Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

 
 
Session Overview
Session
SES A6: Marketing, branding, graphic design
Time:
Thursday, 08/Sept/2022:
9:55am - 10:40am

Location: Room A


Room A is room S01 at the FME building (Faculty of Mathematics and Statistics). The address is: C. Pau Gargallo 14 08028 Barcelona https://goo.gl/maps/QDEwQGp995qWGftC9

Presentations

What kind of information attracts consumers' attention?: The difference in the amount of information on the landing page of a product

Yuri Hamada1, Naoki Takahashi2, Hiroko Shoji2

1Aoyama Gakuin University, Japan; 2Chuo University, Japan

The purpose of this study is to determine the amount of information that is interesting to users on a landing page for the purpose of purchasing a product. In this study, we clarified the amount of information that attracts the interest of users and what kind of information changes the interest of users. Specifically, we created three types of landing pages with different amounts of information for three products, and conducted an impression evaluation questionnaire. The three types of information on the landing pages were: (1) product image, product description and catch copy, (2) (1) with additional campaign information, and (3) (1) with additional product sales results and satisfaction levels. Using the impression evaluation data obtained after the questionnaire survey, we conducted a factor analysis for each product and analyzed the factors that influenced the evaluation. In addition, we clarified the website design that made a difference in the willingness to purchase the products and the evaluation items that caused the difference using t-test. As a result, it was found that users' willingness to purchase increased when information such as campaign information and actual results were included, and that reliability affected the willingness to purchase, especially for products that are used for a long time.



Improving the user's expectation disconfirmation toward the tumbler by reducing the differences in sensory dominance between pre-purchase and post-purchase evaluation

Jun-Ming Lu, Ting-Yu Lin

National Tsing Hua University, Taiwan

Regardless of going online or physical shopping, expectation disconfirmation due to the discrepancy between pre-purchase and post-purchase evaluation may occur from time to time. Thus, this study takes the tumbler as an example and aims to explore the reasons behind, as well as finding a suitable solution. It is hypothesized that the change of sensory dominance in product interaction from purchase to real use might lead to expectation disconfirmation. More specifically, if the user-product interaction during purchase can be better designed to ensure the consistent sensory dominance with real use, there is a chance to avoid expectation disconfirmation. A set of five scenarios of user-product interaction was first proposed by investigating the daily-use behavior of tumbler users. 15 female participants with the experience of tumbler use were then recruited to experience the traditional product interaction during purchase first. After at least three weeks, they returned to experience the new manner of user-product interaction during purchase. Subsequently, each participant took a tumbler home to use it for four consecutive weeks, during which she was required to provide subjective responses at the end of each week. Results showed that there is no sufficient evidence that ensuring consistent sensory dominance during purchase with real use can avoid expectation disconfirmation. Nevertheless, the findings through interviews support the need for doing so.



Research And Application of Public Welfare Poster Design under The Background of Perceptual Design And Digitalization

Jin Zhang, Rui Xu, Zi Yang

Fuzhou University of International Studies and Trade, China, People's Republic of

In the informatized era in which the graphic language has been the advantaged communication, design and digital culture construct cultural ecology of diversified design together, which promotes that the thinking, concept and aesthetic style of design present unique cultural value. Design public welfare posters with graphic elements full of emotions, namely perceptual graphic elements, based on perceptual image elements with visual innovation and the spreading effect of modern public welfare posters and combining with the updating of media and application of digital technology. The research included the investigation on the relationship of the new media literacy as an intermediary variable and the interest and confusion of aesthetic model. The research aimed to achieve the following goals: Research what effect the AI artistic creation will have on appreciators and whether the effect is great different from that from the creation of human artists. Standing by the needs of mass audience, evacuate new ideas and new modes for public welfare posters design, attempt to surpass the two-dimensional formal graphics, speed up the transformation upgrading of traditional public welfare posters. The result shows that it’s greatly critical to study the psychology of mass audience of public welfare posters and it’s also important to give full consideration to perceptual elements, visual experience and technological media.



Design recommendation system based on customer profile and wanted affect.

Brahim Benaissa, Masakazu Kobayashi

Toyota Technological Institute, Japan

Product recommendation systems have been instrumental in online commerce since the early days. Their development is expanded further with the help of big data and advanced deep learning methods, where consumer profiling is central. The interest of the consumer can now be predicted based on the personal past choices and the choices of similar consumers. However, what is currently defined as a choice is based on quantifiable data, like the product features, cost, and type. This paper investigates the possibility of profiling customers based on the preferred product design and wanted affects. We considered the case of vase design, where we study individual Kansei of each design. The personal aspects of the consumer considered in this study were decided based on our literature review conclusions on the consumer response to product design. We build a representative consumer model that constitutes the recommendation system's core using deep learning. It asks the new consumers to provide what affect they are looking for, through Kansei adjectives, and recommend; as a result, the aesthetic design that will most likely cause that affect.