Why do we doodle?

According to Wikipedia, doodles are simple drawings that can have concrete representational meaning or may just be composed of random and abstract lines. However, all doodles are not same. Some doodles are hedonic and others are utilitarian.

Hedonic doodles are personal. They are drawings about interpretation of subjective experience, mostly for fun. For instance, I doodled below to remember what I enjoyed while I stayed in Shenzhen, China. I used Mobike, drank HeyTea and wine, took a BYD electronic taxi, visited Macau by ferry, and ate beef, crab, sea food, and noodle each in different places. Its road was wide and its hot water dispenser attracted my attention.

Different from hedonic doodles, utilitarian doodles have practical purposes. They are drawings about objective information, mostly for effective communications with others. For instance, I drew the facet, the shower head, the top bowl, and the shower booth in my bathroom with their sizes and heights when I wanted to replace them with new ones (below).

I like doodling, but I am often intimidated when doodling because of the pressure that I should doodle perfectly. However, I recently learned that if I clarified the purpose of doodling and choose either hedonic or utilitarian, I was not intimidated. Probably, I am not the only one who has a mixed feeling about doodling. Who knows if I keep doodling now and draw a professional graffiti like the one I met in Sao Paulo, Brazil? 🙂

***

Reference

Babin, B.J., Darden, W.R. and Griffin, M. (1994) Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value. Journal of Consumer Research, 20, 644-656.

Consumer researchers’ growing interest in consumer experiences has revealed that many consumption activities produce both hedonic and utilitarian outcomes. Thus, there is an increasing need for scales to assess consumer perceptions of both hedonic and utilitarian values. This article describes the development of a scale measuring both values obtained from the pervasive consumption experience of shopping. The authors develop and validate the scale using a multistep process. The results demonstrate that distinct hedonic and utilitarian shopping value dimensions exist and are related to a number of important consumption variables. Implications for further applications of the scale are discussed

Could we use a single commercial space for multiple purposes?

Each commercial space has its own purpose. At a restaurant, we eat food. At a bar, we drink beer. At a cafe, we take a coffee. We rarely drink beer at cafes and we do not ask for coffee at bars. As Google Map shows, cafes are not listed when we search for bars. Similarly, bars do not appear when cafes are searched for.

However, some commercial spaces in Buenos Aires, Argentina serve more than one purpose. For instance, Hobbs Palermo looks like a restaurant. However I ordered a bottle of alcoholic beverage late night and, at a day time, I noticed a person who drank only a bottle of Coca Cola. It is a restaurant, bar, and cafe.

Bar El Federal (or the Federal Bar) is even called as cafe bar. Located in the old downtown of Buenos Aires, it is an authentic pub with wooden interiors and antique bottles. However, some people eat sandwich, others drink beers and even the others read books under the dim light.

We can eat pizza at Starbucks. We can drink coffee at Michelin restaurants. If we overcome the thought that one space should be used only for a single purpose, we will be able to use space creatively.

We humanize machine behavior and mechanize human behavior

In order to spice up our daily communication, we often humanize what electronic devices do. For instance, we say, our mobile phone is “stupid” or our storage space “gains weight.” This “anthropomorphism” is defined as the attribution of human traits, emotions, or intentions to non-human entities. According to Wikipedia, it has ancient roots as storytelling and artistic devices, and most cultures have traditional fables with anthropomorphized animals as characters.

However, there is another way to spice up our daily communication. We can mechanize what humans do. For instance, we say, we need to “upgrade” our brains or we want to go to bed to “recharge.” This “mechanomorphism” is a conception of something (as the universe or a living creature) as operating mechanically or to be fully accounted for according to the laws of physical science. Differently from anthropomorphism, mechanomorphism seems to be more popular among tech-savvy younger generation.

In Hong Kong, I met an excellent example of mechanomorphism. A chalkboard sign outside a coffee shop says “Another coffee is calling you.” Then there are two options: “Remind me every 5 minutes” or “Msg my brain to do it.”

***

Reference

Caporael, L.R. (1986), Anthropomorphism and mechanomorphism: Two faces of the human machine, Computers in Human Behavior, 2 (3), 215-234.

This paper explores the ambiguity of the “human machine”. It suggests that anthropomorphism results from a “default schema” applied to phenomena, including machines, that a perceiver finds otherwise inexplicable. Mechanomorphism, the attribution of machine characteristics to humans, is a culturally derived metaphor that presently dominates cognitive science. The relationships between anthropomorphism and mechanomorphism pose a special difficulty for the question, “Can machines think?” Does a positive response reflect a cognitive bias on the part of the perceiver or a genuine attribute of the computer? The problem is illustrated for Turing’s “imitation game” for thinking machines, and a strategy for constraining anthropomorphic attributions is proposed.

I cannot trust your design evaluation

Background Designers often consider consumer design evaluations. However, whether consumer design evaluations are trustworthy has been rarely discussed. We propose that consumers equate the concept of design with the concept of uniqueness, which suggests that their design valuations are context dependent and unstable.

Methods We test our proposition by conducting one pilot study and three main studies. The pilot study examines which criteria consumers consider when evaluating a design. The three main studies test whether consumer design evaluations depend on the situation and unique products.

Results The results of the pilot study and three main studies demonstrate that subjects evaluated design using aesthetic and functional attributes and their design evaluations were based on the attributes that are not popular in a specific situation.

Conclusions This study contributes to the academic discussion of whether consumer design evaluations are stable. Our findings demonstrate that consumers construct design evaluations on the spot. Therefore, designers who have accumulated professional experience and knowledge, are recommended to follow their own design evaluations rather than the voice of customers.

Apply behavioral economics to sell design more

ADR_2019_v32n1_61_f001

Background People often choose between two competing options: option A (aesthetically superior but functionally inferior) and option F (functionally superior but aesthetically inferior). We hypothesize that people like option A more when it is presented with option F (joint evaluation) than when presented alone (separate evaluation) because people find aesthetic attributes are hard to evaluate. We further hypothesize that this effect holds neither for option F nor among experts.

Methods We briefly reviewed two cases in the Korean automobile industry and then conducted two experiments in China. In the first experiment, we compared preferences about two USB drivers between two evaluation modes. In the second experiments, we compared preferences about two basketball shoes in the joint evaluation between novices and experts.

Results We found from the first experiment that participants increased their preferences for option A in the joint evaluation compared to the separate evaluation. Their preferences for option F did not differ between the two evaluation modes. In the second experiment, only novices preferred option A over option F in the joint evaluation. Experts did not prefer option A over option F.

Conclusions Our findings contribute to the scholarly discussions about form and function. They also provide practical implications to designers and marketers who need to sell aesthetically pleasing products. This work goes beyond design marketing interface to add evaluation mode as an intervention to nudge people to choose aesthetically pleasing products, which has been barely discussed in behavioral economics.

Keywords:

AestheticBehavioral EconomicsFunctionInterventionKnowledgeMarketingNudge

ADR_2019_v32n1_61_f002

Why is it so hard to apply Design Thinking to Korean Companies?

Joo, J., Lee, A. J., & Park, J. H. (2018). A New Framework of Design Management and Three Additional Requirements To Apply Design Management to Korean Companies: Experience Design, Collaboration, and Trial and Error. Design Convergence Study, 17(6), 145–165.

The present research has two objectives. First, we introduce a new framework of design management proposed by Heather Fraser, the Director of Rotman Designworks. It comprises three gears: (1) user understanding, (2) concept visualization, and (3) strategic business design. Second, we investigate the key requirements that are necessary to apply the new framework to Korean companies. We collected fifty reports about the five special lectures from a new product development course at a university in Korea. These lectures were given by three designers and two product managers. We used interpretative analysis and followed three process of qualitative analysis of transcription, coding, and theme discovery. We derived specific requirements for applying design management to Korean companies: (1) experience design, (2) collaboration, and (3) trial and error. We introduced a novel design management framework and clarified the requirements how to successfully apply it to Korean companies. These findings imply that, firstly, executives and practitioners need to improve mutual communication and, secondly, corporations and agencies respect each other in their partner relationships.

Keywords
Collaboration, Design Management, Design Thinking, Experience Design, Trial and Error

“In sum, our review of the past research on design management shows various approaches introducing design into chronological business management and supporting successful business cases. However, it focuses design management in the strategic stage; it does not provide specific assistance with practitioners who are interested in applying design management in their tasks. Therefore, we introduce a model for practitioners to undertake management planning efficiently” (pg. 150)

“…we should accept the meaning of designing the customer experience, which includes the company’s identity, rather than emphasizing the product’s design-centered simple styling. … respect is required in partner relationship of corporations and agencies. In order to activate design management, the corporation’s interior decision-making and organization structure should change” (pg. 162)

Jasper Morrison, Super Normal designer

Piknic, a unique building in Seoul, hosted an exhibition of a British designer Jasper Morrison. The title of the exhibition was THINGNESS.

For the hundredth anniversary of the Bauhaus, piknic presents an exhibition offering a general introduction to the world of British designer and modernist interior Jasper Morrison, who has created a sensation with his “Super Normal” philosophy. Born in London in 1959 and studied Design at Kingston Polytechnic and the Royal College of Art in London, with a one-year scholarship to the HDK design school in Berlin in 1984. Morrison is considered one of the most important designers of our era, holding supreme status in his field since establishing his studio in 1986 at the age of 27 and working with such distinguished companies such as Vitra, Littala, Muji, and Samsung. Focusing in everything from small daily essentials like knives and forks to the public transportation systems of cities, he places no limits on the areas where he works. As they share in the design journey of someone who has created a wide variety of objects related to human life, we hope all our visitors will find their answer to the question of what constitutes a “Good Thing” – and what makes a “Good Life.”

I found from the brochure that Jasper Morrison and Naoto Fukasawa designed an exhibition in 2006, which called attention to design management. Indeed, Naoto Fukasawa appeared in this website thanks to his electronic products such as Muji CD player and his paper products under the name of SIWA.

I participated in a guided tour led by a female “docent.” Although I did neither plan for it nor pay for it, she shared with us interesting story about each work. Listening to why and how each work has been completed enriched the whole tour experience.

He has made a wide variety of products including chair, lighting, kitchen utensil, and home care products. My favorite was the cork side table. Although the docent highlighted the functional feature of the cork which naturally repels termites, I was simply fascinated by how it looks. It reminded me of a wine cork.

***

Reference

Joy, A., & Sherry, J. F. J. (2003). Speaking of Art as Embodied Imagination: A Multisensory Approach to Understanding Aesthetic Experience. Journal of Consumer Research, 30(2), 259–282.

This article focuses on somatic experience–not just the process of thinking bodily but how the body informs the logic of thinking about art. We examine the links between embodiment, movement, and multisensory experience insofar as they help to elucidate the contours of art appreciation in a museum. We argue that embodiment can be identified at two levels: the phenomenological and the cognitive unconscious. At the first level, individuals are conscious of their feelings and actions while, at the second level, sensorimotor and other bodily oriented inference mechanisms inform their processes of abstract thought and reasoning. We analyze the consumption stories of 30 museum goers in order to understand how people move through museum spaces and feel, touch, hear, smell, and taste art. Further, through an analysis of metaphors and the use of conceptual blending, we tap into the participants’ unconscious minds, gleaning important embodiment processes that shape their reasoning.

Chinese people need more than a drinking fountain

We know that westerners and easterners think differently. Markus and Kitayama (1991) argue that different cultural thoughts come from different self concepts. Roughly speaking, a US citizen has an independent concept whereas a Japanese citizen has a dependent one.

Although this paper claims that Asians think similarly regardless of whether they are Chinese, Japanese, or Korean, they in fact do not necessarily behave in the same way. For instance, Asians seem to communicate in different modes depending on where they live.

I recently noticed significant differences in preferred water temperatures. At Hong Kong International Airport, Chinese airline passengers bypassed the drinking fountain entirely, instead opting to line up at a hot water dispenser with their own containers. In contrast, I cannot imagine Koreans doing the same, especially when cold water is readily available nearby. Cultural preferences in Asia is significant!

***

Reference

Markus, H. R., & Kitayama, S. (1991). Culture and the self: Implications for cognition, emotion, and motivation. Psychological review, 98(2), 224.

People in different cultures have strikingly different construals of the self, of others, and of the interdependence of the 2. These construals can influence, and in many cases determine, the very nature of individual experience, including cognition, emotion, and motivation. Many Asian cultures have distinct conceptions of individuality that insist on the fundamental relatedness of individuals to each other. The emphasis is on attending to others, fitting in, and harmonious interdependence with them. American culture neither assumes nor values such an overt connectedness among individuals. In contrast, individuals seek to maintain their independence from others by attending to the self and by discovering and expressing their unique inner attributes. As proposed herein, these construals are even more powerful than previously imagined. Theories of the self from both psychology and anthropology are integrated to define in detail the difference between a construal of the self as independent and a construal of the self as interdependent. Each of these divergent construals should have a set of specific consequences for cognition, emotion, and motivation; these consequences are proposed and relevant empirical literature is reviewed. Focusing on differences in self-construals enables apparently inconsistent empirical findings to be reconciled, and raises questions about what have been thought to be culture-free aspects of cognition, emotion, and motivation.

Street signs for kids

Most street signs ask someone NOT to do something. For instance, they ask pedestrians not to run fast or they ask drivers not to drive fast.

However, at a school in Hong Kong, I finally met different street signs designed for students. They encourage students to DO something. Several yellow students were painted on a street surrounding a tree. They are encouraged or at least allowed to carry different items such as basketball, football, soda, and noodle (?).

Research suggests that we behave differently when we are in a promotion-focused mode than in a prevention-focused mode. If we see promotion-focused street signs more on the road, we behave differently (e.g., please fly drone here or please use mobile phone here).

***

Reference

Trope, Y., & Liberman, N. (2010). Construal-Level Theory of Psychological Distance. Psychological Review, 117(2), 440–463.

People are capable of thinking about the future, the past, remote locations, another person’s perspective, and counterfactual alternatives. Without denying the uniqueness of each process, it is proposed that they constitute different forms of traversing psychological distance. Psychological distance is egocentric: Its reference point is the self in the here and now, and the different ways in which an object might be removed from that point—in time, in space, in social distance, and in hypotheticality—constitute different distance dimensions. Transcending the self in the here and now entails mental construal, and the farther removed an object is from direct experience, the higher (more abstract) the level of construal of that object. Supporting this analysis, research shows (a) that the various distances are cognitively related to each other, (b) that they similarly influence and are influenced by level of mental construal, and (c) that they similarly affect prediction, preference, and action.