posted on 2013-01-10, 13:33authored byShayal Chhibber
It is now widely acknowledged that consumers in developed markets tend not to see
functionality and usability as major differentiators in the products that they buy.
Recent years have seen the growth of the 'hedonic consumer'; the products that they
buy are often chosen for the pleasures that they elicit. To satisfy these consumer
demands, designers need to understand more about the less tangible emotional
aspects of consumers. The principle aim of this programme of research was to
develop a design resource that could support designers in understanding more about
the pleasure needs and attitudes of individual consumers and demographic groups.
The discipline of ergonomics already supports design, and other disciplines, with
understanding the physical and cognitive characteristics of consumers and a growing
number of ergonomists have begun to apply its scientifiC methods and human centred
perspective to the emotional needs of the consumer. To develop a resource that
would ultimately appeal to designers, a study was conducted to investigate their
attitudes towards pleasure and design and their needs for tools developed to support
them. This led to a comprehensive specification that governed the functional and
aesthetic qualities of the resource and its data content. Using Jordan's Four Pleasure Framework (1997); Physio-pleasure, Socio-pleasure,
Psycho-pleasure, and Ideo-pleasure, qualitative and quantitative data were collected
that showed the manner in which consumers can derive pleasure from the products
that they own. The qualitative data consisted of extensive Video-interviews with 100
consumers concerning three products that they own that give them pleasure. Other
sets of data were also collected to give the designer more insight into an individual
consumer's lifestyle. The quantitative data were the product of a UK wide survey of
682 consumers' attitudes towards product pleasure. A number of significant gender
and age effects, concerning the pleasures that we seek from the products we own,
were found. For example, females found greater pleasure from the social and
ideological aspects of products and males tended to draw pleasure from the status and
performance demonstrated. Older generations drew pleasure from sound functionality
and usability, while younger generations were more willing to use challenging products
and placed more emphasis on the social aspects of prodUcts. To house this data an
interactive design resource, named RealPeople, was developed. The driving principle
behind its development was the representation of information about real consumers
that is not diluted; maintaining the empathic link between the data and the consumer
from which it originated. Designers can search and review the database, absorbing
information about different individual consumers and the population trends. They can
search the data base by product type or consumer characteristics, view video clips of
consumers talking about their favourite products and access lifestyle information. Tile
functionality of the resource allows designers to save and share different search
results, annotate search results with comments, and produce rudimentary
presentations of their findings. This information can be used early in the design
process to increase awareness of the pleasure needs of different consumer groups,
invigorate concept generation, and to initiate research. It can also be used later in the
design process, to verify design deCisions, evaluate prototypes against other
'pleasurable' products, and as a presentation tool. Evaluation of the RealPeople resource was extremely Positive. Designers found it
highly functional and usable. They were impressed with the relevance and quality of
the data that It held. Crucially, they found the novel manner In which the data was
presented and the level to which they could interact with it to be appealing. The
assessment with designers also unveiled a number of different avenues that future
iterations of the resource could potentially take, as well as several longer term
research questions that warrant investigation.