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Applied Ergonomics 33 (2002) 231–240

Visual product evaluation: exploring users’ emotional relationships


with products
Deana McDonagha,*, Anne Brusebergb, Cheryl Haslamc
a
Department of Design and Technology, Loughborough University, Loughborough, Leicestershire, LE11 3TU, UK
b
Department of Computer Science, University of Bath, Bath, BA2 7AY, UK
c
Department of Health and Social Care, Brunel University, Osterley Campus, Borough Road, Isleworth, Middlesex, TW7 5DU, UK

Abstract

This paper discusses an industrial designer’s approach to eliciting user perceptions and emotional responses to products through
visual evaluation and stimuli. Whilst the authors accept that product functionality is crucial for product success, the appearance, use
of materials, shape and form provide the most immediate product data for the user. Less tangible issues such as emotional bonding
of users with products, cultural perceptions and social value systems, provide valuable insights for the product developer to help
expand knowledge and understanding of the users’ need beyond the functional.
This paper presents product personality profiling as a new technique for design researchers/designers, and discusses it alongside
other emerging approaches such as mood boards and visual product evaluation. The authors have used these techniques during focus
group sessions with users to elicit individuals’ needs and aspirations towards products. Such a user-centred approach is fundamental
to applied ergonomics. Experiences, benefits, and limitations of these techniques are outlined as well as the opportunities for further
development. r 2002 Elsevier Science Ltd. All rights reserved.

Keywords: Industrial design; Emotions; Product personality profiling; Product evaluation; Applied ergonomics

1. Introduction more informed decision-making in the designing pro-


cess.
Products satisfy a number of needs. Individuals There is considerable interest and growing recognition
interact with a vast number of diverse products for the emotional domain in product development. The
throughout their daily life. Functional appropriateness relationship between the user and the product is
is key to a product’s success in the market place, as well paramount in industry and currently there is major
as its fitness for purpose. Another form of functionality investment in design research in this area. The 3rd
may be referred to a soft functionality (McDonagh- Design and Emotion Conference 2002 to be held at
Philp and Lebbon, 2000). It includes emotional needs Loughborough University, in collaboration with Delft
and other intangible, qualitative aspects that affect the University of Technology and the Design and Emotion
relationship of the user with the product. There are Society, will be held in July 2002. This timely conference
difficult trade-offs to be made between functionality, is sponsored by industry and research councils, high-
basic ergonomics factors and emotional factors, thus lighting the value placed upon this expanding area of
highlighting the need for collaboration between ergo- research.
nomists and designers. Functionality, ergonomics and The emotional relationship between the user and
emotional components are equally important in product product is determined, to a large extent, by the symbolic
development. The authors advocate that the techniques dimension of the product. The symbolic meaning of an
detailed in this paper will enable designers to tap into object often relies on shared understanding between
users’ emotional interaction with products, leading to individuals. Solomon (1983) argues that consumers use
product symbolism to define both themselves and their
relationships with others. The term symbolic consump-
*Corresponding author. Tel.: +44-1509-222-665; fax: +44-1509-
tion has been coined to describe the quasi-language
223-999. through which people use products to communicate
E-mail address: d.c.mcdonagh-philp@lboro.ac.uk (D. McDonagh). with each other (McCracken, 1988).

0003-6870/02/$ - see front matter r 2002 Elsevier Science Ltd. All rights reserved.
PII: S 0 0 0 3 - 6 8 7 0 ( 0 2 ) 0 0 0 0 8 - X
232 D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240

Dittmar (1992) suggested that this communicative Understanding intangible user needs may be proble-
aspect of material objects needs to be investigated in matic as users often find difficulty in expressing them
order to understand why it is important for people to and are not necessarily consciously aware of them.
convey the right messages about themselves through Identifying intangible aspirations towards products
their possessions and that such investigation may usually requires the collection of qualitative data. This
elucidate how we decipher other people based on their includes understanding of aspects such as emotional
material circumstances. Dittmar (1992) states that bonds with products, cultural contexts, and associa-
possessions symbolise not only the personal qualities tions, implications of lifestyles, social value systems and
of individuals, but also the groups they belong to and stereotyping, the underlying meanings of products,
their social standing. Fig. 1 represents this idea schema- fashion preferences, and attitudes towards product
tically. aesthetics. This paper illustrates three techniques that
Material possessions serve as symbolic expressions of have been used within focus group activities to support a
who we are. The clothes we wear, the household items we number of design projects (McDonagh-Philp, 1999;
buy, all enable us to express our personality, social Bruseberg and McDonagh-Philp, 2001). Product person-
standing and wealth. Fig. 1b shows the range of uses ality profiling taps into the users’ perceptions of who
material possessions may have. they feel particular products are aimed at. Mood boards
Even practical products, such as kitchen appliances, express emotions regarding products, tasks, or situa-
will have some symbolic significance. In choosing such tions through image collages. Visual product evaluation
products, consumers are likely to be influenced by the elicits initial reactions to products, based on product
messages they believe these objects convey and the appearance only, to simulate retail showroom scenarios,
extent to which their overall impression of the product mail order, and/or Internet purchasing.
matches the image they have of themselves. The authors advocate that the analysis of user needs
Manufacturers are becoming increasingly aware of and aspirations should be an integral part of design
the requirement to satisfy user needs beyond the activity (especially pre-concept generation stage) to
functional. This is highlighted by the vast choice of ensure the employment of user-centred designing
similar products available in the retail showrooms. The principles. Designers need to be directly involved in
customer/consumer is becoming more discerning. Man- the data collection processes, particularly when qualita-
ufacturers are keener than ever to distinguish their tive data are involved, thus feeding relevant information
products in the market place and are therefore exploring promptly into the designing process. Accordingly, the
new and innovative approaches to eliciting user data data retrieved from user studies should support the
relating to the symbolic dimensions of products. creative process of designers. The direct immersion into
the user data and the exposure to users’ perceptions
supports designers in exploring design problems, chan-
nels their efforts, and helps to reduce, or at best, avoid
design fixations (pre-conceived ideas and assumptions,
Material possessions
Self Others limiting the output of conceptual design (Jansson and
= symbols of identity
Smith, 1991)).
Emotional values may differ for different product
(a) types. For some product categories, they are more
Meanings of material possessions important than for others (for example comparing
jewellery with garden tools). The need to identify
‘customer delighters’ beyond functional values has been
Instrumental Symbolic
identified through research in the area of car design
Direct control over Expression of ‘who
environment, functional uses somebody is’
(Burns and Evans, 2000). The studies reported here have
concentrated on consumer products and playground
equipment, which are characterised by both functional
and soft-functional values. For this product area, a wide
consumer choice leads to fierce competition in the
Use related Self expressive Categorical
market and rapid changes in appearance and features of
Make possible an Symbolise personal Symbolise group
activity, symbolise qualities, values, membership,
products, but not necessarily satisfying the user.
an activity history, relationships social status This paper examines experiences of using visual
product evaluation techniques for eliciting user needs
(b) and aspirations beyond the basic utilitarian functional
Fig. 1. (a) Material possessions as symbols of identity (Dittmar, 1992), by discussing the employment of product personality
and (b) meanings of material possessions for identity (adapted from profiling, mood boards, and visual product evaluation.
Dittmar, 1992). All of these techniques have been used as activities
D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240 233

integrated within focus group sessions, and provided represent the profile of the wider population, the
additional stimuli for the group discussion. The authors mainstream user (Norman, 1990). Due to training,
outline the potential of the techniques by illustrating background, education, gender and age, it is unrealistic
how they have been introduced and developed, and how to expect (or accept) that designers are able to rely upon
they may be refined further. their own experience, knowledge and understanding
There are three distinct stages of product development alone, when designing for others.
that would benefit from employing these techniques. The concept of the empathic horizon (McDonagh–
They are at (i) the initial stage for capturing users’ Philp and Denton, 2000) has been developed, which
perceptions on existing products (pre-concept design); highlights the need for designers to immerse themselves
(ii) the requirements capture stage to elicit users’ ideas within the user experience to reduce (if not avoid) design
regarding their ideal products (early concept-design decision-making taking place which is based on unin-
stages); and (iii) the intermediate design stages to formed assumptions. The authors are not advocating
evaluate design concepts. that designers become market researchers but that they
integrate design research into their pre-designing pro-
cess(es).
2. Empathic design The conventional industrial/product designers’ toolkit
is evolving and expanding to incorporate (design)
In recent years, there has been a shift in conventional research methods and techniques. Design research skills
design training towards a more user-centred design are emerging as a key element in the training of
approach. This shift has been in direct response to the designers. This does not detract or devalue the work
increased awareness and recognition of the users of of market researchers (e.g. professional focus group
products as a potentially rich design resource to support moderators, market research surveys and question-
product development. Bird (1999) forecasts that the naires). Involving designers in the data collection
ever-increasing consumer culture will require designers processes to elicit design-related information from the
to ‘‘get under the skin of social, lifestyle and user needs’’ raw data ensures that design opportunities are not
(p. 36). missed or overlooked.
Creative activities are, to a large extent, based on a
deep immersion into the designing problem (Baxter,
1995; Cross, 1994). Pereira (1999) suggests that ‘‘origin- 3. Product personality profiling
ality may reside in the way we find problems and not in
the way we generate solutions’’ (p. 228), and emphasises Product personality profiling (PPP) is a projective
that ‘‘The creative act must be an immersion into the technique that has been adapted from market research.
situation of use, a truly felt empathy, not because we The use of projective techniques has a long-standing
voluntarily acknowledge the user but because we need tradition in psychology. Projective tests derive from the
that connection in order to create.’’ (p. 227) Incorporat- psychoanalytical approach to assessing personality
ing user research into designing activities has the characteristics. Projective tests are used by psycho-
potential of substantially enhancing designers’ creativity analysts who favour the richness of the information they
as well as facilitating effective ergonomic design. offer. Proponents of these techniques believe that the
Creativity has been defined as shared imagination qualitative data generated can offer valuable insights
(Dewulf and Baillie, 1999). Accepting that designers do into clients’ personalities.
not have a monopoly on creativity, it becomes increas- Variations of the product personality profiling tech-
ingly important to provide the opportunities and nique are currently employed by manufacturers (e.g.
environments that encourage users to express themselves Kenwood and Morphy Richards) to identify users’
in order to uncover, reveal and trigger effective problem perceptions of typical purchasers of products, but these
solving solutions. It would be na.ıve and inappropriate to are less formalised, and data capture is not as structured
assume (or expect) that users will provide a design/ as that presented within this paper. The technique
product solution. However, through creative and provides an insight into who the user perceives to be the
supportive contact and research methods such as those target consumer. Participants are asked to imagine a
mentioned within this discussion, design research can product as a person with a particular personality, and
begin to bridge the understanding of the designer with provide information regarding its character and lifestyle
the real life experiences, needs and aspirations of users (e.g. gender, age and occupation). The technique helps
(Sanders and William, 2002). to reveal social value systems and emotional responses
In Britain, design training tends to be conducted to products.
through undergraduate and postgraduate university The technique has been employed by asking partici-
design degree programmes. Therefore, the profile of pants to fill in questionnaires during a focus group
the average design graduate does not necessarily session. Participants are required to carry out the task in
234 D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240

a short space of time (2–3 min/product), to provide imagination of their ideal product—by asking them to
immediate gut responses. Fig. 1 shows an example with describe it as a person who is going to live in their home.
user responses. It is useful to compare the responses The authors have employed two versions of a PPP
during a subsequent group discussion to further under- questionnaire. Initially, users were presented with a
stand the motivations behind people’s choices. Users sheet in a tabular format, where users were asked to
tend to appreciate the opportunity to discuss their provide responses in several columns, where each
responses within the group. Failure by the moderator to represented a particular product (identified by a
enable this shared experience may lead to the group picture), to a range of criteria shown in rows on the
feeling unsettled. By discussing their actual perceptions left (similar to Table 1). This had two drawbacks.
of each product with each other, previously unexpressed Firstly, instructions had to be re-emphasised to prevent
views and feelings may be revealed. This sort of activity the user filling in the form by row (and therefore not
may also be used to warm-up users for focus group focusing on each product personality sufficiently).
discussions. Secondly, some users suffered from lack of imagination
Table 1 illustrates feedback obtained from a user for suitable examples (e.g. car models), even though they
whilst visually evaluating two products (coffee makers) were able to project a type of person onto the product.
by employing the PPP technique. Alongside the users’ This led to the development of a new form, as shown
own profile (column A) the product profiles (columns in Fig. 2. It shows only one product per page and
B1 and B2) can be reviewed. In this case, it would be provides a range of examples. The examples deliberately
considered highly unlikely for the user to actually cover a wide range of aspects and were collected using
purchase product B1 based on their own personal users’ responses, thus reflecting the users’ terminology.
profile, they are more likely to purchase product B2. Participants found it much easier to fill in this form. The
The technique may be employed during most stages of drawback is that users may simply choose one of the
product development. The most apparent application is examples and not really consider the task. The form
the evaluation of concepts regarding their suitability for shown in Fig. 2 can be further improved by moving the
a particular target group. Moreover, the technique can response column to the middle, thus taking the focus of
be useful during the stage of researching user needs prior the examples provided. When choosing which form to
to concept design. Existing products can be evaluated to use it has to be considered whether general categories
understand product associations with social value are the primary target, or the terminology and power of
systems. Given that consumers make social inferences imagination of the users.
about products, techniques such as PPP can be used to Another important factor is the extent to which
tap into this important source of information and use perceptions vary between individuals. The interpretation
the results to inform the designing process. Designers of the responses is not an exact science as it relies upon
can draw on typical responses to particular products subjective data and interpretation of feedback—all of
after averaging the responses from a range of users. The which are qualitative and culturally based. For example,
technique may also be used to retrieve participants’ gaining awareness and understanding of how users

Table 1
Example of user profile alongside user perception of two product profiles

A B1 B2

Actual profile of participant Profile of product (target user) Profile of product (target user)

Gender Female Male Female


Age 25 45 30
Occupation Secretary Graphic designer Administrator
Accommodation Semi-detached Penthouse flat 3 bed terraced
Car Vauxhall Corsa BMW 5 series Nissan Micra
Personality Steady Dynamic/extrovert Organised
Holidays Spain/France Bahamas Euro-camping
Home Environment Traditional Modern/minimalist Clean/tidy
Shop for clothes Marks & Spencer Armani Next/Gap
Product being profiled

Likelihood of participant purchasing product—emotional bond present NO YES


D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240 235

Fig. 2. Example of completed product personality profiling form.

interpret and respond to visual data is of paramount Limitations


importance. Through the use of materials, colour,
texture, product semantics and semiotics, users are
* The technique might be over-using stereotypes—
attracted or distracted, intrigued or repulsed, wish to some people were reluctant in filling in the forms
engage or resist interaction with products, leading to because they feared that attributes such as age may
final purchase, or products remaining unsold on the lead to making stereotypical assumptions about
shelf. The communication between the product and the people’s aspirations.
user is a complex area. For the designer, immediate gut
* There is no guarantee that this technique captures
responses from users provide valuable insight on which peoples’ purchasing intentions based on their back-
to base their own design decision-making. By capturing ground, but may capture what products people aspire
this type of data, the design team can gain an overall to—their actual personal situation may be influenced
impression of the perceived target user from the sample by other factors whilst they may wish to be somebody
group of actual users. else or in a different situation.
* Interpretation of the results may be complex; there
may be some limitation of how designers can make
Benefits
direct use of the data as the results have to be
* The technique provides a suitable tool to elicit interpreted very carefully and the researcher has to
emotional perceptions and insight into social value read between the lines.
systems.
* The technique provides an abstract way of revealing
user perceptions and hidden information which can 4. Mood boards
be used to understand aspects that many people are
unaware of or which they find difficult to express. 4.1. Mood boards and designers
* The results can be directly mapped to actual user
profiles. Mood boards are a collection of visual images (e.g.
* It generates lists of user terms and points of reference. photographs, material samples) gathered together to
236 D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240

represent an emotional response to a design brief 4.2. The creation of mood boards by users
(Garner and McDonagh-Philp, 2001). This technique
enables designers to communicate and express them- Mood boards are a powerful tool to communicate
selves beyond linguistic restrictions. Designers may use users’ emotions, experiences, aspirations, and percep-
this tool to communicate intangible and abstract tions to designers. Sanders (2000) uses similar techni-
emotions such as happiness, sadness, and calm. Equally, ques (image collages) as part of a broad toolkit to
this tool has been employed to enable users to identify the aspirations of everyday people rather than
communicate their emotional responses to products, customers or consumers—long before concrete product
tasks, and their experiences through abstract images. ideas have been developed.
This can also be an internal process for designers to Suitable images can be found in magazines and on-
support them in clarifying and interpreting their own line sources. Pre-selecting a wide range of sample images
understanding of the design brief and the wider reduces the time needed for assemblage, and provides
implications of the design project. suitably abstract images. Because the range of images
There are no prescribed formulae for mood board provided pre-determines the selection to some extent
creation. Abstract images provoke more emotional through availability, it is vital that a broad range of
responses than literal images, as this may be too specific images is being provided. It is useful to involve all
and restrict the idea generation process of designers. members of the design and research team in the image
Fig. 3 illustrates an example of a mood board. It allocation and selection to cover a wide range of ideas. It
represents the effective use of mood boards as a is also beneficial to create test mood boards by the
technique, by drawing on abstract rather than literal design research team members, if possible, to pre-judge
images, to communicate an emotional response. the suitability of the images and gain initial insights into
Beyond the use by designers, mood boards can be the topic and the formulation of the task.
used effectively to support users in communicating a A recent study was conducted by the authors that
range of emotions and attitudes to designers. Images can focused on the essence of play with regard to the design
convey powerful meanings. Hence, they are an ideal of playground equipment. The user sample included
method to unlock feelings that users may otherwise find children between 7–9 years of age (n ¼ 5), and parents
difficult to express. The technique can be used within of 5–9 year-olds (n ¼ 11). During a 3-hour participative
focus group sessions. Users may either be asked to workshop with the children, mood boards were gener-
create their own mood boards from their own images, or ated. The technique is very well suited to working with
may choose from a set of pre-selected images. children, as they are particularly imaginative when

Fig. 3. Example of a mood board generated by a designer.


D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240 237

working with images and their verbal communication is


less refined than adults. Six of the parents took part in a
3-h focus group discussion with a range of activities
integrated within it, including mood board creation. The
other five parents filled in feedback booklets indepen-
dently, but in a group setting, whilst their children took
part in the workshop.
The parents and children were provided with a sample
of diverse images that had been gathered beforehand by
the design team. About 80–100 images were available in
several identical sets. Ideally, a large number and wide
variety of images should be available to avoid pre-
determining the outcomes. Participants were asked to
select images that represent play to them, and assemble Fig. 5. Parents explaining their personally selected images.
them on a sheet of paper. The participants completed
this task individually. Fig. 4 shows how the children
created their mood boards. Each participant also This supports a more formalised analysis, but restricts
provided a brief explanation of his or her mood board, the choices. Here, it is particularly vital to record
and reasons for choosing each image, both through brief reasons for choices. Table 2 shows a range of questions
notes next to the images, and through verbal comments and the six images that were presented to participants to
in a group setting (see Fig. 5). This is important because choose from for each association. The participants were
only then can the choice of images be usefully given examples of mood boards (compiled by the design
interpreted by the design team. A high degree of team in advance) reflecting ironing as a task, an actual
symbolism was displayed, and particular ‘triggers’ from iron, the ironing environment, and ironing of the future.
their personal experiences and memories were expressed. The selections were made by ticking the appropriate
For example, play was expressed by many participants image and adding a few comments. The activity was
as a social activity. This visually based exercise used as a warm-up for the focus group discussion.
encouraged all the participants to express themselves Designers could then work directly with the image
freely beyond linguistic restrictions. collection and feedback during the concept generation
stage of the project. Mood boards produce a direct
visual output and can be used throughout designing
4.3. Selection of mood boards by users process. The example shown, was part of an under-
graduate design project (funded by the Nuffield Under-
One of the drawbacks of applying this technique is graduate Bursary Scheme), where the qualitative
that it can be the time consuming when locating suitable information from non-verbal user feedback was eval-
images, and allocating the time for participants to cut uated as particularly valuable for the designer.
out images and arrange them. A simpler version of
mood board use is asking participants to make choices
from a restricted selection of images for certain aspects. 4.4. Summary

Though this technique will not provide design


solutions, it offers the opportunity and a mechanism
by which both designers and users can express
themselves visually and respond to visual stimuli. This
technique develops one element of a designer’s toolkit
and brings it into the domain of participative design
activities.

Benefits

* They are inexpensive to generate.


* They enable users to communicate beyond linguistic
restrictions.
* They provide visual stimuli and inspirational material
Fig. 4. The process of ‘creating’ mood boards by children (expressing to support and encourage discussion between de-
the essence of play through abstract images). signers and users.
238 D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240

* Designers can use the results directly to stimulate Capturing users’ immediate visual evaluation of
thoughts and emotions. products (existing or conceptual) enables the design
* When incorporated within a range of diverse team to gain further insight into values that are being
activities (e.g. focus groups), it can offer researchers assigned and attributes that are recognised as valuable.
a valuable tool to promote and stimulate user A technique being developed called Visual Product
interaction. Evaluation simulates mail order or Internet purchasing
scenarios by restricting the data available to the user.
Within a relatively short space of time (5 min per
Limitations
product), users are requested to evaluate a product
based solely on the appearance from a two-dimensional
* One of the main drawbacks of mood boards is that
image (e.g. slide projection, photograph or rendering).
they are often misunderstood and images used can be
In contrast to focus group discussion, the users are
too literal.
required to complete this visual evaluation in a self-
* It requires the preparation/availability of suitable
contained way (e.g. no conversing with other users).
images.
Once the visual evaluation has taken place, it may be
* It relies upon abstract forms being presented and it
appropriate to allow the users to handle the products to
requires designers to be skilled in identifying non-
simulate a retail showroom scenario (see Bruseberg and
verbal communication.
McDonagh-Philp, 2001 for further details regarding
* Users may resist the technique due to unfamiliarity.
related techniques).
* They rely upon subjective interpretation.
Data capture in a form as illustrated in Fig. 6
provides a mechanism for comparing a range of users’
responses (e.g. what do you think of its colour?), whilst
5. Visual product evaluation also capturing their views and opinions through the
more closed questions (would you buy this product?).
With the advent of Internet shopping, mail order Rating scales ranging from 1 (very poor) to 5 (very
catalogues, and television shopping channels, one key good) were used to quantify the feedback (Likert, 1932).
element that contributes to a product’s success is its However, the most useful information stems from the
visual impact. Visual evaluation of products takes place combination of the ratings with the comments made
initially within an extremely short space of time, and it is regarding the reasons for the selection (Dumas, 1998). It
often based on limited product data. The data that are is valuable to ask users for a brief comment regarding
relied upon include the product’s shape, form, the use of their selections. Likewise, it is useful to retrieve
materials, colour, product semantics and semiotics, etc. information regarding any previous knowledge or
Customers often may make purchasing decisions based experience they may have of the product, and feedback
on whether a product looks durable and functional, concerning the likelihood of the user purchasing the
beyond the consideration of the aesthetic attributes. product.
This highlights the importance of visual data, from both Two types of visual evaluation forms have been
the users’ and the product developer’s perspective. developed. The first one (refer to Fig. 6) retrieves initial

Table 2
The selection of mood board images for ironing, ironing products and environments
D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240 239

Fig. 6. Visual product evaluation questionnaire.

reactions to selected products based solely on visual Limitations


data in detail. The second form (refer to Bruseberg and
McDonagh-Philp, 2001) concentrates primarily on the
* Forms and questionnaires can restrict user responses.
elicitation of aesthetic preferences based on a brief
* Poor picture quality may mislead users.
evaluation of the overall shape of 20 variations of a * Forms may be time consuming to prepare in advance.
product type (e.g. kettle or toaster) and retrieves the
* Activity of data retrieval and analysis may be
main reasons for preferences. It can be used to identify perceived as taking the designer away from actual
stylistic preferences at an early design stage, particularly designing.
when used as a basis for a follow-up group discussion.
* Users may be unfamiliar with exercise and experience
Early results from this questionnaire show striking difficulty.
differences amongst the user population, thus emphasis-
ing the need to retrieve qualitative data to understand
user motivations. 6. Summary

Benefits Emotional bonds between users and products are an


essential element that can determine the commercial
* The technique provides rich design resource material success of a product; products satisfy a range of needs
to evaluate the visual quality of product concepts, or beyond the functional. The designer is neither a trained
to learn from the benefits and drawbacks of existing psychologist nor professional market researcher. They
products. bring to product development a range of creative
* The analysis of the questionnaires is straightforward problem solving skills that can then be represented
due to the standard data retrieval, the use of rating two- and three dimensionally.
scales and short comments. Whilst the qualitative techniques presented in this
* The technique provides a valuable change in activity paper (product personality profiling, mood boards and
during longer user workshops (e.g. 3-hour focus visual product evaluation) are still being developed by
group session). the authors for use by designers and product developers,
* The technique can be used to promote focus group they have already contributed to a range of diverse
discussion. design projects. The authors believe that these techni-
* Findings can be related to product handling evalua- ques will have wide application across a broad range of
tion. design sectors, such as domestic appliances, clothing,
240 D. McDonagh et al. / Applied Ergonomics 33 (2002) 231–240

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