Abstract

According to Janlert and Stolterman (1997), “people, as well as things, have character- high level attributes that help us understand and relate to them.” de Bont et al. (1992) argues that users will prefer a product with characteristics that best match their needs or personality. As such, to influence user’s preference on a product, it is essential for the character of the product to be coherent with the user’s character. This is attempted by investigating products as “living objects”, eliciting specific characteristics or character attributes similar to the user. Though the concept of regarding products as animate objects is not new, the applications to design practices are rare. The aim of this paper is two-fold: firstly to propose an empirical model that attempts to evaluate user’s consumption preference; secondly by adopting the same model into current design practice, to map clear design directions. Expounded from areas of new human factors which provide a holistic view on the user’s characteristics (Jordan 2002), the empirical model is developed by exploring the subjective factors involved in the interaction process between the user and the product at the point of purchase. The etymology of Kansei and Chisei is employed as the basis of this interaction.

Keywords

design character, empirical studies, material culture, user-designer experience, strategic design planning

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Nov 1st, 12:00 AM

Designing Product Character: Strategy to Evaluate Product Preference and Map Design Direction

According to Janlert and Stolterman (1997), “people, as well as things, have character- high level attributes that help us understand and relate to them.” de Bont et al. (1992) argues that users will prefer a product with characteristics that best match their needs or personality. As such, to influence user’s preference on a product, it is essential for the character of the product to be coherent with the user’s character. This is attempted by investigating products as “living objects”, eliciting specific characteristics or character attributes similar to the user. Though the concept of regarding products as animate objects is not new, the applications to design practices are rare. The aim of this paper is two-fold: firstly to propose an empirical model that attempts to evaluate user’s consumption preference; secondly by adopting the same model into current design practice, to map clear design directions. Expounded from areas of new human factors which provide a holistic view on the user’s characteristics (Jordan 2002), the empirical model is developed by exploring the subjective factors involved in the interaction process between the user and the product at the point of purchase. The etymology of Kansei and Chisei is employed as the basis of this interaction.

 

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