours to match the target market are conceptualised, including the impact the same colours will have upon consumers attention. In this case the colour Silver was decided upon, as it was both gender neutral and it was bright enough to generate attention.

The wheel is then rotated, the next attribute consulted and notes made accordingly. This is done until the wheel has rotated 360 degrees and all visceral hedonic attributes have been addressed.

Figure 40: Hypothetical Scenario of the Tool Application (Continued)

4 Attribute + Relationship

Design Notes5

Work Through Wheel6

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Designer X then refers to the collected notes made from all attributes of the wheel and refines the concept of the mobile telephone using the recommendations of the tool.

A final concept design is produced.

Figure 40: Hypothetical Scenario of the Tool Application (Continued)

10.2 Contribution and Transfer of Knowledge

The findings from this research convey new knowledge relevant to product designers

and the wider design domain, as well as to relevant marketing and consumer-

orientated fields. It primarily provides the answers to the main aim of this research,

which was to identify visceral hedonic rhetoric evident in the design of interactive

products. As the research problem outlined in Chapter 1 suggests, the prolongation of

a product’s lifespan can be achieved by promoting a strong emotional attachment

between the consumer and the product. Such an attachment can be created via the

immediate visceral hedonic rhetoric evident in the product’s design. This may reduce

the number of unwanted products being discarded as excess landfill before their time.

7 Re-design from Notes

8 Final Concept

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Meikle (2005) describes the visceral aspects of an object’s appearance as colour,

texture, shape and sound. Bolchini, Pulido and Faiola’s (2009) work argues that

visceral properties of an interactive product are the look, feel and sound. This study

builds on these understandings by providing the results to Research Question One, in

identifying visceral hedonic rhetoric categories to be: colour, size, shape, intrigue,

material, perceived usability, perceived function, novelty, analogy, brand, quality,

texture and gender.

In addition to identifying a visceral hedonic rhetoric hierarchy of attribute categories

based on the response occurrence frequency, this research provides qualitative data

that assists in the understanding of each visceral hedonic rhetoric category under

investigation. More significantly, this research identifies seven relationships within

the visceral hedonic rhetoric categories that designers may use to their advantage

when designing future products. The most novel and significant finding of this

research, these relationships and the identification of the overall categories of

visceral rhetoric, will affect the likelihood of a hedonic product-consumer

relationship and attachment. This is demonstrated and discussed in Chapter 9,

through the creation of the visceral hedonic rhetoric design dialogue (Figure 36).

This understanding of visceral hedonic rhetoric is not only a significant contribution

to design knowledge, but is also applicable to many other domains. For example,

marketing and advertising areas stand to benefit from knowledge of consumer

hedonic behaviour with products and subsequent purchase decisions.

This research further contributes to previous work involving the establishment of the

visceral level of cognition (Norman, 2004). Findings relating to the emotional

impacts of visceral hedonic rhetoric will add to the newly forged research area within

emotional design. The discovery and definition of this novel area is a significant

outcome of this study, given the infancy of emotional design research. The

establishment of this field of research also contributes to new knowledge pertaining

to how the design of a product induces pleasurable experiences in the consumer

(Jordan, 2000).

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This study builds on a significant body of research on related topics (Norman, 2004;

Norman and Ortony, 2003; Meikle, 2005; Bolchini, Pulido and Faiola, 2009). As

well as forging and defining the new research area of “visceral hedonic rhetoric”, it

also contributes new knowledge to the separate research areas of visceral design,

consumer hedonics and product rhetoric.

As first outlined in Chapter 6, the major gaps in the literature pertain to various

aspects of the visceral hedonic rhetoric foundation of this research. The contribution

to new knowledge made by this study assists in filling some of the gaps identified

(Table 10).

Table 10: Visceral Hedonic Rhetoric Literature Gap Contribution

Literature Gap Visceral Hedonic Rhetoric Contribution

The newly emerging field of design and emotion requires more investigation to address product design and the emotional impact it can cause.

This study adds to the investigation into the field of ‘Design and Emotion’ by exploring how visceral hedonic rhetoric in the design of products can cause an emotional response in the consumer.

There is minimal research linking the visceral level of emotional cognition to the realm of product design and its implications for product properties.

This study strengthens the link between the visceral level of emotional cognition and product attributes, as well as providing a conceptual tool to address the implications for designers.

A tool, framework or rhetoric must be developed for use in designing for the visceral, and specifically, the visceral hedonic.

This study establishes the visceral hedonic rhetoric design dialogue as well as the visceral hedonic rhetoric design tool to assist designers and the academic realm with a uniting theory of visceral hedonic rhetoric.

There is currently an absence of a universal and cross-disciplinary theory of design rhetoric, common to all disciplines of liberal art, to act as a post office for transferrable theory and tools between fields.

This study adds to the theory on product rhetoric in an approach which could be built upon later to create a universal theory for all fields of design.

There is no available information linking the study of visceral hedonic behaviour to product use, consumption or purchase decisions.

This study contributes by addressing visceral hedonic responses of consumers at the initial point of interaction with the product. The later decision to purchase and use the same product is insinuated through the positive responses gathered by the results. NB: Further work is needed to ascertain the purchase behaviour and use involved with the visceral response, This would involve investigating the other two levels of emotional cognition (behavioural and reflective); this is outlined further in 10.5: Future Work .

Additionally, this study highlights the importance and complexity of visceral hedonic

rhetoric in the area of emotional design. The formulation of this new area provides

the missing link in creating the ultimate product, a product whose design harnesses

the full potential of visceral hedonic rhetoric to attract and engage a consumer upon

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initial interaction. Due to the immediate nature and significance of the visceral level

of cognition, it is this study’s recommendation (as discussed earlier in Chapter 2) that

the visceral level should be addressed first by designers before the other two levels of

cognition: behavioural and reflective (Norman, 2004). This recommendation adds to

the campaign for future work to be conducted: work that triangulates these three

levels of cognition in order to determine their impact and level of importance when

designing for emotion.

10.3 Implications

As previously discussed, this research provides a number of findings that concur with

previous research conducted on product design properties. However, previous

research has been further developed by this study as it identifies new knowledge

pertaining to visceral hedonic rhetoric and its immediate effect on consumers. The

combination of results, such as the hierarchy of visceral hedonic rhetoric and the

relationships between the responses, provides a framework to aid in design of

products for prolonged consumer attachment.

The findings of this study have the potential to advance the design of products

towards an enhancement of hedonic content, and in turn, inducing a positive

consumer mindset. These positive emotions may then promote a more sustainable

product attachment, prompting consumers to keep products for a longer period of

time, thus extending the normal product lifecycle. This study has found that a

product’s visceral hedonic rhetoric or content and application of the visceral hedonic

rhetoric design tool (Figure 39) become paramount in the design process that can

create such a product relationship or attachment on immediate and initial interaction.

In addition, implications of this research may stem far beyond product design to a

wider audience. One of those possible future domains is the business sector,

specifically marketing and advertising, as part of the literature reviewed arose from

these two disciplines. The need for retailers, salespeople and designers to appeal to

consumers’ desires is paramount (Underhill, 2000). The purchase decisions

consumers make are a direct result of consumer choice behaviour and responses

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(Clark, 1966). By targeting consumers’ positive purchase emotions and by

harnessing the consumer-product relationship generated by visceral hedonic rhetoric,

positive, longer lasting consumer attachments to interactive products may result.

10.4 Limitations

This research is limited to the visceral hedonic rhetoric evident in interactive

products (mobile telephones, Mp3 players and USB memory flash drives). Other

interactive products may need to be tested in the future to expand the scope of

products tested. The methodology was designed specifically to present real product

stimuli to the participants to stimulate real responses. The number of (thirty)

participants involved in the study is also a limitation of the work. Participants were

recruited partly through the university and partly through a local newspaper. This,

and the limited age bracket of participants (between 18 to 24 years of age), may have

had an effect on participant sampling. All of the information collected from these

participants relied on their ability to communicate honestly and to clearly articulate

their immediate thoughts. These findings are limited to responses given to the six

different product samples in each interactive product category. Demographics such

as age, gender, culture and background were carefully considered when selecting

participants to ensure as little bias as possible. Also the fact that the visceral hedonic

rhetoric design tool is not yet fully developed and is yet to be validated is another

limitation of this study. This study was restricted to the locale of Brisbane,

Queensland, and while participants were of various nationalities, the possibility of

different cultural interpretations is also a limitation.

10.5 Future Work

Firstly, this study provides the foundation for future research into visceral hedonic

rhetoric and opens future paths of investigation. Further studies involving other

interactive product types are needed to confirm if the same hierarchy and

relationships apply. The focus of this study was to investigate the age bracket of 18-

24 year olds, as this age group are the biggest consumers of the interactive products

selected. Also, various demographics of participants should be investigated to try to

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identify any commonalities or discrepancies between ages, genders, professions and

cultures. Additionally, further investigation is needed into what specific attributes

within the visceral rhetoric category cause hedonic responses, not only in interactive

products but also as a conglomerate in design. The scope of this study was to explore

visceral hedonic rhetoric as the field is largely unexplored. While it has successfully

allowed definition of visceral hedonic rhetoric properties evident in interactive

products, this could be further explored to discover, for example, what colour, or

range of colours, are hedonically the strongest. Such investigation could be

conducted for each of the visceral hedonic rhetoric attributes or categories.

Determining the specifics within these results could provide credible blueprints for

designers to maximise the full power of visceral hedonic rhetoric in their designs.

Secondly, this research identifies new design knowledge in the form of the

relationships shared between certain visceral hedonic categories. As the implications

section suggests, the findings of this study can be translated into a method or tool for

practising designers to consider and implement in their own design process. If

method or tool were used by designers, the resultant products could then be assessed

to identify the effect that visceral hedonic rhetoric has on the final design outcome.

The product designed with visceral hedonic rhetoric could also then be evaluated on

its success in prolonging the life of the product.

Thirdly, this research has identified and presented the novel area of visceral hedonic

rhetoric and has outlined its importance to designers; however, a possible future area

of investigation could be the comparison between the three various levels of

cognition [as outlined by Norman (2004)] and the relationship of their hedonic

affects. Studies into behavioural hedonic rhetoric and reflective hedonic rhetoric

could be further explored and compared against their impact on the consumer-

product relationship and how that affects the emotional attachment of the product.

Fourthly, the conceptual visceral hedonic rhetoric design tool needs to be taken from

the conceptual stages through to a polished working design tool, either as a physical

object or a piece of interactive software that designers can access. Subsequent testing

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of the tool by designers would then need to take place. If successful, the infiltration

and implementation into design practice and education facilities would be possible.

Finally, the application of these findings to the business and marketing research

fields of consumer purchase decisions and consumer hedonic behaviour could be

investigated. Addressing the issues pertaining to visceral hedonic rhetoric at an

earlier stage in the product development cycle could change the entire product

market position. Allowing for companies to design not more products with a shorter

lifespan, but better products with a longer more sustainable one, could have

significant effects on the sustainability of society.

10.6 The Final Word

This research makes a significant contribution to the emerging field of visceral

hedonic rhetoric. This research identifies what product properties induce such a

response and ranks them according to frequency of occurrence rate. This research

makes a significant contribution to new knowledge in the emerging field of visceral

hedonic rhetoric by allowing designers to better consider the overall design elements

of a product and what effects that will have on consumer responses. These findings

provide for future work to be conducted in this area of design and emotion, as well as

in other domains such as advertising and marketing. Its outcomes could make it

possible to ensure product longevity at the early stages of the product development

cycle.

An important final comment is that the purpose of this research has been to activate

awareness of visceral hedonic rhetoric and the impact it has on the consumer’s

immediate visceral response. Its further aim has been to stimulate future

investigation by suggesting possible lines of research in a field that is still largely

unexplored. The hope is that this work is only a first step in a long exploratory effort

to come.

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Appendices

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Appendix A: Participant Information Pack

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Appendix B: Screening Questionnaire

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Appendix C: Interview Instructions

Do you like the product?

What about the product do you or do you

not like?

Why?

Firstly thank you for being in my experiment today. I appreciate it very

much.

What I am going to do is show you 3 different types of products these

include Mobile telephones, MP3 player and USB memory sticks.

Each of these different types of products will be represented by 6

different individual products.

Each is covered by a white box.

I am going to show you the product and you won’t get very long to look

at it.

You cannot touch or pick up the products in front of you.

When I take away the product I want you to answer these questions they

are on the card in front of you if you forget. They are: Do you like the

product? What about the product do you or do you not like? Why?

You can describe as much as you like for as long as you like, there is no

time constraint on how long you talk for only on how long you can view

the product.

We are going to do this for each product so don’t worry you are allowed

to say the same thing more than once, if you have the same reaction.

There is no right or wrong answer to this experiment so please don’t feel

pressured by your responses just relax and we will get started.

Just remember you cannot touch the products and the questions are in

front of you.

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Appendix D: Participant Demographics

Participant Demographics

Participant Age Nationality Occupation Participant 1- LC 24 Australian Administration Officer Participant 2- JF 21 Australian Student Participant 3- BB 22 Australian Student Participant 4-MM 23 Myanmar Engineer Participant 5- JS 24 Australian Store Manager – Retail Participant 6- NR 24 Australian Shop Assistant Participant 7- TW 19 Australian Student Participant 8 -RJ 20 Australian Diesel Fitter Participant 9- EW 18 Australian Sales representative Participant 10- CW 18 Australian Electrical Apprentice Participant 11- GB 23 Australian Electrical Engineer Participant 12- LH 20 Australian Student Participant 13- CB 21 Australian Student Participant 14- CI 21 Australian Government Project Officer Participant 15- SA 21 Australian Student Participant 16- BS 24 Australian Student Participant 17- ST 21 Australian Student Participant 18- TD 24 Australian Student Participant 19- CL 22 Australian Student Participant 20- BT 23 USA Marketer Participant 21- SG 24 Australian Medical engineer Participant 22- SL 23 Australian Designer Participant 23- NG 24 Australian Engineer Participant 24- CB 23 New Zealand Student Participant 25- LH 21 Australian Drafter Participant 26- ET 20 Australian Student Participant 27- MR 22 Australian Student Participant 28- JD 20 Asian Student Participant 29- LT 19 Asian Student Participant 30- RW 19 Australian Facility project officer

Age Span of Participants

Age Participants % 18 2 6.66 19 3 10 20 4 13.33 21 6 20 22 3 10 23 5 16.66 24 7 23.33

21.6 is the average age of the participants.

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Nationality Span of Participants

Nationality Participants % Australian 25 83.33 Asian 3 10 European 0 0 New Zealand 1 3.33 USA 1 3.33

Occupation Span of Participants

Occupation Participants % Student 15 50 Administration 1 3.33 Engineer 4 13.33 Retail 3 10 Trade/ Labourer 2 6.66 Marketing 1 3.33 Designer 1 3.33 Drafting 1 3.33 Government 2 6.66

There were 22 male participants and 8 female participants.

Average frequency of use of interactive products

0

5

10

15

20

25

Never Seldom Moderatley Frequently Always

mobiletelephones mp3players usbmemoryflashdrives

% O

ccur

renc

es

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Appendix E: Example Transcript

Product stimuli code Participant response MT 5: First thing I see is pink girls phone. It’s a flip phone, it’s one of

the functions. Screen on the front probably going to display time, stuff like that.

MT 4: Bulky, cumbersome, buttons aren’t in a normal layout. Nokia obviously. Odd shape not the standard rectangle.

MT 3: know that one well. I have owned that phone. Good thing small. Some people have problems with the buttons. I didn’t. I don’t know why. It has a very good texture on the back of it that’s my memory of it. You put it on a table it won’t slide. So I like that one.

MT 6: slide phone. LG. probably mid range in the price bracket. Um I probably wouldn’t own one.

MT 2: Very similar to the LG. I did notice the colour very vibrant. So it did attract my eye.

MT 1: Oh gees. That’s the lipstick phone I think they call it um. Yeah I wasn’t much of a fancy of it. I don’t know. You kind of need buttons and stuff. I like the tactical feel of a button. In saying that I do have an iPhoneiPhone.

USB 6: USB stick with a cover. Not very exciting. Spose the cover is decent for stopping the dust and stuff from getting in the USB.

USB 5: very bling (laugh) very bling. I probably wouldn’t have one I would I would say it is probably more of a girls item or a male that’s… (laugh)

USB 4: Interesting design. I actually like that, um. I don’t know it’s different the rounded bevelled edges and it was thin. A lot thinner than normal USB so I’m assuming it has a slider that comes out for the USB slot.

USB 3: that one is also interesting. Again with the slide function on it. Its gloss I don’t particularly like gloss even though I have an iPhone.

USB 2: First thing is that it’s see through. So you can see the internal pcb in it kind of creates a tacky feel I don’t know why.

USB 1: I have seen this one before it’s the Lacie key USB. Pretty cool put it on your keys um again its shinny, fingerprints… but it does fit in with your keys so as a user device its pretty good.

MP3 4: MP3 players, that one it’s probably a bit big for just a MP3 player, probably an older model not too sure how old it is.

MP3 5: Good old shuffle (laugh) I need a screen yeah pretty much. MP3 6: Yeah I like the texture even though I didn’t touch it you can see

that it’s matt so you have things that out of your hands like most things do. Shape was interesting. Screen a little bit small assuming if its black and white.

MP3 3: New shuffle again. No screen. I suppose the good thing about the shuffle is that you don’t have to worry about dropping it because it’s going to be a lot more durable and it’s easy to run with. So probably one of the better things about it and its put of the way small.

MP3 2: Very interesting, I haven’t seen that before different shape, it’s not circular its oblong kind of blob. Shinny which again is probably is low on my radar. Pretty cool. Memorable.

MP3 1: Looks like a phone retro, I’m thinking star trek for some reason. Reminded me a lot of a phone.

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Appendix F: Visceral Rhetoric Coding Application

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Appendix G: Hedonic Coding Scheme Application

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Appendix H: Visceral Rhetoric Hierarchy Example

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Appendix I: Visceral Hedonic Rhetoric Relationship Coding Scheme Application

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Appendix J: Visceral Hedonic Rhetoric Design Tool Storyboard Scenario

Work Through WheelDesign Notes

1 2

3 4

5 6

7 8

Design Brief Initial Concept

Attribute + RelationshipConsult Wheel

Re-design from Notes Final Concept

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The End