The Intangible Factors of Design and New Product Development
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1 Portland State University PDXScholar Student Research Symposium Student Research Symposium 2015 May 12th, 2:45 PM - 4:15 PM The Intangible Factors of Design and New Product Development David L. Driskill Portland State University, david.driskill@ymail.com Let us know how access to this document benefits you. Follow this and additional works at: Part of the Marketing Commons, and the Technology and Innovation Commons David L. Driskill, "The Intangible Factors of Design and New Product Development" (May 12, 2015). Student Research Symposium. Paper 2. This Event is brought to you for free and open access. It has been accepted for inclusion in Student Research Symposium by an authorized administrator of PDXScholar. For more information, please contact pdxscholar@pdx.edu.
2 The Intangible Factors of Design & New Product Development 3/30/2015 Melissa Bermudez, David Driskill, Sean Mcmahon, Fahad Ullah
3 Agenda Abstract Introduction to intangible factors and intangible value Literature taxonomy of the 3 layers of intangible design Defining the 3 layers of intangible design Knowledge Emotion Experience Literature taxonomy of the creation of brand loyalty through intangible design Research model Case studies with analyses and results Recommendations for further research Concluding thoughts
4 Abstract Every product or service has two sets of realizable values for the consumer: the tangible and the intangible Neither set happens by accident The physical use and all hedonic aspects are built in Built in through the intangible factors of design The 3 layers of intangible design Knowledge, emotion, experience A new outlook on the intangible Companies everywhere are changing their focus to the intangible. It defines their market niche, as well as helps create brand loyalty Intangible factors of product management
5 Introduction to Intangible Factors and Value Difference between intangible and tangible value Tangible - A value thats real or actual, and can be measured Intangible - Any value that can be realized but can not be measured, and has no standard metric Examples of the intangible factors of design The knowledge each worker possess, the value of the team itself, individual experiences each member brings, perspective Value conversion Knowledge - Information gathered about a brand or product that gives the user insight for their decision making process Emotion - The reaction to a stimuli the consumer exhibits through interacting with a brand or product Experience - The sum of all experiences a consumer has with a company during their relationship
6 Literature Taxonomy of the Three Layers of Intangible Design Author/ Research year Key Insights Knowledge Allee, V. (2008) Knowledge can be traded for more knowledge; it can traded for another form of intangible value or a packaged and sold for profit as an intangible Bowden, J. L. (2009) Involvement, commitment, loyalty three distinctions in customer engagement Emotion Fleur, J. M. (2005) Positive and negative affect emotions. Positive emotions divided in interpersonal emotions and emotions without interpersonal reference Khalid, H. M., and Helander, M. G. (2006) Pleasure existence in emotion: Physical pleasure, social pleasure, psychological pleasure, reflective, pleasure, and normative pleasure Experience Desmet, P., and Hekkert, P. (2007) Three types of product experience: aesthetic experience, experience of meaning, and emotional experience Higgins, E. T. (2006) Hedonic experience increase the opportunity for strengthening value and engagement
7 Knowledge: Awareness, Perceptions, Expectations Awareness: extent to which a brand is recognized by potential customers, and is correctly associated with a particular product. Product awareness can consist of consumer knowledge of brand benefits, features, slogan, tag lines and other brand messaging elements. Perceptions: encompasses a customer's impression, awareness and or consciousness about a company or its offerings. Perception is typically affected by advertising, review, public relations, social media, personal experiences and other channels. Expectations: perceived-value customers seek from the purchase of a good or service. Martin, David Ms (1991), "Customer Expectations, Journal of hospitality & leisure marketing, 6 (1),
8 Knowledge and Brand Loyalty Customer-Based Brand Equity Pyramid Brand Salience: relates to aspects of customer awareness of the brand. Includes linking the brand, brand name, logo, symbol etc. to certain associations in memory. Consumer Judgments: is the customers personal opinions and evaluations with the brand. Brand credibility Brand superiority Keller, Kevin L (2001), Building Customer-Based Brand Equity: A Blueprint for Creating Strong Brands, Marketing Science Institute, 107 (01), 3-23.
9 Affect and Cognition Affect refers to a feeling response, cognition is used to interpret, make sense of and understand user experience. Additionally cognition contributes to the regulation of emotion. A product should be designed to support customer needs, including the customers person or personality attributes. Ease of use (flow) and emotions in using (feelings) Emotions are one of the strongest differentiators in user experience. Khalid, H. M., and Helander, M. G. (2006). Customer Emotional Needs in Product Design, Concurrent Engineering, 14(3),
10 Emotion and Brand Loyalty Customer-Based Brand Equity Pyramid Brand Imagery: how people think and view the brand rather than what they think the brand does. User profiles Purchase and usage situations Personality and values Consumer Feelings: the customers emotional responses and reactions with respect to the brand. For example: Warmth Excitement Social approval Self-respect Keller, Kevin L (2001), Building Customer-Based Brand Equity: A Blueprint for Creating Strong Brands, Marketing Science Institute, 107 (01), 3-23.
11 Three Types of Product Experience Aesthetic Experience: considering a products capacity to delight one or more of our sensory modalities. Experience of meaning: cognitive processes including interpretation, memory and retrieval which creates expressive characteristics and assess the personal or symbolic significance of products Emotional Experience: The interpretation of a product causing emotion. Particular experiences may activate other Desmet, P., and Hekkert, P. (2007). Framework of product experience, International Journal of Design, 1(1). levels of experience.
12 Experience and Brand Loyalty Customer-Based Brand Equity Pyramid Brand Performance: relates to the ways in which the product or service attempts to meet customers more functional needs. Product reliability and durability Style and design Price Keller, Kevin L (2001), Building Customer-Based Brand Equity: A Blueprint for Creating Strong Brands, Marketing Science Institute, 107 (01), 3-23.
13 Knowledge Emotion Experience
14 Literature Taxonomy of the Creation of Brand Loyalty Through Intangible Design Knowledge Consumer Awareness The relations among the brand awareness, perceived quality and brand loyalty for purchase intention are significant and positive effect (Kuang). Brand awareness is also likely to contribute to consumer perception of price fairness (Oh) brand awareness seems to be an important choice tactic for consumers, even when facing a familiar or repeat choice (Macdonald). Consumer Judgments To support brand judgments four types are needed, brand equality, brand credibility, brand consideration and brand superiority (Keller). No matter how highly regarded or credible brand may be, unless the brand also received serious consideration and is deemed relevant, customers will always keep a brand at a distance and never closely embrace it (keller). Credibility...enhances word-of-mouth and reduces switching behaviors among customers (Sweeneya). Emotion Emotional Engagement Affective conviction about the brand would be a major element to emerge when retrieving the memory associated with the brand...influence the loyalty.. (Jooyoung). The higher the affective brand conservation, the higher the level of brand commitment (Jooyoung) Emotions act as better predictors of behavior than do cognitive evaluations (Dick) Experience Brand Reliability To create brand loyalty consumers experience with the product needs to me t their expectations (Keller). brand credibility...is the initiator of establishing brand loyalty (.Jooyoung). Brand as a whole is seen as credible in terms of three dimensions-perceived expertise, trustworthiness, and likeability (Keller). Past Experiences Product experience is a multi-faceted phenomenon that involves manifestations such as subjective feelings, behavioural reactions, expressive reactions, and physiological reactions (Desmet). A successful brand shapes customers experiences by embedding the fundamental value proposition in offering every feature (Meyer). Peoples expectations are set in part by their previous experiences with a company's offerings. Customers instinctively compare each new experience, positive or otherwise, with their previous ones and judge it accordingly (Meyer).
15 Research Questions 1. What is intangible value in terms of the intangible factors of design and new product management? 2. What is the importance of intangible design and new product management to business today? 3. How are corporations trying to design intangible value into products while utilizing the intangible factors of design and new product management? 4. What effects can we see from this new focus on the intangible factors of design and new product management in business today?
16 New Product Stage Gate Process Idea Generation Concept Investigation Concept Details Development Testing & Validation Production Idea Screen Second Screen Go to Development Go to Testing Go to Launch P.I.R. Veryzer, Brigitte 2005
17 Research Model Product Management Output Intangible Design Factors Intellectual Capital Team Value Product Manager Value Product Management Input Output Effects in Real Time Case studies Analysis Product Management Input Engine Input Relevance Innovation Brand loyalty Brand image New product success Input Design Process Knowledge Layer Emotion Layer Experience Layer Product Management Outpu t Output
18 The Two Models Together Product Management Intangible Design Factors Relevance Engine Design Process Effects in Real Time Idea Generation Concept Investigation Concept Details Development Testing & Validation Production Idea Screen Second Screen Go to Development Go to Testing Go to Launch P.I.R.
19 Double Helix Model Thinking Concept Investigation Engine Intangible Design Factors Left Stage Gate Process Right Intangible Design Process Concept Details Engine Design Process Development Engine Design Process Testing & Validation Engine Relevance Production/ Post Implementation Research Engine Effects in Real Time
20
21 Case Study: Gamification at SAP Community Network SAP is a market leader in Enterprise Resource Planning system, that helps organizations run their different departments. SAP helps their customers to run their business efficiently by providing cloud computing, analytics and other high tech technologies. Knowledge: SAP Community Network (SCN) incorporates functionality that encourages, recognizes, and rewards participation in the community. Emotion: Feeling of satisfaction when community responds to a particular problem posted on the forum. Experience: Provides community based atmosphere where users and developers coexist to share information.
22 Case Study: IKEA Established in 1950 s by Ingvar Kamprad. He knew how to identify well with ordinary people. IKEA delivers low priced high quality furniture to people around the world. Knowledge: Show the product in the natural environment before the customer buys it via showroom. Emotion: Low price and high quality leaves the customer satisfied with the purchase. Experience: Provides almost all household goods needed by people to offer one-time shopping experience.
23 Case Study: IDEO Founded in 1978 that provides innovation and design services to clients in a range of industries. IDEO has designed over 4,000 new products for almost 1,000 different clients. Knowledge: Design products based on - not necessarily - the target audience in mind but those potential non users. Emotion: Aesthetically pleasing design to make users feel comfortable. Experience: IDEO builds upon past research to make future product viable.
24 Analyses & Conclusions Product Management Output Intangible Design Factors Intellectual Capital Team Value Product Manager Value Product Management Input Output Effects in Real Time Case studies Analysis Product Management Input Engine Input Relevance Innovation Brand loyalty Brand image New product success Input Design Process Knowledge Layer Emotion Layer Experience Layer Product Management Outpu t Output
25 Recommendations for Future Research Value Conversion How intangible factors affect consumer behavior Can you only add intangible value by means of innovation?
26 Concluding Thoughts and Statements Most people have not realized the importance of intangible factors until very recently That Intangible factors could be considered more important than tangible factors Each step in the intangible design process is important and won't function properly with a missing piece. Without completing all parts you cannot gain the true value. You can't have intangible factors without tangible factors and vice versa. That intangible need by the consumer is not always easy to decipher. Observing how users/consumers use a product is a key factor in design. Value co-creation and Intangible design factors influence
27 References Bowden, J. L. (2009). The Process of Customer Engagement: A Conceptual Framework, The Journal of Marketing Theory and Practice, 17(1), Chi, Hsin K., Huery R. Yeh, and Ya T. Yang (2009), The Impact of Brand Awareness on Consumer Purchase Intention: The Mediating Effect of Perceived Quality and Brand Loyalty The Journal of International Management Studies, 4 (1), Clardy, Alan (2005), "IDEO: A Study in Core Competence," working paper, Towson University. Desmet, P., and Hekkert, P. (2007). Framework of product experience, International Journal of Design, 1(March), Dick, Alan S., and Kunal Basu (1994), "Customer Loyalty: Toward an Integrated Conceptual Framework," Journal of the Academy of Marketing Science, 22 (2), ). Hargadon, Andrew (2003), "How Breakthroughs Happen: The Surprising Truth About How Companies Innovate," Boston, Massachusetts, Harvard Business School Press.
28 References Continued Hargadon, Andrew (2003), "How Breakthroughs Happen: The Surprising Truth About How Companies Innovate," Boston, Massachusetts, Harvard Business School Press. Jooyoung, Kim (2008). "Antecedents of True Brand Loyalty". Journal of Advertising, 37 (2), Keller, Kevin L (2001), Building Customer-Based Brand Equity: A Blueprint for Creating Strong Brands, Marketing Science Institute, 107 (01), Khalid, H. M., and Helander, M. G. (2006). Customer Emotional Needs in Product Design, Concurrent Engineering, 14(August), Lusher, Carter (2013), "Gamification at SAP Community Network," Research report, Ovum.
29 References Continued Macdonald, Emma K.,(2000), "Brand Awareness Effects on Consumer Decision Making for a Common, Repeat Purchase Product: A Replication," Journal of business research, 48 (1), Martin, David Ms (1991), "Customer Expectations, Journal of hospitality & leisure marketing, 6 (1), Oh, H (2000). "The Effect of Brand Class, Brand Awareness, and Price on Customer Value and Behavioral Intentions". Journal of hospitality & tourism research, 24 (2), Sweeneya, Jill (2008), The Effects of Brand Credibility on Customer Loyalty Journal of Retailing and Consumer Services, 15 (3),
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