Category Archives: Cases

The story behind the brand is more powerful than the brand itself

At first, I was not attracted by the Touch Wood phone made by NTT DoCoMo. However, an advertisement introduced by the Core 77 website changed my perspective. In the advertisement, a wooden ball plays Cantata 147 as it rolls down the wooden xylophone in the forest. Interestingly, I became more engaged with the phone after watching the “making film” or the video about how the advertisement was shoot  (http://answer.nttdocomo.co.jp/touchwood/?banner=dcm3#making).

Like me, people may like a brand more strongly when they happen to know the story behind the brand. Here, the story behind the brand could be about how an advertisement was shoot like NTT DoCoMo. Alternatively, it could be about how the product was manufactured like Apple Watch Gold.

Or, the story behind the brand could even be the information about the person who started a winery and raised grapes. One study showed that people are confident and more likely to buy a wine when they read the name of the wine maker on its back label.

I believe a story behind the brand could be anything like a simple marketing process. When consumers are exposed to this kind of story about a brand, they will like the brand more, in particular, when its quality is difficult to be judged (e.g., wine, painting, quilt, cheese).

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Reference

Choi, B., & Joo, J. (2021). Authentic information on the back label of wine bottle. Asia Marketing Journal, 23(3), 13–26.

This paper investigates whether including authentic information on the back labels of wine bottles enhances consumers’ confidence and purchase intentions about wine; it also assesses the moderating role of involvement and knowledge about wine. We conducted two experimental studies. Study 1 generated three findings. First, when the back label had authentic information, subjects showed higher confidence levels. Second, this effect was hold for subjects with low levels of involvement. Finally, we did not observe this effect for subjects with high levels of involvement. Study 2 extended study 1’s findings and identified the moderated mediation effect of confidence. The findings highlight the important impact on wine choice of authentic information. However, the findings also suggest that authentic information may not be sufficient to attract people with high levels of involvement and knowledge. This study’s findings provide wine producers with practical marketing insights.

Appendix 2a. Experimental stimuli for study 2-Label Grape.

Appendix 2a. Experimental stimuli for study 2-Label Authentic.

Neri Oxman, integrating material and form

Neri Oxman gave a talk, “Mediated Matter,” at Ontario College of Art and Design. She argues that material should not be secondary to form. Instead of separating fabrication from concept modeling or data analysis, she proposes, designers should create a seamless object by integrating these tasks. She presented interesting projects in which she used a single material to perform multiple functions. Her work is mostly inspired by nature.

One of her interesting projects is a medical device for those who suffer from Carpal Tunnel Syndrome. This syndrome is a medical condition in which the median nerve is compressed at the wrist, leading to numbness, muscle atrophy, and weakness in the hand. At present, most patients are recommended to wear gloves that are composed of two separate materials which perform different functions; a soft cushion and a hard metal (see left). As an alternative, she developed a “skin” with a single material by mapping the pain-profile and distributing hard and soft materials to fit the patient’s anatomical and physiological requirements, limiting movement in a customized fashion (see right). Her project is called as Carpal Skin.


Overall, her argument is interesting; designers may produce a better product when they perform a series of design tasks simultaneously (e.g., selecting a form and materials together) than when they go through the same tasks sequentially (e.g., selecting a form and then selecting materials).

Interdisciplinary Design Workshop by NSF “Driving Innovation through Design” @ Northwestern University

As design has attracted increasing attention across multiple academic disciplines, interdisciplinary design workshops have been hosted by the universities that have established their interdisciplinary design programs, including Stanford University and University of Michigan. In April 2010, the Segal Design Institute at Northewestern University hosted a workshop under the title of “Driving Innovation through Design — Engineering in the 21st century.”

Sustainable growth in the 21st Century requires technological and social innovations that effectively address the complex, interdependent problems that we face as a nation and throughout the world. Design research and education provides the intellectual underpinning and offers knowledge and experience to serve as a foundation for this endeavor. However, establishing interdisciplinary design research and education programs requires institutional transformation to overcome the current system that is structured around traditional disciplines with little cross-connection. This two-day workshop, supported by National Science Foundation (NSF), brought together a group of university administrators, faculty and researchers, and industry practitioners, to discuss the role that Design may play in helping universities transform their educational mission and practices to meet the challenges of the 21st Century.

– excerpted from the executive summary, NSF workshop report

I was invited to attend this workshop as the only business student. I have discussed a wide variety of issues with researchers, teachers, and practitioners. We worked in groups discussing interdisciplinary design research and nurturing design faculty, and presented the summaries (click here for the team presentations).

In particular, recommendations on design research are worth sharing (click here for the final report).

A large-scale, sustained education agenda must be supported and complemented by a research agenda that studies the pertinent questions and develops the knowledge and methods to address them. While interdisciplinary education is readily understood, interdisciplinary research is much less so. Rather than perceiving design research as an interdisciplinary area, it is more advantageous to view Design as a discipline in itself that can combine knowledge from other disciplines, akin to our concept of medicine as a discipline. Examples of design research topics include:

  1. Exploration of the intersection and interaction of people, products, and systems;
  2. Reconciliation of the creative, holistic thinking of the arts with the analytical, decomposed thinking of the sciences;
  3. Methods to enhance interdisciplinary communication and collaboration, knowledge capture, and reuse across disciplines;
  4. Design innovation of complex engineered systems;
  5. Identification of the characteristics of innovative teams;
  6. Exploration of the intersection of computing and human systems and how this supports the design process;
  7. Methodologies for the design of emerging systems, such as medical and health care systems, energy related products and services, and multi-scale devices and systems;
  8. Design of completely new products, services, and systems yet to be conceived; and
  9. Interdisciplinary design education including innovation, creativity, teamwork, leadership, entrepreneurship through curricular and extracurricular learning.

Games solve real-world problems

Jane McGonial, a game designer and a presenter on TED, visited U of Toronto and presented her work, How we can harness the power of video games to solve real-world problems. She made an interesting argument and shared various interesting examples of games that help us individually and collectively. In her presentation, she argued that (1) games have unnecessary obstacles that people want to tackle (and therefore people are immersed in games) and that (2) the real world is too easy and too simple compared to the game world (and therefore people do not pay attention to the real-world problems). When the real-world problems have the elements of games, she expected, people would put their strengths to better use and challenge the real-world obstacles. She began with two games that help people achieve individual goals. For example, Nike+ helps people work out more and Foursquare helps people interact more. More interesting examples came from a series of games that tackle real-world issues. The first example is Groundcrew. People play this game and help the farmers in their neighborhood. The second and the most interesting example was Urgent Evoke. This is an online reality game that the World Bank Institute and infoDev launched in the early 2010 to support social innovation among young people. In this game, players become superheroes, set up their own superhero teams, and choose one of missions such as water crisis and food security. Her examples of the bright side of games continued to cooperative websites in which game players solve puzzles for science! (Foldit) or even design RNA for scientists! (EteRNA).
Piao, S., & Joo, J. (2022). A behavioral strategy to nudge young adults to adopt in-person counseling: Gamification. Behavioral Sciences, 12(2), 40.
Abstract Mental illness has always been an important issue for young adults. Moreover, initiatives resulting from the outbreak of COVID‐19 have had an even greater impact on the mental health of young adults. This study sought to examine the effect of gamification on whether young adults adopt in‐person counseling. One hundred twenty young adults (42 males and 78 females) with an average age of 29 years participated in our experiment. In the experiment, a 2 (Gamification: no vs. yes) × 2 (Vividness: low vs. high) between‐subjects design was employed. In the “yes” gamification condition, participants decided whether or not to read introductory material about in‐person counseling, and also whether or not to adopt in‐person counseling in the future. The results of the study show that: (1) gamification increased adoption, (2) participants’ perception of subjective usability of in‐person counseling mediated the effect of gamification to adoption, and (3) vividness of presentation moderated subjective usability. Our study demonstrated that gamification nudges young adults to adopt in‐person counseling while subjective usability mediates the relationship, and vividness moderates the relationship between gamification and subjective usability. Our findings provide counselors fresh insights into motivating people to access counseling services. Keywords gamification; adoption; usability; vividness; counseling; nudge

Human Factors symposium

I attended a Human Factors symposium at the University of Toronto. It was organized by the HFIG (Human Factors Interest Group) and titled as Celebration of Applied Human Factors Research, in Honour of Prof. John W. Senders’ 90th Birthday.

At the symposium, I noticed an interesting connection between decision-making and Human Factors. Research in decision-making studies decision biases and provides prescriptions to eliminate or mitigate them. Similarly, HF researchers study errors from the real-life examples and suggest practical recommendations to overcome those errors.

For instance, John Senders and his colleagues studied errors of train drivers, vehicle drivers, airplane drivers, and medical practitioners in terms of their processing visual information. (In 1960s, John drove in Boston wearing a helmet and a visor that occluded his vision to find how often drivers need to see front!) Then, they provided recommendations to the city of Toronto, simulate trainings for pilots, or even develop devices for doctors such as Head Mounted Display).

Since Human Factors research investigates human behavior issues elegantly, which has a great potential to business. Shumin Zhai, for instance, presented his business which was developed from a research project. About 10 years ago, his team developed an innovative text input system for a touch screen device. It does not simply improve a conventional keypad to make it easy to use (e.g., laying out keys differently). Rather, it allows users to use their gestures to input texts. It is now called as ShapeWriter.

To me, Don Norman‘s call for Human Factors researchers to work with business people sounds right. I believe designers need business education to communicate with business people effectively. I found a wide variety of business-able issues were discussed in the symposium but hardly found any people with business background.

I hope to find more business students working at Human Factors community in the future.

Evolution of design thinking

In 2006, what was design thinking? (see more at Luke Wroblewsky‘s blog)

Roger Martin

When it comes to innovation, business has much to learn from design. The philosophy in design shops is, ‘try it, prototype it, and improve it’. Designers learn by doing. The style of thinking in traditional firms is largely inductive – proving that something actually operates – and deductive – proving that something must be. Design shops add abductive reasoning to the fray – which involves suggesting that something may be, and reaching out to explore it.

Tim Brown

Because it’s pictorial, design describes the world in a way that’s not open to many interpretations. Designers, by making a film, scenario, or prototype, can help people emotionally experience the thing that the strategy seeks to describe.

Jeanne Liedtka

Design thinking is synthetic. Out of the often-disparate demands presented by sub-units’ requirements, a coherent overall design must emerge. Design thinking is abductive in nature. It is primarily concerned with the process of visualizing what might be, some desired future state and creating a blueprint for realizing that intention. Design thinking is opportunistic: the designer seeks new and emergent possibilities. Design thinking is dialectical. The designer lives at the intersection of often-conflicting demands – recognizing the constraints of today’s materials and the uncertainties that cannot be defined away, while envisioning tomorrow’s possibilities.

..

Now in 2010, what is design thinking?

I recently came across a carefully written post at Core 77 about design thinking. It was done by Kevin McCullagh and titled as “Design thinking: Everywhere and Nowhere, Reflections on The Big Re-Think.”

In fact, design thinking always meant different things to different players. For some it was about teaching managers how to think like designers; for others, it was about designers tackling problems that used to be the preserve of managers and civil servants; and for others still, it was anything said on the subject of design that sounded smart. To most, it is was merely a new spin on design. All its proponents were, however, united by their ambition for design to play a more strategic role in the world than ‘making pretty.’ Who could argue with that?

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Now in 2023, what is design thinking?

People are gravitated towards different attitudes about design thinking. Some are disappointed by the fact that design thinking fails to produce visible, lasting outcomes. Others pay attention to its unique role in helping people creative. Design thinking might not be a short-term, direct tool, but rather a long-term, indirect mindset.

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Reference 1

Ackermann, R. (2023). Design thinking was supposed to fix the world. Where did it go wrong. MIT Technology Review.

An approach that promised to democratize design may have done the opposite.

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Reference 2

Bertao, R. A., Jung, C. H., Chung, J., & Joo, J. (2023). Design thinking: A customized blueprint to train R & D personnel in creative problem-solving. Thinking Skills and Creativity, 48, 101253.

Organizations have sought to adopt design thinking aiming at innovation. However, implementing such a creative problem-solving approach based on designers’ mindsets and practices requires the navigation of obstacles. Corporate structure and culture hinder the adoption course, and cognitive barriers affect non-designer engagement. In this regard, training has been used as a means of easing the process. Although considered a crucial step in design thinking implementation, research on training initiatives is scarce in the literature. Most studies mirror that about d.school boot camp and innovative programs developed by companies globally remain unknown. This practice-oriented paper investigates a training blueprint tailored for LG Corporation in South Korea, targeting R & D personnel working in several affiliates that needed creative problem-solving skills to improve business performance. The study findings unveil a customized initiative that expanded the established boot camp model by adding preceding activities to increase learning opportunities and enable empathetic observation. Fundamentally, the customization strategy aimed to provide participants with customer-oriented tools to solve business problems. In addition, the training program reframed the design thinking steps in order to make it relevant for employees and foster corporate implementation goals. Ultimately, this case study supplies literature describing a training blueprint to disseminate design thinking considering two dimensions: individual adoption and organizational implementation challenges.

Figure 1 The overall structure and time allocation of the d.school’s design thinking training program

Dieter Rams, ten principles of good design

Braun products by Dieter Rams (above) and Apple products by Jonathan Ive (below)

Dieter Rams listed 10 principles of good design. He is a legendary product designer who has developed a list of the Braun products and is still influencing our life through Jonathan Ive’s Apple devices. The above image comes from a  Guardian article and the below image comes from Vitsoe.com. You could find his 10 principles for good design here.

Dieter Rams

Context for good design

Many design awards have their own answers about what makes a product well designed; it must be original, it must be aesthetically appealing, and it must be useful. Similarly, marketing researchers have also studied that newness, beauty, and usefulness contributes to the evaluation of a product. However, whether product usage context or the outer space of a product affects whether a product is well designed has been little discussed.

I found a nice example which shows the impact of usage context on design. Designers from Industrial Facility, a UK design studio, developed a Bath Radio for Muji. It is a radio but looks like a set of shampoo and rinse. This example shows that consumers may consider a product well designed when its design matches its usage context.

Jump Associates, unique office

Last summer, I visited two design consulting firms in California: IDEO and Jump Associates. Visiting them raised several interesting research questions.

In the Jump Associates, I was impressed by its space. It occupies two floors in one building and the two floors are connected by a steel stair “inside the building,” so that employees can freely go up and down without using the external elevator (picture).

Besides, Jump Associates has several interesting rooms including “Zen Room” (picture). This room has a low ceiling with several cushions. The Zen Room is often used for consumers who want to express their needs and ideas in a warm, comfortable setting. This is interesting because I have not seen any work telling the value of small sized space with a low ceiling. Instead, much work suggests that high ceiling facilitates creativity.

I wonder if spaces (rooms and their ceiling heights) are carefully selected for different stage gates of a product development process. Designers may want to collect consumer needs in a low-ceiling, close space but they may want a high-ceiling, open space to generate concepts.

IDEO, three roles of prototypes

Prototypes have different forms. According to an article written by two apple computer employees, Houde and Hill (1997), prototypes prototype the “role” of a product, its “look and feel,” or its “implementation.” Therefore, designers should choose a right type of a prototype.

One step further, prototypes serve different roles. When I visited IDEO last summer, I found three boards which describe what prototypes do; they “inspire,” “experiment (evolve),” or “validate (specify)” a product. This suggests that different types of prototypes can serve different purposes for a product.

Given that there are different types of prototypes and different objectives of prototypes, designers should create different types of prototypes for different objectives. For instance, the “role” prototype can be more appropriate when designers inspire a product, while the “look and feel” prototype can be better when designers validate a product.