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Metaphor Design and User Perception in terms of Form and Interaction.

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Through the Balmuda case study, we have discovered that the metaphor of the past has overwhelming power. Designed using metaphorical elements of the past, people are more impressed when they recall the memory and use the product. In this study, we tried to discover the difference in people's perception of products by classifying shapes and interactions as traditional and contemporary 2 of the 8 main elements of metaphor (format, interaction, material, sound, movement, smell, name, graphics) .

To achieve this, we conducted a literature review to define metaphor and then examined people's perception by dividing the forms and interactions between the eight elements used in metaphor into traditional and contemporary ones. The research questions are addressed to study how the meaning and perception of the product can affect people: How is a product metaphorically designed in relation to the form and interaction perceived by the user, and in what way the metaphorical design would contribute to design practice. As a result of comparing the metaphorical products of the traditional and contemporary metaphorical products, it was realized that the products using metaphorical elements of the traditional were geometric, symmetrical, uncomfortable and impractical.

Therefore, both form and interaction elements should be considered when designing using the product metaphor. A new product concept that combines the traditional form and the traditional metaphor of interaction has provided people with a positive perception. The traditional interaction metaphor was perceived as easy, convenient and practical by people.

In conclusion, both form and interaction factors affect people's user experience, which also changes.

Introduction

Metaphor design

Balmuda case study

Research aims

Methods

  • Participants
  • Experimental stimuli
  • Experimental design
  • Experimental procedure

To measure the evaluation of product form and interaction, semantic differential scales of products (from now on SD) were chosen as the measurement construct for the impression of a product. SD is a commonly used method for evaluating the meaning and impression of products using bipolar adjectives, and was used to compare responses to the perception of the product versus the stimuli (Khalaj & Pedgley, 2014). There were four groups of 29 bipolar pairs of SD: social values ​​and positions (SVP), usability and interaction (UI), qualities of form (QF) and personality traits (PC) (Table 2).

However, in this experiment we only used categories for form (QF) and usability and interaction (UI) properties. We used the SD scale for use as a design guideline and used keywords derived from Experiments A and D to define the concept. The study lasted two weeks, and the questionnaire took an average of 20 minutes to complete for each of the 28 SD scales.

The duration of the next study was two weeks, and completing the questionnaire took an average of 15 minutes for each 28 SD scale. Participants sat at the laboratory table and were given one SD survey sheet at a time. Before the start of the experiment, a brief description of the research experiment and the comparison of A, B, C and D diagram was shown through the monitor.

The surveyor also explained the render image regarding the form, function and structure of B and C.

Figure 5  Millstone form bender(B) and Millstone interaction blender (C) concept design which were  used in the experiment
Figure 5 Millstone form bender(B) and Millstone interaction blender (C) concept design which were used in the experiment

Results

Finally, the results showed that there were noticeable differences in the mean scores between four types of products (Table 6). The results of the ANOVA test showed that there were significant differences in 8 out of 8 bipolar adjectives in the 'Usability and interactions' group (Table 7).

Table 6 Mean values of each SD group of ‘Usability and Interaction.
Table 6 Mean values of each SD group of ‘Usability and Interaction.'

Discussion

People perceived that it is uncomfortable to rotate the product like the traditional interactions and to operate the product. In 'Easy to use - Difficult to use', B-D is the easiest to use and C is between easy to use and difficult to use. The modern interaction products B and D work by turning the buttons, so people recognized it as easy to use.

People also felt that it was easy to drive when the parts of the product were detached and that it was practical to set the speed of the buttons. The weight of the product also gave people the feeling that it would be difficult to drive. Product B which has a traditional shape and contemporary interaction can be operated with a button to accelerate the blender blade.

On the other hand, C controls the speed of the blade through the rotation of the person and has many parts. Traditional interaction millstone A requires a person to hold the handle and rotate it repeatedly to make the product work. However, the contemporary D blender gave people a comfortable familiarity when they turned the wheel button once and used the saw blades.

The C product interactions are the same in modern product form, but the interaction is passed, so people are confused about interaction. On the other hand, people recognized that D's modern blender was aware that it had usable buttons. In 'Easy to clean - Hard to clean', B is the easiest to clean and A is the hardest to clean.

So people recognized that the light B is easy to clean and that A is difficult to clean because of its heavy weight. A is a product that grinds the material and D is a product that grinds the material or makes juice. In addition, the many functions of the button control in modern products also give people a sense of practicality.

Design proposal

  • Project definition
  • Design specification
  • Ideation
  • Concept

The kitchen robot "Milluet" combines the metaphor of the shape of a traditional millstone and the interaction powered by a modern mixer. You can adjust the speed of the blender blade with a twisting motion while holding the handle. The transparent top allows the user to see how much of the ingredient is crushed and prepare juice or tender meat.

Vegetable noodles can be made in two types, such as spaghetti with a triangular cross section and fettuccine with a long cross section. When the user places the vegetables on the leaf under the icon and rotates, the gear is turned and the vegetable noodle is made. The gear is also connected to the main part's motor, so the user can easily extract the vegetable noodle without much power.

This vegetable side is stacked up in the upper body and the user can place it directly without having to prepare the bowl separately. As with the second function, the user places it on the blade below the icon and rotates it, the gear rotates and the vegetables are cut into cross sections. This vegetable also passes right into the upper body and allows the user to cook without having to place it in a bowl.

Figure 9  New concept of the millstone food processor identification process.
Figure 9 New concept of the millstone food processor identification process.

Implementation

Testing and refinement

User testing

People have recognized that the millstone metaphor is of traditional use, so it is geometric and symmetrical. Also, by using contemporary electrical interactions and the combination of millstone interactions in the traditional, people received clear, easy to use, safe and reliable recognition. When interviewed, people realized that the form was like a millstone and was usable and clear without the need for manuals.

The material of the milluet is said to be elegant and refined because it reflects the unique materials of household appliances such as a blender and mixer. Many people thought that the various features would include advanced graphics and technology and that this would fit well with the original function of the product, such as sharpening. People have also said that they are more motivated to deploy manpower with this product compared to existing blender products so that they can create more quality and better quality dishes.

Moreover, it was divided into a person who remembers a grandmother according to a person and a person who remembers a sophisticated housewife. On the other hand, the vegetables used in the spiralizing function are limited, so the width of the vegetables seems to be taken into account.

Results or findings

Conclusions

We will look at the eight attribute elements and how the metaphorical elements from the past affect people's user experience and preferences. We will also investigate new product lines to see if there are changes in people's perception of products. More diverse product families and age-specific metaphor classification will accurately analyze people's perception of change, which will be a good guide for designers using metaphors, and it will help people easily use and understand the product.

Digging for Meaning”: The Effect of a Designer's Expertise and Intention on the Depth of Product Metaphors.

Gambar

Figure 1  Creating ‘meaning transfer’ through the metaphor design. (Nazli cila, 2013)
Figure 2  The properties that can be mapped from a source to a target in metaphor design
Figure 3  Balmuda Rain humidifier used the past metaphor design.
Table 1. Four categories regarding form and interaction between traditional and contemporary
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