Category Archives: Publications

Designing services when the problem is not clear

While working on this chapter, one idea kept returning. In service design, uncertainty is not just something to reduce. It is something we need to understand more carefully.

Some problems are relatively stable. We know what the issue is, and we can work toward a solution step by step. But many service design challenges do not look like this. The problem itself keeps changing. Different stakeholders define it differently. Sometimes even the goal is unclear.

In the chapter, we try to make sense of this by looking at two things. First, the type of problem. A simple service problem requires a very different approach from a complex or “wicked” one. Second, the source of uncertainty. It may come from users, from organizations, or from broader changes in society.

Another point became important as we wrote. Uncertainty is not only outside the designer. It also comes from the design process itself. The way we define users, the tools we choose, and the assumptions we make can all introduce new uncertainty.

This leads to a different question. Instead of asking how to eliminate uncertainty, what if we ask how to design services that can live with it?

One answer we explore is resilience. A service does not need to predict everything in advance. But it should be able to adapt, respond, and recover when conditions change. This requires flexibility, ongoing feedback, and often a different mindset about control.

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Reference

Santos, Aguinaldo dos, Ricardo Martins, Mari Suhoeimo, and Jaewoo Joo (2026), “Embracing the unknown: service design approaches to address uncertainty,” in The Bloomsbury Handbook of Service Design: Plural Perspectives and a Critical Contemporary Agenda, Lara De Sousa Penin, Alison Prendiville, and Daniela Sangiorgieds, eds., Bloomsbury Publishing, ISBN: 9781350330283.

Design thinking in Korean companies looks different

Design thinking is widely taught as a universal innovation method. Many frameworks were developed in Western contexts. But how does design thinking actually work inside Korean companies?

In a recent paper with Seamus Yu Harte from the Stanford d.school, we examined this question by analyzing 1,117 practitioner quotes from industry lectures given by executives and managers from companies such as LG Electronics, Hyundai Motors, SK Telecom, and Kakao.

About 56% of the quotes matched the well known five themes of design thinking (e.g., user focus, problem framing, visualization, experimentation, and diversity). However, 44% did not fit this framework. Instead, four new themes emerged from the quotes: market opportunity, strategic positioning, product development, and customer engagement. These findings suggest that Korean practitioners extend design thinking beyond early stage ideation to adapt it into a strategic and operational management tool.

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Reference

Joo, J., & Harte, S. Y. (2026). Practicing Design Thinking in South Korea: Four Emergent Themes and Three Layers. Archives of Design Research, 39(1), 129–147.

Background: Design thinking frameworks developed in Western contexts may not fully capture how these approaches are adapted in different cultural and organizational settings. In South Korea, where businesses tend to be execution focused and hierarchical, the practice of design thinking may evolve in unexpected ways. This study addresses the gap by investigating how Korean professionals interpret and apply design thinking within their unique organizational cultures.

Methods: We conducted a qualitative analysis of 1,117 practitioner quotes collected from 18 guest lectures on design thinking delivered to Korean business school students between 2015 and 2021. Using the Carlgren et al. (2016) five-theme framework as an analytical lens (user focus, problem framing, visualization, experimentation, and diversity), we coded all quotes and identified both aligned and emergent themes.

Results: Findings show that 56% of the quotes aligned with Carlgren et al. five themes, while 44% revealed four new themes: Market Opportunity, Strategic Positioning, Product Development, and Customer Engagement. These emergent themes suggest that Korean practitioners adapt design thinking into a strategic and operational management tool to align with demands like ppalli-ppalli (speed) and Chaebol hierarchy. Furthermore, we propose a layered conceptual model (Mindset, Practice, Technique) to explain how design thinking is institutionalized, finding that Mindset is the least frequent but most essential precondition for organizational change.

Conclusions: The results suggest that Korean professionals adapt design thinking into a layered system that simultaneously operates at the levels of mindset, practice, and technique. This paper contributes one of the most detailed empirical studies of non-Western applications of design thinking, offering insights for scholars and practitioners seeking to navigate culturally specific innovation contexts. This work particularly contributes to cross-cultural design theory by demonstrating the operationalization of design thinking in a manufacturing-heavy economy.

Keywords: Design Thinking, Cross-Culture Adaptation, Organizational Practice, Korean Business Culture, Qualitative Analysis

Smart home paradox: Why reviews and teasers failed

Most digital marketers rely heavily on customer reviews or teasers. However, when we collaborated with Samsung Electronics to run two field experiments, we uncovered a critical mismatch between messaging and audience.

We specifically targeted busy, dual-earner parents. Our surprising finding is that benefit-driven formats like customer reviews or teaser pages were largely ignored. Instead, clear, feature-focused messaging outperformed the popular formats.

This field experiment demonstrates why a one-size-fits-all strategy fails in the complex smart home category, providing a necessary blueprint for engaging high-intent consumers with efficient, direct communication.

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Reference

Hwang, S., Yoon, N., & Joo, J. (2025). The impact of smart home products’ marketing messages on dual-earner parents’ willingness to pay. Journal of Product & Brand Management, 34 (5), 662-674.

Purpose: The objective of this study is to explore the effect of family and message type interactions on the sales of smart home products. The study hypothesizes that dual-earner parents, a prolific segment of consumers, will indicate a greater willingness to pay for smart home products when exposed to characteristics-related marketing messages.

Design/methodology/approach: Two quasi-experimental studies were conducted to test the hypothesis. In collaboration with Samsung Electronics, the studies utilized different smart home product bundles (Smart Air Care and Smart Safety Care), recruited distinct participant groups (parents of children aged three to five and parents of children aged zero to three), and manipulated different types of benefits-related messages (a user review video and a teaser page).

Findings: In response to smart home product messaging, dual-earner parents exhibited greater willingness to pay when exposed to characteristics-related messages compared to benefits-related messages. This difference was not found among single-earner parents.

Originality: Challenging conventional marketing assumptions, the findings demonstrate that benefits-related messages do not universally appeal to smart home product consumers, while characteristics-related messages can increase willingness to pay among dual-earner segment. The collaboration with Samsung Electronics in a quasi-experimental setting strengthens the external validity of the results, suggesting that marketers should tailor messaging strategies based on the characteristics of customer segments.

Keywords: Smart home products, dual-earner parents, message type, Samsung Electronics

“… dual-earner parents’ willingness to pay nearly doubled when presented with characteristics-related messages compared to benefits-related messages, increasing by 163% in Study 1 and 162% in Study 2. This suggests that tailoring messages to this group could significantly boost market penetration and profitability in the competitive smart home product sector.”

When AI tries to be a logo designer… and fails

In our newly published paper in Visual Communication, Renato Bertao, MyeongHeum Yeoun, and I explored how well AI powered logo makers actually perform. We tested several popular tools and asked design experts to evaluate the results. Many of the logos they produced lacked essential design principles such as proportion, balance, and unity. AI can generate logos quickly, but when it comes to well crafted design, it still falls short.

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Reference

Bertao, R. A., Yeoun, M., and Joo, J. (2025), A blind spot in AI-powered logo makers: visual design principles, Visual Communication, 24 (1), 222-250.

Abstract

Artificial intelligence is already embedded in several digital tools used across design disciplines. Although it offers advantages in automating and facilitating design tasks, this technology has constraints to empowering practitioners. AI systems steadily incorporate machine learning to deliver meaningful designs but fail in critical dimensions such as creativity. Moreover, the intensive use of AI features to provide a design solution – so-called AI design – challenges the boundaries of the design field and designers’ roles. AI-powered logo makers exemplify a horizon where non-designers can access design tools to create a personal or business visual identity. However, in the current context, these online businesses are limited to randomize layout solutions lacking the visual properties a logo requires. This article reports mixed-method research focusing on AI-powered logo makers’ processes and outcomes. We investigated their capability to deliver consistent logo designs and to what extent their algorithms address logo design principles. Initially, our study identified representative visual principles in logo design-related literature. After probing AI-powered logo makers’ features that enable logo creation, we conducted an exploratory experiment to obtain solutions. Finally, we invited logo design experts to evaluate whether three visual principles (proportion, balance and unity) were incorporated into the layouts. The assessment’s results suggest that these AI design tools must calibrate the algorithms to provide solutions that meet expected logo design standards. Even focusing on a particular AI tool and a few visual principles, our research contributes to initial directions for developing algorithms that embody the complex aspects of visual design syntax.

Keywords

AI-powered logo maker, logo design, visual design principles, AI design, artificial intelligence

How to unlock human potential by merging behavioral science and AI?

Daeun Yoo and Jaewoo Joo. 2024. BI-CST: Behavioral Science-based Creativity Support Tool for Overcoming Design Fixation.. In Designing Interactive Systems Conference (DIS Companion ’24), July 01–05, 2024, IT University of Copenhagen, Denmark. ACM, New York, NY, USA, 5 pages.

Abstract

Design Fixation refers to the tendency to adhere to pre-existing ideas, which hinders innovative design solutions. This research explores the potential of LLM-powered Creativity Support Tools, the ’Behaviorally Informed Creativity Support Tool (BI-CST),’ to facilitate ideation and combat Design Fixation using ’Behavioral Science Theory.’ BI-CST assists in redefning problems and generating new ideas by presenting experimental fndings from Behavioral Sciences that challenge users’ initial concepts, thus providing a deeper understanding of real human behaviors. We will assign three groups to diferent conditions: one designing without generative AI support, one with open-ended generative AI (e.g., ChatGPT), and one using a model trained in behavioral science. We aim to compare the originality, practicality, and general quality of the designs to assess design fxation. This study addresses design fxation through an interdisciplinary approach combining design and behavioral science, aiming to expand users’ perspectives.

Keywords

creativity support tool, human AI collaboration, behavioral science, design fixation, generative AI

… Behavioral science, a sub field of psychology, aims to understand and predict people’s behaviors through scientific methods ranging from casual observation of daily life to systematic observation to minimize the effects of biases [22, 29]. Its research includes behavioral decision theory, which shows people’s heuristics and biases in judgment [9], and builds nudges that gently alter people’s decision making processes [27]. As this field targets problem-solving by understanding people’s psychology, efforts have been made to apply theories of behavioral science in the HCI field to change users’ behavior [13, 14, 19]. However, there has been limited research on incorporating behavioral science into Creativity Support to aid design processes. We assume that the scientific causal and systematic observational results about human behavior from behavioral science can serve as a ’nudge’ to assist users in gaining more diverse perspectives. (pg. 117)

… We hypothesize that participants using a non-behaviorally informed Creativity Support Tool (CST) in Condition B are likely to reinforce their existing heuristics, which could increase their design fixation. In contrast, participants in Condition C, who will be provided with behaviorally informed guidance, are expected to adopt new heuristics that help reduce their fixation on initial ideas. Specifically, we anticipate that the outputs in Condition A and Condition B will likely exhibit medium to high originality but may have low practicality. Conversely, outputs from Condition C are expected to show medium originality but high practicality, due to the application of evidence-based creative support derived from behavioral science research. (pg. 119)

Lonely college students like human-like products

Joo, J., & Hu, R. (2024). Wilson the volleyball in cast away: Social loneliness increases preferences for an anthropomorphic product. Archives of Design Research, 37(1), 85–101.

Abstract

Background We aim to study whether social loneliness, as a psychological variable, and social crowding, as an environmental variable, jointly influence people’s preference for an anthropomorphic product. Specifically, this study aims to test two hypotheses; whether social loneliness increases the preference for an anthropomorphic product and whether this effect is influenced by social crowding.

Methods Two experiments were conducted to test the two hypotheses. When manipulating the anthropomorphim of a product, social loneliness, and social crowding, we strictly followed the procedure of prior literature.

Results We obtained two findings. First, participants showed a stronger preference for the anthropomorphic product when they were socially lonely than when not. Second, when participants were socially crowded, their preferences for the anthropomorphic product did not increase even when they were socially lonely.

Conclusions Our findings suggest that people’s preference for an anthropomorphic product is jointly determined by social loneliness and social crowding. To make better use of anthropomorphism in product design, designers should consider both consumers’ social loneliness and stores’ social crowdedness.

Keywords:

Anthropomorphism, Product Design, Social Crowdedness, Social Loneliness

… The research demonstrates that social loneliness should not be viewed solely as a psychological issue, but can act as a pivotal factor in driving sales of anthropomorphized products. As such, marketers would benefit from focusing on consumer segments experiencing social loneliness. Additionally, incorporating anthropomorphic design and messaging into marketing communications could enhance product preference among these lonely consumers. Specifically targeting the anthropomorphic qualities of offerings to the socially lonely represents a viable strategy for boosting consumers’ attachment and sales potential. (pg. 97)

… when managers use anthropomorphism in marketing communications, they must consider both the psychological state of the target consumers and meet their needs and the social crowding of the environment. As suggested by the literature and supported by our experimental findings, the marketing of anthropomorphic products for lonely target groups should endeavor to choose less crowded social environments for publicity and promotion. This will enable consumers to easily and quickly find products that meet their belonging needs and thus promote sales and achieve good marketing effects. (pg. 97)

DEO (Design Executive Officer) differs from CEO (Chief Executive Officer)

Lee, Y., Joo, J., & Cooper, R. (2023). Deo leadership: How design executive officers lead creative organisations in Korea. Strategic Design Research Journal, 15(3 (September-December 2022)), 318–333.

Abstract

The purpose of this study was to investigate how Design Executive Officers (DEOs) manage creative employees. It differs from prior leadership research in creative industries in three ways; it focused on DEOs, specified their influences on an organisational level, and discovered Korea-specific insights. We conducted in-depth interviews with the seven DEOs who have run their own design agencies for over ten years and hired more than 50 employees in Korea. Our thematic analysis of the 287 quotations collected revealed that 75% of the quotations fit the existing leadership framework and the remaining 25% are two unique attributes of DEO leadership: attitudes toward deeds and business growth. We further verified our thematic analysis by recruiting DEOs and conducting an online survey. Our findings contribute to the academic discussion on design-driven entrepreneurship by shedding light on the changing role of designers in the entrepreneurial landscape.

Keywords:

design driven entrepreneurship, Design Executive Officers, leadership, creative industry, thematic analysis

… More specifically, we found that DEOs differ from CEOs in two aspects: attitudes towards leadership and business growth. These two unique attributes led DEOs to manage their organisations at a strategic level. While we aimed to understand the two unique attributes, we found several interesting behaviours of the DEOs who run their own Small- Medium Enterprises in Korea. For instance, they often emphasized a collective culture to overcome a lack of autonomy in their projects, answer demanding requests from clients, and deliver more than what clients requested, all of which was mainly driven by a hierarchical relationship between clients and agencies. (pp. 329-330)

… We want to highlight that our findings clearly demonstrate that designers shift their roles in the entrepreneurial landscape. Differently from prior work focusing exclusively on design tasks (Lima & Sangiorgi, 2018; Maciver, 2016; Nam & Jung, 2008) or design activities (Giudice & Ireland, 2013; Gloppen, 2009; Jevnaker, 2000), our findings shed light on how DEOs go beyond design to manage employees and address complex problems creatively. Indeed, the roles of CEOs in design companies described in the prior research are limited to supporters. They encouraged designers to concentrate on design tasks, made decisions beyond styling on behalf of designers, or shared the value of design with other employees or customers (Song & Chung, 2008). However, we found that DEOs played active roles in their organisations. (pg. 330)

Orderly spaces can promote impulse buying

Shi, Y., & Joo, J. (2023). Effect of space order on impulse buying: Moderated by self-construal. Behavioral Sciences, 13 (8), 638.

Abstract:

Objective: Impulse buying is a recognized phenomenon as consumers have abundant shopping opportunities. We investigate whether orderly space encourages consumers to buy impulsively and whether this relationship is moderated by self-construal. Specifically, we hypothesize that consumers show greater impulse buying intentions when space is orderly than disorderly. We also hypothesize that when interdependent self-construal is primed, the effect of orderly space on consumers’ increased impulse buying intentions will be attenuated. Background: Our hypotheses are based on the research about emotions that consumers experience while they shop in a retail store. When the store is orderly, consumers experience pleasure. In contrast, disorganized shelves, unsorted merchandise, and messy clothing racks evoke negative emotions. A recent study shows consumers’ positive emotional responses to a retail environment result in heightened impulse buying. Methods: Two experiments were carried out to test the two hypotheses. Experiment 1 employed a 2 (space order: orderly vs. disorderly) between-subjects design. Participants randomly received one of the two store images and were asked to indicate their impulse-buying intentions. Experiment 2 employed a 2 (space order: orderly vs. disorderly) × 2 (self-construal: independent vs. interdependent) between-subjects design. Participants were randomly given one of the two store images and one of the two self-construal priming tasks to measure their impulse buying intentions. Results: As hypothesized, Experiment 1 demonstrated that participants exerted stronger impulse-buying intentions in an orderly space. Experiment 2 also showed that when participants were primed by inter- dependent self-construal, their impulse buying intentions did not differ, regardless of whether the space was orderly. Implications: Our findings provide insights for offline store managers. To nudge visitors to buy impulsively, managers should organize their spaces orderly. However, the effect of space order on consumers’ impulse buying will disappear when consumers’ interdependent self-construal is activated. Our findings contribute to the academic research into the factors that lead consumers to buy impulsively.

Keywords

impulse buying, space order, self-construal, off-line store, sales

People choose an aesthetic pen when exposed to a sexual image

Geng, L., & Joo, J. (2023). A sexual photo and a dolphin shaped pen: Effect of visceral state on hedonic choice. Actas de Diseno, 18(43), 245–249.

Abstract

We investigate whether visceral state and temporal distance influenced their choice between a hedonic and a utilitarian product. We hypothesize that consumers are more likely to choose a hedonic product when they are hot (e.g., hungry or sexually driven) than when they are cold (e.g., not hungry or not sexually driven). We further hypothesize that the effect of visceral state on hedonic-utilitarian choice is moderated by temporal distance; hot-cold choice difference disappears when consumers make a choice in the distant future. Our two hypotheses were supported by two experiments. We discuss academic contributions and managerial implications of our findings.

Keywords

Visceral state, hedonic, utilitarian, temporal distance

Design thinking can inspire engineers, if customized as a corporate training program

Rebecca Ackermann wrote “Design thinking was supposed to fix the world. Where did it go wrong? An approach that promised to democratize design may have done the opposite.” In this MIT Technology Review article, she claimed that design thinking disappointed us.

But in recent years, for a number of reasons, the shine of design thinking has been wearing off. Critics have argued that its short-term focus on novel and naive ideas has resulted in unrealistic and ungrounded recommendations. And they have maintained that by centering designers—mainly practitioners of corporate design within agencies—it has reinforced existing inequities rather than challenging them.  

Although design thinking *process* rarely produces market-shaking products, design thinking *training* shakes the way people think. When carefully customized, it encourages engineers to be customer-centric and think outside the box. More details about how LG Academy customized a design thinking training is available upon request.
Figure 1 The overall structure and time allocation of the d.school’s design thinking training program

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

Abstract

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.

Keywords

design thinking, creative problem-solving, boot camp, training, customer orientation

Figure 2. The overall structure and time allocation of the LG Academy’s design thinking training program
Figure 3. Structure and process of the LG Academy’s design thinking pre-boot camp
Table 5 The LG Academy’s training blueprint