kansei cards: a visual tool supporting the investigation, discussion, and representation of the...
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Presentation material used at Kansei Engineering and Emotional Research conference in Linköping (KEER2014)TRANSCRIPT
Kansei cards:A visuAl tool supporting investigAtion, discussion, And representAtion of kAnsei-relAted intentions of A product to be designed
Authors: Alexandre Gentner Arts&Métiers ParisTech, Ph.D. Carole Bouchard Arts&Métiers ParisTech, Professor Aurélien Badoil Toyota Motor Europe, Designer Carole Favart Toyota Motor Europe, General Manager
KEER2014 conference, LINKÖPING | JUNE 11-13 2014
Kansei cardsContext
Literature review Users’ experiences with prodUcts indUstrial design process exchange of kansei design information
research qUestion and hypothesis
experiments creation of the pictUre-based tool exp a: participatory design session with Users exp b: co-design within a design team
conclUsion and perspectives
ConClusionContributions EXPEriMEntsrEsEarCh quEstionContEXt
3
litEraturE rEviEw
IndustrIal Context
ENG. PRE-DEVELOPMENT
STYLING
ENG. DEVELOPMENT
Early PhasE of a vEhiClE dEvEloPMEnt ProCEss
Target user experienceCONCEPT STAGE
target design brief
confirm target
ConClusionContributions EXPEriMEntsrEsEarCh quEstionContEXt
4
usEr EXPEriEnCE and kansEi ProCEss• Occurs when a human interacts with his environ-ment Desmet & Hekkert 2007, Hassenzahl 2010, Ortíz Nicólas 2013
• Complementary to rational processes leading to understanding Lévy, Lee, & Yamanaka 2007
• Kansei process as a link between the different entities Lévy, Lee, & Yamanaka 2007, Ortíz Nicólas 2013
Kansei-Experience descriptive framework (adaped from the literature)
litEraturE rEviEw
Users’ experiences with prodUcts
• Meaning• Emotion
• Sensory attributes• Technical attributes...
• Action enabled• Type of interface...
• Temporal• Situational...
• Age, gender• Nationality• Values and personality• Mindset• Memory
PERSONALCHARACTERISTICS
PERCEIVED KANSEI QUALITIES
PRODUCT ATTRIBUTES
CONTEXT ATTRIBUTES
INTERACTION ATT.
KANSEI PROCESS
user enVIronMent
Context ReseaRCh question exPeRiMents ConClusion
NCD NPD
CommercialisationProduct use
5
nCd and nPd stagEs• NCD: creation of intellectual property Koen et al. 2002
• NPD: design of consumable artifacts Ulrich & Eppinger 2000
• Innovation process: uptake of intellectual property into new product develpment (NPD) Van de Ven 1986, Gero 2010
indUstrial design process
litEraturE rEviEw
Link and differences between NCD and NPD (Gero 2010, Koen et al. 2002,Kim & Wilemon 2002, Sandemeier et al. 2004)
Fuzzy and unpredictable Organised and structured
Innovation process
Context ReseaRCh question exPeRiMents ConClusion
NCD NPD
CommercialisationProduct use
Link and differences between NCD and NPD (Gero 2010, Koen et al. 2002,Kim & Wilemon 2002, Sandemeier et al. 2004)
Fuzzy and unpredictable Organised and structured
Innovation process
5
nCd and nPd stagEs• NCD: creation of intellectual property Koen et al. 2002
• NPD: design of consumable artifacts Ulrich & Eppinger 2000
• Innovation process: uptake of intellectual property into new product develpment (NPD) Van de Ven 1986, Gero 2010
dEsign tEaM Gibson 2004, Graff et al. 2011
• Culture = Gender, function, nationality...
• Able to provide a competitive advantage• Some challenges to overcome
indUstrial design process
litEraturE rEviEw
Multicultural teams: strengths and weaknesses (Gibson 2004, Graff et al. 2011)
Multi-cultural teams
Strengths (+)
- More innovative- Higher adapability
Weaknesses (-)
- Decreased communication- Increased conflict
- Lower performance
Model of kansei design informationKansei-Experience framework (5 entities = 5 colors)
User
Concrete
Enviroment(Product & static context)
Abstract
- Value- Personality
- Semantic descriptor- Emotion
- Style
- Lifestyle- Past experience- Mental capability- Skill
- Interface characteristic- Action enabled- Temporal context
- Product characteristic- Sector/object- Physical context
- Culture (demographics)- Morphology- Physical capability
- Gesture- Feedback
- Visual att.- Tactile att.- Auditory att.- Olfactory att.- Other sensory att.
PC KQPRODUCT
CONTEXTINTERACT
user enVIronMent
Context ReseaRCh question exPeRiMents ConClusionlitEraturE rEviEw
6
kansEi dEsign inforMation Bouchard et al 2009, Kim et al. 2009, Gentner 2014
• Model representing categories of design information exchanged in early design activities• Experience entity dimension (horizontal) in addition to the original abstraction dimension (vertical)
exchange of kansei design information
User experience components
New B - Inspirational User experience board L
Emotion
- Calm
- Proud
- Relaxed
Semantic
- Chic, elegant
- Comfortable
Aesthetic
- Pleasant to interact with
Function
- Relax
- Enhance physical
comfort
- Automatic watch
- Rug, sofa
- High-end
accessories
- High-end utility
products
Terminal values
- A prosperous life
- A sense of
accomplishment
Behavioral values
- Ambitious
- Broad-minded
- Clean
- Self-respect
Personal values
TME-KD
USER PRODUCT, INTERACTION and CONTEXT
Experience context: Attention to details
Key attributes Examples
Inspirational user experiences
Inspirational movements and behaviors
Inspirational music
Blue in green
Emotion: Calm, Proud, RelaxedSemantic: Chic, Elegant, ComfortableUser values: Ambitious, Broad-minded, Self-respect
Context ReseaRCh question exPeRiMents ConClusion
6
kansEi dEsign inforMation Bouchard et al 2009, Kim et al. 2009, Gentner 2014
• Model representing categories of design information exchanged in early design activities• Experience entity dimension (horizontal) in addition to the original abstraction dimension (vertical)
PiCturE-basEd rEPrEsEntation of dEsign intEntions• Different types of representation: - Visual theme boards Baxter 1995, Eckert & Stacey 2000
- Mood boards Baxter 1995, Eckert & Stacey 2000
• Differences in term of design information communicated
• Other types of representation such as text-based, multi sensory, narrative, interactive also exist Gentner 2014
Characteristics of two types of early representation
litEraturE rEviEw
exchange of kansei design information
title Visual theme boards Mood boards
example
design information conveyed
Concrete
User Environ-ment
Abstract
Concrete
User Environ-ment
Abstract
Context Literature review exPeriMentS ConCLuSion
7
rEsEarCh quEstion
“How can the definition and representation of user experience intentions be improved?”
hyPothEsis
The exchange of kansei-related design information can be improved by visual tools.
research qUestion & hypothesis
rEsEarCh quEstion
Context of this research
NCD NPD
identify, define, and represent ux IntentIons
Project context UX intentions/Concept directions
Context Literature review researCh question ConCLusion
8
overview of the experiments
EXPEriMEnts
CrEation of thE PiCturE-basEd tool • Presentation of the kansei cards
EXP a - PartiCiPaory dEsign sEssion with usErs• Commmunication between the design team and end users
EXP b - Co-dEsign tool within a dEsign tEaM• Communication within a design team
Context of this research
NCD NPD
pictUre-Based tool
Project context UX intentions/Concept directions
Context Literature review researCh question ConCLusion
9
kansEi Cards• 12 families of pictures and 3 families of keywords
EXPEriMEnts
creation of the pictUre-Based tool
Animals(47 items)
Sports(37 items)
Localised gestures (35 items)
Natural landscapes(30 items)
Simple shapes (59 items)
Semantic descriptors (35 items)
Context Literature review researCh question ConCLusion
kansei card family
design information conveyed
9
kansEi Cards• 12 families of pictures and 3 families of keywords• Each family focuses on particular categories of design information
EXPEriMEnts
tool Created
design information
Animals(47 items)
Sports(37 items)
Localised gestures (35 items)
Natural landscapes(30 items)
Simple shapes (59 items)
Semantic descriptors (35 items)
Concrete
User Environ-ment
Abstract
Concrete
User Environ-ment
Abstract
Context Literature review researCh question ConCLusion
10
exp a:participatory design sessions with Users
EXPEriMEnts
aiM• Involve end-users in discussion about user experience intention • Experience of future hybrid cars for European
ProtoCol• Individual sessions with hybrid car drivers (1h)
Repeat for the 6 card families
1/ Report demographics
2/ Selection of samples
3/ Creation of arrangements
4/ Associate kansei qualities
Context Literature review researCh question ConCLusion
11
exp a:participatory design sessions with Users
EXPEriMEnts
analysis• 33 European participants• Each arrangement described with selected cards and associated keywords
Schematic representation of the data collected
Card selection questionnaire open discussion
Animalx Shapey ... Kword1 ... Kword6 Cluster1 ... Clustern
Arrangmt 1a 1 1 1 2 1 0 1
Arrangmt 1b 1 0 3 1
... 1 1 2 3 2 1 1
Arrangmt33c 1 3 4 1 1
Context Literature review researCh question ConCLusion
11
exp a:participatory design sessions with Users
EXPEriMEnts
7 directions identified
RefinementContrastPremiumGeometrial
Hue: Complex composi-tion, sophisticated colorsContrast of hue: middleL-D contrast: middle
EnergyDualityPower/ DynamismJoy
Hue: Bright, saturated, and vivid colorsContrast of hue: highL-D contrast: middle
Different & unexpectedForward lookingDynamicBold
Hue: Bright, saturated, and vivid colorsContrast of hue: highL-D contrast: low
Techno. & innovativeIntelligentLight (weight)Leading edge
Hue: White, grey, black, and other dark colorsContrast of hue: lowL-D contrast: high
Smooth & fluidMinimalismSilenceElegant
Hue: Mainly blue, also grey and light colorsContrast of hue: lowL-D contrast: high
Organic & naturalEco-friendlyFreedomWarm
Hue: Mainly green, yel-low, beige, and brownContrast of hue: middleL-D contrast: middle
Serene & peace of mindHarmonyPureRelaxing
Hue: light colors, often cold (blue, green, white)Contrast of hue: lowL-D contrast: low
4/serene & peace of mind
5/refinement 6/energy 7/different & unexpected
1/techno. & innovative
2/smooth & fluid
3/organic & natural
Kans
ei q
ualit
ies
Pict
ures
Col
ors
analysis• 33 European participants• Each arrangement described with selected cards and associated keywords• Hierarchical cluster analysis
rEsults• 7 clusters identified• Composed of keywords, pictures, and colors
Context Literature review researCh question ConCLusion
12
EXPEriMEntsexp B:co-creation within a design team
1/ Discuss the project context (identify key
dimensions)
3/ Voting and/or clustering activities
2/ Co-mapping of the cards
aiM• Co-creation of early representations within a design team (engineer, styling designers...) • What is the impact of representation co-creation on generation design activities?
CrEation ProtoCol• Involving all project stakeholders (styling designers, engineers...)
Context Literature review researCh question ConCLusion
13
analysis• Four evenly distributed design teams (4 pers. each): - Function (Designer, Engineer) - Gender (M/F) - Nationality (European, Japanese)• 2x comparision “Test group” vs. “Control group”• Evaluation of the concept generated
Concept ideas rated 1 star (left) and 3 stars (right)
EXPEriMEntsexp B:co-creation within a design team
Context Literature review researCh question ConCLusion
13
analysis• Four evenly distributed design teams (4 pers. each): - Function (Designer, Engineer) - Gender (M/F) - Nationality (European, Japanese)• 2x comparision “Test group” vs. “Control group”• Evaluation of the concept generated
rEsults• Co-creation of kansei representations impacts: - concept quantity: +61% - high quality concepts (rated 2-3 stars): +52% • Only two measurements for each condition (not enough to be statisically significant)
Concept ideas created by test and control groups
Concept ideas rated 1 star (left) and 3 stars (right)
EXPEriMEntsexp B:co-creation within a design team
0
5
3
3
5
Control group
5
5
4
Control group
3
7
9
Test group
5
Test group
8
9
10
15
20
25
Am
ount
of i
deas
Rated 3 stars
Rated 2 stars
Rated 1 stars
Design challenge 1 Design challenge 2
picture-based representation
design information conveyed* uptake in projects
“Exploratory concept” projects:
1“Product lining strategy”
projects:1
“Pre-development direction” projects:
0
“Exploratory concept” projects:
1“Product lining strategy”
projects:2
“Pre-development direction” projects:
4
Context Literature review researCh question exPeriMents ConClusion
14Picture-based representations (*for the cases presented, depends on the cards used)
CharaCtEristiCs of thE rEPrEsEntations CrEatEd• Support the exchange of kansei-related design infor-mation• Rich in term of design information conveyed• Used in afterwards in many industry projects • Involving different creators: - Designers and end-users (EXP A) - Design team (EXP B)
• The exchange of kansei-related design information could be improved with the use of a visual tools (hypoth-esis discussion).
conclUsion of the two experiments
Concrete
User Environ-ment
Abstract
RefinementContrastPremiumGeometrial
Hue: Complex composi-tion, sophisticated colorsContrast of hue: middleL-D contrast: middle
EnergyDualityPower/ DynamismJoy
Hue: Bright, saturated, and vivid colorsContrast of hue: highL-D contrast: middle
Different & unexpectedForward lookingDynamicBold
Hue: Bright, saturated, and vivid colorsContrast of hue: highL-D contrast: low
Techno. & innovativeIntelligentLight (weight)Leading edge
Hue: White, grey, black, and other dark colorsContrast of hue: lowL-D contrast: high
Smooth & fluidMinimalismSilenceElegant
Hue: Mainly blue, also grey and light colorsContrast of hue: lowL-D contrast: high
Organic & naturalEco-friendlyFreedomWarm
Hue: Mainly green, yel-low, beige, and brownContrast of hue: middleL-D contrast: middle
Serene & peace of mindHarmonyPureRelaxing
Hue: light colors, often cold (blue, green, white)Contrast of hue: lowL-D contrast: low
4/serene & peace of mind
5/refinement 6/energy 7/different & unexpected
1/techno. & innovative
2/smooth & fluid
3/organic & natural
Concrete
User Environ-ment
Abstract
Context Literature review researCh question exPeriMents
15
ConClusion• Link kansei studies and the industrial design process• Uptake in the Toyota research and pre-development projects (kansei cards used in 9 different projects)• Lead to higher reciprocal understanding within the de-sign teams• Shared intention, different expertises
conclUsion and perspectives
ConClusion
Kansei-related design information tackled by key actors of the design process
Level of focus:
Concrete
User Environ-ment
Abstract
Concrete
User Environ-ment
Abstract
Concrete
User Environ-ment
Abstract
STYLING DESIGNER
PRODUCT PLANNER
ENGINEER
Kansei cards used in projects
Context Literature review researCh question exPeriMents
15
PErsPECtivE• Other types of representation (e.g. narrative, interac-tive)
• Link between intentions and final products: - Use along the design process - Break-down in function-specific requirements
ConClusion• Link kansei studies and the industrial design process• Uptake in the Toyota research and pre-development projects (kansei cards used in 9 different projects)• Lead to higher reciprocal understanding within the de-sign teams• Shared intention, different expertises
conclUsion and perspectives
ConClusion
Kansei-related design information tackled by key actors of the design process
Level of focus:
Concrete
User Environ-ment
Abstract
Concrete
User Environ-ment
Abstract
Concrete
User Environ-ment
Abstract
STYLING DESIGNER
PRODUCT PLANNER
ENGINEER
Kansei cards used in projects
Kansei cards:A visuAl tool supporting investigAtion, discussion, And representAtion of kAnsei-relAted intentions of A product to be designed
Authors: Alexandre Gentner Arts&Métiers ParisTech, Ph.D. Carole Bouchard Arts&Métiers ParisTech, Professor Aurélien Badoil Toyota Motor Europe, Designer Carole Favart Toyota Motor Europe, General Manager
KEER2014 conference, LINKÖPING | JUNE 11-13 2014