Desmet Multilayered
Desmet Multilayered
Desmet Multilayered
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Pieter Desmet
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This paper introduces a theoretical basis for the process that underlies all
emotional responses to consumer products. Five distinct classes of product-evoked
emotions are discussed, which are each the outcome of a unique pattern of eliciting
conditions. The framework for these patterns was drawn from a model that reveals
the cognitive basis of product emotions. The main proposition of this model is that
all emotional reactions result from an appraisal process in which the individual
appraises the product as (potentially) harming or favouring one or several of his
or her concerns. In this perspective, the concern and the appraisal are considered
key-parameters that determine if a product evokes an emotion, and if so, what
emotion is evoked. Because each of the five classes of product emotions (i.e.
instrumental, aesthetic, social, surprise, and interest emotions) is discussed in
terms of these key-parameters, it can be used to explain the complex and often
personal nature of product emotions, and support designers in their efforts to
design for emotion.
INTRODUCTION
Emotions enrich virtually all of our waking moments with either a pleasant or an
unpleasant quality. Many studies have shown that a person’s general experience of
well-being is strongly influenced by his or her day-to-day felt emotions (see Diener
and Lucas, 2000). Given the fact that a substantial portion of these emotional
responses is elicited by ‘cultural products,’ such as art, clothing, and consumer
products (Oatley and Duncan, 1992), designers may find it rewarding to design for
emotions that appeal to or stimulate the intended users. In addition, emotional
responses can incite customers to select a particular artefact from a row of similar
products, and will therefore have a considerable influence on our purchase
decisions. As a consequence, more and more producers currently challenge
designers to manipulate the emotional impact of their designs, or, to ‘design for
emotion.’ In design practice however, emotions elicited by product appearance are
often considered to be intangible and therefore impossible to predict or design for.
This persistent preconception is partly caused by some typical characteristics of
these ‘product emotions.’ First, the concept of emotions is broad and indefinite, i.e.
products can evoke many different kinds of emotions. We can admire the latest
ultra-slim laptop, be irritated by an annoying alarm clock, attracted to a beautiful
line in a car model, and so on. And although the touch of melancholy felt when
coming across a long forgotten childhood teddy bear seems incomparable to the
thrill of driving a motorcycle, both these responses belong to the wide spectrum of
human emotions. Second, emotions are personal, that is, individuals differ with
respect to their emotional responses to a given product. For instance, one person
may be fascinated by the restyled BMW Mini, whereas another may be
disappointed because he feels that the original Mini was far more charming. Third,
products often evoke ‘compound emotions.’ Rather than eliciting one single
emotion, products can elicit multiple emotions simultaneously because these
emotions are elicited not only by the product’s aesthetics, but also by other aspects,
such as the product’s function, brand, behaviour, and associated meanings.
(2) CONCERN
Every emotion hides a concern, that is, a more or less stable preference for certain
states of the world (Frijda, 1986). According to Frijda, concerns can be regarded as
points of reference in the appraisal process. Thus, the significance of a product for
our wellbeing is determined by an appraised concern match or mismatch: products
that match our concerns are appraised as beneficial, and those that mismatch our
concerns as harmful. Why do I feel attracted to an umbrella? Because it matches
my concern for staying dry. And why am I frustrated when my computer
repeatedly crashes? Because it mismatches my concern for efficiency. The number
and variety of human concerns is endless. Types of concerns reported in the
research literature are, for example, drives, needs, instincts, motives, goals and
values (see Scherer, 2001). Some concerns, such as the concern for safety and the
concern for love, are general, and others are context-dependent, such as the
concern for being home before dark or the concern for securing a good seat for
your friend at the cinema.
Events are construed as emotionally meaningful only in the context of
one’s concerns (Lazarus, 1991). Some first explorative studies have confirmed the
relationship between emotions evoked by consumer products and underlying
concerns. Desmet, Hekkert and Hillen (2003), for example, found that people who
have the concerns “to be independent,” and “to be stress-free,” are significantly
more disgusted by the Volkswagen new Beetle than those with a concern “to have
an own identity” and “to seek challenges.” Rather than disgusted, this latter group
is fascinated by that particular car model. These findings verify that in order to
understand emotional responses to consumer products, one must understand the
users’ concerns given the context in which the product is or will be used.
(4) EMOTION
A difficulty of affective concepts is that they are probably as intangible as they are
appealing. Design literature tends to refer to ‘emotions’ or ‘moods’ when studying
anything that is thought of intangible non-functional or non-rational. Although the
words emotion and mood are often used interchangeably, they do in fact refer to
specific and different experiential phenomena. First, they differ in terms of
duration (Ekman, 1994). Emotions are acute states that exist only for a relatively
short period of time. Usually, the duration of an emotion is limited to seconds, or
minutes at most. Moods, however, tend to have a relatively long-term character:
one can be sad or cheerful for several hours or even for several days. A second and
more important difference is that emotions are intentional whereas moods are
essentially non-intentional (e.g. one is not sad or cheerful at something). As
opposed to emotions, moods are not directed at a particular object but rather at the
surroundings in general or, in the words of Frijda (1994, p. 60), at “the world as a
whole.” Whereas emotions are usually elicited by an explicit cause (e.g. some
event), moods have combined causes (e.g. “It is raining,” “I didn’t sleep well,”
Each type is illustrated with an example that was drawn from an explorative study
to the eliciting conditions of product emotions. In this study, participants
photographed products to which they felt emotional responses. Participants were
instructed to write down in a booklet what emotion the product elicited, and why
this particular emotion was experienced. They were asked to formulate their
explanation as completely as possible and invited to describe whatever they
thought was relevant to explain their emotion (e.g. context, product design,
associations, etcetera). The result of the study comprised 357 cases, which filled an
anecdotal database of product appraisals. Each case includes a picture of a product,
a participant number, an emotion, and a description of the underlying appraisal and
concern type.
DISCUSSION
The classification introduced in this paper has some important implications for our
understanding of the emotional impact of consumer products. First, it shows that
the popular assumption that emotional responses to products only relate to aesthetic
(and not to functional) qualities is incorrect. Although the aesthetic emotions are an
important class of product emotions, the other four classes are no less relevant.
Emotion-driven design should therefore not be considered to be merely a matter of
styling. To design for emotion requires a profound understanding of the manifold
emotional meanings that can be construed by the intended users. Second, it
illustrates that the present-day focus on generalised pleasure (see e.g. Green and
Jordan, 2002) is rather narrow. Although the increasing interest in product
experience is commendable, this obvious focus on ‘pleasure of use’ ignores the
wealth of pleasant and unpleasant emotions that may be experienced during
product use. One can, for instance, be fascinated by a new material of a chair, be
disappointed by the uncomfortable seat, admire the designer for his or her
visionary design, and so on. The study of product emotions requires an approach
that acknowledges this possible co-occurrence of several different emotions.
Note that the model of product emotions and the corresponding
classification provide a basic but incomplete explanation of how emotions are
elicited by products. Firstly, they do not explain differences between emotions that
are the outcomes of the same appraisal type. The emotions contempt and
indignation, for example, are both outcomes of the appraisal of legitimacy.
Nevertheless, they are different emotions, and if one wants to understand the
differences in eliciting conditions between these two emotions, it is necessary to
specify the particular appraisals in more detail. Secondly, the discussed five classes
of product emotions are not claimed to cover all possible emotional responses
towards products. Nevertheless, they do illustrate that products have many
different layers of emotional meaning, and that some of these emotional meanings
can be predicted. Designers that are aware of the patterns that underlie emotional
responses (and the concerns and appraisals that make up these patterns) can
therefore influence the emotions elicited by their designs. In several design cases
(see e.g. Desmet and Dijkhuis, 2003) we found that these patterns enable the
designer to understand the intended users and at the same time surpass the direct
wishes of these users and therefore to create something that both befits the users’
wishes and still is new and stimulating to them.
Note that it is not assumed that to serve humans’ well-being, designers
should create products that elicit only pleasant emotions. Instead, it may be
profitable to design products that elicit ‘paradoxical emotions,’ that is, positive and
negative emotions simultaneously. Frijda (1996) stated that in experiencing art,
these paradoxical emotions are the ones that we seek. It may be rewarding for
designers to investigate the possibilities of designing paradoxical emotions because
this may result in products that are unique, innovative, rich, challenging – and,
therefore, desirable.
ACKNOWLEDGEMENTS
This research was funded by Mitsubishi Motor R&D, Europe GmbH, Trebur,
Germany. Paul Hekkert, Jan Jacobs, and Kees Overbeeke are acknowledged for
their contribution to this research.