Lockman 2010 B
Lockman 2010 B
Lockman 2010 B
Kansei/Affective Engineering
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8
Kansei/Affective Engineering
and Web Design
Contents
8.1 Introduction to Web Design...................................................................... 228
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8.1.1 Positioning Kansei/Affective Engineering in Web Design...... 228
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8.2 Engineering Kansei in Web Design......................................................... 230
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8.2.1 Structuring the KAE Method into Kansei Design Model........ 230
8.2.1.1 L1: Synthesizing the Specimen....................................... 231
8.2.1.2 L2: Establishment of Kansei Checklist.......................... 232
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227
228 Kansei/Affective Engineering
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proper approach before one can start creating Web sites is required.
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Web site architecture (WA) is an organized approach in planning and
designing a Web site. Like the traditional architecture, WA involves techni-
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cal, aesthetic, and functional criteria. Similarly, the main focus is on users
and user requirements. Technical aspects of WA address the back-end
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components that deal with the underlying technology such as source code,
data warehouse, and server-side component. It also addresses the business
plan and the information architecture (IA), which deals with the structural
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design, method of organizing and labeling Web pages, and ways of demon-
strating the Web site to the digital landscape. The aesthetic aspect addresses
the user friendliness of the Web site and the visual and audible impres-
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sions. Functional aspects deal with the front-end components, which include
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UX
Affective Qualities
(Subjective feelings, physiological reaction, cognitive appraisal,
behavioral tendency)
Non-functional qualities
Functional qualities - Aesthetic
- Usability - Visual
- Usefulness - Audible
- Accessibility - Symbolic
- Motivational
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Figure. 8.1
Elements of UX in Web design.
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In the process of designing Web sites, designers have been putting effort
into what the user wants in order to come out with the desired result.
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However, by its very nature and similar to any kind of software system,
Web design always produces conflicts regarding designer specification and
user conformance. In realizing the concept in terms of Web site appearance,
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intuition and creativity. Another problem is that even though the users may
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have well described the concept that they want, the designer’s side has no
clue on the design requirements to produce the kind of Web site that the
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mentation, but the description of the method is largely narrative. For this
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reason, based on previous literature involving the adoption of KAE, setting
the foundation to the basic principles of KAE, the method is structured into
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a model called the Kansei design model. In structuring the model, careful
attention was given to the capacity and availability of infrastructure, facili-
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ties, and cost. The structured model employs a self-reporting method in the
measurement of Kansei, allowing KAE implementation in a basic environ-
ment where no special equipment and skills are required. With this model,
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L4 - Prototyping/Testing Kansei
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design
specification
L3 - Determination of
Kansei Requirement
Kansei Concept and
measurement analysis
Requirement
Selection of
Synthesize Development
L2 - Establishing domain specific
Kansei words of checklist
of Checklist Kansei words
New
Determine Classify physical Build
L4 - Synthesizing product
elements trait samples
concept
Specimen
Identification of Investigation Classification Determination
specimen from of design of design of valid
existing product elements elements specimen
Figure 8.2
The Kansei design model.
Kansei/Affective Engineering and Web Design 231
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PI is applicable to products that already exist in the market where the
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maker needs to improvise the design. The procedure begins with a collec-
tion of samples with visible differences from existing products in the market
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within a specific domain. KAE emphasizes controlling the domain, as the
consumer’s response is unique with different domains (Nagamachi, 2003;
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Ishihara et al., 2005). Previous KAE studies have suggested different tech-
niques for determining specimens from using actual products and using
pictures of product. The choice of specimen depends on its suitability to the
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experimental design.
Then, the following procedure is the process of investigating design elements
in all samples. Determination of the number of design elements depends on the
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level of detail that needs to be included in one study. Controlling the number of
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all identifiable elements from the consumer’s point of view enables a more accu-
rate measurement. The latter ensures the accuracy of design requirements as an
outcome of a study, as consumers are assessing a product as a whole. To match
the consumer’s emotional response to design elements, this chapter suggests
that controlling the number of elements will produce a less accurate result.
The next procedure is the classification of design elements. The identified
design elements are further classified into item and category. Item is the type
of common physical traits of all specimens such as background color, body
shape, and text alignment. Category is the specific attribute of the item in
each specimen, such as red as a background color of specimen A, and blue as
a background color of specimen B. The process is crucial since the findings
will be the essence in the success of the requirement analysis stage. Finally,
based on a set of rules, a valid specimen for Kansei measurement can be
synthesized among all the initial samples.
PII, on the contrary, is designed for application when a company or
designer plans to design a new concept of a product based on their objec-
tives. This is applicable to the development of product that has yet existed
232 Kansei/Affective Engineering
on the market. In this case, designers and experts have to determine product
specifications based on their inspiration in relation to the target concept. For
instance, to design an elegant mobile phone, the process begins with syn-
thesizing words related to the concept of elegant within the domain. Then,
designers or experts have to determine design elements that have a connec-
tion with an elegant feeling, classify the physical traits, and build a number
of prototypes based on the technical specification. This prototype will then
be used as a specimen at the following level of the model to confirm their
design with consumers.
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domain-specific Kansei words, and (3) development of checklist. The level
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synthesizes Kansei words, from a larger number of possible Kansei words
to focused Kansei words that highly related to the product domain. Kansei
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words can be adjectives, such as calm, sophisticated, and natural, or nouns.
These Kansei words can be synthesized from pertinent literature, technical
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focuses on the context of interface design that is visible to users of clothing
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Web sites.
Four stages are involved in implementing level 1 of the model:
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1. Identification of initial specimens
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Table 8.1 shows the controls and criteria used to select initial specimens as
part of preparation of the instruments to be used in the Kansei measurement
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process.
In identifying the initial specimens, 163 Web sites were selected based
on their visible design differences in both content and layout context (color,
typography, layout, etc.). These Web sites were chosen according to their
listing on the Apparel Search Web site (http://www.apparelsearch.com).
Apparel Search is the leading online clothing directory and has the categori-
zation structure that helped in selecting Web sites.
Table 8.1
Control Condition
No. Item Condition
1. Web site criterion Visible differences in design
2. Focus context Design content and layout
3. Screen resolution 1024 × 768 pixels
4. Access/download date June 1–30, 2006
5. Platform Win32
6. Operating system Windows XP
7. Color quality 32 bit
8. Browser Opera 9.00
9. Browser control Encoding = Windows-1252
Default language = English, [en]
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Default Text Size = Medium
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Colors = Windows 32 bit color
10. Encoding Windows-1252
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11. Language English
12. Default text size Medium (3 pt)
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were then investigated individually from each Web site to identify categories
assigned to each. Table 8.2 summarizes all design elements in the 163 Web
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sites that are transparent from the viewpoint of Web site visitors.
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In the context of the basic structure of a Web page, each specimen may com-
prise all or part of the elements within each section: Body (refers to the layer
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that a Web page may reside on), Page (refers to the page of a Web site), Header
(refers to the head section of the Web page, which may contain the menu),
Top Menu (refers to the menu on the top of the page), Left Menu (refers to the
menu on the left pane of the Web page), Main (refers to the main body of the
Web page), Right Menu (refers to the right menu on the right pane of the Web
page), and Footer (refers to the footer of the Web page, which may contain
a menu). The Web page may also contain pictures and other elements such
as artistic menus and logo. From the set of items identified in the previous
section, the classifications of categories are identified that form the different
characteristics of Web site designs. Table 8.3 gives examples of item and cate-
gory to be investigated from all specimens. A total of 77 item and 249 category
of Web site design elements were identified.
To simplify the organization of the huge amount of data, all the identi-
fied design elements (item and category) were organized into specimens
by design elements matrix. Each specimen was carefully investigated to
check the item and category that make up the characteristic of the specimen.
Kansei/Affective Engineering and Web Design 235
Table 8.2
Item Identified from the Initial Specimens
Section Item
Body Background color, background style
Page Shape, menu shape, style, orientation, color, size, border existence
Header Existence, background color, background picture existence, font size, menu
existence, menu link style, menu background color, menu font size, menu font
family, menu font style
Main Background color, background picture existence, shape, adv. Existence, text
existence, text alignment, font color, font size, font family, font style
Top menu Existence, location, link style, background color, font color, font size, font
family, font style
Right menu Existence, style, font size
Left menu Existence, link style, background color, font color, font size, font family, font style
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Footer Existence, menu existence, menu link style, menu background color, menu font
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color, menu font size, menu font family, menu font style, shape
Picture Existence, size, dimension, focus, arrangement, style, image used?, No of
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people in 1 picture, body representation type, face expression, face facing?
Empty space? Other images? Product display style, product try on? Product
view style
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Others Dominant item, artistic menu used? Discount advertisement existence, logo
existence, logo location
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Table 8.3
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Item Category
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When the category matched the investigated specimen, then the matrix was
checked. The process is repeated until investigation of the 249 categories in
all specimens is completed. Although the construction of a matrix does not
substantially reduce the amount of work, which is impossible, it offers easy
management of the knowledge by providing orderly data organization. The
matrix data also alleviate the screening procedure, involving 249 categories
in 163 specimens, for identifying a valid specimen.
Page Bg Color Top Menu Location Font Size Picture Size ...
Specimen
No. None Green Blue Grey Brown Mix Left Right Center S M L S M L
2
Rule No. 1
.
.
.
Rule No. 3
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Figure 8.3
Rules in screening specimens.
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1. For each sample, only one category under one Item is ticked.
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2. Only one sample will be taken if exactly the same category under
each Item is ticked for more than one Web site.
3. Take two or more sample Web sites where same category is ticked.
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Figure 8.3 illustrates how the rules are executed in screening the Web site
specimen to identify valid samples.
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Conforming the first rule, for Page Bg Color every specimen must only
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have one color checked. Secondly, specimens 4 and 163 have exactly the
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same result, so only one can be included as a valid sample. Finally, two or
more samples of the same category, for example Top Menu Location and
Center in specimens 2 and 3, must be included. This simple set of rules has
helped narrow down the previously identified 163 initial specimens into
a smaller number to be used as valid specimens in the empirical studies.
Although the rules followed are simple, the screening of 249 categories of
more than 163 specimens was enormously demanding. With careful atten-
tion, 35 Web site specimens were finally concluded. The specimens were
coded numerically from 1 to 35. A snapshot of the specimens is shown in
Figure 8.4.
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Figure 8.4
The 35 valid specimens.
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to evaluate visitors’ Kansei responses when interacting with Web sites. This
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stage consists of the core activities involved in engineering emotion in Web
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site design. The instruments and equipments used in the Kansei measure-
ment procedure are the Kansei checklist, 120 test subjects, the screenshot of
the 35 valid specimens, a computer, and one large LCD screen.
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Figure 8.4.
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der population, equal distribution of subject numbers—15 females
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and 15 males—was employed in each group.
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2. Evaluation. Four Kansei evaluation sessions were held separately for
each group. During each session a briefing was given before the sub-
jects began their evaluation exercise. The 35 Web site specimens were
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to rate their feelings toward each specimen. They were given a break
after the 15th Web site specimen, to refresh their minds. The order of
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the checklist was also changed to eliminate bias. Each Kansei evalua-
tion session took approximately 2 hours to complete.
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Table 8.4
Factor Contribution
Cumulative
Factors Variance Contribution Contribution
Factor 1 16.09262 40.23% 40.23%
Factor 2 12.29421 30.74% 70.97%
Factor 3 3.427578 8.57% 79.54%
Factor 4 1.856272 4.64% 84.18%
Factor 5 1.810882 4.53% 88.70%
Factor 6 0.923415 2.31% 91.01%
Factor 7 0.370649 0.93% 91.94%
Factor 8 0.250962 0.63% 92.57%
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table, it is evident that the first factor explains 40.23% of the data and
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the second factor explains 30.74% of the data. Both factors represent the
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majority of factor contributions. This shows that Factor 1 and Factor 2
have a dominant influence on Kansei words. The first two factors together
represent 70.97% of the variability, while three factors explain 79.54% of
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the variability. Thus, the research considered including the third factor
to increase the proportion that represents most of the data. The propor-
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tion of variability explained by the fourth factor and the rest are minimal
(4.64% and less), and they probably can be ignored as they can be consid-
ered insignificant.
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Table 8.5 shows factor loading results after varimax rotation. The table
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Sophisticated 0.848426 Sexy 0.787619 Calm 0.339163 Comfortable 0.320447 Calm 0.302602 Chic 0.131081
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Luxury 0.878831 Cute 0.794058 Relaxing 0.348516 Lively 0.328505 Comfortable 0.328556 Old-fashioned 0.144072
Masculine 0.899118 Beautiful 0.816958 Natural 0.424887 Refreshing 0.390941 Refreshing 0.354777 Fun 0.222652
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Futuristic 0.913165 Chic 0.93916 Plain 0.839005 Fun 0.49998 Natural 0.604973 Cute 0.276694
Mystic 0.941857 Feminine 0.948707 Simple 0.9241 Light 0.610599 Neat 0.738318 Childish 0.633318
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241
242 Kansei/Affective Engineering
Web sites should have these two factors in order to produce optimum results.
Simplicity, lightness, and tidiness are also important but have weaker influ-
ence. Therefore, it is suggested that these factors be used as background/
supporting elements in Kansei Web site design.
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(design category).
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As mentioned earlier, the investigation of design elements has resulted
in 77 design items composed of 249 categories. For PLS analysis purposes,
all these categorical variations were converted into dummy variables. The
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result of averaged data, for example, adorable data, was then appended
to the next column right after the last column of design category. This
research has 40 predictors and therefore the analysis was repeated 40
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times, exchanging the predictor into the last column. An instance from the
result for the Kansei score by design category can be found in Table 8.6.
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The research analyzed the result of the PLS coefficient score to determine
relations between Kansei and design elements. In order to determine the
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influence of design elements to Kansei, PLS Range for each Kansei was cal-
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n
1
Range =
n ∑ Range i
i=1
Each Kansei has means of Range, and if the mean value of a category is
larger than Range, the item is considered to have good influence in design.
Range for every category having value larger than Range implies a best fit
category that highly influences users’ Kansei in Web site design.
Table 8.6
PLS Coefficient Values
Kansei
Category Adorable Appealing Beautiful Boring Calm Charming
BodyBgColor-White −0.0365510 −0.03699 −0.01674 0.024457 −0.02534 −0.0355
BodyBgColor-Black 0.0065448 0.011992 −0.01374 −0.00265 0.028478 0.005989
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BodyBgColor-DKBrown 0.0604354 0.067045 0.018645 −0.03459 0.034535 0.062087
BodyBgColor-LtBrown 0.0132480 0.011571 −0.00476 0.006006 0.017753 0.021147
BodyBgColor-Gray 0.0293157 0.036547 0.050832 −0.044 0.006308 0.033964
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BodyBgColor-LtBlue 0.0214068
o 0.004199 0.01559 −0.01155 −0.01207 0.005272
PageMenuShape-Curve 0.0005942 −0.01064 0.006802 −0.00788 −0.00697 −0.01168
PageMenuShape-Sharp −0.0122160 −0.00199 −0.02235 0.021834 0.006232 −0.00213
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PageMenuShape-Mix 0.0286988 0.024137 0.042154 −0.03895 −0.00256 0.026368
PageStyle-Frame 0.0340362 0.025436 0.027154 −0.03955 0.005176 0.005524
Kansei/Affective Engineering and Web Design
Table 8.7
Design Influence in Kansei
Adorable Appealing
Design
Influence No. Design Element Range Design Element Range
1 Page Color 0.11488 Header Bg Color 0.12338
2 Product Display Style 0.10644 Face Expression 0.12216
3 Header Menu Bg Color 0.10612 Header Menu Bg Color 0.12077
4 Left Menu Font Color 0.10370 Product Display Style 0.10646
5 Header Bg Color 0.10218 Body Bg Color 0.10574
6 Face Expression 0.10024 Page Color 0.10091
7 Body Bg Color 0.10015 Left Menu Font Color 0.10085
8 Dominant Item 0.09980 Picture Style 0.09771
9 Header Font Size 0.09651 Page Orientation 0.09182
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10 Main Text Existence 0.08813 Dominant Item 0.09141
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11 Main Bg Color 0.08587 Main Text Existence 0.08811
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In every category, maximum value shows best fit value of design elements
that influence the Kansei, and minimum value shows the worst value of
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The result shows that in designing an adorable Web site, the designer must
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menu font color, and so forth. On the other hand, in designing an appealing
Web site, the designer must set priorities to design elements according to
higher order of influence, such as header background color, face expression,
header menu background color, and so forth.
Table 8.8
Customer Needs Direction Effect Measure (E)
Customer Needs Direction Supp Cer Eff
Simple and Advanced and Beauty 41 0.569 1.387
Simple and Advanced and Young 41 0.569 1.387
Advanced and Original 77 0.535 1.303
Handiness and Original and Young and Functional 50 0.521 1.269
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Body background style should be in texture of color tone.
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Page shape should be not specific.
Page orientation should be plain.
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Dominant item should be picture, and so on.
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In KAE, the success of a Kansei design product relies on the idea implied
from the result of Kansei evaluation, blended with technical expertise of the
designer. In the design process, the guideline should be referenced by and
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8.3.4 Prototyping/Testing
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The chapter performed two stages of activities for the purpose of valida-
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8.3.4.1 Prototyping
In the KAE approach, a designer will design a new product based on a Kansei
concept identified from FA results. In the case of this research, in performing
confirmatory study, the research attempts to design a Kansei Web site to be
used as a specimen. Although a combination of Kansei factors are ideal, in
the case of Web site design, due to the large number of design variables, it
is almost impossible to combine Kansei factors. For confirmatory purposes,
such attempt was conducted where five Kansei were selected and the indi-
vidual guideline then was used as a foundation for design specimens. The
five Kansei were selected from factors 1, 2, and 3 and referred to the pro-
246 Kansei/Affective Engineering
Table 8.9
The Selected Kansei Guideline
Kansei
Design Element Cute Feminine Luxury Masculine Simple
Body Bg Color Light Blue Light Blue Black Black Dark Brown
Body Bg Style Texture Texture Color Tone Color Tone Picture
Page Shape Sharp Sharp Sharp N/S Sharp
Page Menu Shape Mix Mix Sharp Sharp Sharp
Page Style None None None None None
Page Orientation Footer Footer Vertical Split Header Content
Dominant Item Picture Picture Picture Picture N/S
Page Color Gray Pink Black Blue Brown
Page Size Small Small Small Medium Medium
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Other Images? Animal Animal Animal Animal Kids
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Product Display Style Filmstrip Filmstrip Filmstrip Filmstrip Catalog
Product Try On Yes Yes Yes Yes Yes
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Product View Angle Rear Rear Mix Side None
Artistic Menu? Yes Yes Yes Yes No
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posed guideline presented earlier. Table 8.9 shows an example of the selected
Kansei and guideline.
The guidelines were carefully followed in the development of prototypes
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example of the developed cute Web site to give an illustration of how the
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guideline is used in the formation of the Web site. It should be noted that
the guideline is to be used to support the designer’s creativity by providing
design requirements to the anticipated Kansei.
Other than the above Web site, the research has developed four prototypes,
and altogether five prototypes were developed to be used as a specimen in
the experimental procedure. Figure 8.6 shows a snapshot of the developed
five specimens.
8.3.4.2 Testing
To test the success of the guideline implementation in the prototype, a com-
parative study was conducted using two sets of data:
Image of animal
Product try-on
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Figure 8.5
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Figure 8.6
Confirmatory Web site specimen.
248 Kansei/Affective Engineering
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8.3.4.2.2 Obtaining Confirmatory Data
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To obtain confirmatory data, Kansei evaluation was performed with the
newly developed prototype. A checklist comprising five sets of the selected
Kansei was developed as a measurement tool to be used in the experiment.
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Using the five prototypes, the Kansei checklist, and 15 good subjects, the
research performed a confirmatory Kansei measurement. The 15 good sub-
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jects were selected among good respondents from the initial study. One
Kansei evaluation session was conducted to measure Kansei responses
from all subjects. During the session a briefing was given before the subjects
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began their evaluation exercise. The five Web site specimens were shown one
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to the given scale. Subjects were given 3 minutes to rate their feelings toward
each specimen. The Kansei evaluation session took approximately 15 min-
utes to complete.
The average evaluation result obtained from the Kansei evaluation process
was calculated, and the data were labeled confirmatory data.
Comparative Analysis
Figure 8.7
The testing method.
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the confirmatory data were appended at the end of the exploratory data to
make it easier to recognize specimens in the investigation process. In the
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combination, exploratory specimens were coded from 1 to 5, and confirma-
tory specimens were coded from 6 to 10. The overall data of the 10 sam-
ples were analyzed using PCA to investigate relations between all samples
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and Kansei.
Figure 8.8 shows PC vector for the comparison data. The vector plot shows
the implied Kansei structure by all specimens in two-dimensional spaces.
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It is evident from the vector plot that specimens 1, 2, 3, 4, and 5, which are
specimens from the exploratory study, are concentrated toward the center
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2.7
Masculine
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1.4 Luxury
Simple
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10
Component 2
0.0 3
45
2 7
1
Feminine
–1.4
6
Cute
–2.7
–2.7 –1.4 0.0 1.4 2.7
Component 1
Figure 8.8
PC vector for comparison data.
250 Kansei/Affective Engineering
space. This indicates that the specimens have poor influence on Kansei in
comparison to the other groups. Specimens 6, 7, 8, 9, and 10, which are newly
developed Kansei Web site prototypes designed based on the guideline, are
very well spread all over the Kansei vector. This result provides evidence
that the newly designed Web site has a good fit to Kansei. Thus, it can be con-
cluded that the Kansei in Web site design has been improved and that the
Kansei Web Design Guideline that was referenced is valid and justified.
8.4 Summary
This chapter has explored the potential of KAE implementation in Web
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design. Literature about product emotion has described the need to design
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products that capture the user’s attention by captivating emotional connec-
tivity with the interface of the product. Many products that were designed
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geared to the user’s emotion have been produced successfully in the mar-
ket (Nagamachi, 2008). With this motivating factor, the chapter explored
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Web design, and thus enable designers to strategize the design of a Web
site that caters to the insight of user emotions and feelings in its design by
using KAE, the emotion.
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Until recently, the design requirement for Web sites has been focused on
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Gould, 2001; Nielsen, 2000). Although recent research has paid increasing
attention to the emotional aspect of Web site design (Kim et al., 2003; Li and
Zhang, 2005; Norman, 2002; Overbekee et al., 2004; Thielsch, 2005), research
is lacking in terms of determining the aspects of emotional design concept
and requirements. Consequently, paradigm designs still must include the
emotional aspect of Web site design according to designer’s interpretation
and inspiration. Unfortunately this does not take into account the user’s
implicit needs and emotions. Thus, this chapter has attempted to engineer
emotion in Web site design to fill in the gap of design requirements geared
to users’ emotional responses.
The chapter has provided evidence that KAE can be used to determine the
implicit needs and emotion of users and shape the concept of Kansei in Web
design. The chapter has also formulated design requirements to create the
desired concept of Kansei Web design. Users or customers will then have
a guide to objectively describe the concept of Web design that they view or
want, and the designer will have clues for designing such a Web site.
Kansei/Affective Engineering and Web Design 251
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Industrial Innovation Series, A. B. Badiru (Ed.). (in press), Boca Raton, FL: CRC
Press.
Nielsen, J. (2000). Designing Web Usability: The Practice of Simplicity. New York: New
Riders Press.
Norman, D. A. (2002). Emotional Design: Attractive Things Work Better. Interactions:
New Visions of Human-Computer Interaction, ix, 36–42.
Overbeeke, K., Djajadiningrat, T., Hummels, C., Wensveen, S. (2004). Beauty in
Usability: Forget About Ease of Use! Human-Computer Interaction.
Saarenpää, T., Tiainen, T. (2005). Empirical Samples of IS Studies on eCommerce Consumers,
IRIS28. Norway.
Thielsch, M. T. (2005). Web-evaluation: Aesthetic Perception of Web sites, University of
Münster, Germany.
9
Kansei/Affective Engineering for the European
Fast-Moving Consumer Goods Industry
Contents
9.1 Introduction.................................................................................................254
s
9.1.1 Building a Successful Brand..........................................................254
ci
9.1.2 New Product Development in FMCG.......................................... 255
an
9.1.3 Why Does FMCG Need Kansei/Affective Engineering?.......... 257
9.2 Kansei/Affective Engineering Framework for FMCG Products......... 257
9.2.1 Stage 1: Receive Brief...................................................................... 259
Fr
253
254 Kansei/Affective Engineering
9.1 Introduction
During the last 15 years the number of fast-moving consumer goods (FMCG)
available in the average European supermarket has grown exponentially.
To be successful in this dynamic environment, companies must constantly
launch many new products and build successful brands.
To support the speed of innovation and brand creation, the industry sec-
tor has many existing methods and tools incorporated within its product
development processes. Thus, to be widely adopted in the FMCG arena,
Kansei/affective engineering must fit within the industry’s current high-
speed product development processes and demonstrate that it addresses
gaps in the existing suite of methods. Perhaps even more important, Kansei/
affective engineering must ensure it takes full account of the needs of the
s
product brand.
the brand. The brand was originally created to reassure the consumer of
a quality product by building awareness and developing positive associa-
tions. Today, the brand is of significant commercial importance and stretches
r&
far beyond having a recognizable logo on the product. Figure 9.1, based on
Brand Association
o
- Type Attributes
yl
Benefits
Ta
Brand Association
- Uniqueness
Brand Attitudes
Image Brand Association
- Strength
Brand Association
Brand
- Favorability
Knowledge
Brand
Recognition
Brand
Awareness
Brand
Recall
Figure 9.1
Dimensions of brand knowledge. (Adapted from Keller, K. L. 1993, Journal of Marketing 57
[January], 1–22.)
Kansei/Affective Engineering for the European Consumer Goods Industry 255
Keller (1993), shows the many different aspects that comprise the nebulous
“brand” concept.
s
Target Ideate Develop
Implement
ci Scale Up Deploy
an
& Verify
Figure 9.2
Steps of a stage-gate development process.
o
yl
Ta
Possible ideas.
Create, explore,
screen (reduce)
concepts Concept
development Scale-up
and evaluation and evaluate
to select one against needs
and launch Test in
to become Implement the market
a product and verify. and deploy
Prototype at pre-
Need/target? production level
(Product brief
from consumer
insights and
company values)
Figure 9.3
Learning by doing in a product development funnel.
256 Kansei/Affective Engineering
any time, although that is more common the earlier the stage of development.
Particularly at the start of a development the need is to quickly explore and
screen out a large number of possible ideas and to move on. New insights
during concept development and even during preproduction certainly can
lead to design changes. Feedbacks from the later to intermediate stages more
commonly relate to aspects such as product color or details of labels rather
than, for example, shape changes.
Feedback from the market to the need is usually considered to be part of
continuous improvement, signaling launch of a new development, rather than
modification to an existing project. One aspect of development that is not shown
by either Figure 9.2 or Figure 9.3 is who is involved. Different companies bring
together teams of marketeers, industrial designers, engineers, and sales staff
in different ways at different stages of the process. In some cases a multidisci-
plinary group is formed to take a product forward from need to deployment.
s
In others the product is passed from group to group as it develops. In all cases
ci
there is a need for good interdisciplinary communication tools.
Designing products and packaging for consumers is considered by most
an
businesses to be a “consumer journey,” which is a chronological map of the
consumer/brand interactions (Davis and Longoria, 2003). Figure 9.4 shows
Fr
that there are, in the main, three touchpoints on the journey, and lists some of
the ways by which the consumer experiences a branded product. However,
two of the touchpoints are particularly important to a consumer-centered
r&
it occurs within the retail outlet. There the product needs to quickly and
effectively communicate its benefits. The messages here impact consumer
Ta
expectations, but primarily a good design for this touchpoint will certainly
î Advertising
Pre-Purchase î Direct mail/samples
Experience î Coupons and incentives
î Deals and promotions
î Packaging
Purchase î Point of sale display
Experience î Store and shelf placement
î Salesperson
Figure 9.4
Experiences on the consumer journey.
Kansei/Affective Engineering for the European Consumer Goods Industry 257
sell more products in the first instance. The consumer experience at the Use
Experience determines whether the product will be repurchased. A well-
designed product for this stage will build brand loyalty and ensure long-
term profitability.
s
Kansei/affective engineering fills a gap in the FMCG manager’s toolbox.
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The Kansei/affective engineering variant presented in this chapter can con-
sider all the touchpoints throughout the consumer journey and measure
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quantitatively whether a concept matches consumer needs. It can also ensure
that the brand equity is incorporated within the design and can also test the
Fr
from untrained consumers rather than from a trained panel of people. This
can both reduce the costs of testing and ensure a wider population sample can
be used in the research. A Kansei/affective engineering system, as reported
o
earlier in this book, is rarely needed in the FMCG industry, as the test samples
yl
used in the research are not the final shelf-ready design but rather will form a
set of fundamental guidelines for the solution. Finally, Kansei/affective engi-
Ta
neering provides a unique tool by which all the disciplines involved in prod-
uct development can be brought together in a team to use a single process.
1. Receive brief
1.RECEIVE brief
2. Define
DEFINEscope
scope
3. Select
SELECT variables
variables
4. Quantify
QUANTIFY relations
relations
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5. Optimize product
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Figure 9.5
Fr
moisturizer. The project was less constrained than the first. Although the
product too was to be a branded one, it had not at the time been released on
the market, although concept work had started. Guidelines relating to shape,
color, and texture (for touch feeling) were requested. The third relates to con-
fectionery product packaging. It was the least constrained of all. Again, it
concerned a branded product, but only a need had been identified. The com-
pany was open to all ideas about what the product’s form should be. These
three examples can be seen to fit into different areas of the development fun-
nel (Figure 9.3).
The methodology has five stages to support the designer:
s
9.2.2 Stage 2: Define Scope
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The next process stage is to determine exactly what is to be the scope of the
an
investigation, by defining its context and generating the experimental vari-
ables. It could be argued that defining the context is a detail of the first stage.
In this respect the division into stages is artificial. A continuous development
Fr
9.2.2.1 Context
First, which touchpoint is to be investigated needs to be defined. It is pos-
sible to study more than one touchpoint in a study, but this requires separate
experiments to be run for each. Consumer interactions with products are
highly context specific. The most relevant location and environmental condi-
tions must be specified along with determining the exact type of interaction
with the product.
Taking the bottled drinks product as an example, many aspects con-
tribute to the whole experience of it: the flavor, the bottle design, and
the advertising. The flavor is developed through sensory exercises with
trained panels using defined descriptors like sweet, crisp, and so forth.
Advertising is outside the scope of this chapter. The case study was
concerned with the bottle design. To select an appropriate design, what
qualities are communicated through different bottle designs, what attri-
butes of bottles contribute to communicating different qualities, and what
might be done to communicate the ideal qualities more effectively must
260 Kansei/Affective Engineering
s
cepts will be evaluated by consumers. Often they are word variables, usually
ci
adjectives, but they can be phrases. They can also be nonverbal. Hereafter,
the terms evaluations, adjectives, or just words will be used interchangeably as
an
seems best to fit the context. Words must be included that describe the full
range of desirable product qualities.
Fr
Figure 9.6 shows views of a focus group discussion, both with products as
screen images and a wide range of collected actual products, taken during
the body moisturizer case study. Words also need to be chosen that accurately
describe the essence or personality of the brand. Without them, judgments relat-
ing to the brand image will be lost from the experiment. We have found that
words supplied directly from the brand owners’ resources of brand and product
descriptors are often not suitable. Some problems that can arise are as follows:
s
ci
an
Fr
r&
Figure 9.6
o
brand owner are used as seeds to grow more words that are their synonyms,
using the British National Corpus of language (Delin et al., 2007). At Stage 3
(Section 9.2.3) it is decided which of them, with the target user–generated
words, to use. More detail of the Corpus tool is presented in Section 9.2.3.
Returning to the bottled drinks product example, small focus groups of
5 to 10 target users were held. Structured exercises were completed in the
areas of articulating reasons for preferences (e.g., “Describe your preferred
drink and why you like it.”) and stimulating insights using previously devel-
oped mood boards (see Design Attribute Variables, below). Brand and prod-
uct benefit adjectives were collected and expanded using the Corpus tool. A
selection of the many hundreds of resulting words is shown in Table 9.1.
Table 9.1
Some of the Valuation Words from the Bottled Drink Case Study
Product and Flavor Qualities Brand Essence
Lime Crisp Refreshing Masculine Modern Urban
Citrus Crisp Arousing Angular Advanced Bustling
Fresh Dry Energizing Bold Contemporary City
Lively Edge Exhilarating Definite Current Dark
Natural Firm Invigorating Heroic Influential Downtown
Piquant Fresh Keen Intense Hip Ghetto
Juicy Piquant Lift Macho Latest Industrial
Zesty Ripe Refreshing Manly Modern Metropolitan
… Sharp Regain Masculine Now Neon
… Regenerate Mature Popular Suburban
Renew Muscular Powerful Urban
Rejuvenating Potent Sophisticated …
s
Reviving Powerful Successful
ci
Rousing Robust Trendy
Stimulating Strong …
an
Tonic Vigorous
… …
Fr
range of products similar to the target product already exists. Sources are
shops, catalogs, magazine photographs, and company (including competitor
company) Web sites.
o
Figure 9.6 has shown an example of collected products that were used
yl
bottles. From these, images of 48 shape samples were created: jars, cylin-
ders, flasks, downward and upward tapering, waisted, oval, teardrop, and
tubular forms. Some were later made as three-dimensional objects by rapid
prototyping. They are shown in Figure 9.7. In addition, 72 color patches were
generated for color tests. Forty-nine plastic, fabric, paper and board, metal,
and miscellaneous samples were collected for tactile tests.
The position is more complicated the more one has to rely on the genera-
tion of novel concepts as part of the project, that is, for radical new products.
The position is most problematic of all when trying to develop new product
attributes to relate to brand qualities, such as heroic. Such descriptors seem to
be too subjective. Our investigations suggest that transferring brand quality
traits to user perceptions of products is particularly difficult.
To overcome this we have developed a new technique based upon mood
boards (McDonagh et al., 2002), which has the added advantage that it is
aligned with existing practice. Mood boards are common design tools cre-
ated by a multidisciplinary team and use images, colors, forms, and textures
Kansei/Affective Engineering for the European Consumer Goods Industry 263
s
ci
an
Fr
r&
Figure 9.7
o
is chosen by the design team to cue the brand qualities. If appropriate, these
are checked with consumers to ensure suitable images are used. These
images are then used as stimuli in a multidisciplinary brainstorming study
to translate them to product attributes. Figure 9.8 is a montage sample from
the confectionery product case study. Typically, many tens of concepts are
generated, and these are sorted to reveal around 20 diverse concepts. The
criterion for selection is team consensus. They would be added to products
collected more straightforwardly from the existing market.
Surprise
Figure 9.8
Mood boards and process of translation to concepts.
s
The outcome from Stage 2 is typically several hundred collected adjectives,
ci
from both the target users and brand owners, describing perceived product
qualities. The total from both groups must be reduced to an overall total of
an
around 15 to 20, with some balance kept between them. We have developed
two procedures to support the reduction process. One of the two is a set of
Fr
rules involving a simple set of linguistic guidelines. Table 9.2 lists a selection
of them. Words from both groups are assessed against these rules to deter-
mine whether they will be easily understood in the context of the experi-
r&
Table 9.2
Ta
Tender
Conventional
Fun
Luxurious
Showy
Everyday
Slender
Cozy
Bold
Friendly
Simple
Traditional
Natural
Romantic
Advanced
Amusing
Spiritual
Casual
Ta
Love √ √ √ √ √ √ √ √ 8
Delight √ √ √ √ 4
yl
Happy √ o √ √ 3
Comfortable √ √ √ √ √ √ √ √ 7
Believable √ √ √ √ 4
r&
… √ √ √ √ √ √ √ √ 8
Brand Descriptors
… √ √ √ √ √ √ 6
√ √ √ 3
Fr
Skin kindness √ √ √ 3
Seed Words
an
Smoothness √ √ √ √ 4
Balanced √ √ √ √ √ √ 6
Moisturize √ 2
ci
Clarifying √ √
s √ 3
Number of synonyms the seed word relates to
… √ √ √ √ √ √ √ 7
Product Descriptors
… √ √ √ √ 4
Kansei/Affective Engineering for the European Consumer Goods Industry
6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 2 2 2
Number of seed words synonyms relate to
265
266 Kansei/Affective Engineering
Table 9.4
The Final Word Selection for the Bottled Drink Study
Intense Powerful Sophisticated Crisp Lively
Rough Refreshing Masculine Urban Modern
procedure. Its left-hand column contains the seed words (Section 9.2.2) from
the brand owner. Its top row holds some of the synonyms generated from
the Corpus tool introduced in Section 9.2.2. These words are placed from
left to right in the order of their importance as judged by how many of the
seed words they relate to. For example, the word tender relates to six of
the seed words, as indicated by the ticks in the table elements and totaled
in the bottom row. How many times the seed words are related to the syn-
onyms is also totaled along the rows of the matrix and entered in the right-
s
hand column. Synonyms are selected for the main experiment on the basis
ci
of their relevance (lower row scores) and inclusiveness (ensuring that seed
words remain represented), up to the maximum number that is judged
an
appropriate for the experiment considering that target user words must also
be chosen. Normally they would be found from among the 10 top ranked in
Fr
way as can be used for reducing samples, as considered next under Design
Attributes. If it is found impossible to reduce the number of words to the
15 to 20 range, it is an indication that the planned experiment is too ambi-
o
tious. Table 9.4 has the final words used in the bottled drinks study.
yl
Ta
9.2.3.2.1 Semantic Mapping
This method is suitable when it is easy to define just two key evaluations
for a product. These are chosen as the axes of a two-dimensional map that
physically is a large horizontal board. A small number of consumers, 5 to
10, place the large number of product concepts on the map. Figure 9.9 shows
a semantic map being created for the moisturizer shape experiment. Each
numbered counter represents one sample, typically the counter’s cluster.
Analyzing the clustering enables the key design attributes to be identified.
Any suitable technique may be used (Bech-Larsen and Nielsen, 1999); how-
ever, the Repertory Grid technique has yielded good results. Sample reduc-
tion is also based on thinning out the clusters.
Kansei/Affective Engineering for the European Consumer Goods Industry 267
s
Figure 9.9
ci
an
A semantic mapping experiment in progress.
This is used when it is not possible to identify just two key evaluations to test.
A small number of users, around 10, are asked to rate many concepts against
r&
a small number of key evaluations on a 7-point Likert scale. Figure 9.10 shows
the results of a principal component analysis for the same samples as were
used for the semantic mapping, Figure 9.9. The significant design attributes
o
of these concepts can then be extracted using any suitable technique, as with
yl
6.0
4.0
2.0
Smooth
0.0
–6.0 –4.0 –2.0 0.0 2.0 4.0 6.0
–2.0
–4.0
Relaxing
Figure 9.10
Outcome of the moisturizer pilot semantic differential test, with 48 samples in place.
268 Kansei/Affective Engineering
Table 9.5
The Factorial Design for the Bottled Drink Study
Design Body Neck Surface Body
Attribute Shoulder Shape Length Color Detail Width
Embossed
Straight
Attribute
Angled
Round
Brown
Curvy
Other
None
Short
None
Clear
Wide
Long
Style
Thin
1 1 0 0 1 0 0 1 1 0 0 1 0 1 0
2 1 0 0 0 1 0 1 1 0 0 1 0 1 0
3 1 0 0 1 0 1 0 1 0 0 1 0 0 1
4 1 0 0 1 0 0 1 0 1 0 1 1 1 0
5 1 0 0 0 1 0 1 1 0 1 0 0 1 0
6 1 0 0 1 0 0 1 1 0 0 1 1 1 0
s
7 0 0 1 1 0 0 1 1 0 0 1 0 1 0
ci
Sample
8 1 0 0 1 0 0 1 0 1 1 0 1 0 1
an
9 1 0 0 0 1 0 1 0 1 1 0 1 1 0
10 1 0 0 1 0 0 1 1 0 0 1 0 0 1
11 0 1 0 0 1 0 1 0 1 1 0 0 1 0
Fr
12 0 1 0 1 0 1 0 1 0 1 0 0 1 0
13 0 0 1 1 0 0 1 1 0 0 1 0 1 0
r&
14 0 1 0 1 0 0 1 0 1 0 1 0 1 0
15 0 0 1 0 1 0 1 1 0 0 1 0 0 1
o
bottled drink study design. Fifteen bottle samples were required to repre-
sent the total of 14 attributes (three shoulder types, two body shapes, two
neck lengths, two colors, three surface details, and two body widths) to be
taken forward to Stage 4. Among the samples there were at least two cases
of each attribute style.
s
The concept set can then be displayed in the principal component space to
ci
make easy comparisons.
As aggregate scores have been used for the points in the profiles and PCA,
an
a Kruskal–Wallis test (Kruskal and Wallis, 1952) for significant differences
is carried out to see if differences between scores of different concepts are
Fr
11
15
14
9
4 Optimal
space
7 8
2
PC1, ‘Flavor Intensity’
5
6
12
10
13
1
s
3
ci
an
–5.0 –2.5 0.0 2.5 5.0 7.5
PC2 ‘Masculine Strength’
Fr
(a) (b)
Figure 9.11
r&
(a) A standard drink bottle product, and (b) a range organized by Kansei engineering methods.
12
Oval
Fresh, Clean
6
8 Al. strip
PET 5P2 4
5GY4
4 2
Taper
PC2
Satin 0
5YR2
0
PC2
Tracing Velvet –2
paper –4
5Y4
–4
–10 –5 0 5 10 15 –6 –4 –2 0 2 4
PC1 Calm, Relaxing, Gentle PC1
(a) (b)
Figure 9.12
s
(a) Composite result of moisturizer shape, color, and texture experiments; (b) combined valida-
ci
tion experiment. an
Dendrogram
P23 cut off
P16
P34
Fr
P20
8 users P2
P15
P32
P27
2 users P6
r&
P33
P8
P36
P19
P37
P9
P1
o
P17
P10
P28
yl
P31
P22
25 users P35
Ta
P7
P25
P24
P21
P4
P26
P5
P30
P3
P12
P29
P13
P11
Figure 9.13
A dendrogram from the bottled drinks case study.
equally desirable to the project owner, then those concepts located highly on
all the relevant PCs should be recommended. If there is no concept in this
location, then a new design could be proposed that is developed from com-
paring concepts that locate highly on individual components. Integrating
consideration of liking score with PC space provides an insight into which
qualities relate highly with user preference. Concept liking scores can be
overlaid or correlated with PCs but should not be included in the PC analysis
itself as they have a different type of semantic meaning.
Continuing with the example from the bottled drink study, Figure 9.11,
supposing the aim was to generate a bottle to support both intense flavor
and strong masculinity, the optimal concept location in the PC space is indi-
cated as in the top right corner of Figure 9.11b. The location of the existing
bottles shows that the wide clear bottle (8) is the most suitable from the set,
with the initial concept bottle (5) second. From the locations of the set and
s
visual differences between the bottles we could speculate that change in the
ci
initial concept glass color and width might increase affective communica-
tion of the product.
an
Fr
nificance to inform this decision making or can provide guidance for further
attributes to test that have not been included.
yl
Again from the bottled drink case study, the regression results that show
Ta
9.3 Conclusion
Within the FMCG industry the Kansei/affective engineering methods that
are the subject of this chapter are widely seen by new product development
teams to offer a sufficient number of benefits to make them useful. They are
seen as not standing alone but fitting in with and filling gaps between other
new product development tools. In particular, they are not used to provide
complete design solutions but to define key parameters of a solution to be
fleshed out in more detail by other means. In an industry that frequently
relies on expert panels for opinions, they also provide a way to involve
untrained users (closer to the general consumer) in the development process.
They also generate rational reasons for decision making that all the different
disciplines involved in new product development can respond to. This com-
s
munication role lasts after a product’s launch, through archival documenta-
ci
tion that can be referenced for future developments.
However, Kansei/affective engineering is not universally accepted. It can
an
generate confusion and skepticism. It is perceived by some designers as con-
flicting with or restricting their own skills and intuition. It is also perceived
Fr
making relying less on the flair of individuals. The more Kansei success
stories can be told, for example, through books such as this, the more the
negative perceptions may be countered. However, what may be a best way to
o
Acknowledgment
The work reported in this chapter includes work carried out as part of
Knowledge Transfer Partnership No 6179, to “apply Kansei Engineering to
the European packaging industry” in conjunction with Faraday Packaging
Partnership and PIRA International, Ltd. The authors of this chapter would
also like to thank all the participating company members of the Faraday
Packaging Partnership who had significant input into the definition of this
process. Special thanks must go to the client companies who provided the
case studies reported here.
274 Kansei/Affective Engineering
References
Bech-Larsen, T., and Nielsen, N. A. (1999). A comparison of five elicitation techniques
for elicitation of attributes of low involvement products. Journal of Economic
Psychology, 20, 315–341.
Childs, T. H. C., Agouridas, V., Barnes, C. J., and Henson, B. (2006). Controlled appeal
product design: A life cycle role for affective (Kansei) engineering. In Proc. 13th
Int. Conf. Life Cycle Engineering, Leuven, Belgium, pp. 537–542.
Davis, S., and Longoria, T. (2003). Harmonising your touchpoints. Brand Packaging,
Jan/Feb.
Delin, J., Sharoff, S., Lillford, S., and Barnes, C. (2007). Linguistic support for concept
selection decisions. AI EDAM 21, 123–135.
Keller, K. L. (1993). Conceptualizing, measuring, and managing consumer based
brand equity. Journal of Marketing 57 (January), 1–22.
s
Kruskal, W. H., and Wallis, W. A. (1952). Use of ranks in one-criterion variance analy-
ci
sis. Journal of the American Statistical Association 47, 583–621.
McDonagh, D., Bruseberg, A., and Haslam, C. (2002). Visual product evaluation:
an
exploring users’ emotional relationships with products. Applied Ergonomics, 33,
231–240.
Van Kleef, E., van Trijp, H. C. M., and Luning, P. (2005). Consumer research in the
Fr
Contents
11.1 Introduction................................................................................................. 295
s
11.2 New Product Development Phases and Tools........................................ 296
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11.3 Kansei/Affective Engineering.................................................................. 298
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11.4 Quality Function Deployment.................................................................. 302
11.5 QFD and Kansei..........................................................................................305
11.6 Conclusions.................................................................................................. 307
Fr
References..............................................................................................................308
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11.1 Introduction
o
Because of the drastic change in customer needs, the trend for shorter life
yl
opment cycle time and cost. This influences a direction to reduce the gap
between true needs and expectations of the customers versus the developed
product itself. One key indicator to improve is the success rate of newly devel-
oped products in the market (sales and profits). In the comparative perfor-
mance assessment study regarding new products (PDMA Foundation 2004),
the “best” companies have a success rate of 75.5%, while the “rest” of the
companies average only a 53.8% success rate for newly introduced products.
The rate of ideas that become successes in the market is 25% (1 out of 4) in the
“best” companies and of 11% (1 out of 9.2) in the “rest” of the companies. The
current challenges are related to improving the product development pro-
cesses and reducing the gap between the final products and services versus
the market true needs.
Throughout the past 70 years, the quality standards have reached such a
high and competitive level that the product or service differentiation based
on quality, delivery times, quality in design, production efficiency, or costs
is not enough in current competitive markets. Companies and institutions
295
296 Kansei/Affective Engineering
s
cesses, and methodologies that allow (1) the detection of these new needs
ci
and requirements of the client, and (2) the parametric translation of these
needs and requirements into the design elements, its specifications and stan-
an
dards, and most important, adding more value to the market.
The pursuit of this relationship between the consumer, the design, and the
Fr
have an enjoyable life, and it is our responsibility to deliver the means for full
yl
neering approaches and the new product development phases and tools,
especially that known as QFD (quality function deployment), created by
Dr. Joji Akao and Dr. Shigeru Mizuno in the 1960s (Akao 1994; Akao and
Mizuno 1994) as a planning process to develop new products, services, pro-
cesses, and technologies, as well as innovative concepts.
The discovery phase covers all the process of searching and identifying
the customer’s problems, needs, and benefits; defining the concep-
tual features, functions, and attributes to be built or created; as well
as all the planning activities and the strategies to achieve these mar-
ket opportunities. The discovery phase ends with the explicit defini-
tion of the formal product or service specification documents and
the elaboration of the business case (plan).
The second, named the development phase, covers all the process of
s
converting the product or service specifications into designs as
ci
well as the definition of all the activities to accomplish this, such
an
as required processes, parts or components, technologies, methods,
and resources. It usually includes the design, resource management,
test and validation, information, and engineering technology. The
Fr
Table 11.1
Phases and Tools in the Development of a New Product
Discovery Phase Development Phase Commercialization Phase
Growth share model Design automation tools Advertisement
Benchmarking Design of experiments Customer service
Business case/business plan FMEA ERP
Ethnography (Mariampolski 2006) KAIZEN activities KAIZEN activities
Competitive intelligence (Kahaner Kansei/affective Management
1998) engineering Market research
Conjoint analysis (Green et al. 1999) Market testing Outsourcing
Kansei/affective engineering QFD Management systems
(Nagamachi 1999, 2004) Simulation
Patent mapping and mining (Kahn Technology road mapping
2003) (García and Bray 1997)
s
Pugh analysis Toyota production system
QFD (Akao 1994)
TRIZ (Altshuller 1999)
ci
an
Voice of the customer analysis
(Katz 2004, Shillito 2001)
Source: Hirata, R. (2009). Traducción de las emociones y sensaciones del cliente en productos y
Fr
and metrics. Table 11.1 shows an example of the tools and techniques com-
monly used in each of the product development phases (Hirata, 2009).
Of all these tools, two of them cross the discovery phase and are used in
o
cal requirements, and design elements, as well as the definition of the final
Ta
11.3 Kansei/Affective Engineering
Kansei is a Japanese word with no direct and precise translation to English or
Spanish, but its meaning is nearer to a psychological feeling rather than an
emotion. In the new product development context, it can be defined as the
image a person has of a determined product, environment, or situation, when
sensed through the senses of sight, hearing, taste, smell, and touch. Kansei is
the consumer’s psychological feeling and mental image regarding a product
or service (Nagamachi 2004). Kansei needs are not easy to measure because
they depend on the individual experience and environment, but also because
their meaning depends on the context, the time, and the culture of the region
or country. The meaning of elegant or masculine can deliver different mental
images in Japan and other countries and 5 years ago versus today.
Kansei, Quality, and Quality Function Deployment 299
s
based on the following elements: Totally new product or innovation from an
ci
existing product; clear definition of customer needs (explicit needs); clear def-
inition of technical characteristics that make customer satisfaction possible;
an
computer system databases with a knowledge base that controls the system
and modeling; virtual imaging; methodological approach to define design
Fr
only define the market’s specific segment and its functional needs regarding
quality, quantity, cost and delivery, safety, and service, but also understand
Ta
s
and interviews. The list can go from 50 to more than 500 Kansei
ci
words and is commonly categorized (i.e., in groups) in a manual or
statistical approach. In the manual form, a group of experts hierar-
an
chically organize the Kansei words depending on how specific or
general the adjective is (Figure 11.1 shows an example of the hierar-
Fr
3rd. level
Non fruity
2nd. level
Dry Flavor
1st. level
Bitter Heaviness
Full bodied
Drinkability
Dense
General Specific
Figure 11.1
Hierarchical Kansei word structure.
s
1.0
ci
Component 2
Attractiveness
an
0.5
Fr
r&
0.0
o
yl
–0.5
Ta
Simpleness
Figure 11.2
Principal component analysis of Kansei words (Hirata, R., Nagamachi, M., Ishihara, S. (2004a).
Satisfying emotional needs of the beer consumer through Kansei Engineering Study, Proceedings
of the 7th International QMOD Conference 2004, University of Linköping and ITESM; Hirata, R.,
Nagamachi, M., Ishihara, S. (2004b). Satisfying emotional needs of Mexican beer consumers mar-
ket through Kansei Engineering Study, Proceedings of 10th ICQFD Conference 2004, Mexico.).
Design elements
Illustration or logo
1st. level Kansei need
Package main color
Kansei/Affective
Heaviness
Engineering analysis Number of lines
Package texture
Figure 11.3
Kansei need translation to design elements.
s
3rd level 2nd level 1st level 1st level 2nd level 3rd level
ci
an
Definition Collection Hierarchical Kansei needs structure Category classification Design
1.0
Fr
0.5
goals needs Data Technical
0.0
analysis reqs.
r&
–0.5 (statistical
–1.0 or non
–1.0 –0.5 0.0 0.5 1.0 statistical
Component 1 methods)
o
Statistical definition of
representative Kansei needs
yl
Ta
Figure 11.4
Translation of market needs and Kansei/affective engineering.
that was used at the Kobe Shipyards of Mitsubishi Heavy Industries. Today,
QFD is a comprehensive method for the product or service design and plan-
ning ensuring customer satisfaction through meeting and translating his
requirements and demands throughout each stage of the product or service
development process (Akao 1994; Akao and Mizuno 1994). Its main function
is to translate customer needs and desires into the technical requirements
of the product or service, as well as deploying its features, components,
required technologies, process characteristics, required capability and reli-
ability, and deliverable actions, among others. It links the demanded quality
of the market with design, development, engineering, production, and ser-
vice functions, aligning all company departments to the construction of the
benefits the customer requirements and desires (i.e., value from the customer
perspective) rather than elimination of errors and claims of defects.
The QFD process gathers and organizes the customer needs and then tai-
s
lors a specific strategy in order to translate or deploy the market require-
ci
ments into means to accomplish them using matrix relationships (e.g.,
target–means matrix) where rows represent the requirements and columns,
an
the alternative or potential means. Figure 11.5 presents an example of how
QFD can deploy demanded quality from the market into technical char-
Fr
Functions Technology
Matrix 4
Technical Technical
reqs. reqs.
Failure Technology
modes
Functions Functions
Figure 11.5
Comprehensive QFD (example of deployments).
304 Kansei/Affective Engineering
Company’s Company’s
vision vision
Core Customer
competencies segments
Core
competencies
s
Figure 11.6
Vision deployments with QFD matrix (example of deployments).
ci
an
As a planning and design process, a modern QFD matrix is also used to
bridge the gap between the company’s priorities and needs with product
Fr
designs. QFD links to strategic planning deploying the company’s vision into
its business plan, strategy definition, market segmentation, and customer
selection, where it connects into the traditional QFD with the definition of
r&
customer needs and demands (Shillito 1994). Figure 11.6 shows an example
of the vision deployment into customer needs analysis.
One of the key matrices in the QFD methodology is the relationship
o
matrix in the quality deployment stage (Figure 11.7, matrix 1), where cus-
yl
generally built as the first relationship for product planning. QFD requires
the demanded quality to be prioritized, in order to determine key technical
requirements and its targets. For this purpose a quality planning table (QPT)
is constructed, which includes customer priorities, an evaluation between
the company’s current products and the competitive products and other ele-
ments such as sales opportunities (Terninko 1997). Other relationship matri-
ces such as the product planning table (PPT) are added and create what is
commonly known as the House of Quality (HoQ) (Figure 11.7 is an image of
the HoQ with its matrices).
Customer needs are collected, interpreted, and organized through vari-
ous methods such as focus groups, consumer brainstorming, nominal
group technique, ethnography (Mariampolski 2006), voice of the customer
(VOC) analysis (Katz 2004; Shillito 2001), in-depth interviews, customer vis-
its (McQuarrie 1998), lead user analyses (Von Hippel 1988, 2005), and oth-
ers. The key point is to clearly differentiate and separate the customer’s
expected features (functions) and the required and expected benefits, named
Kansei, Quality, and Quality Function Deployment 305
Technical reqs.
relations
Technical
requirements
QPT
Demanded Quality
quality Relationship Planning
matrix 1 Table
PPT
Product
Planning Table
(target values)
s
Figure 11.7
Quality deployments and the HoQ.
ci
an
House of Quality
Tech.
Fr
Definition QPT
of product Analysis Quality
domain & of VOC Relationship Planning
target Matrix 1 Table
o
and standards
Ta
Figure 11.8
From VOC to DQ for the HoQ construction.
demanded quality (DQ) for the correct input of the relationship matrix and
HoQ. Figure 11.8 shows a general process for the definition of the DQ.
Explicit
Customer Needs
QFD
Kansei/Affective
Tacit
Engineering
Tacit Explicit
Solutions
Figure 11.9
Relation between Kansei/affective engineering and QFD scope (Hirata, R. (2005). Understand
ing emotional needs of the Japanese and Mexican beer consumer market through Kansei
Engineering Study, presented at International Congress on Quality, Tokyo, 2005.).
s
from the outset, when customer needs are profound and need to be dis-
ci
covered, gathered, and evaluated before deploying solutions (i.e., tacit or
unconscious needs). Second, it translates the Kansei needs into technical
an
requirements or design elements not necessarily known by the group of
experts (i.e., tacit or unknown potential solutions, measures, features).
Fr
Once the Kansei needs and the technical requirements are placed in the
explicit arena, QFD is a powerful and profitable technology for the deploy-
ment of the product or service. The relation between Kansei/affective engi-
r&
neering and QFD regarding its scope is shown in Figure 11.9 (Hirata, 2005).
Kansei/affective engineering is useful and can articulate with QFD in the
identification and categorization of profound, tacit, emotional, and affective
o
needs (i.e., Kansei needs) and is complementary (or prior) to the QFD (VOC)
yl
analysis. Both approaches will feed the relationship matrix of the HoQ with
categorized and organized explicit demanded quality (DQ) elements (e.g.,
Ta
Kansei/Affective Engineering
Analysis
Design
Representative Elements
Kansei Needs Category classification or
Technical
3rd level 2nd level 1st level Data analysis reqs.
(statistical or
non statistical
methods)
Kansei:
Hierarchical Kansei needs structure
Definition Collection 1.0
of product of target
Component 2
s
–0.5
Tech.
ci
–1.0
–1.0 –0.5 0.0 0.5 1.0 Demanded Quality (DQ) reqs. relations
from Kansei & QFD
Component 1 Technical
an
Statistical definition of 1st level 2nd level 3rd level requirements
representative Kansei needs
Functional Needs
Fr
(Features)
QPT
1st level 2nd level 3rd level Quality
Planning
Table
r&
QFD:
Analysis Relationship
of Matrix 1
VOC Breakdown of features Breakdown of DQ
o
Target values
and standards
yl
Figure 11.10
Ta
Kansei/affective engineering and QFD interaction toward HoQ (Hirata, R. (2005). Under
standi ng emotional needs of the Japanese and Mexican beer consumer market through Kansei
Engineering Study, presented at International Congress on Quality, Tokyo, 2005.).
11.6 Conclusions
Translation of affective and emotional needs of the markets into design ele-
ments and attributes of products and services is necessary to satisfy pro-
found human needs. The discovery phase in the new product development
process needs tools and methods to identify, organize, and translate Kansei
needs into product or service specifications, and companies shall integrate
Kansei/affective engineering as a method for this purpose. In product plan-
ning, Kansei/affective engineering is useful to identify the Kansei needs of
the target market, especially in the current competitive environments where
customer satisfaction is evolving from the satisfaction of the obvious and
explicit needs, mostly functionality and usability demands, toward the satis-
faction of profound, tacit, emotional, and affective needs.
308 Kansei/Affective Engineering
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