Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Meaningful Advertising

  • Chapter
  • First Online:
Pervasive Advertising

Part of the book series: Human-Computer Interaction Series ((HCIS))

Abstract

Meaningful design can be defined as putting human values in the centre of the process of designing for meaningful products, services and environments. Brands can make use of pervasive technology in various touchpoints facilitating meaningful brand experiences. Pervasive advertising need to seek for the embedding of brands into the natural living environment of people, in which people can interact any time at any place with brands in an intellectual (symbolic) way with which meaning can be transferred between brand users, an emotional (aesthetic) way by which users will hold a sustainable memory of the experience, as well as a physical (experiential) way in which the immediate conscious and unconscious impact takes place through the interaction with the applied technology.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 149.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Aaker, D.: Managing Brand Equity. Free Press, San Francisco (1991)

    Google Scholar 

  2. Achterhuis, H.: Technology and the good life? and the empirical turn for philosophy of techno­logy. In: Techné: Research in Philosophy and Technology, 6(1), 93–109 (2002)

    Google Scholar 

  3. Ascheberg, C., Uelzhoffer, J.: Transnational consumer cultures and social milieus. Int. J. Market Res. 41(1), 47–59 (1991)

    Google Scholar 

  4. Batey, M.: Brand Meaning. Routledge, New York (2008)

    Google Scholar 

  5. Blumer, H.: Symbolic Interactionism: Perspective and Method. University of California Press, Berkeley (1969)

    Google Scholar 

  6. Borgmann, A.: Holding on to Reality: The Nature of Information at the Turn of the Millennium. University of Chicago Press, Chicago (1999)

    Google Scholar 

  7. Bourdieu, P.: Distinction: A Social Critique of the Judgement of Taste. Routledge, London (1984)

    Google Scholar 

  8. Brakus, J.J., Schmitt, B.H., Zarantonello, L.: Brand experience: What is it? How is it measured? Does it affect loyalty? J. Market. 73, 52–68 (2009)

    Article  Google Scholar 

  9. Carroll, J.M., Mentis, H.M.: The useful interface experience: the role and transformation of usability. In: Schifferstein, H.N.J., Hekkert, P. (eds.) Product Experience. Elsevier, Amsterdam (2008)

    Google Scholar 

  10. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper & Row, New York (1990)

    Google Scholar 

  11. Csikszentmihalyi, M., Rochberg-Halton, E.: The Meaning of Things: Domestic Symbols and the Self. Cambridge University Press, Cambridge (1981)

    Google Scholar 

  12. Davenport, T.H., Beck, J.C.: Attention Economy. Harvard Business School Press, Boston (2001)

    Google Scholar 

  13. Desmet, P.: Designing Emotions. TU Delft, Delft (2002)

    Google Scholar 

  14. Desmet, P., Hekkert, P., Hillen, M.G.: Values and emotions; an empirical investigation in the relationship between emotional responses to products and human values. In: Proceedings of Techné: Design Wisdom 5th European Academy of Design conference, Barcelona, Spain (2004)

    Google Scholar 

  15. Dewey, J.: Art as Experience. Perigree, New York (1934)

    Google Scholar 

  16. Dourish, P.: Where the Action Is: The Foundations of Embodied Interaction. MIT Press, Cambridge (2001)

    Google Scholar 

  17. Fennis, B.M., Stroebe, W.: The Psychology of Advertising. Psychology Press, Hove (2010)

    Google Scholar 

  18. For more details see http://www.youtube.com/watch?v=uDTdHG_FytM Accessed 23 Mar 2011

  19. For more details see http://monstermedia.net/portfolio.php?id=291 Accessed 23 Mar 2011

  20. Forlizzi, J., Ford, S.: The building blocks of experience: an early framework for interaction designers. In: Designing Interactive Systems 2000 Conference Proceedings, pp. 419–423, New York (2000)

    Google Scholar 

  21. Franzen, G.: The SWOCC Book of Brand Management Models. SWOCC, Amsterdam (2006)

    Google Scholar 

  22. Franzen, G., Bouwman, M.: The Mental World of Brands. NTC Publications, Henley-on-Thames (2001)

    Google Scholar 

  23. Frijda, N.H.: The Emotions. Cambridge University Press, Cambridge (1986)

    Google Scholar 

  24. Godin, S.: Purple Cow: Transform Your Business by Being Remarkable. Penguin, New York/London/Toronto (2003)

    Google Scholar 

  25. Goldhaber, M.H.: The attention economy and the net. First Monday 2(4), http://www.firstmonday.org/issues/issue2_4/goldhaber (1997). Accessed 23 Mar 2011

  26. Gorp, T. van.: Understanding design for emotion models. http://www.affectivedesign.org/archives/199 (2007). Accessed 23 Mar 2011

  27. Gutman, J.: A means-end chain model based on consumer categorization processes. J. Market. 46(2), 60–72 (1982)

    Article  Google Scholar 

  28. Highland, M., Yu, G.: Communicating inner experience with video game technology, In: Heidelberg Journal Religions on the Internet, 2008 vol. 03.1, pp. 267–289 (2008)

    Google Scholar 

  29. Kahle, L.R., Beatty, S.E., Homer, P.M.: Alternative measurement approaches to consumer values: The List of Values (LOV) and Values and Lifestyle Segmentation (VALS). J. Consum. Res. 13(3), 405–409 (1986)

    Article  Google Scholar 

  30. Kapferer, J.N.: Strategic Brand Management: New Approaches to Creating and Evaluating Brand Equity. Kogan Page, London (1992)

    Google Scholar 

  31. Mager, B.: Service design. In: Erlhoff, M., Marshall, T. (eds.) Design Dictionary. Birkhauser Verlag AG, Basel (2008)

    Google Scholar 

  32. Maslow, A.H.: A theory of human motivation. Psychol. Rev. 50(4), 370–396 (1943)

    Article  Google Scholar 

  33. McCarthy, J., Wright, P.: Technology as Experience. MIT Press, Cambridge (2007)

    Google Scholar 

  34. Mead, G.H.: In: By Morris, C.W. (ed.) Mind, Self, and Society. University of Chicago Press, Chicago (1934)

    Google Scholar 

  35. Modell, A.H.: Imagination and the Meaningful Brain. MIT Press, Cambridge (2006)

    Google Scholar 

  36. Mullins, Ph.: The problem of meaning and Borgmann’s realist response. In: Techné: Research in Philosophy and Technology, 6(1), 46–68 (2002)

    Google Scholar 

  37. Norman, D.A.: Emotional Design – Why We Love (or Hate) Everyday Things. Basic Books, New York (2004)

    Google Scholar 

  38. O’Neill, S.: Interactive Media: The Semiotics of Embodied Interaction. Springer, London (2008)

    Google Scholar 

  39. Peirce, C.S.: Collected Papers of Charles Sanders Peirce, vols. 1–6, 1931–1935, Charles Hartshorne and Paul Weiss (eds.) vols. 7–8, 1958, Arthur W. Burks (ed.) Harvard University Press, Cambridge (1931–1935, 1958)

    Google Scholar 

  40. Petty, R.E., Cacioppo, J.T.: Communication and Persuasion: Central and Peripheral Routes to Attitude Change. Springer, New York (1986)

    Google Scholar 

  41. Pine II, B.J., Gilmore, J.H.: The Experience Economy: Work Is Theater & Every Business a Stage. Academic Service, Boston (2000)

    Google Scholar 

  42. Reynolds, T.J., Gutman, J.: Laddering theory, method, analysis, and interpretation. J. Advert. Res. 28(1), 11–31 (1988)

    Google Scholar 

  43. Rogers, Y.: Moving on from Weiser’s vision of calm computing: engaging UbiComp experiences. In: Dourish, P., Friday A. (eds.) Proceedings of Ubicomp 2006, LNCS 4206, pp. 404–421, 2006. Springer, Berlin (2006)

    Google Scholar 

  44. Rokeach, M.: The Nature of Human Values. Free Press, New York (1973)

    Google Scholar 

  45. Roscam Abbing, E.: Brand-Driven Innovation: Strategies for Development and Design. AVA Publishing, Lausanne (2010)

    Google Scholar 

  46. Roscam Abbing, E., van Gessel, C.: Brand-driven innovation. Des. Manag. Rev. 19(3), 51–58 (2008)

    Article  Google Scholar 

  47. Sanders, E.B.N., Stappers, P.J.: Co-creation and the new landscapes of design. Codesign 4(1), 5–18 (2008)

    Article  Google Scholar 

  48. Schifferstein, H.N.J., Hekkert, P.: Product Experience. Elsevier, Amsterdam (2008)

    Google Scholar 

  49. Schwartz, S.H.: Universals in the content and structure of values: Theoretical advances and empirical tests in 20 countries. In: Zanna, M. (ed.) Advances in Experimental Social Psychology. Academic, San Diego (1992)

    Google Scholar 

  50. Schwartz, B.: The Paradox of Choice: Why More Is Less. HarperCollins, New York (2004)

    Google Scholar 

  51. Shedroff, N.: Experience Design 1.1. http://www.experiencedesignbooks.com (2009). Accessed 23 Mar 2011

  52. Shedroff, N., Diller, S., Rhea, D.: Making Meaning: How Successful Businesses Deliver Meaningful Customer Experiences. New Riders Publishing, Berkeley (2006)

    Google Scholar 

  53. Sleeswijk Visser, F.: Bringing the Everyday Life of People into Design. TU Delft, Delft (2009)

    Google Scholar 

  54. Sleeswijk Visser, F., Stappers, P.J., van der Lugt, R., Sanders, E.: Contextmapping: experiences from practice. Codesign 1(2), 119–149 (2005)

    Article  Google Scholar 

  55. Spangenberg, F., Lampert, M.: De grenzeloze generatie en de eeuwige jeugd van hun opvoeders. Nieuw Amsterdam Uitgevers, Amsterdam (2009)

    Google Scholar 

  56. SRI Consulting Business Intelligence: Understanding U.S. Consumers. SRI Consulting Business Intelligence, Menlo Park (2006)

    Google Scholar 

  57. Stappers, P.J., van Rijn, H., Kistemaker, S., Hennink, A., Sleeswijk Visser, F.: Designing for other people’s strengths and motivations. Adv. Eng. Inform. 23, 174–183 (2008)

    Article  Google Scholar 

  58. Weiser, M., Brown, J.S.: The coming age of calm technology. http://www.ubiq.com/; hypertext/weiser/acmfuture2endnote.htm (1996). Accessed 23 Mar 2011

  59. Wheeler, A.: Designing Brand Identity: A Complete Guide to Creating, Building, and Maintaining Strong Brands. Wiley, Hoboken (2006)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Peter van Waart .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag London Limited

About this chapter

Cite this chapter

van Waart, P., Mulder, I., de Bont, C. (2011). Meaningful Advertising. In: Müller, J., Alt, F., Michelis, D. (eds) Pervasive Advertising. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-0-85729-352-7_3

Download citation

  • DOI: https://doi.org/10.1007/978-0-85729-352-7_3

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-0-85729-351-0

  • Online ISBN: 978-0-85729-352-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics