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저작자표시-비영리-변경금지 2.0 대한민국 이용자는 아래의 조건을 따르는 경우에 한하여 자유롭게 l 이 저작물을 복제, 배포, 전송, 전시, 공연 및 방송할 수 있습니다. 다음과 같은 조건을 따라야 합니다: l 귀하는, 이 저작물의 재이용이나 배포의 경우, 이 저작물에 적용된 이용허락조건 을 명확하게 나타내어야 합니다. l 저작권자로부터 별도의 허가를 받으면 이러한 조건들은 적용되지 않습니다. 저작권법에 따른 이용자의 권리는 위의 내용에 의하여 영향을 받지 않습니다. 이것은 이용허락규약 ( Legal Code) 을 이해하기 쉽게 요약한 것입니다. Disclaimer 저작자표시. 귀하는 원저작자를 표시하여야 합니다. 비영리. 귀하는 이 저작물을 영리 목적으로 이용할 수 없습니다. 변경금지. 귀하는 이 저작물을 개작, 변형 또는 가공할 수 없습니다.

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Page 1: Disclaimer - COnnecting REpositories · 2017-04-15 · Butter, 1984). The symbolic meanings of products are essentially related to the formation of product preference (Allen, 2006)

저 시-비 리- 경 지 2.0 한민

는 아래 조건 르는 경 에 한하여 게

l 저 물 복제, 포, 전송, 전시, 공연 송할 수 습니다.

다 과 같 조건 라야 합니다:

l 하는, 저 물 나 포 경 , 저 물에 적 된 허락조건 명확하게 나타내어야 합니다.

l 저 터 허가를 면 러한 조건들 적 되지 않습니다.

저 에 른 리는 내 에 하여 향 지 않습니다.

것 허락규약(Legal Code) 해하 쉽게 약한 것 니다.

Disclaimer

저 시. 하는 원저 를 시하여야 합니다.

비 리. 하는 저 물 리 목적 할 수 없습니다.

경 지. 하는 저 물 개 , 형 또는 가공할 수 없습니다.

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Exploring Possibilities of a Semantic Approach to

Color, Material and Finishing Design

Yonghoon Hwang

Department of Industrial Design

Graduate School of UNIST

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Exploring Possibilities of a Semantic Approach to

Color, Material and Finishing Design

A thesis

submitted to the Graduate School of UNIST

in partial fulfillment of the

requirements for the degree of

Master of Science

Yonghoon Hwang

1. 7. 2016

Approved by

_________________________

Major Advisor

James A. Self

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Exploring Possibilities of

a Semantic Approach to

Color, Material and Finishing Design

Yonghoon Hwang

This certifies that the thesis of Yonghoon Hwang is approved.

1. 7. 2016

________________________________

Thesis Supervisor: James A. Self

________________________________

Thesis Committee Member 1: Henri Christiaans

________________________________

Thesis Committee Member 2: Chajoong Kim

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ABSTRACT

This thesis presents an explorative analysis of materials and its semantic properties within the context

of color, material and finishing (CMF) design. The purpose of this study was to examine the

possibilities of a semantic approach towards CMF design. This was conducted by first, identifying the

perception of materials between designers (n=20) and users (n=20) with a semantic differential scale

and examining the influence of material semantics in real life experiences on a 5 point likert scale

with target participants (n=30). A material stimuli was produced for the exact purpose of the study and

was utilized throughout all stages of the study. The difference between participants and materials were

analyzed through two-way ANOVA. The characteristics of materials were identified through

preference distribution. Measuring the material influence was also analyzed through two-way

ANOVA. The propriety of the material stimuli was examined by multi-dimensional scaling of

semantic differential scale surveys. The perception of materials between designers and users resulted

in high similarity (null hypothesis) and indicated that material semantics could act as a method of

common consensus between designers and non-design stakeholders. However significant differences

(P value < 0.05 in two way ANOVA) appeared on adjective pairs ‘reliable-unreliable’, ‘mature-

immature’, ‘exciting-calm’, ‘interesting-boring’, ‘expensive-cheap’, ‘attractive-repulsive’ and

‘feminine-masculine’. Along with these adjectives strongly preferred adjectives for each material were

identified. These adjectives were related to influence of expertise between the groups. And utilized to

form a sematic pattern for each material. The materials, plastic and rubber, appeared to influence the

tasting experience on criteria sweetness and bitterness. From the findings of the study semantic

approach towards CMF design indicated potential possibilities. And a framework of sematic matching

map for material experiences were suggested.

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CONTENTS

1. INTRODUCTION .............................................................................................................................. 9

1.1 Background ............................................................................................................................... 9

1.2 Research Aims and Objectives ................................................................................................ 11

1.3 Research Questions ................................................................................................................. 12

2. METHODOLOGY ........................................................................................................................... 13

2.1 Objective ................................................................................................................................. 13

2.2 Participants .............................................................................................................................. 14

2.2.1 Selecting Designers ........................................................................................................ 14

2.2.2 Selecting Non-designers ................................................................................................ 14

2.3 Research Instruments .............................................................................................................. 15

2.3.1 Selection of materials ..................................................................................................... 15

2.3.2 Selection of form ............................................................................................................ 15

2.3.3 Prototyping Procedure.................................................................................................... 17

2.4 Stage 1, Semantic Differential Scale ....................................................................................... 18

2.4.1 Selecting Bipolar Adjectives .......................................................................................... 19

2.4.2 Procedure of Stage 1 ...................................................................................................... 20

2.5 Stage 2, Tasting Experience .................................................................................................... 21

2.5.1 Selecting Evaluation Criteria ......................................................................................... 21

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2.5.2 Selecting the Target Beverage ........................................................................................ 22

2.5.3 Procedure ....................................................................................................................... 23

2.6 Stage 3, Multi-Dimensional Scaling ....................................................................................... 25

2.6.1 Selecting Product Images ............................................................................................... 25

2.6.2 Selecting Bipolar ............................................................................................................ 26

3. RESULTS.......................................................................................................................................... 27

3.1 Stage 1, Semantic Differential Scale ....................................................................................... 28

3.2 Stage 2, Tasting Experience .................................................................................................... 38

3.3 Stage 3, Multi-Dimensional Scaling ....................................................................................... 40

4. DISCUSSION ................................................................................................................................... 42

5. CONCLUSION ................................................................................................................................. 48

ACKNOWLEDGEMENT .................................................................................................................... 51

REFERENCE ........................................................................................................................................ 52

APPENDIX

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LIST OF FIGURES

Figure 01 Framework of product experience ....................................................................................... 10

Figure 02 the relation between three stages of the study ...................................................................... 12

Figure03 super normal exhibition ......................................................................................................... 16

Figure 04 Prototyping process of each material stimuli........................................................................ 18

Figure 05 participants taking the first SD scale survey......................................................................... 20

Figure 06 participant placing the stimuli for the second SD scale survey ............................................ 21

Figure 07 five factors of brand personality measure ............................................................................. 22

Figure 08 Participant evaluating the taste ............................................................................................. 24

Figure 09 Diagram of experimental procedure ..................................................................................... 25

Figure 10 Image profile of preference on metal.................................................................................... 29

Figure 11 Image profile of preference on wood .................................................................................... 31

Figure 12 Image profile of preference on plastic .................................................................................. 32

Figure 13 Image profile of preference on rubber .................................................................................. 33

Figure 14 Distribution pattern of adjective ranks in four materials ...................................................... 36

Figure 15 image profile of preference in taste on different stimuli ...................................................... 39

Figure 16 the Euclidean distance model between variables .................................................................. 41

Figure 17 the distribution graph of mean scores from stage 3 .............................................................. 44

Figure 18 Framework of the semantic matching map ........................................................................... 48

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LIST OF TABLES

Table 01 Bipolar adjectives selection .................................................................................................... 19

Table 02 Product images for the MDS survey ...................................................................................... 26

Table 03 Bipolar adjectives for MDS.................................................................................................... 27

Table 04 Typical adjectives from each material .................................................................................... 34

Table 05 Participant responses from the interview in stage 1 ............................................................... 37

Table 06 Stimulus coordinates from MDS ............................................................................................ 42

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1. INTRODUCTION

1.1 Background

Material selection is a key feature in the product design process (Ashby & Johnson, 2009). The

material a product is made from represents and expresses various features and characteristics

depending on its contextual use in relation to the characteristics of the product and the user (Karana,

2009). The material design process is often referred as CMF (Color, material and finishing) design

among practitioners. Based on my experience as a CMF designer, various aspects are considered

during the CMF design process such as target tier group, product tier group, upcoming trends, product

price, productivity and brand strategy.

The overall CMF process is a collaborative effort between different expert groups from design,

engineering, marketing, planning and sales. Within this interdisciplinary effort, the design group is

relatively more involved in the aesthetic strategy of the product, deciding factors such as color

options, pattern options, material selection, finishing options and customer preferences. Contrary to

the fact that the final design selection is made together with non-design professionals, initial CMF

design selection is often based on the designer’s heuristic strategies (gut feeling) of the CMF design’s

potential to provide opportunities for appeal in the target market. This aesthetics-based design process

weakens the rationale of the designer’s selection when discussing the CMF design options with non-

design professionals since it is not easy to convince non-design stakeholders based mostly upon the

designer’s sensual motif.

Design, Meaning and CMF Design

Design research has constantly evolved to explore new areas. Among these efforts attempts to explore

the “meaning” (i.e. semantics) of materials and other emotional characteristics in relation with design

has been discussed widely (Karana, 2009; Krippendorf, 1984; Verganti, 2009; Allen, 2006). This

research area concentrates on the semantics and symbolic meaning of design, which Hekkert (2006)

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distinguish as the experience of meaning among three components: aesthetic pleasure, attributes of

meaning and emotional response. Products are recognized to offer more than practical function and

pragmatic applications. Instead products are seen to act as symbols for people (Crilly, Moultrie, &

Clarkson, 2004). In addition products are seen as important carriers of meaning (Krippendorff &

Butter, 1984). The symbolic meanings of products are essentially related to the formation of product

preference (Allen, 2006). Symbolic meaning is defined as the meaning of the product, encompassing

abstract ideas and associations with a product and beliefs about the kinds of people who use them

(Allen, 2002).

Figure 01 Framework of product experience (Hekkeert, 2006)

The product experience is defined as the entire set of affects that are elicited by the interaction

between a user and a product, including the degree to which the senses are gratified (aesthetic

experience), the meanings we attach to the product (experience of meaning) and the feelings and

emotions that are elicited (emotional experience, Hekkert, 2006). Figure 01 illustrates the product

experience framework by Hekkert.

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During the application of the CMF (Color, material and finishing) design approach aesthetic and

emotional aspects are commonly discussed but less effort towards exploring the experience of

meanings are made in practice. However attempts regarding such efforts were addressed by Karana

(2009) as she discusses the meanings of materials, visualizing the material experience between the

user and the material. Verganti (2009) emphasizes the importance of meaning and how it may lead to

meaningful innovation. Ashby (2003) mentions the importance of associating product personality and

material characteristics.

Despite these existing works and the expanding significance of semantics in product and material

design, less is known about the practice and possibilities in approaching the CMF design process from

a semantic perspective. This study explores the potential use of material semantics as a design factor

in the CMF design approach.

1.2 Research Aims and Objectives

The purpose of the current study is to investigate the pragmatic role of semantics as a CMF (Color,

material and finishing) design factor; to examine the propriety of using semantics as a rationale and

criteria for CMF design selection. To achieve this we examine the difference and similarities between

designers and users in terms of their perception of some commonly used and generic materials of

design (wood, metal, plastic rubber). To quantify the influence of different materials upon the

semantic responses of the two groups, material samples were used as stimuli. The experiment design

was not intended to identify and establish a solid semantic phase for the CMF design processes, but to

address potential possibilities for material semantics by discussing the outcomes of each experiment

stages. Each stage represents perception, influence and propriety of material semantics. The study

consists of three stages, with each stage linked to the other since each phase stands as rationale for the

next. The relation for each phase of the three phases is illustrated in figure 02.

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Figure 02 the relation between three stages of the study

Stage 1 examines the notion of materials on designers and users. The identified notions of materials

are tested in relation with experience at stage 2. And the material stimuli used in both stages are

verified regarding the compatibility with the process.

1.3 Research Questions

This thesis addresses the following research questions:

(1) What are the perceptions of typical product materials between designers and users?

(2) Is there an influence by materials in a material experience?

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For a semantic approach to be considered as a compatible option in the CMF design process,

differences and similarities between the designer and user needed to be identified. Because a clear

consensus on subjects is the foundation of an effective communication. And testing the findings in

terms of influence on an actual experience will suggest the practical possibilities of the semantic

approach. RQ 1 and 2 were raised from these reasons.

2. METHODS

2.1 Objective

The aim of this study is to examine the material experience from a practical perspective and consider

the implications for the CMF (Color, material and finishing) design approach. To achieve this at stage

1, the perception of different materials between two groups, designers and users, were identified using

a semantic differential scale and a generic cup design fabricated in four different materials (metal,

wood, rubber and plastic). Secondly, during stage 2, the influence of materials in product experience

was measured to identify the extent to which the four different materials influenced the user’s

experience. This experiment was conducted as a coffee tasting event using likert scales on various

tastes and brand image while changing the material of the cups as stimuli to gather response data on

the influence of the four materials. Thirdly, at stage 3, a semantic differential scale survey was

conducted on images of identical products made with different materials. Data from stage 3 was

analyzed to support the stimuli (i.e. material stimuli sample) as appropriate to represent material

characteristics over product type characteristics to fulfill both purposes of stage 1, extraction of

material semantics, and stage 2, measuring material influences.

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2.2 Participants

The participants of this study were recruited for each of the different experiments (stages 1, 2 and 3)

to fit the criteria and purpose of each stage. At stage 1 the participant were divided into two groups,

designers and non-designers. These two groups were designed to be within a similar age group and

gender ratio. Participants for stage 2 and 3 were undergraduate students with no prior knowledge in

relation with the study.

2.2.1 Selecting Designers

The main role of the designer group in stage 1 was for the extraction of thoughts on different

materials as an industry professional that handles materials from a manufacturing perspective. The

selection criteria of designers were as follows:

-Over 5 years of industrial experience as a designer

-Experienced design manufacturing process

-Handles materials from a manufacturing perspective

A total of 20 designers were selected for the professional designer group with industry backgrounds

from product design, car design and furniture design. The age range of the designers were from 29 to

35 (average = 33) with industry experiences ranging from 6 to 11 years (average=8).

2.2.2 Selecting Non-designers

The non-designer group for stage 1 was considered as the end-user who confronts the designer’s

intensions from a consumer’s perspective. This group had no prior design education and selected

within a similar age range of the designer group participants. A total of 20 participants were selected

for this group with an age range from 26 to 35 (average=27).

The participants for stage 2 and 3 were undergraduate students who were informed that they were

recruited for a tasting event and had no prior information regarding materials. A total of 30

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participants were recruited with an age range of 20 to 25 (average=21). These participants were not

involved in stage 1.

2.3 Research Instruments

To successfully execute the methodology a stimuli that could be utilized throughout the study

fulfilling different purposes of each phase had to be identified. The appropriate stimuli was selected

regarding the material characteristics, product form and purpose of the study.

2.3.1 Selection of materials

There are numerous kinds of materials that could be applied when designing a product but only a few

kinds of materials are dominant in the market. The materials are inevitably narrowed down when

considering various materials aspects during the material selection process (Ashby, 2005). As from

my personal experience as a CMF designer, One of the most important aspects of material selection in

consumer product design is cost since the target tier is already included in the specifications of the

design project prior to any actual designing. This naturally limits the material selection pool and

inevitably the product needs to be mass produced in order to serve value as a consumable. So from a

manufacturing point a view the most common materials that are competitive in the market are plastic,

metal, rubber, glass, composite and wood. These materials are the most compatible options for a mass

production system using molds and presses (Todd, Allen, Altin, 1994). Among them four materials

were selected in consideration of feasibility in terms of affording prototyping possibilities as stimuli

for the experiments.. The materials of choice were plastic, metal, wood and rubber and all these

materials were used to produce the stimuli at stages 1, 2 and 3.

2.3.2 Selection of form

The stimuli needed to express each of the four chosen materials, to extract the semantics for each

material, and be recognized as a product in order to simulate as close as possible a product use in

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order to measure the material experience. Finding an appropriate form that meets both criteria was not

easy since products have their own semantics (kripendorff, 1984). When too strong this may negate

or, at least, influence an ability to measure the effects of the material. Likewise using products applied

with questionable materials (e.g. a glass hammer) would have also resulted in bias.

In consideration of the above factors a list of products that were framed as ‘super normal’ by Naoto

Fukasawa and Jasper Morrison (2007) offered possibilities that suit the purpose of the current study.

The term ‘super normal product’ is defined as products that people feel so familiar with that they

focus more on the core value of the product itself then other matters (i.e. form, color, material etc.).

For instance, a coat-hanger exists to assist the user during the process of hanging their clothes but

does not stand out as a product throughout the experience. A total of 210 products were introduces as

super normal by Fukasawa and Morrison (2007), with the products displayed at an exhibition (Figure

03).

Figure03 super normal exhibition

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Products that could be commonly seen in all four materials (metal, wood, plastic, rubber) were

shortlisted among them and in consideration of reproduction as a stimuli the form of a cup was

selected.

2.3.3 Prototyping procedure

All four stimuli were prototyped in identical form with four different materials. For the purpose of the

experiments the cup consisted of two parts, the outer layer, the material part, and the inner layer, a

replaceable plastic cup. Each cup was prototyped using a different method. Below is a brief

summation of the prototyping and fabrication process. (Figure 04)

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Figure 04 Prototyping process of each material stimuli

2.4 Stage 1, Semantic Differential Scale

Stage 1, the material evaluation session, was conducted in two phases with each group, designers and

users. As a typical in the collection of responses to product semantics, semantic differential (SD)

scales were used (Osgood, Suci, & Tannenbaum, 1957) on two different scales with each of the four

material stimuli for all participant groups.

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2.4.1 Selecting Bipolar Adjectives

The bipolar adjectives for the study were compiled based on a previous study (Khalaj, Pedgley, 2014)

which collected semantic characters of furniture designs. Due to the state of the stimuli and purpose

of this test, adjective pairs regarding usability and form were removed. A total of 19 adjective pairs

were finalized for the study at stage 1 (Table 01).

Table 01 Bipolar adjectives selection

The three headings ‘Social values and position (SVC)’, ‘Interaction (I)’ and ‘Personality

characteristics (PC)’ were given to strategically group the set of adjective pairs. By this the multiple

interpretations of individual adjectives could be limited to the headings thus act as guidance when

presented to the participants. The SVC group is for status evaluation, I group for interaction

evaluation and the PC group for figurative evaluation.

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2.4.2 Procedure of Stage 1

The participants were first shown a brief introductory presentation on the objectives and purpose of

the research and told their role (i.e. designer or consumer) as a participant.

First, in phase 1, a semantic differential scale survey was conducted without any stimuli. The

participants were asked to mark their thoughts in relation to each material for each of the 19 bipolar

SD scales on the 5-point scale survey. (Figure 05)

Figure 05 participants taking the first SD scale survey

Next, at phase 2 of stage 1, the participants were presented with four cups made with four different

materials as stimuli. The bipolar adjectives used in the first SD scale were placed on each side of a

scale board and participants told to place the cups on the scale board in relation with the each of the

bipolar. For each bipolar a picture was taken to record the responses and later converted into a 9-point

scale for finer analysis. (Figure 06)

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Figure 06 participant placing the stimuli for the second SD scale survey

After the two phases were complete a brief interview was conducted asking the following questions:

1. As a consumer are you influenced by the material of the product?

2. Why or why not are you influenced?

The interview was recorded on a voice recorder with permission form the participant.

2.5 Stage 2, Tasting Experience

This experiment was conducted to explore the extent to which the four different materials influenced

the user’s product experience. To achieve this a tasting evaluation was first conducted followed by a

brand image evaluation. 30 participants were involved at stage 2 with an age range of 20 to 25

(average=21).

2.5.1 Selecting Evaluation Criteria

The evaluation criteria for taste and brand image needed to be established for the experiment. The

beverage for evaluation had also to have an official tasting criteria to then be used in the survey

response items. Among several beverages wine and coffee were the most established beverages with a

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widely recognized professional tasting criteria and coffee was selected. The coffee tasting criteria was

adopted from the ‘Master Taster Certificate Program’ from the ‘Specialty Coffee Association of

America’ (SCAA, 2015) which includes acidity, bitterness, sweetness, saltiness, sourness and

mildness (i.e. body). Among the criteria sourness, bitterness, mildness and sweetness were used as the

final criteria based on the actual taste of the target beverage to avoid confused responses.

The evaluation criteria for brand image was adopted from a previous study that developed a new

measure to focus on brand personality (Geuens, Weijters, Wulf, 2007). The adopted scale consists of

five factors (Figure 07) and from each factor a representing criteria that were suggested by the study

were selected. The finalized criteria for evaluating brand image were romantic, bold, dynamic, simple

and stable. Each criteria was explained to the participants in relation with the five factors;

responsibility, activity, aggressiveness, simplicity and emotionality.

Figure 07 five factors of brand personality measure

2.5.2 Selecting the Target Beverage

Although the purpose of the experiment was to explore the effect of materials during the experience,

selection of the beverages was also important to lead the participant’s interest away from the materials

to avoid expressing indications of the real purpose of the study.

Three types of beverages were selected. As a standard beverage to act as neutral on the scale, coffee A

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with sugar was selected. For evaluation of taste two types of flavor were used, a bitter flavor (coffee

B) and a sweetened one (coffee C). The two flavors were evaluated together to avoid any indication

that all three coffees were from the same flavor or that the aim of the experiment was to assess

response to the materials of the four cup stimuli.

2.5.3 Procedure

Prior to the start of the study the participants were informed that the experiment was for the

development of a new coffee brand concept and that they would be evaluating the taste and brand

image of the newly developed flavors. In front of them were placed the four cup as stimuli fabricated

from the four different materials with a teapot behind each one (Figure 08). A cup of water to cleanse

the mouth was also provided throughout the experiment.

Participants were first given a cup of branded coffee (Coffee A) to taste and use as a standard when

evaluating. The temperature of the beverages was maintained at a constant by intentionally cooling

the branded coffee and pouring hot water just before the questionnaire for coffees in the material

stimuli cups. After tasting the branded coffee participants were given coffee in one the material

stimuli cups and were asked to evaluate the taste and brand image of the coffee using the

questionnaire.

Figure 08 Participant evaluating the taste

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The instructions given to the participants are as follows:

Please taste the branded coffee first and use it as a standard for the likert scale.

Think of the branded coffee as neutral and mark your thoughts about the coffee

that I am giving you. On the next page you will evaluate the brand image of the

coffee you just tasted. For instance if you think of an existing coffee brand you

will have a brand image of that coffee brand. Although the coffee you just tasted

does not have a brand yet try to evaluate the brand image based on the taste.

This sequence was repeated for all four cups and the flavor of the drinks were in monadic

sequence, as in Figure 09, to avoid a possible taste-material bias. The amount of water was controlled

by using a scaled cup to pour hot water.

Figure 09 Diagram of experimental procedure

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2.6 Stage 3, Multi-Dimensional Scaling

Since the study was concerned with the influence of materials upon product semantics, rather than the

holistic product experience, the material as stimuli was the focus of attention. In other words the form

of the object (i.e. cup form) was chosen to limit the influence of other factors (form, technical and use

function) in favor of material characteristics. To assess the influence of the four materials multi-

dimensional scaling (MDS) of the Euclidean distance between SD responses was conducted.

Indications from the MDS results could identify the grouping of the participant’s responses (i.e. by

materials or by products). Participants would be presented with a random image of an identical

product that is made in four different materials. They were then asked to mark their thoughts about the

product on a semantic differential scale. 30 participants were surveyed in stage 3 of the study with an

age range from 20 to 25 (average=21).

2.6.1 Selecting Product Images

The product images for the survey were selected from the product list compiled for the SD scale

survey. Among the super-normal products three products were finalized; bowl, cup and spoon. The

three products were digitally manipulated to be seen as an identical or similar product made with a

different materials (Table 02).

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Table 02 Product images for the MDS survey

The final selections of the stimuli images are presented at table 00. The three rows illustrate the type

of product and the three columns illustrate the type of materials used in the stimuli image.

2.6.2 Selecting Bipolar

Bipolar adjective for the MDS survey were extracted from the results of the SD scale survey. The

adjectives that expressed a strong tendency to each end of the bipolar which had mean scores within

the ‘strongly agree’ and ‘strongly disagree’ range were selected. Two adjective pairs from each bipolar

group (social values and position, interaction and personality characteristics) were finalized. The

bipolar adjectives are listed in table 03

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Table 03 Bipolar adjectives for MDS

3. RESULTS

Data from stages 1, 2 and 3 (i.e. SD scale survey, likert scale survey and participant interviews) were

analyzed in the following ways:

(1) Preference score distribution (stage 1 and 2)

(2) Difference between factors, Two way ANOVA (stage 1 and 2)

(3) Relative importance of semantic bipolar (stage 1)

(4) Design implication insights (stage 1,2 and 3)

Results from each stage are analyzed and presented individually in sections 3.1-3.3 below.

3.1 Stage 1, Semantic Differential Scale

The mean scores and standard deviation for the 19 adjective pairs evaluated by designers and users at

stage 1 indicated both groups shared similar responses to and perceptions of the four materials with

(i.e. phase 2) or without (i.e. phase 1) the stimuli. The expertise level in relation to material responses

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had a limited influence on forming a significantly different notion of the materials since most

preference patterns were almost identical between the two groups. Profiles of preferences for each

material are shown in Figures 10 to 13 below. The horizontal axis represent the bipolar adjective

pairs, while the vertical axis illustrate scales of mean scores. Each of the two lines (blue and orange)

show the preference pattern of each group. The orange line represents designers and the blue non-

designers. Differences in mean scores between the two groups are also illustrated by different sized

dark and light grey blocks. A dark grey block indicates that the mean score of the non-designer group

was higher. While a light grey block indicates the opposite. The color and size of the block is a visual

indication of preference patterns for each adjective pair between the two groups. ‘*’ is marked on top

of the block where a statistically significant difference (P value < 0.05) between groups was

identified, either by expertise or correlation effect. A black dot marked next to the adjective pairs on

the horizontal axis indicates a strong preference for the adjective derived from a mean score within

the 25% range of a bipolar.

From the results of phase 1, the designer participants responded with more positive preference for

adjective pairs Reliable-Unreliable, Mature-Immature and Interesting-Boring (P values < 0.05 in two-

way ANOVA). And from phase 2 adjective pairs Expensive-Cheap and Interesting-Boring also showed

more positive preferences from the designer group (P values < 0.05 in two-way ANOVA). A

correlation effect appeared (P values < 0.05 in two-way ANOVA) on adjective pairs Exciting-Calm,

Attractive-Repulsive, Quiet-Noisy, Mature-Immature and Feminine-Masculine where designers and

users showed significant difference of preference but not all the adjectives could be defined as either

more negative or positive for all the participants within each group However a further statistical

analysis is needed to determine which exact material is the cause of the difference thus in this study

only an assumption can be made together with the relative mean difference of each group for each

adjective pair. Detailed scores for each adjective pairs are contained within the appendix.

The analysis method, two way ANOVA, focused on identifying the difference between the two

groups. The results are an indication of whether a significant difference or similarity (null hypothesis)

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occurred. Thus identifying the exact reason on which material influenced the difference is limited

from this analysis and not required in this research. However a further analysis on individual material

semantics is crucial to develop the findings from this study into a more practical method of semantic

based CMF (Color, Material, Finish) design.

The results for metal, obtained in stage 1 (phase 1 and 2) of the study, are illustrated in Figure 10

below.

Figure 10 Image profile of preference on metal

In phase 1 a similar profile between the two groups was identified in general but designers gave more

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positive evaluations for metal (Figure 10, Metal phase 1, blue line). The adjectives where non-

designers showed more positive results were Aggressive, Futuristic, Exciting and Friendly but the

difference was not noticeable (Figure 10 Metal phase 1, yellow line). Designers and non-designers

indicated strong preference for the adjectives Contemporary, High class, High tech, Expensive,

Global, Robust, Attractive, Futuristic, Mature and Masculine regarding the notion of metal (Figure

10, Metal phase 1, black dots). Also, the design participants showed a relatively wide difference in

adjective pairs Safe-Dangerous and Reliable-Unreliable which indicated the designers evaluated

metal as more reliable and safe. Among the two pairs a statistically significant (F = 9.668, P < 0.01 in

two way ANOVA) difference was identified in ‘Reliable-Unreliable’.

A similar profile graph could also be seen for phase 2 with designers tended to be more positive in

general (Figure 10, Metal phase 2). Both groups indicated strong preferences for adjectives

Contemporary, High class, High tech, Expensive, Global, Reliable, Robust, Futuristic and Masculine

(Figure 10, Metal phase 2, black dots). A relatively greater difference between the two groups could

also be seen in response to the adjective pairs Quiet-Noisy and Mature-Immature, which was also seen

appeared to be significantly different statistically (F = 5.512, P value < 0.05 in two way ANOVA).

The results from phase 1 (no cup stimuli) and 2 (with cup stimuli) appeared to show similar semantic

responses to perceptions metal (Figure 10). However the material stimuli (i.e. metal cup) appeared to

have influenced the difference between the two groups in some adjective pairs. In phase 2 designers

expressed a strong tendency towards Dangerous and non-designers towards Reliable. Both groups

evaluated metal as less attractive in phase 2 compared to phase 1. The introduction of the stimuli,

metal cup, thus had some influence upon participant responses between phases 1 and 2.

Figure 11 below presents the results for wood, again obtained in stage 1 (phase 1 and 2) of the study.

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Figure 11 Image profile of preference on wood

Similar graph patterns were identified in response to the material wood between the two groups in the

two phases (Figure 11). In phase 1 Traditional , High class, Expensive, Safe’, Reliable, Attractive,

Nostalgic, Quiet, Mature, Calm and Friendly were identified as strongly preferred adjectives for wood

by both designers and non-designers (Figure 11, Wood Phase 1, black dots). A greater difference

between the two groups was identified in Interesting-Boring where designers showed more positive

responses towards the interesting bipolar compared to the non-designers response towards the

adjective boring. This result was also shown to be statistically significant in difference (F = 9.435, P

< 0.01 in two way ANOVA).

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In phase 2 the adjectives Mature and Friendly, inlike in phase 1, were excluded as being strongly

preferred in comparison to phase 1 (Figure 11, Wood Phase 1). Non-designers disagreed with

designers in phase 2 on these two adjective pairs resulting in a wider gap between the groups.

Figure 12 compares results for responses to plastic at stage 1 (phases 1 & 2) between designers and

non-designers.

Figure 12 Image profile of preference on plastic

Plastic also showed similar preference patterns in general between the two groups in both phases. In

phase 1 the preference graph was almost identical except for Reliable-Unreliable where designers

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reported a greater tendency towards evaluation of the plastic as reliable (Figure 12, Plastic phase 1,

blue line). This difference between groups was also statistically significant (F = 9.668, P < 0.01 in

two way ANOVA). Strongly preferred adjectives for both groups identified in phase 1 were plastic

were Low-Class, Cheap, Global, Practical and Ordinary (Figure 12, Plastic phase 1, black dots).

In phase 2 adjectives of strong preference were identical except for Global’ where both groups

indicated preference towards the opposite, Local (Figure 12, Plastic phase 2, black dots). No relatively

significant difference between the two groups was identified in this phase. The difference gap in

Reliable-Unreliable was not identified in phase 2. The designer group expressed more preference

towards negative adjectives Unreliable, Repulsive, Noisy, Immature and Ordinary (Figure 12, Plastic

phase 2, blue line). Both groups indicated that plastic was more Local, Delicate, Ordinary and Boring

when presented with the material stimuli (Figure 12, Plastic phase 2, black dots).

Figure 13 illustrates the result for the material rubber between designers and non-designers at stage 1

(phases 1 & 2).

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Figure 13 Image profile of preference on rubber

The graphic representation of responses to rubber was also similar between the two groups and phases

but a narrower pattern is identified in phase 2 in comparison with phase 1 (Figure 13). The adjective

of strong preference for both groups in phase 1 were Cheap, Safe, Practical and Friendly (Figure 13,

Rubber phase 1, black dots). But none of these adjectives were identified in phase 2 since the entire

graph narrowed toward the neutral. In phase 1 a significant difference (F = 3.16, P < 0.05 in two way

ANOVA) was identified in Exciting-Calm where designers expressed a more positive evaluation

(Figure 13, Rubber phase 1, * above bipolar).

In phase 2 the designers expressed a relatively strong shift towards adjectives High tech, Expensive,

Delicate and Unfriendly (Figure 13, Rubber phase 2, blue line). The non-designers expressed shifts

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towards adjectives Repulsive, Calm, Unfriendly (yellow line).

Table 4 presents typical adjectives from each material (those identified with black dots across the four materials)

Table 04 displays the strongly preferred adjectives from each material which were marked with a

black dot across the distribution graphs (Figure 10 to 13). The adjectives marked in orange on table 4

were commonly identified in both phases and could be identified as typical adjectives for each

material. There were no adjective pairs where each group expressed opposing preferences with

significant difference (P values < 0.05 in two-way ANOVA). Typical adjectives identified for metal,

plastic and wood showed similar preference but no typical adjectives were found from phase 2 on

rubber. This is due to the general narrowing of the entire graph towards neutral in results for rubber.

And indicates that the rubber stimuli used in phase 2 was not generating any strong preferences.

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Which from a design perspective is positive since it reduced the scores towards Cheap as a material.

However the overall image profile and mean scores maintained similar thus adjectives from phase 1

could be identified as typical adjectives for rubber.

Mean responses for each of the adjectives for each material form a distribution pattern as illustrated in

Figure 14, SVP (social values and position), I (interaction) and PC (personal characteristics)

Figure 14 Distribution pattern of adjective ranks in four materials

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These patterns were built with only the results from phase 1 since it displays the same results as

Figure 10 to 13. However by this method of graphic visualization a new way of material semantic

recognition is suggested. Each material displays a unique pattern in accordance with the bipolar

adjectives. The outer circle represents a mean response of 1, positive bipolar, from the scale and the

center circle represents 5, negative bipolar, on the scale. The orange line represents designers and the

blue line represents non-designers. The graph consists of three groups which are the headings from

the adjective bipolar selection. The green zone represents ‘Social values and position’, the blue zone

represents ‘Interaction’ and the gray zone represents ‘Personal characteristics’.

In each pattern we can see how each zone is affected by the adjective distribution. For instance in

plastic we can see that the general distribution is negative based on the size of the pattern especially in

SVP. In metal we can see a big pattern covering the SVP and I zone which indicates a positive

evaluation in those areas. Meaning that metal is material with positive status and usage evaluations.

Thus if a designer is trying to design a product for a high status tier metal could be a reasonable

option to consider based on the graph in figure 14. These patterns could be further developed into a

semantic pattern of the materials and utilized as a matching reference for CMF (Color, Material, and

Finishing) design. To activate the match a semantic pattern of product types should be develop

together. And by matching the patterns of materials and product types we could determine whether

there is a positive or negative match between the two to be utilized as a possible semantic approach to

CMF design.

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Table 05 illustrates example open participant responses from the interview study at stage 1

Subsequent to the survey study consisting of SD scale responses, open ended responses were gathered

at the end of stage 1. Despite the semantic perception of materials between the two groups being

similar, some interesting differences were identified from the qualitative responses. The participant’s

responses were coded using descriptive and in-vivo methods.

Participants from each group expressed different issues in response to the interview question.

Designers mostly addressed the quality of the CMF (Color, Material, and Finishing) design when they

were a consumer. For designers usability was not solely indicated by the material itself.

Manufacturing perspective and Design finishing quality are codes that indicated designers were

influenced by their knowledge of the manufacturing process when evaluating or comparing their

choice of product as a consumer. Usability ‘codes from users expressed how certain materials should

and should not be used on certain products. And materials directly indicated the usability of the

product even without tactilely experiencing the product. Usability was not included in the SD scale

criteria for stage 1 since it is difficult to evaluate usability without an actual artifact. But qualitative

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data shows that ‘Usability’ is a frequent area of concern in relation with materials. These findings

suggest that usability issues should be considered as an individual area of concern in relation with

semantics.

3.2 Stage 2, Tasting Experience

The results from stage 2, the coffee tasting evaluation, are illustrated in Figure 15. The vertical axis

represents the scale of mean scores and the criteria for evaluation are on the horizontal axis. Each

material cup is displayed as an individual color (Blue, orange, green and purple). The difference gap

between materials are marked with a black line and the ones with a statistically significant difference

are mark with a ‘*’ on top of the graph.

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Figure 15 image profile of preference in taste on different stimuli

The mean scores and standard deviation of the likert scale survey on taste and brand image between

different materials showed no significant difference in brand image. This indicated that the material

had no significant effect upon the participant’s response in terms of branding. However, a significant

correlation effect was identified between plastic and rubber for sweetness (F = 2.989, P < 0.05 in

two-way ANOVA) and bitterness (F = 3.866, P < 0.05 in two-way ANOVA) with sugared coffee

(Figure 15, Sugared Coffee, orange & green lines). The mean difference between plastic and rubber

for sweetness was 1.57 and for bitterness 1.4. The same beverage in a rubber cup was evaluated as

sweeter compared to the plastic cup and this result was shown to be significant. Likewise, the same

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beverage in a plastic cup was evaluated as significantly bitterer than when drunk from a rubber cup.

However, the same correlation effect was not identified in the non-sugar beverage condition (Figure

15, Non-sugar Coffee). Participants also expressed a relatively wide difference (Mean difference 1.53)

for Mildness of the sugared coffee, with plastic and rubber again attracting the biggest difference

(Figure 15, Sugared Coffee, orange & green lines).

For the Non-sugar coffee participants showed a relatively wide difference in response to Sourness

(Mean difference 1.1), Bitterness (Mean difference 1.13) and Stable (Mean difference 1.27) (Figure

15, Non-sugared Coffee). Coffee in the plastic cup appeared to have less sourness than in wood

(Figure 15, Non-sugared Coffee, Mean difference 1.07) and less bitterness than rubber (Mean

difference 1.13). Also plastic and metal had a mean difference of 1.27 regarding the stableness in

brand image (Figure 15, Non-sugared Coffee).

Another interesting finding was that for Bitterness the rank appeared in the order of plastic-wood-

metal-rubber (Figure 15, mean score 3.73, 4.33, 4.47, 5.13) on sugared coffee but in reverse order,

rubber-metal-wood-plastic (mean score 2.4, 3.07, 3.33, 3.53), on the non-sugared coffee. In both cases

the mean score of plastic was 3.73 on sugared coffee and 3.53 on non-sugared coffee. This suggests

that rubber is a material that could be used to manipulate stronger influence during a tasting

experience in relation with sugar.

3.3 Stage 3, Multi-Dimensional Scaling

The data from stage 3 was analyzed using multi-dimensional scaling (MDS) of the Euclidean distance

between variables. The multi-dimensional distances are illustrated on a two-dimensional scale in

Figure 16. The dimension are a temporary form to visualize the distance between coordinates and

hold no particular representation.

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Figure 16 the Euclidean distance model between variables

As illustrated on Figure 16 the distance between variables indicated a grouped pattern between

materials. The results of the multi-dimensional scaling show that participant’s evaluations on products

with different material were grouped by material and not by product type. The stress value was

“0.04431” and the RSQ value was “0.98955” for the dimensional solutions which both indicates that

the results were grouped with relatively high correlation to the original data. The stimulus coordinates

for each variable are illustrated on Table 06.

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Table 06 Stimulus coordinates from MDS

These stimulus coordinate derived from the result of SD responses in stage 3. The mean scores and

standard deviation was used to calculate a coordinate on the multi-dimensional scale and forced onto

a two dimensional coordinate to visualize the distances from each other.

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Figure 18 the distribution graph of mean scores from stage 3

The distribution graph of mean scores from stage 3 is illustrated in figure 18. The vertical axis

represents the mean score and the horizontal axis represents the adjective pairs. The bar displays the

mean scores for each adjective pair and each color stands for the product image used in stage 3. The

results were grouped in color to highlight the findings. The blue colored group represents metal, the

red colored group ‘Plastic’ and the green colored group ‘Wood’. It is clear that results from most of

the adjective pairs are grouped in material and not product type.

Both results from the MDS and distribution graph suggests that the overall preference distribution of

adjectives expressed similar results as stage 1 indicating that super-normal product types display

similar material semantic characteristics. These type of generic products are an effective form of

stimuli when measuring material semantic characteristics.

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4. DISCUSSION

Despite the differences in educational background and prior knowledge of manufacturing processes

the general perception of materials was not significantly influenced by design expertise (Stage 1). In

general designers and users shared highly similar notions for each material. This pattern was shown

on both scales from phase 1 and 2 of stage 1. Specifically, this is an indication that the stimuli

confirmed the participants initial responses to materials, as indicated in responses gathered at phase 1

or stage 1. Also a material stimuli is not necessarily needed to extract the semantic characteristics of a

commonly known material. However this cannot be an indication that designers share the same

aesthetic appreciation of materials with users since no evaluation in relation with aesthetics were

measured. But in terms of semantics they appeared to share a common understanding and

appreciation of the stimuli materials. The semantic similarity between the two groups, as indicated by

similar responses to the SD scales could also be visually identified from the distribution pattern in

Figure 14 of the results section. Also, based on the null hypothesis of the two-way ANOVA results,

similarity between the two groups were more commonly identified than differences. These results

suggested that designers shared similar semantic perceptions with non-designers on common

materials. The similarity between phase 1 and phase 2 could have been affected by using the same

bipolar adjectives twice as the participants had already experienced the SD scale sets in phase 1.

However just from the results of phase 1 the similarity between two groups was still identified as

similar in profile of responses. Thus material semantics could be an effective way to transfer or

discuss the designer’s intentions since results indicate users share common semantic values in

response to product materials.

Adjectives with statistically significant differences between designer and non-designers were also

identified as Reliable-Unreliable, Mature-Immature, Interesting-Boring and Expensive-Cheap.

Although from this study alone it is unclear which materials are the main cause of this difference, it is

certain that designers possess a more positive attitude towards the four materials based on these

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statistically significant findings. This is an indication that despite the strong similarity between

designers and non-designers knowledge and experience of manufacturing processes pull designers

towards to think of materials as more reliable, mature, interesting and expensive.

In contrast to the highly similar perception patterns of materials, designers and users expressed a

different perspective on materials when they considered products both as a consumer during the

interview at stage 1. Designers mainly discussed an appreciation of the quality of the design while

users were focusing on usability in relation with the material. This is an indication of the influence of

expertise but users expressed much stronger focus on usability than designers on quality. The

perception users had of materials were strongly influencing the perceived usability of the product

compared to the designer participants. As indicated in the qualitative responses at stage 1, this

difference in priority indicates that designers should be aware of material use that might call into

question the usability of a product.

Typical adjectives for each material (identified at stage 1, phases 1 & 2) were an indication of the

distinct notions the participants had of each of the four material. For example, as indicated by (black

dots, Figure 10 to 13) similar adjective preference appeared on both phases in stage 1. This indicates

that a semantic map of material characteristics could be identified on more commonly used materials

through the procedures conducted in this study. If the material is commonly recognized by both

groups, designers and users, an extraction of shared perceptions on material semantics can potentially

be executed.

Returning to discuss implications for the CMF (Color, Materials, Finish) approach, material

characteristics appear to play an important role in semantic CMF design since they are common

characteristics to both groups. For example, the characteristics of metal being contemporary, high-

class, high-tech and masculine could be used to convince non-design stakeholders that a certain

design option represents these characteristics which match the market requirements in term of

semantic value. As such, these have the potential to be utilized as criteria when designing semantic

intent through materials.

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In terms of method and approach, the material stimuli (cups) appeared to have been successful in

limiting the influence of other factors in responses to product characteristics. These ‘super normal’

product types (of which the cup design was derived) appeared to be successful as material stimuli

when fabricated from the four common materials. Since the results from phase 1 and 2 in stage 1 were

similar it is difficult to say which phase was more effective in relation with the use of the stimuli.

However, utilizing an identical stimuli in stage 1, 2 and 3 indicated that semantically different

materials do have an influence upon the actual material experience. And the use of super-normal

stimuli is also effective in attempts to measure material experiences.

The image profile of each beverage at stage 2 indicated the actual taste and brand image of each

beverage. Metal and wood showed constant similarity throughout all criteria but plastic and rubber

showed significant difference in relation with the bitterness and sweetness of taste in sugared coffee.

It is uncertain why certain materials influenced the actual taste of the beverage since the material

characteristics of plastic and rubber needs to be distinguished more precisely. However, this result

may be an indication that design intent can successfully be transferred through material to influence

the user’s experience. And by using a certain type of material this influence may reach multi-model

expression, as indicated at stage 2 and the apparent influence of material upon taste.

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5. CONCLUSION

The empirical study reported in this thesis explored possibilities of utilizing semantics as a CMF

(Color, Material, and Finishing) design factor. This was attempted by seeking the differences in

perception of materials between designers and users and by measuring the material experience with

semantically different prototypes.

In relation to RQ 1, ‘What are the perceptions of typical product materials between designers and

users?’ The results indicated that the two groups shared a similar perception of materials that are

commonly used in the design of mass production products. And this shared understanding could be

utilized to form a common thread of consensus on semantic material design. RQ 2 asked whether ‘a

material experience be influenced by different materials’. Although the exact reason for the influence

needs to be examined in further detail, a significant correlation appeared between the materials plastic

and rubber. Where plastic lead to more bitter tastes than rubber. Although this effect was not intended

this could be utilized as design intension when particular experiences are needed.

The fact that designers and users share similar semantic perceptions is a positive indication that

designers could express their intensions through material towards the users during CMF design.

Finding a common thread to utilize as a successful indicator of the market is always difficult and

challenging since the market is always changing and evolving (Forbes, 2012). Utilizing semantics as a

common thread with non-designers (i.e. users, colleagues, clients etc.) indicates practical possibilities.

An in-depth study aimed at determining the exact reason for each phenomenon is evident. However

possibilities of semantics as a new design factor for practical CMF design seems considerable. This is

because, as seen in stage 1, semantics is an effective common language where designers and non-

designers may potentially share common understandings. And as seen in stage 2 materials with

different semantic characters suggests an actual influence in a real life experience. So for example,

and as indicated in our results, if designers may wish to intend a certain experience of, for example,

product taste through manipulating materials a semantic approach to CMF design shows potential

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possibilities.

The perception of materials discussed in previous studies (Karana, 2009; Ashby, 2003) were also

identified in this study from the results from stage 1. For instance, metal and wood were identified as

a material of a higher social status than plastic in previous studies. However, in this study it was

important to examine whether designers with manufacturing perspectives were influenced by their

experience when discussing the perception of materials.

The perception of a material can be influenced by various factors such as color, texture, weight, scent

etc. And also by the individual’s experience in relation with culture, education and environment.

Among many factors this study focuses on the influence of only the materials itself. Identifying the

influence of other factors for an integrated inspection of the semantic approach would reveal more

potential possibilities.

Although the CMF design approach is an essential part of the design process, product design is not

only focused upon CMF. The product needs to exist first in order to map the CMF design onto the

product. Materials are more meaningful when applied to the right product (Ashby, 2003). It is about

matching the right characteristics of the product and material to obtain a meaningful bond. Thus

identifying semantics of both material and product is crucial to execute a successful semantic CMF

design approach. For example, our finds indicate how pattern matching could be employed as

providing opportunities to identify semantic patterns of adjective distribution for each material (See

results section 3.1). This pattern identification method could also be applied with product types such

as smartphones, wearable devices, cameras etc. Once a library of semantic patterns for materials and

product types are established a match could be found to identify semantically fit materials and product

types. This match would expand the effectiveness of the semantic approach and perform a more

powerful material experience in accordance with the designer’s intensions. This conceptual idea is

illustrated in Figure 17.

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Figure 17 Framework of the semantic matching map

The two main circles represent semantic finding of materials and products. The shapes in different

colors represent different types of materials and products. In the intersection a semantic driven

material experience is formed when a semantic match between material and product is made. A

further study towards building a Semantic Matching Map is suggested based on the findings from this

study.

The present study did not investigate semantics of common product types. A continued exploration on

matching material semantics with product semantics and evaluating the match with users would

enable new possibilities in CMF design. This ‘semantic matching map’ of design could gain equal

importance as the current color and design trend reviews referenced by numerous design agencies.

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ACKNOWLEDGEMENT

I would like to express my sincere appreciation to my supervisor Dr. James Self for his constant

guidance and encouragement. Without his support my stay at UNIST would not have been so fruitful

and satisfying. It had really been a privilege to be a member of the DPR lab and I feel very lucky to

have met such a genuinely great individual as a professor. I wish him all the prosperity as a scholar

and hope more beneficiaries experience what I have.

I am also grateful to my co-supervisors and committee members, Dr. Henri Christiaans and Dr. Cha

Joong Kim. It was a rare and valuable experience to have had the chance to work with such a

renowned scholar as Dr. Christiaans. His insightful comments and guidance truly inspired me

throughout the process and was relieved by his academic presence. Also Dr. CJ Kim not only

supported my study as a committee member but offered valuable support and wisdom throughout his

lectures. The findings from his lessons ignited this thesis and above all I really enjoyed his practical

and amusing lectures.

Without the support of my friends, colleagues and faculty at the Ulsan National Institute of Science

and Technology this work would not have been possible. Special thanks goes to all the professional

designers who offered their valuable and generous participation. Lastly I would like to express my

heartfelt gratitude to my parents and brother for their unconditional support and love.

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APPENDIX

Introduction Presentation for stage 1

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Stage 1, Semantic Differential Survey

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Stage 2, Taste Tendency Survey

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Stage 3, MDS SD Scale Survey

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Stage 1, two way ANOVA results for phase 1

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Stage 1, two way ANOVA results for phase 2

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Stage 2, two way ANOVA taste tendency survey results

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