Product Stigmaticity KristofVaes
Product Stigmaticity KristofVaes
Product Stigmaticity KristofVaes
STIGMATICITY
UNDERSTANDING, MEASURING AND MANAGING PRODUCT-RELATED STIGMA
KRISTOF VAES
Product Stigmaticity
Understanding, Measuring and Managing Product-Related Stigma
Proefschrift
door
Master in de Productontwikkeling
geboren te Leuven, België
Dit proefschrift is goedgekeurd door de promotoren:
Prof. dr. P. J. Stappers
Prof. dr. K. Desager
Copromotor:
Dr. A. Standaert
Samenstelling promotiecommissie:
Rector Magnificus, voorzitter
Prof. dr. P. J. Stappers, Technische Universiteit Delft, promotor
Prof. dr. K. Desager, Universiteit Antwerpen, België, promotor
Dr. A. Standaert, Universiteit Antwerpen, België, copromotor
Prof. dr. J. Myerson, Royal College of Art - Helen Hamlyn centre of Design, UK
Prof. dr. ir. P. Desmet, Technische Universiteit Delft
Prof. dr. ir. D. J. van Eijk, Technische Universiteit Delft
F. Lanzavecchia, Lanzavecchia + Wai Design Studio, Italy
Prof. dr. H. de Ridder, Technische universiteit Delft, reservelid
ISBN: 97890-6562-3515
[email protected]
[email protected]
www.kristofvaes.be
Keywords:
Product Semantics, Human-Centered Design, Design and Emotion, Inclusive Design
Artesis University College Antwerp and the University of Antwerp made important
contributions to the work described in this dissertation
CHAPTER 1 Introduction 1
1.1. The phenomenon: product-related stigma 2
1.1.1. What is product-related stigma? 4
1.1.2. What is product stigmaticity? 5
1.1.3. What are stigma-eliciting products? 5
1.1.4. How can the designer contribute beyond functionality? 6
1.2. The aim of this work – Questions and methods 8
1.2.1. Understanding product-related stigma (Chapters 2 & 4) 10
1.2.2. Measuring product-related stigma (Chapter 3) 11
1.2.3. Managing product-related stigma (Chapter 5) 14
1.3. How to read this book 15
CHAPTER 2 Literature Review 17
2.1. Situating ‘Product-Related Stigma’ in design literature 19
2.1.1. Inclusive Design 19
2.1.2. Product Semantics 23
2.1.3. Human-Centered Design / Design and Emotion 25
2.2. Stigma in social psychology 29
2.2.1. Conceptualizing stigma 29
2.2.2. Identity threat perspectives in social psychology 32
2.3. Stigma and ‘the stigmatized’ 37
2.3.1. Perceptual factors experienced by the stigmatized 37
2.3.2. Meaning factors experienced by the stigmatized 37
2.3.3. Behavioral reactions of the stigmatized 40
2.4. Stigma and ‘the stigmatizer’ 45
2.4.1. Perceptual factors describing the stigmatizer 45
2.4.2. Meaning factors describing the stigmatizer 47
2.4.3. Behavioral reactions of the stigmatizer 53
2.5. Designer empathy towards stigma 57
2.5.1. Empathy 57
2.5.2. Meta-position 59
2.5.3. Experience prototyping 61
2.6. Conclusions 64
Imagine that you’re walking through the local shopping mall, wearing a dust
mask. How would you feel? Apart from your own discomfort, you might also
experience social unease from the people around you. As they approach,
you might observe their anxiety, laughs, or frowns. As they pass, you might
feel how they keep their distance from you. It is not hard to imagine that
the emotional experiences generated by this situation will strongly influence
your well-being and social acceptance.
It is a foggy day in the city. On the news people are alerted to high
concentrations of fine dust. A little girl with respiratory problems rides to
school wearing her dust mask. As she passes other people she notices that
they are staring at her and that they react with reservation and discomfort.
Maybe it’s the ‘look’ of the dust mask that sends out unfavorable signs.
Ultimately it was the designer who conceived the mask who should have
foreseen these reactions. Why can’t the designer make a mask that does not
make me stand out?
2
Introduction
Wearing a dust mask in public, outside of its usual context, presents significant
challenges for its wearer. People who use or wear assistive, protective or
medical devices are often confronted with subtle, clearly visible or even
invisible reactions. Some of these recurrent and distressing experiences
include: the frustration of having to wear or use a product that damages
one’s self-esteem, the relief when a passer-by did not notice one’s assistive,
protective or medical device, and the desire to be perceived as normal.
Designers have an operative role in this process. They determine the visual
appearance of the product and balance technological, economic and practical
constraints with social and personal values and desires. The causal chain of
events that is illustrated in figure 1.1 depicts the essence of product-related
stigma and its various stakeholders.
Child with dust mask is Caused by: discomfort Caused by: Visual Caused by: The designer
unhappy from bystanders appearance of the product who conceived the product
Figure 1.1. The causal With the insights and tools in this disertation we hope to assist the
chain of events that the
designer in conceiving a dust mask while being aware of the social process
user of a stigma-eliciting
product is confronted with. of the unhappy child in the story above. We focus on the acceptance and
desirability of the unaccepted and undesired product. Alternatively, as
Scharp (2007) states clearly, ‘The need for products to convey positive
emotions and avoid negative ones is critical to product success.’
3
Chapter 1
Due to their appearance, and enforced by existing stereotypes, people can link
a product’s appearance or certain visual features to an existing social stigma,
resulting in a stigma-eliciting product. Consequently, product-related stigma
is confined to a product’s meaning and significance. While a Rolex watch
might suggest meaning associations with high social status, in the same way
a wheelchair might activate preconceived and undesirable associations with
impairment and vulnerability. In return, product-related stigma can initiate
a stigmatization process in which people (bystanders in various contexts)
externalize these stigma meanings, making them perceptible to the product
user. As such, when aspects of users and their products are perceived and
evaluated as socially undesirable, stigma will reveal itself in the bystanders –
not in the user.
When a product with specific visual features has the potential to elicit stigma,
it is not the stigma which is present in the product as such, but only the
capacity to elicit stigma. The immediate situation and the culture in which
the interaction is situated greatly affect the actual eliciting of this stigma
potential and the force of its impact. For example, a gun needs to be handled
with care by all those who interact with it. The gun not only poses a physical
threat, but also evokes psychological stress in bystanders. Visibly carrying
a gun can be a symbol of authority and power. Consequently, people may
4
Introduction
for example feel protected in the vicinity of a police officer. However, this
association can instantly turn into panic as soon as the gun leaves the hand
of a responsible person.
Not all products have the same chances and assets when they are launched.
Due to their appearance, and enforced by existing stereotypes, protective,
assistive or medical devices can become burdened with stigma-sensitivity.
An invisible hearing aid or a prosthetic leg that is covered by clothing will not
attract people’s attention. As soon as it becomes visible to bystanders, the
interaction changes. Hence, visibility is an important factor. This disertation
will cover those products that are visibly worn or used in close proximity to
the human body, where they are perceived and evaluated by people in the
immediate vicinity.
• Protective devices: The first category includes all products that are
intended to free us from discomforting or unsafe situations. These are
protective devices such as dust masks, hearing protectors, etc.
• Medical and assistive devices: The second category addresses products
that assist or complement the human body and promote user independence
in daily tasks: assistive devices such as wheelchairs, crutches and prosthetics.
They are developed to fix or mend that what is damaged, or to supply that
which is missing. Related, yet overlapping are the medical devices that are
used for monitoring, treatment or revalidation. Many of these medical and
5
Chapter 1
assistive devices are burdened with a symbolic and social deficit, despite
the fact that they are a necessity to their users. Somehow society views the
users of these devices as being impaired. These medical or assistive devices
are typically expected and tolerated within the clinical context of a hospital.
Once they are taken out in public, users often feel marginalized and ashamed
of their reliance on these devices. Daily use in public can burden them with
social stress and social rejection.
People with clinical or engineering backgrounds conceive most of the
products targeted by our research. All too often the focus is placed solely
on technology, functionality, and basic usability, such as the avoidance of
physical or cognitive discomfort.
Our research targets those products that are obliged or indispensible for
their user, and yet fail to appeal. If we compare a hearing aid to a Bluetooth
headset, this might clarify the distinction. Both products are worn in and
around the ear. The hearing aid is clearly intended for medical use and
indispensable to its user, whereas the Bluetooth headset is worn voluntarily
and used to transmit speech or music from mobile telephones or music
players.
6
Introduction
The following example sets the tone for what designers could contribute
on an emotional and social level. Most walking canes do little to inspire the
self-confidence of those who use them. They are often cold, clinical and
impersonal items of utility. The company Top & Derby produces walking canes
and recognized the need for a more personal approach. Their slogan neatly
reflects the ambition of our research: “Why carry a cane, when you can wear
it.” The slogan resonates the duality of how designers can perceive a cane’s
phase of use. The verb ‘to wear’ sends out positive associations and refers
to a competent user who radiates confidence due to his fashion item. The
verb ‘to carry’ is more neutral and refers purely to the product’s functional
aspects. As such, ‘to carry’ only reaches the usability level, whereas ‘to wear’
extends to the personal level, delivering feelings of pride that will positively
influence the users social image and well-being.
Design discourse employs the term ‘user’ to refer to the person who interacts with the product in its phase of use.
The connotation can also be stretched towards ‘the wearer’, ‘the consumer’ or even ‘bystanders’. Throughout the
book we primarily adopt the terms ‘users’ and ‘wearers’ and they never refer to bystanders. Bystanders are those
who interact with the user or wearer in the immediate situation and often in a visual way.
The term ‘user’ places a strong focus on product use and functional aspects. However, as described above, we intend
to go further. By adopting the term ‘wearer’, when appropriate, we acknowledge the social and fashion dimension.
Fashion is a strong social phenomenon and expresses individual and cultural aspirations. When appropriate,
we will therefore adopt the term ‘wearer’ for products that can actually be worn: dust masks, prosthetics,
helmets, etc. When conveying generic information we will employ ‘user’, in order to conform to design literature.
7
Chapter 1
For the reader’s sake, we chose to present our findings in a logical manner,
not a chronological one. For example, the consolidation that is attained
by the end of the literature review (Chapter 2) was not available when we
started the experiments (Chapter 3). Additionally, the answers to the goals
and questions are not exclusively conveyed in one specific chapter. Chapter 2,
for example, structures the literature review and contributes to all research
goals.
Towards the end of our research the empirical research track gained more
importance. Our focus and reflections on the richness of the actual situation
contributed to the build-up of theory and supported the continuity and
efficiency of our experiments and explorations. The empirical research track
delivered substantial input towards the refinement of the designer-tools,
presented in Chapters 4 and 5.
8
Introduction
Method
Literature Review
Empirical Research
Experimental Research 1 2 3
4 Stain dilemma
Approach & Immersive
avoidance Mask Spy-Pack
experiment Experience 5 Dyadic distance
experiment experiment
Publications 1 2 3 4 5 6 7 8
Conferences 1 2 3 4 5 6
Include 2009 D&E 2010 E&PDE 2011 E&PDE D&E 2012
London, UK Design & Emotion London, UK 2012 Design & Emotion
Chicago, US (Award Best Antwerp London
(Award for Best Presentation)
Figure 1.3. Overview Presentation)
DRS2012
Bangkok
of the PhD process:
methods, research goals &
questions, and timing.
9
Chapter 1
The method
Literature review in the fields of social psychology and design research was
used to reveal relevant theories and models that could expose the causes and
effects of product-related stigma. These theories and models were adapted
and operationalized for designers and aim at gaining a deeper understanding
of the product-related stigma process. The underpinning of our research is
set out in Chapter 2 where the identity threat model of Major (2005) is used
as a stepping-stone to structure the stigmatization process.
10
Introduction
The PAMS is an extension of the Appraisal theory. The PAMS reaches beyond
the product user and his or her product and introduces two additional
stakeholders that are crucial in the assessment of product-related stigma:
the appraisals of bystanders and those of the cultural context. As such, the
PAMS invites designers to navigate through the types of product-meaning
attribution, as appraised by three context levels or stakeholders: users,
bystanders, and culture. Their appraisals are directed towards three product
stimulus components: product perception, product use, and the consequences
of product use. Matching these factors resulted in 27 questions to which the
answers are gathered in three matrices. The questions were inspired by the
Appraisal Theory (Desmet and Hekkert, 2007), adapted through literature,
and derived from empirical and experimental findings. Further selection and
refinement was accomplished in two designer workshops at the University of
Antwerp and the Technical University of Delft.
Let us return to our initial example: imagine that you are walking through the
local shopping mall, wearing a dust mask. Apart from your own discomfort,
you might also experience social unease in the people around you. As they
approach, you might observe their anxiety, laughs, or frowns. As they pass,
you might feel how they keep their distance from you. Reactions elicited by
these unprepared encounters are at the basis of our second set of research
questions.
The method
The subjective appraisals of both users and bystanders are responsible for
the wide variety of emotional and behavioral responses to product-related
stigma. It was our aim to rule out this subjectivity and introduce a technique
11
Chapter 1
Social psychology and design research suggest several parameters that could
be appropriate to operationalize product-related stigma. The literature
describes physiological parameters quantifying the anxiety or stress
accompanying the use of a stigma-related product, such as: cardiovascular
responses (heart rate), galvanic skin response, blood pressure, social distance,
visual attention and facial expression.
12
Introduction
• The fourth experiment was called the ‘Dyadic Distance experiment’ and
it focused on deviations in the walking path of passers-by, quantified
by the parameter of interpersonal distance. The experiment was set
in real-life outdoor situations, and accurately measured the shortest
interpersonal distance between a passer-by and a mask wearer, by
means of an ultrasonic sensor.
• The final experiment was called ‘The Stain Dilemma experiment’ and
was a simplified variation of the ‘Dyadic Distance experiment’. This
experiment required a minimal setup and focused on the walking path
of the bystanders as they pass the mask wearer. By placing a physical
obstruction in their walking path, passers-by are forced to walk around
the obstruction or in between the obstruction and the mask wearer.
The researcher only had to count the instances in which these reactions
occur.
13
Chapter 1
How can we make sure that designers take on their semantic responsibility
and manage the product-related stigma process? After the PAMS has exposed
the stigma-specific design challenges, designers can be inspired with design
recommendations to alleviate the effects of product-related stigma.
The design interventions are grouped into three ‘intervention’ areas. The
interventions not only impact the product, but also empower the user
or reshape societal and cultural factors. A first set of 13 interventions
encourages the designer to reshape the meaning of a product away from
negative associations. A second set of interventions stretches the solution
space towards user empowerment. Two interventions inspire designers to
emancipate users from their position of passive victims to active challengers.
In a final area, we situate two interventions that enable the designer to
reshape the social and cultural contexts in which products are launched and
perceived. The two interventions are not primarily focused on the product,
but they group all efforts that produce fundamental changes in cultural
attitudes and beliefs.
The method
14
Introduction
Although it is possible to scan through the book and gather useful insights,
each chapter builds on the concepts that we previously covered. The various
chapters will present the consolidated knowledge and findings for the three
ingredients we discussed earlier. We suggest that you read the book from
start to finish. This is a short summary of the chapters that are covered:
Chapter 1 - Introduction
Chapter 2 discusses the concept of stigma in social psychology and covers the
literature that was used for our theory building. By the end of this chapter,
the reader should understand the basic concepts of social stigma and its
parallels in design literature.
15
Chapter 1
Chapter 5 features the ‘Product Intervention Model for Stigma’ (PIMS), a set
of 17 design interventions that can be used to alleviate the effects of product-
related stigma. This chapter will exemplify how stigma-free product design
has been successfully applied across different products and design concepts.
The operational tools PAMS and PIMS are presented in Chapters 4 and 5
If you are interested in the experimental approach that designers can use,
we suggest focusing on experiments 2 (Immersive Experience), 4 (Dyadic
Distance experiment) and 5 (Stain Dilemma) in Chapter 3. These experiments
can help to rank or compare design proposals. We recommend to execute
them in this order
16
CHAPTER 2 Literature Review
Chapter 2
This chapter presents the literature that structured our theory building and
inspired our experimental and empirical research. Because product-related
stigma occurs in social contexts involving a stigma-eliciting product, its user
and those who surround him or her, we reviewed literature in design research
as well as social psychology. Both fields have contributed vital insights into
what influences stigma, as well as factors and models for our stigma-free
design approach.
In the second part of our literature review we explain why we choose the
term ‘stigma’ and how we have delineate it in our research. Although the
term ‘stigma’ touches on several disciplines, it is a broadly studied concept in
social psychology. The experience of stigma is common among human beings
(Crandall, 2000). Everybody has experienced some degree of stigmatization
at some point in their lives, be it a feeling of isolation, alienation, exclusion, or
embarrassment resulting from being different in some way. ‘Being different’
can be linked to various conditions, including race, age, gender, bodily
deformations, and accompanying people as well as products. Even minor
imperfections such as a messy hairdo that unwillingly attracts attention could
be the cause of social unease. In our review we searched for the areas in
which social psychology could contribute to our understanding of product-
related stigma. Next to providing insights into the process of stigma, the
social psychology literature also reports on research on the acceptance of
assistive devices.
A review of both research fields clearly revealed two actors who shape
the process of product-related stigma: one that ‘receives’ the stigma or
the stigmatized, and one who ‘attributes’ the stigma or the stigmatizer.
We structured the literature accordingly and zoom in on the perceptive,
attitudinal and behavioral elements that impact these two actors.
18
Literature Review
The next area we reviewed is the area of Product Semantics, an area that we
borrowed concepts from in order to think and write about product meaning.
When using the term ‘design research’ we do not exclusively refer to research
that aims at developing domain-specific knowledge within any professional
field of design. The concept of design research extends beyond these
boundaries and includes research activities that are embedded within the
design process itself. As such, ‘design research’ does not only involve the
research that designers conduct, but all research activities that strive to
understand and enhance design processes and practices.
19
Chapter 2
people can use them. Inclusive Design takes into account the changing nature
of ageing, disability and the technological skills necessary to participate fully in
modern society. Inclusive Design principles aim at developing environments,
services, information technology and products that can be used equally well
by people of any age or ability.
Keates and Clarkson (2004) stress that Inclusive Design, like stigma-free
design, is not a bolt-on activity that can be addressed at the end of the design
process. Instead, it needs to be a core activity, as tightly integrated in the
design as quality is. To know your users, their needs and aspirations, and to
provide a design solution for them is not only vital for successful inclusive
design, but also for good design in general. However, most designers never
even get to meet a user, let alone that they get to know them. Understanding
and empathizing with the user is a vital factor and we will address this topic
in more detail at the end of this chapter.
The work of Patricia Moore has been a great inspiration for our research.
With the social project that Moore (1985) describes in her book Disguised,
she wanted to get a better understanding of what it means to be a senior
citizen. Her project became an excellent example of how bad product design
(including buildings, vehicles and transport infrastructure) can exclude people
with age-related impairments. Aged 26, Patricia Moore was working as an
industrial designer at the New York firm Raymond Loewy. From 1979 to 1982,
she dressed up as an elderly lady and experienced the day-to-day reality of
how life is for an 80-year-old woman. Her disguise went beyond superficial
make-up and included glasses that blurred her vision, a brace, wrapped
20
Literature Review
Figure 2.1. Patricia Moore bandages around her torso (to bring about a hunched over posture), plugged
as a young designer and up ears, and uneven shoes that forced her to walk with a stick. She took on
disguised as an 80-year-
old lady.
these disguises to attract social stigma, which made her the first designer to
extensively discuss stigma and social rejection.
Her relationship with bystander culture was incredibly powerful. People beat
her up, didn’t help her, insulted her or, to the contrary, were very friendly. Her
adventures were elaborate design research experiments, involving stigma
and bystander reactions. Her experiences, good and bad, were all based on
the reactions of bystanders. As such she provided proof of the power and
significance of bystanders reactions in human-product interactions. Her
work became an extra motivation for our own research focus on bystander
reactions.
Universal design emerged from the field of architecture in the late 1960s and
was coined by the architect Ronald L. Mace. Universal design started as an
approach in which the design of the built environment should be as ‘barrier-
free’ as possible, enabling the widest possible spectrum of people to access
it. The available guidance for universal architectural design far surpasses
what is available for universal product design (McAdams & Kostovic, 2011).
Later on, the concept of universal design was broadened by The Centre for
Universal Design at North Carolina State University as "the design of products
to be usable by all people, to the greatest extent possible, without the need
for adaptation or specialized design" (Mace, 1985). Typically, accessible
design tends to result in separate facilities for individuals with disabilities
(e.g., ramps and toilet stalls) while universal design provides a single solution
accommodating all people. Ideally, application of universal design principles
would result in aesthetically pleasing devices or solutions that are seamless
in design (Covington, 1998).
21
Chapter 2
The book ‘Design meets disability’, written by Graham Pullin (2009), has
been an inspiration from the beginning. As a medical engineer and design
consultant, the author presents a thorough exploration of the cultural, stylistic
and fashion trends that influence the acceptance of objects that overcome
‘disability’. In the first section of the book ‘Initial Tensions’, Pullin addresses
the tensions between the medical community and the design community.
The second section ‘Meetings with Designers’ presents a series of interviews
and (imaginary and real) pairings of designers with product for impairment.
In her doctoral research, Susanne Jacobsen addresses how young adults with
physical disabilities experience the use of assistive products, and the assumed
stigma associated with these products. In one article, she explored means
for overcoming the stigma associated with assistive devices (Jacobson 2010).
She derived three categories: disguising the stigmatizing features, turning
attention from the stigmatizing features to other features, and transforming
stigmatizing features into features that convey prestige or status.
Glyn Stockton (2009) wrote a paper on stigma and how designers can address
negative associations in product design. Stockton briefly documented the
following methods of de-stigmatisation through: education, technology,
the application of mainstream characteristics, the adoption of stigmatised
characteristics, functional desire, alteration of ritual, disassociation, and
association.
22
Literature Review
A guide cane for blind people for example is an assistive product, which has
clear benefits and operational qualities for its user. Its primary function is to
improve user mobility by enabling the detection of objects or obstacles in the
walking path (affordance). An important semantic quality of the blind cane is
to alert others of the bearer’s visual impairment. By virtue of its contrasting
white color and universally recognizable shape (identity and character), it
bears important semantic qualities that identify its user and radiate outwards
towards its social surroundings.
Wikström (1996) confirms this insight and states that products tell us
something about themselves and in certain cases also about the people
who own them. Through its design and function, a product expresses values.
Bystanders interpret and assess the importance of these values in relation
to a social context, resulting in acceptance or rejection, liking or disliking.
Through their semantic content and expression products can create positive
or negative perceptions, emotions, values and associations in individual users
or observing bystanders. These statements confirm that an understanding of
the semantic qualities of a product must go beyond its ‘styling’ and must
relate to the relationship between, on the one hand, the user and the product,
and, on the other, the importance that objects assume in their social context.
23
Chapter 2
Monö (1997) defines four semantic functions that products can communicate
through their ‘gestalt’ (i.e. the totality of colour, material, surface structure,
taste, sound, appearance and function as a whole). These semantic functions
provide the designer with the possibility to communicate a clear message
through the product and make it comprehensible within a certain context:
• to describe: the product gestalt can describe the product’s purpose and
function, i.e. define its task, way of use, handling, etc.;
• to express: the product gestalt can express product properties, such as
value, quality, lightness, softness, etc.;
• to signal: the product gestalt can trigger users to react in a specific way,
for example to be careful and to be precise in their work;
• to identify: the product gestalt can identify:
◦◦ product purpose, i.e. similarity, origin, nature and product area;
◦◦ connection with a system, brand, product family, product range, etc.
We can conclude that our research is rooted in the field of Product Semantics,
which provides us with the concepts that enable us to think and write about
product meaning. However, Product Semantics examines human-product
interactions from the perspective of the product. The last field of the design
literature that we explored was that of Human-Centered Design, an area
where the user and his or her experiences play a central role.
24
Literature Review
Marzano (1998) states that products can be seen as living objects with which
people have relationships. Products are objects that can make people happy
or angry, proud or ashamed, secure or anxious. Products can empower,
infuriate or delight - they have personality. People also have personalities,
accompanied by hopes, fears, dreams and aspirations. These are likely to
affect the way that people respond to and interact with products.
Norman (2004) states that the emotional side of design might be more
critical to a product’s success than its practical elements. According to him,
a user-product interaction demonstrates three emotional processing levels:
the visceral level, the behavioral level and the reflective level. The visceral
level encompasses the first instinctive reaction to visual and other sensory
aspects of a product. It involves the sensory system and has no connection
with a reflection on the situation or interaction with the product. The second
level of cognitive processing is the behavioral level. This level is related to the
use of products and covers all interactions between the product and the user.
The reflective level can be seen as what the person ‘thinks’ of an object, and
is therefore strongly affected by conscious considerations and reflections on
past experiences. Although products should perform well on all three levels,
our research focuses on the visceral and reflective processing levels in the
human-product interaction.
25
Chapter 2
Jordan (1997), who is best known for his pleasure theory, refers to three types
of product benefits: hedonic benefits or sensory and aesthetic pleasures,
emotional benefits or effects on users’ emotions, and practical benefits that
result from the completion of tasks. His ‘four-pleasures’ model distinguishes
four ‘pleasures’ related to the use or possession of a product: physio-pleasure,
pleasures evoked by one or more of the five senses; psycho-pleasure, related
to people’s cognitive and emotional reactions; socio-pleasure, related to the
social relationships and communication that a product enables or disables;
and ideo-pleasures, related to people’s values, tastes and aspirations. The
desire to avoid stigmatization can be interpreted as a ‘social need’ pleasure
(Jordan, 2000).
Jordan (1996) also studies displeasure in product use. In one of his studies,
users were asked to select a product that was ‘displeasurable’ to them.
Users reported on the properties that made the product ‘displeasurable’
and the subsequent emotions and feelings that they aroused in them. Lack
of usability, poor performance, lack of reliability and poor aesthetics were
the main factors associated with ‘displeasurable’ products. Associated
feelings aroused were annoyance/irritation, anxiety/insecurity, contempt
and exasperation. It is important to understand that products themselves are
not ‘displeasurable’. The ‘displeasurable’ feelings and emotional responses
associated with the human-product interaction are our primary concern.
The assistive, protective and medical products addressed by our research
potentially elicit these ‘displeasurable’ emotional responses, and as such
we would like to put forward our research on ‘Product Stigmaticity’ as a
counterpart of pleasurable design.
Figure 2.2 illustrates similarities and differences between the various design-
models that we have considered when building our theory. At the basis of
most models we find factors that shape the human-product interaction. The
table is broken down into two sections. The top section describes aspects
26
Literature Review
Analyzing the models, it soon becomes clear that various authors regard
similar elements to be active in the human-product interaction process.
While examining the various models and their nuances, it is important to
realize that product-related stigma can impact on all levels presented in
figure 2.2. Stigma can arise from any product stimulus level and can have an
impact on any of the described human concerns.
This table provided us with the overview needed to select those theories that
were relevant for future reference. For our future framework we searched
for a model that could link the various product interaction components to
human concerns, or types of human appraisal. Because it distinguishes three
types of human appraisal that seamlessly link with three product stimulus
components, we selected the Appraisal Theory of Desmet and Hekkert
(2007) as a basis. Although other models do mention comparable aspects
and terms, our most important motif for selecting the appraisal theory is the
way in which it links human experiences to objects. In most design models,
the stimulus components or types of appraisal only relate to the experiences
of the user. In Chapter 4 we will expand the appraisal theory to include the
various contexts in which the interactions can be set. To fully apprehend
the human behavioral process, users (and influencing stakeholders) need
to be placed in their relation and interaction with products and in relation
to the ever-present context that shapes the final meaning-content of the
interaction.
27
Chapter 2
Figure 2.2. Similarities
between different design
models that point to
complementing ideas on
how to implement affect
and emotion in product
design.
28
Literature Review
Stigma is all about how people perceive one another; as such, it’s a concept
that belongs to the field of social psychology. As stated earlier, stigma is about
labeling people as ‘being different’, a condition that can be linked to race,
age, gender, bodily deformations, and accompanying people or products. We
chose the term ‘stigma’ because it refers to concepts such as stereotypes and
prejudice. People stereotype other people, just like products can stereotype
people. Likewise, the term stigma is employed to relate to symbols or marks
of shame, a quite literal link to our topic of product-related stigma.
In the last 10 years, interest in the concept of stigma has grown throughout the
social sciences and design research. Stigma is an important topic that bridges
many disciplines, including sociology, clinical psychology, social psychology,
and public health. In our literature review we discovered sociologists and
psychologists who have expanded on the definition of stigma and added
determining factors to the phenomenon of product-related stigma.
29
Chapter 2
Jones et al. (1984) define stigma as a ‘mark’ that links a person to undesirable
characteristics. If we place the term ‘mark’ in a design perspective and situate
it in a social context, it can refer to the semantic dimension of the stigma
process. The ‘mark’ can be seen as the product, the sign or symbol that is
communicated outwards, interpreted by others, and bestowed on its user. As
such the ‘mark’ becomes part of a person’s social identity.
Crocker et al. (1998) elaborate on Goffman’s theory and stress the importance
of the social context. They argue that “the single defining feature of social
stigma is that stigmatized individuals possess, or are believed to possess some
attribute, or characteristic, that conveys a social identity that is devalued in a
particular social context”. Furthermore, most stigma scholars regard stigma
as a social construction, i.e. a label attached by society and point to variability
across time and cultures in regard to which attributes, behaviors, or groups
are stigmatized (Crocker et al. 1998, Jones et al. 1984).
In all of these expansions of the stigma definition, the start of the process
seems to be sensory perception. The stigma stimulus needs to be ‘noticed’
before any attribution or appraisal can be made. Before the product is
noticed, it needs to be in the proximity of its user, in order for it to be linked to
its user. For this reason we can call them body-near stigma-eliciting products.
An invisible hearing aid will not attract people’s attention. Product-related
stigma only occurs when it is perceived by one of the senses. Visibility is an
important factor in the stigma experience and the interaction alters as soon
as an unfavorable product, linked to or in interaction with its user, becomes
visible to bystanders. Besides vision, other senses may also be triggered.
Sensory perceptions that can influence the product-related stigma process
relate to the smell, feel, sound and taste of the user and/or product e.g.
bad breathe, tactile feel of a prosthetic hand, or irritating product noises.
30
Literature Review
We conclude by stating our working definition and frame the term ‘stigma’
as:
31
Chapter 2
Figure 2.3 exposes the different phases and elements of a social stigma and
its impact on an individual, describing the phenomena of stigma from an
insider's perspective. Major’s model demonstrates that the possession of a
consensually devalued social identity (a stigma) increases people’s exposure
to potentially stressful situations which can threaten the value of their
identity. As depicted in figure 2.3, the process starts from the situational
input variables that are imposed on individuals (A, B, and C), followed by how
they appraise that situation (box D), how they respond to the social stigma
(Boxes E and F); and the possible outcomes it has on them (box G).
32
Literature Review
A Belonging to:
Collective
representations D E G The stigmatizer - bystander / passer-by (A,B)
Identity Involuntary Outcomes
B threat
appraisals
Responses
The stigmatized - user / wearer (C,D,E,F,G)
Situational
cues F
Voluntary
C Responses
Personal
characteristics
Figure 2.3. The different Although it is not depicted, this model is recursive. Involuntary and voluntary
phases of a social stigma responses to identity threat may provide feedback that affects objective
process and its impact on
the individual’s identity.
circumstances as well as subjective appraisals of those circumstances. These
The elements belonging to may reduce or worsen the effects of stigma.
the stigmatizer are marked
in yellow, those belonging In figures 2.3 and 2.4 we marked elements in green and yellow. The yellow
to the stigmatized in
green. (Adapted from
elements belong to the realm of the stigmatizer. They are situated on the
Major (2005,) the identity input side of the model and are ‘projected’ onto the stigmatized. The green
threat model) elements in the model all refer to the stigmatized, in our case the product
user or wearer.
Note that a similar model could be drawn depicting the identity threats of the
bystanders that are present in the interaction. We will return to this insight
when we characterize the various types of appraisal. In the next paragraphs
we glance over the model from the perspective of the product user, the
stigmatized. We will expand on certain elements in the model and include
aspects that relate to the product.
Culture
The stigmatizer(s)
Figure 2.4. Schematic
representation of the
unprepared encounter that
we target in our research.
The elements on the right Bystanders
depict the contextual
elements present in the
immediate situation. The
situation comprises four
contextual elements:
The stigmatized
the user, the product,
bystanders, and culture. User Product User + product
33
Chapter 2
Input variables
Major (2005) defines three context specific input factors that potentially
lead to an identity threatening or stigmatizing situation (boxes A, B and C in
figure 2.3). These input variables will determine whether a person will judge
a situation to be socially threatening.
Assessment / Appraisal
Identity threat (box D) results when individuals appraise the demands from
the input variables as potentially harmful to their social identity, and as
exceeding their resources to cope with those demands. The appraisal results
from an interaction between the input variables mentioned in the previous
paragraph:
34
Literature Review
• The perceived cues in the immediate situation. These cues can be affective
(human related) or semantic (product related).
• The collective representations that the individual brings to that situation.
• The individual’s personal characteristics.
The stigmatized is not always consciously aware of this phase, i.e. the
appraisal process can be automatic, nonverbal, instantaneous, and occur
outside of consciousness (Smith 1991).
Responses
Outcomes
We focus our efforts on this part of the process in an attempt to solve the
product-related stigma at the (semantic) source and to make symptomatic
curing or coping with stigma at the target side obsolete. By approaching
the threatening input variables with the appropriate design interventions,
the designer can have an impact on the product-related stigma process and
lower or terminate product stigma attribution before or during the appraisal
phase.
35
Chapter 2
A second focus is placed on the content side. From the different types of
stigma we focus on product-related stigma and not existential, sociological
or physical stigma (see Goffman 1963). It is not because we narrowed our
scope towards one actor and product-related stigma that we brush aside the
valuable insights brought by the overall process. In the next paragraphs we
describe how the perceptions, attitudes and behaviors of both the stigmatizer
and stigmatized are shaped.
36
Literature Review
Perceptual are those factors that the stigmatized takes in with one of the
senses. Users of a stigma-sensitive product might observe or hear overt
reactions of bystanders. A laugh or a frown, audible remarks and even
the physical discomfort of their surroundings. Other obvious perceptual
elements that the stigmatized could be confronted with are signals that urge
for a specific dress code.
People also have the tendency to adjust their behavior around users of
assistive and medical products. As noted by Brookes (1998): “Assistive devices
become a signal because the sight of a person using assistive technology
sends a message that this is not an ordinary person and that one needs to
behave differently around this person”.
37
Chapter 2
When a person agrees with and internalizes these undesired social reactions
and stereotypes, he or she is likely to feel the pain of self-stigma. As such,
self-stigma is the private face of stigma and connects with the shame, anxiety
and lowered self-esteem of the stigmatized himself. Once the public or social
stereotypes are internalized, self-stigma tends to affect the stigmatized in
three ways (Corrigan & Watson, 2002):
Stigma appraisal
When people use products, they experience complex social and emotional
responses that are no different from the responses they experience when
interacting with real people in the real world (Desmet, 2002). The central
idea of stigma appraisal is that events are appraised for their significance for
one’s well-being. Subsequently, the outcome of this appraisal process directs
affective, cognitive, behavioral, and physiological responses to that event
(Smith 1991).
In the case of stigma, the value appraisal can assess the demands posed by
a stigmatizer. The stigmatized evaluates the extent to which these demands
are perceived as self-relevant, dangerous, or effortful, and if they create
uncertainty. Unconsciously users of assistive devices can appraise pleasant
products or reactions as good and unpleasant products or reactions as
38
Literature Review
The appraisal theory (Desmet and Hekkert, 2007) suggests that we make
appraisals when we evaluate a product against the concerns we have. The
result is an emotional response (Desmet, 2002). On the negative side of the
emotional spectrum, for example, threat or anxiety can be the result when
the demands of a (self-relevant) situation are appraised as exceeding one’s
perceived resources to meet those demands.
human
concerns
Appraisal Emotion
product User
stimulus
Bystanders
Culture
39
Chapter 2
Our research has adopted the appraisal theory (Desmet and Hekkert, 2007)
as one of its cornerstones. As suggested earlier, the appraisals of users of
stigma-eliciting products can be strongly influenced by the appraisals of
bystanders. Even a society or culture can have its appraisals, where collective
concerns are balanced with product stimuli. In our attempt to influence the
appraisal processes of all stakeholders involved, we focus our efforts on the
left part of the appraisal theory, depicted in figure 2.5. By avoiding appraisals
leading to negative value and enforcing positive value attribution, stigma-
free product design should strive to decrease product-related stigma in the
value appraisal phase.
40
Literature Review
41
Chapter 2
Social psychologists (Siegel et al., 1998) have placed stigma coping strategies
on a ‘reactive–proactive continuum’, ranging from concealment and
avoidance to social activism (figure 2.6).
concealment
avoidance public education
withdrawal Limited social exposure social activism
is another way to avoid the stress associated with the use of a stigma-eliciting Figure 2.6. The continuum
product. of coping strategies.
42
Literature Review
The coping strategy that a stigmatized person uses has been linked to
psychological and behavioral outcomes. Link et al. (1991, 2002) found that
the use of reactive and defensive coping strategies were harmful in terms of
psychological well-being. In contrast, Shih (2004: 175) argues that overcoming
the hardship associated with stigma can be experienced as an empowering
process. This insight supports growing evidence that proactive strategies
are indeed related to more positive outcomes. Jones et al. (1984: 132), for
example, argue that the self-esteem of the stigmatized will increase as they
come to view themselves as other than helpless, dependent, and worthless.
Peer support
Through peer support, the stigmatized can 'reach back' and help other
similarly stigmatized people. Initiatives of this kind are found in mutual aid
organizations, self-help groups, and informal mentoring and they are often
accomplished by sharing experiences, strength, and hope with others. In this
role the stigmatized can become a role model and mentor. An ‘experienced’
prosthetics user, for example, can help others who are less far in the process
of acceptance or mobility. As such, stigmatized individuals can become
recognized as providers of help and support and not merely as receivers of
help.
Furthermore, over time, the stigmatized may progress from the use of one
strategy to another. For example, the stigmatized may employ reactive
strategies (e.g. concealment) early on in their ‘stigma career’ and then move
toward the use of proactive strategies, e.g. social activism, over time (Darling
2003; Fine and Asch 1988; Herman 1993; Siegel et al. 1998).
43
Chapter 2
Are the outcomes as radical for product-related stigma as they are for social
stigma? (Self-esteem, stress, acceptance)
Figure 2.7. Riam Dean and
A law student with a prosthetic arm her prosthetic arm.
(Riam Dean, 22) was forced to work in
the storeroom of the clothing retailer
Abercrombie & Fitch because she did not
comply with the company’s strict “looks
policy”. Miss Dean told the central London
tribunal that she felt “humiliated” and
“questioned her worth as a human being”
before quitting her job. She said that she
“wasn’t the same person,” adding “I didn’t
want to socialize. If I did go outside the
family home I felt so self-conscious I would
cover up and wear long cardigans despite
it being summer”.
44
Literature Review
45
Chapter 2
46
Literature Review
The social image of a person is closely related to his or her social status, or
how a person is regarded by others. Others will view any product used by
an individual as a symbol of status for that individual. Social status involves
both material and cultural status (Jordan, 2000) and can be ascribed due to
age, gender, race, state of health, and achieved through accomplishment.
Material status is often linked to products that belong to expensive brands,
radiating material wealth. Material status can also be achieved by using
products that have become prestige items through comparison, like using
the first smartphone in a world of flip phones. Having the appropriate taste
or knowing which products are fitting or fashionable in a cultural group
confers cultural status (Jordan, 2000). The maintenance of cultural status can
also involve minimizing the stigma involved in dealing with a stigma-eliciting
product or medical condition.
The emotions and responses of the stigmatizer are based on the social
dimensions of warmth and competence
Fiske (2002) argues that two dimensions, warmth and competence, can
capture stereotypes. The warmth dimension reflects people’s friendliness
and the competence dimensions their ability. Fiske states that people who
47
Chapter 2
are perceived as warm and competent elicit uniformly positive emotions and
behavior. Different combinations of these dimensions will result in unique
intergroup emotions and reactions (see figure 2.8). Older and disabled
people combine the positive stereotype of warmth in one dimension with
the negative stereotype of low competence in the other dimension. As such
they are perceived by their surroundings as a dependent, non-competitive
group. According to the model the resulting emotion in bystanders will
be pity, accompanied by active helping and passive neglect. For example
institutionalized older and disabled people in our society get support but are
quite often socially isolated. The envied groups elicit passive association and
active harm. For example neighbors might shop at stores of entrepreneurial
foreigners (outsiders) but under societal breakdown these shops might be
attacked and looted.
housewives
48
Literature Review
m
Pi
represent behaviors
(Cuddy et al., 2007).
Warmth
Passive Passive
harm facilitation
C
on
vy
te
En
m
Active
pt
Low harm
Low Competence High
49
Chapter 2
for example, describe attitudinal factors that stereotype people with mental
illness as dangerous and unpredictable.
Attitudinal pressure from stigmatizers towards the stigmatized has also been
signaled in relation to the use of assistive technology. The following example
implies that the stigmatizer can even be a family member. A person with a
disability may be excited about using assistive technology, but even then, it
has been suggested, stigma associated with choices made by the families of
school-age students with disabilities to not implement assistive devices due
to perceived increased visibility or attention received if these children were
to use these devices in public settings (Brooks, 1998; Smith-Lewis, 1992).
50
Literature Review
Users and bystanders will judge the personality of a product based on the
same markers and criteria that they use to judge the personality of other
people. In this respect, perceived personalities in products are no different
(van Gorp, 2011).
Figure 2.10. From left to Figure 2.10 shows three wheelchairs exhibiting distinct product personality
right: a rugby wheelchair, traits. The chair on the left is used in wheelchair rugby and is designed to
a neutral wheelchair, and
the wheelchair by Eva
withstand heavy impacts. Aggressive bumpers and wheels help to strike
Dijkhuis. and hold opponents, generating an overall ‘unfriendly’ image. The rugby
wheelchair clearly radiates a dominant product personality. The green
wheelchair in the middle is endowed with a submissive product personality.
Its friendly visual features and colours give it a sociable and soft image. The
third wheelchair is designed by IDE student Eva Dijkhuis (2006). Wheelchairs
for children are often scaled down versions of adult wheelchairs, painted in a
bright colour. With its central bumper, thick tires and energetic looks inspired
by a mountainbike, Eva’s wheelchair aims to facilitate and stimulate playful
behavior. The chair manages to match product and user personality traits,
supporting the child’s aspirations towards being playful and independent.
51
Chapter 2
To illustrate the impact of the social product appraisal of bystanders and their
resulting behavior, we selected the example of the Tweenbot by Kacie Kinzer
(2009) (figure 2.11). The Tweenbot is a small and friendly-looking robot that
is equipped with a flag displaying its destination. Able to move only in a
straight line at a constant speed, it bumps into all kinds of trouble. With its
friendly looks the robot overcame challenges and obstacles, thanks to the
pity, kindness and active facilitation of bystanders and passers-by.
Figure 2.11. Tweenbot by
Collective meaning factors influencing the stigmatizer Kacie Kinzer (2009)
Risk of contamination
52
Literature Review
Once stigmatizers have perceived and appraised the user and his or her
product, they have several ways in which they can respond and behave.
As suggested earlier, stigmatizers often demonstrate mixed appraisals and
responses towards the stigmatized. Although people may feel some revulsion
to a user of a prosthetic arm, their actual behavior may reflect sympathy
and kindness. In order to explain such findings, social psychologists have
proposed a variety of dual process models (Gawronski and Bodenhausen,
2006; Pryor et al., 1999; Smith & De Coster, 2000; Strack & Deutsch, 2004).
A common thread in these models is that both associative and rule-based
processes are believed to shape people’s reactions to a stigmatized person.
People’s immediate reactions to a stigmatized person are typically dominated
by their associative thinking. Within a matter of seconds, however, more
deliberative processing may come into play. Social psychology suggests that
the dual process models can be useful in the study of reactions to a variety
of social stimuli, such as reactions to consumer goods, political issues, art,
humor, and various other stimuli of social relevance as well as other people
(Pryor & Reeder, 2004).
As the basis for our experimental explorations we opted for the dual process
model as proposed by Pryor et al. (2004). An assessment of the behavioral
reactions of bystanders implies a study of the initial confrontation as well as
the more deliberate and thoughtful responses that follow. Pryor indicated
that there is an important reflex reaction within the first second, possibly
followed by a more deliberate reaction that takes its time to build up.
53
Chapter 2
Figure 2.12. Dual
! Thoughtful reactions
Processes in psychological
reactions to perceived
stigma, as proposed by
Relative Psychological Impact
Reflex reaction
shaped by reflexive and associative processes
54
Literature Review
The reflex reactions do not necessarily prevail. Human beings are also
capable of more thoughtful reactions to stigma. Rule-based processing
involves conscious, deliberative or thoughtful reactions that rely more on
‘facts’. During the rule-based process, the stigmatizer will actively consider
the pros and cons of further interaction. Such deliberative processing may
be triggered when stigmatizers reflect on the appropriateness of their initial
associative reactions to the stigmatized (Pryor et al. 1999). Subsequently,
thoughtful reactions may be a correction of earlier reflex reactions. Successive
thoughtful reactions could be a smile, or masking behavior where bystanders
pretend not to have noticed the unusual person and his or her product.
During the rule-based process, the stigmatizer may also consider whether
the stigmatized is held responsible for his or her condition. As stated earlier,
if the stigmatized is not considered to be responsible, stigmatizers typically
react in a sympathetic way. In contrast, if the stigmatized is held responsible,
stigmatizers are more likely to react with irritation and blame. This may
help to explain why victims of lung cancer, which is typically viewed as a
controllable outcome, experience greater social stigma than the victims of
breast cancer, which is presumably less controllable (Reeder & Pryor, 2008).
55
Chapter 2
56
Literature Review
The elements mentioned in the previous paragraph often hinder the mental
preparation that is needed to create a deeper understanding of users and
their social surroundings. To connect with this deeper understanding,
designers would benefit from a sensitivity that goes beyond ‘tact’ and
embraces real user empathy. Proper user empathy can be critical when
designers are faced with the design of products which they themselves have
no user experience with. In such instances, direct contact with users and
their social settings could provide insights that are necessary for the success
of the design project. Furthermore, it can increase the amount of quality
information and increase the designers feeling of ‘being inspired’ (Sleeswijk,
2009). The main advantage of this ‘right state of mind’ is that it will allow the
designer to communicate and interact with all stakeholders on a higher than
merely cognitive level of intelligence, i.e. the emotional intelligence level.
2.5.1. Empathy
57
Chapter 2
My My My
My
experiences experiences
My
experiences experiences My Know- experiences
experiences ledge
user’s user’s
user’s context user’s
context context
context
DISCOVERY IMMERSION CONNECTION DETACHMENT
Entering the user’s world Wandering around in the user’s Resonate with the user Leaving the user’s world
Achieve willingness world Achieve emotional resonance Design with user perspective
Taking user’s point of reference and find meaning
According to Kouprie and Sleeswijk (2009), the process of achieving empathy Figure 2.13. The process
in design consists of four phases: discovery, immersion, connection and of achieving empathy
in design consists of
detachment (see figure 2.13). In the discovery phase the designer enters four phases: discovery,
the user’s world and achieves willingness from the user. In this process, the immersion, connection
designer should establish contact with all other stakeholders who interact and detachment. Adapted
with the user and her (future) product. In the immersion phase, the designer from Kouprie and Sleeswijk
(2009).
wanders around in the user’s world. For specific stigma-sensitive design
projects, this immersion phase might imply the integration of a wide variety
of stakeholders and social contexts. When faced with the conception of
assistive technology, for example, empathy with both abled and disabled
people is required. During the course of this immersion, the designer
58
Literature Review
potentially forsakes his own point of reference and changes his perspective to
the user’s point of reference. In the connection phase the designer resonates
with the user and the other stakeholders in an attempt to achieve emotional
resonance and meaning that can lead to valuable insights. In the final
detachment phase, designers leave the user’s world and take their insights
back to the design team or the drawing board. Designing with user (and
social) perspectives is now an option. The model above is of a prescriptive
nature; all four phases are vital in achieving proper empathy in design. The
first three phases are necessary to achieve a personal link with the user and
the other stakeholders. After these phases, the designer detaches in order to
design in a competent way, but with a deepened understanding of the user
and those around him or her.
At this point it is valuable to note that this model can also clarify why random
bystanders often react conspicuously towards users of protective, assistive
or medical devices. During these often unprepared encounters, there was
no discovery or immersion phase prior to the perception or connection and
therefore bystanders are more likely to react with rejection and avoidance.
2.5.2. Meta-position
59
Chapter 2
The four intelligence levels converge with four hierarchical levels in human
needs; physical, cognitive, emotional (relational) and existential (Nuttin
1965; Maslow 1970; Zohar 1997; Barrett 2006) . All too often, the fulfilment
of higher emotional and existential needs is searched for using only cognitive
approaches, wich is inadequate for this purpose. Understanding the true
experiences and aspirations of users and stakeholders requires ‘reflective’ and
‘generative’ competences of these higher than cognitive intelligences (Schon
1983, Isaacs 1999). It will endow the designer with sensitivity for emotional
and even existential concerns of stakeholders and the accompanying way of
speaking (sensing), thinking (meaning) and behaving (acting).
60
Literature Review
Designers cannot wholly control or define the users’ experiences and their
social interaction patterns. When stigma-sensitive products are visibly
worn and taken out in public, interactions with other people and additional
contextual elements will influence the overall experience.
Based on the insights she gained, she was able to inspire the design of a series
of products that were suitable for use by elderly people. The OXO-grip potato
peeler, designed by Smart Design, was one of these inventions (figure 2.14).
Although the product was aimed at people with arthritic hands, it proved to
be a product with a much broader appeal. In an interview by the California
College of the Arts on the power of design, Patricia Moore quoted:
“Design has morphed into the cornerstone of equity, culture, and socialization.
It’s about bringing resources to people who do not have them… .The power
of design is to look at each individual, their home, their community, and the
infinite small things that make for success or failure of interaction in those
realms….”
61
Chapter 2
62
Literature Review
63
Chapter 2
2.6. Conclusions
Our literature review in both design research and social psychology has
proven to be inspirational for our theory building. Both fields provided stigma-
influencing insights that shaped both our theory building, and experimental
research.
In the second part of our literature review we explained our motivation for
choosing the term ‘stigma’ and how we delimited the term in our research.
As a first deliverable, this review brought forth our working definition of the
term ‘stigma’. Within our research we frame ‘stigma’ as a perceivable ‘mark’
(often visible), belonging to an individual or group of people, situated in a
particular social context that violates standards, and/or induces aversive
emotions in other people and leads to interpersonal disassociation (rejection,
avoidance, etc.).
On the input side of the encompassing model we situate the three input
variables suggested by Major. These variables arise from the stakeholders and
their concerns: the personal characteristics and concerns of the stigmatized,
64
Literature Review
human
concerns
product User
stimulus
Standards
Collective Focus of
representations Attitudes Experiments &
Culture Goals
Explorations
Standards
Situational
Involuntary
Cues Attitudes
Responses
Bystanders Goals
Personal Standards
Voluntary
Characteristics Attitudes Responses
human
concerns
User Goals
Outcomes
Appraisal Emotion (long term)
Product perception
non-instrumental interaction
Focus of
Designer Tools
PAMS & PIMS
65
Chapter 2
situational cues provided by the context and its bystanders, and the collective
representations shaped by cultural values and standards. By extending these
input variables with the product stimulus levels suggested by Desmet &
Hekkert (2007), we address the full product-related stigma process and link
human experiences to objects and contexts.
The yellow outlines in figure 2.16, indicate the areas in which our research
progressed. In answer to our first research question (understanding product-
related stigma), we focused on the input variables, context and appraisals
associated with product-related stigma. The resulting ‘Product Appraisal
Model for Stigma’ (PAMS) is presented in Chapter 4 and operationalizes how
the product-related stigma process unfolds and how the various stakeholders
contribute. Our five experimental techniques, aimed at quantifying product-
related stigma and presented in Chapter 3, focus on the behavioral reactions
from bystanders.
66
Literature Review
The dual process model as proposed by Pryor et al. (2004) served as the basis
for our experimental endeavors. The assessment of behavioral reactions
from bystanders implies a study of the initial confrontation as well as the
more deliberate and thoughtful responses that follow. Pryor indicated that
there is an important reflex reaction within the first second of the interaction,
possibly followed by a more deliberate reaction that takes its time to build
up. The experiments and explorations presented in Chapter 3 attempt to
assess both reflex and conscious reactions.
67
Chapter 2
In paragraph 2.5 we switched our focus from the interaction between the
stigmatized and the stigmatizer towards the designer. Because it is the task of
the designer to optimize the interaction between products, users, bystanders
and cultural influencers, we briefly indicated ways to get designers in the right
state of mind. An empathic understanding and the right mindset can endow
designers with a sensitivity that goes beyond ‘tact’ and embraces real user
empathy. The complementing meta-position can endow the designer with
sensitivity for the relational and even existential concerns of the stakeholders
and the accompanying way of speaking, thinking and behaving.
68
CHAPTER 3 Experimental
Studies
Chapter 3
Can designers determine whether their design concepts are ‘burdened’ with
product-related stigma, and if so, can it be quantified? Designers would not
only value this insight during their creative process, it could also help them to
support design decisions with quantitative data. Additionally, a quantitative
measure could help to assess which product properties have influenced the
human-product interaction and to what extent subsequent improvements
were successful.
This chapter reports on our pursuit for techniques that objectively assess the
‘degree’ of product-related stigma that is ‘attached’ to existing products as
well as new concepts. In our explorations we aimed to find techniques that
deliver a quantitative measure and could plausibly result in an affordable and
straightforward tool for designers.
All experiments and explorations were executed with dust masks as stimuli.
Although the results of the experiments do not apply to other products, the
setups and techniques can be generalized towards other assistive, protective
and medical devices.
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Psycho-physiological measurements
In our search for an affordable and straightforward tool that can be used
by design teams, we eliminated the setups that involved substantial medical
know-how (cardiovascular responses, galvanic skin response, and blood
pressure). These would also require the attachment of measuring devices
on the participating bystanders. The use of these measuring devices would
not allow for unintentional cooperation and would spoil the authenticity of
the unprepared encounter. In order to grasp the intensity of the unprepared
encounter, we tried to take our research as close to the actual encounter as
possible, while remaining inconspicuous. In design research there is a tendency
to move research out of the lab and as close to the actual interaction as possible.
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To put it simply, we separate the behavioral reactions in the first second from
those that occur in the following time sequence and take them into account.
Both types of reactions can interact dynamically over time. A reflex reaction
is not necessarily replaced by a later thoughtful reaction and a reflex
reaction may re-emerge if the stigmatizing attribute is re-experienced (Pryor
and Reeder, 2004). It is also important to note that results obtained from
measuring both types of reactions are sometimes dissociated (Gawronski &
Bodenhausen, 2006). Products that elicit strong reflex reactions in the initial
second may engender little conscious behavior afterwards, and vice versa.
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Reflex reactions
Reflex reactions occur within the first second and are triggered by reflexive
and associative processing. When a user with a dust mask is perceived an
often unconscious association with contagiousness may arise. This association
may have been acquired through exposure to media or associations that link
contagious diseases to white dust masks.
Thoughtful reactions
Reflex reactions were separated from the more thoughtful reactions that
occur over a certain period of time. In this time frame bystanders use
thoughtful processes to decide on their actions or correct previous actions.
We attempted to assess the more thoughtful reactions in real-life conditions.
The experiments were initiated in a controlled indoor environment, but
soon moved to crowded public areas. An important and defining conscious
reaction to stigma seems to be avoidance. As such we tried to quantify
how people approach and pass a user and his stigma-eliciting product. We
quantified the interpersonal distance that was maintained at the moment of
passing by and we observed when passers-by made visual contact with our
mask wearer, whether they had startling reactions or looked back. Detecting
the moment of visual perception and possible startling responses proved
to be very challenging. Subsequently, our understanding of these reactions
remains premature. Instead we focused most of our explorations on the
interpersonal distance, or the distance that passers-by maintain as they pass
the user and his or her product.
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Experimental Studies
None of the parameters that we used in the experiments have the intention
to be ‘the’ measure of product-related stigma. There is no single and most
significant measure to express product-related stigma yet and we wonder
whether it would be valuable to direct our efforts towards this goal. Certain
products elicit more stigma than others and a specific stigma-eliciting product
will not necessarily score high on all the parameters. The experimental
techniques are mainly suited to compare product proposals and existing
products and to rank them based on the ‘degree’ of product-related stigma
that is attached to them. Designers can use these techniques to compare
product proposals, without making statements on the exact attributes that
caused or influenced their performance.
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3.1.1. Method
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which participants had to respond to the different mask types and the first
response they had to give to classify masks was counterbalanced between
participants.
Tested hypotheses
3.1.2. Experiment
Pre-test to select evocative stimuli (pictures of dust masks)
The dust masks for this experiment were selected on the basis of a pre-test.
We initially searched for dimensions that could be useful in classifying the
existing dust masks that are on the market. In our pre-test we used the
universal dimensions of social cognition, as described by Fiske and colleagues
(2007):, i.e. Warmth and Competence. As stated earlier, Fiske found that
people who are perceived as warm and competent elicit uniformly positive
emotions and behavior. Conversely, stigmatized groups tend to be negatively
stereotyped in the dimensions of competence and/or warmth in most
cultures. Stereotyping people along these two dimensions may be functional;
in order to survive, people need to know who is a friend or a foe (warmth) and
who will act on these basic benevolent or hostile intentions (competence).
In the pre-test we tried to select those masks that were thought to represent
each of these dimensions (neutral, competence and warmth). The neutral
masks were all white dust masks, which are the most commonly used on the
market. The so-called competence masks were dust masks used in different
professions and in sports. The warmth masks were personalized and colorful,
and were conceived specifically for this experiment. In order to select the
masks that best represented their category, a pre-test was conducted with
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Overall, pre-test data showed that masks that are mainly used in a professional
environment do not convey competence on the persons who are wearing
them, while personalizing a mask significantly increases the level of warmth
the person wearing the mask is thought to have. These differences are
important to bear in mind when interpreting the results of the main study.
Experimental setup
The selected stimuli were presented on a computer screen and the participants’
speed and direction of approach-like and avoidance-like movements toward
and away from models with no masks and models with masks were compared.
At the end of the experiment, the same participants were asked to fill out
a questionnaire with the intent to compare their spontaneous and implicit
reflex reactions with their rational and explicit questionnaire answers. This
study aims to test whether the generic distinction between models without
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dust masks and models with dust masks is sufficient to trigger elementary
motor tendencies associated with approach and avoidance.
Participants
Materials
Three images of models wearing a mask were selected in each category that
was created (warmth, competence, reference). In addition, a single image of
a model without a mask was selected as well. Each of the 4 models (2 females
and 2 males) was seen wearing all of the masks. Thus, participants saw 10
different images of each of the 4 models, creating a total of 40 stimuli (see
figure 3.1).
Figure 3.1. Overview of all Images were presented on a computer screen, which was situated at a
40 stimuli: Four models,
three mask conditions and
distance of approximately 50 centimeters from the participant. We provided
the no-mask reference a modified keyboard, which was used in previous approach-avoidance tasks
condition (Paladino, 2008). This is a standard computer keyboard from which all the
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Chapter 3
buttons have been removed. Three bigger wooden buttons were added: an
upper (approach), a central and a lower one (avoidance). The upper one was
colored in red and the lower one in green, while the central one had no color.
The keyboard was displayed in a vertical position and adjusted to the right or
to the left according to the participant’s dominant hand (see figure 3.2). Given
the position of the keyboard, each participant had to respond by moving
their arm toward (approach-like movement) or away from (avoidance-like
movement) the stimulus that was presented on the computer screen when
pressing the forward and backward keys, respectively.
Figure 3.2. Experimental
setup
Procedure
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Each block was structured in four phases that were presented as follows:
6 conditions
C = competence mask Starting with Starting with Starting with
N = neutral mask warmth competence neutral
W = warmth mask
1 2 3 4 5 6
Phase 1 Training sequence of 4 images (to practice instructions)
Starting with
W W C C N N
No-mask N C N W W C
Phase 2 approach
C N W N C W
Experiment
24 participants 4 4 4 4 4 4
Phase 3 Training sequence of 4 images (to practice reversed instructions)
Starting with W W C C N N
Mask N C N W W C
Phase 4 approach
C N W N C W
24 participants 4 4 4 4 4 4
Total of 48 participants
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At the end of the computer task, participants were invited to fill out a
questionnaire, while they were shown four images, one after the other. These
images showed all four models: three of them were wearing masks and one
barefaced. All models wearing masks wore the same mask type as before and
their masks also corresponded to the masks that participants saw in the first
block of the computer task. The implicit judgments from the first block are
more genuine because no comparison is possible, guarding the responses
from any habituation to the task or influence of seeing other types of masks
in previous blocks. Therefore, we only compared the implicit judgments of
the first task with the explicit judgments at the end of the questionnaire. The
masks were presented in a fixed order but the model who was wearing them
was randomized. The fourth target was always the one wearing no mask. As
such, each participant judged each model once and all three masks of each
category (i.e., warmth or competence or reference).
3.1.3. Results
Implicit judgments (data processing of reaction times)
In our results, we focus on the analysis of the reaction times that were
recorded during the first experimental condition (phase 2 in figure 3.3). We
focused on these measurements to avoid any influences of order effects,
despite all of our counterbalancing efforts. Additionally, we wanted to
exclude all effects due to the inevitable comparative nature of the implicit
judgments that were recorded after the first phase.
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For the ‘warmth’ masks, apart from a significant main effect of participants’
reactions, no other significant effects emerged (F < 1). For these masks there
was no statistically relevant difference in how fast masks and bare faces were
approached or avoided.
The ‘competence’ masks were approached faster (M = 735.94 ms) than they
were avoided (M = 789.81 ms) and this effect was statistically significant (F(1,
14) = 10.18, p < .05). The reverse happened for the no-mask images, which
were avoided faster than they were approached (M = 753.49 ms and M =
822.9 ms, for avoidance and approach reactions respectively).
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!"#$
())*+(,-$ (.+/0$ ())*+(,-$ (.+/0$ ())*+(,-$ (.+/0$
Warmth Competence Neutral
The first four questions of the questionnaire all reflected general liking and
were aggregated in a single index (α = .72), which was calculated separately
for the models with mask and compared with the barefaced model. These
means were analysed in a 2 (Target: mask vs. no-mask) x 3 (Mask type:
warmth vs. competence vs. neutral) mixed ANOVA of which the first factor
was calculated within participants and the second between participants.
Results showed that the mask types did not influence the ‘liking’ judgements
(non-significant - F < 1). Still, the depicted means in figure 3.5 show that
participants tended to like the warm masks slightly more compared to the
bare faces. This difference, however, was only marginally significant (p = .11).
Moreover, the mean judgment on liking was the highest (M = 3.7) for warmth
masks. Clearly no differences emerged for competence and neutral masks.
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3.1.4. Discussion
The reaction time measurements do not agree with our hypotheses. Reaction
times were faster when participants had to approach the mask stimuli. This
result not only contrasts with our expectations, but also to a certain extent
with the explicit judgments given by the participants. Indeed, the masks that
were least liked in the reaction time experiment proved to be the most liked
ones in the questionnaire.
3.1.5. Conclusions
The technique that was used to record the reaction times is relatively
straightforward to execute, but does require a tight control over the
experimental script and its parameters. Analyzing the results is time-
consuming and requires a solid comprehension of statistic analysis.
At the end, the experiment revealed little effect. The experiment was
intended as a comparison task, but turned out to be a detection task
due to the visual contrast between the mask and no-mask conditions.
It is advised to replicate this study with stimuli that have a product in or
around the face in both conditions (e.g. glasses, hat, scarf). By doing so,
the experiment returns to its original purpose and allows researchers to
compare two human-product conditions. At the same time, a reduction of
the esthetical variability between the mask types may allow for a better
evaluation of the implications of design interventions or product variances.
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Chapter 3
The immersive mask experience was a pivot point in our research and
motivates a shift from the lab towards a real-life situation. We moved our
attention away from the reactions and experiences of the bystanders
towards a personal experience in which we could observe the bystander and
experience the intensity of their reactions. The immersive mask experience
allows the designer to get as close as possible to a real-life situation and
experience ‘in the flesh’ what it is like to wear a dust mask in public. As
such, we orchestrated this exploration as a straightforward and manageable
learning method for designers, aimed at first person experiences instead of
quantifiable data.
The immersive mask experience was organized a few weeks before the actual
start of the design project and presented a vital first step in our empathy-
enhancing process. On the day they received their white dust mask, students
were instructed to wear their mask in public settings for at least two hours
a day. In the design assignment, we initially intended this exploration to
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Experimental Studies
Figure 3.7. The three-step divert students away from themselves as a point of reference to an empathic
framework followed in understanding of their future user. Additionally, we wanted to make sure that
the ‘Pleasurable Mask
Experience’ assignment. students would not underestimate the physical and psychological discomfort
associated with wearing a dust mask.
As they set out wearing their masks in public, students personally experienced
the reactions of bystanders, which they observed and documented. Students
often made their walks in small groups of two or three. One of them wore
the mask, while the others observed from a ‘safe‘ distance to avoid spoiling
the authenticity of the reactions. At the end of the exercise, students were
requested to present an A3-poster with quotes and pictures that portrayed
their feelings and experiences.
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Chapter 3
Next to their frustrations about various usability and comfort issues, most
students also illustrated the emotional consequences of wearing a dust mask
on their posters. Several students even managed to capture the expressions
of bystanders with hidden cameras or pictures taken by their spy colleagues.
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These were the most common reactions and associations reported by our
students:
An experience that was shared by many was the social unease that they
themselves experienced. Even in the absence of others, most students felt
uncomfortable and a target of attention.
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3.2.3. Conclusion
The general conclusion of this experience was remarkable; students did not
like the fact that they were stared at, 'like they were bearers of an infectious
disease'. The exploration clearly emphasized that dust masks have a strong
stigmatizing effect, and are not perceived as a 'normal' feature in our streets
and public places. Their personal experience also made students aware of
the challenge ahead and the importance of an encompassing user experience
approach.
Many of the assumptions that they had incorporated in their first design
concepts, proved not to coincide with the expectations of the target group.
The immersive experience gave our students something that went beyond
Figure 3.9. on the the notion that empathy with the user is important; it created an empathic
left, examples of awareness that stretched out towards the larger social environment.
student posters visually
representing their
experiences (Jens Baert & Below, some concept sketches of dust masks that were conceived during the
Jonathan Cools). ‘Pleasurable Mask Experience’.
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Chapter 3
The immersive mask experience evidenced that a lot can be learned from
the real-life interaction between users of stigma-eliciting products and those
who surround them. As stated earlier, an important and defining thoughtful
reaction to product-related stigma seems to be avoidance. The Spy Pack
exploration is the first in a series of three explorations that aims to quantify
how people approach and pass a user and his stigma-eliciting product.
The main goal of this exploration was to determine which of these parameters
are most relevant for further exploration. The setup of this exploration was
inspired by observational research methods. By simulating real-life conditions
in an indoor environment, we managed to reconstruct the valuable ‘first time
encounter’ in a controlled environment. The research was conducted on a
sample of 87 male and 82 female participants, who were randomly assigned
to three conditions, a no-mask reference condition and two distinct mask
conditions.
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3.3.1. Method
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Chapter 3
3.3.2. Experiment
Stimuli
The second mask is the Respro City mask, a mask that is often used by bike
couriers in busy city traffic. The blue Respro mask has breathing valves on
both sides and was chosen because of its high visibility. It would be interesting
to detect whether there are differences between these two mask conditions
on any of our three parameters.
Experimental setup
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whether they had noticed anything unusual in the empty hallway; none of
them reported noticing the overhead cameras.
Figure 3.11. The hall in
which the experiment was
set up.
Participants
The research was conducted on a total sample of 169 students and employees
of the Artesis University College of Antwerp, of which 87 males and 82
females. Participants’ age ranged from 18 to 50 years old. All participants
had the Belgian nationality and participated unknowingly. Participants
were intercepted at the end of the hallway, where the intentions of our
research were clarified and permission was asked to process the images.
All participants agreed to cooperate. Male and female participants and
confederates were counterbalanced within each condition (no mask, white
mask and blue mask). We explored six conditions:
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Equipment
Figure 3.12. Build-up of
the spy pack backpack / A
male research confederate
wearing the spy pack.
Procedure
All video images were processed in Adobe Premiere and compiled into
one overall image that comprised the images of all seven cameras used in
this experiment. The images were assessed on a 32” High Definition LCD
screen that provided the necessary resolution and contrast for an accurate
observation.
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whether the perception happened without delay, with short delay or with
long delay. If the passer-by did not visibly look at our confederate, in any
of these three areas, we encoded this participant’s perception as 0. The
moment of visual perception was determined by analyzing the frontal video
image of the spy pack on a large screen, combined with the composed image
of the overhead cameras. Passers-by who clearly turned their head towards
our confederate or stared into the camera mounted on the confederates’
shoulder, were considered as valid participants. When a clear visual detection
of the passer-by was observed on the frontal camera, the image was paused
and the correspondent sector was indicated with the appropriate statistical
value: 0 (no visual perception), 1 (sector 1/long delayed perception), 2
(sector 2 /shortly delayed perception), 3 (sector 3/no delay or immediate
perception). In figure 3.13 a passer-by noticed our confederate in sector 2,
with a short delay.
Figure 3.13. Variable 1
Staring behavior: no delay,
short delay or long delay.
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Figure 3.15. Variable 3
Deriving the walking
distance between the zero
mark and the passer-by.
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3.3.3. Results
Two hypotheses were examined after the data were gathered. The hypotheses
are linked to the detection and measurement of explicit behavioral responses,
namely staring behavior (moment of perception and looking back) and
avoidant walking behavior vis-à-vis a wearer of a stigma-eliciting dust mask.
Our first hypothesis predicts that a person who wears a dust mask is perceived
significantly faster, which could in turn be an indication of heightened
alertness or self-protection of the passer-by. Our second hypothesis forecasts
that a passer-by will maintain a greater (safer) walking distance when our
confederate is wearing a dust mask. In addition, it would be interesting to
discover significant behavioral differences in any of the three parameters,
related to the two mask conditions and related to the gender of the
participants or confederates.
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These results enabled us to add the male and female samples for the three
experimental conditions. Collapsing these variables generated a bigger
sample for each condition and increased the accuracy of further statistical
analysis.
The data stored in this variable were linked to a score of 0 (no visual
perception), 1 (delayed perception), 2 (shortly delayed perception), or 3
(no delay or immediate perception), according to the sector in which the
passer-by made visual contact with our confederate. A confederate in the
neutral no-mask condition was not perceived by 39% of the passers-by. This
percentage drops to respectively 9% (white mask) and 5% (blue mask) for the
mask conditions.
The white mask is detected faster with a total of 84% in sectors 2 (shortly
delayed) and 3 (immediate detection), whereas the blue mask is detected
slower with a total of 82% in sectors 1 (delayed) and 2 (shortly delayed).
Figure 3.16. Percentage
No-perception Delayed Short-delayed Immediate
indicating the moment
(0) (1) (2) (3) (sector) of perception
Neutral 39% 20% 35% 6%
White mask 9% 7% 54% 30%
Blue mask 5% 37% 45% 13%
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Figure 3.17 better represents the spread of the results. We can note an almost
unvarying spread in the range between 110 and 200 cm for the no-mask
condition. For the white mask we can see a shift of results towards the right,
which clearly indicates that the passers-by did prefer to maintain a greater
distance as they walked by our confederate. This shift is even more apparent
for the blue-mask condition.
No mask
distances, the three 8
mask conditions and the 6
frequency of occurrence.
4
2
0
12
10
White mask
Frequency
8
6
4
2
0
12
10
Blue mask
8
6
4
2
0
50,0 100,0 150,0 200,0 250,0
Walking distance (cm)
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Chapter 3
3.3.4. Discussion
Both mask conditions were detected significantly faster then the no-mask
condition, with the shortest delay for the white mask condition. A
confederate without a mask was not noticed by 39% of the passers-by. This
percentage dropped significantly to 9% for the white mask and only 5% for
the blue mask. The white mask was detected faster than the blue mask,
with an immediate detection rate of 30% (16% for the blue mask). Both
masks did get high detection rates (54%-white / 45% blue) in sector 2 (short
delay). Comparing the two mask conditions indicated a significantly faster
perception for the white dust mask. This quick detection could be related
to its contrasting color or the slightly lager size of the mask. Although visual
detection is crucial, consequently determining the moment of detection
proved to be a challenging task. We do realize that this parameter can be
subjected to interpretation and that therefore it is problematic. This is why, in
the following experiments, we focus on personal distance as the parameter
that delivers an objective measure. By taking sufficient samples we can
eliminate influences of variations at the moment of perception.
The increased visual interest for both mask conditions was also reflected
in the number of passers-by that looked over their shoulder. None of the
participants looked back after passing a confederate without a dust mask,
whereas respectively 18% and 12% did do so in the blue and white mask
conditions. Analyzing the images of the rear camera on a large screen allowed
for an objective observation of this oftentimes overt reaction.
The experimental setup in this specific hall taught us that it is advisable to use
a wider passage area. With a width of 2,7m this hallway might have restricted
the freedom of the passer-by. Moreover, the fact that subjects crossed the
path of potential participants from the opposite side limited the number of
valid participants and increased the duration of the experiment considerably.
In a future setup we will transfer the experiment outdoors and allow for a
passage of at least 4 m wide, with a more consistent flow of pedestrians.
In addition, the exploration required a lot of hardware and preparation. In
subsequent explorations we will aim to reduce the setup and evaluation time.
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The use of video cameras directed towards the oncoming stream of passer-by
as well as away from them did prove valuable for gathering ‘rich’ information
and for reviewing the gathered data.
3.3.5. Conclusion
In our quest for a tool that can determine the ‘degree’ of product-related
stigma attached to a product, the relevant contribution of this exploration
was the confirmation that the three parameters of interest proved to be
comprehensive, measurable and valuable for further exploration. Due to the
exploratory nature of these findings and the basic stimuli, it was impossible
to make any valid statements concerning the degree of acceptance of both
mask conditions or the product attributes to which passers-by might have
reacted.
The current setup had two flaws. The challenge of objectively determining
the moment of perception, together with the multitude of images that had to
be processed and evaluated, turned this exploration into a time-consuming
undertaking.
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Chapter 3
The spy pack exploration was as a preliminary study leading to the next
two explorations. The spy pack exploration confirmed that two parameters
proved to be measurable and valuable in a quantification of the avoidant
behavior of bystanders around users of stigma-eliciting products: the
moment of visual perception and the interpersonal distance. The results of
the spy pack exploration indicated that passers-by do perceive a confederate
with a dust masks noticeably faster and do exhibit behavioral changes,
such as increased staring behavior and a greater interpersonal distance. A
faultless and unbiased detection of the moment of visual perception proved
to be problematic, and as such we discarded this measure. Counting the
number of people that looked over their shoulder after they passed the mask
wearer assessed the increased staring behavior. Although this measure is
straightforward and easy to detect it is difficult to determine what motivated
this reaction. The response could be triggered by curiosity, positive affect or
negative aversion. Consequently we shifted the focus of our explorations to
the parameter of interpersonal distance as a valid and reliable measure to
quantify the avoidant behavior of bystanders around users of stigma-eliciting
products.
Hall (1966) states that the social distance between people is reliably
correlated with physical distance, as are intimate and personal distance,
according to the following delineations: intimate distance for embracing,
touching or whispering (15 to 46 cm), personal distance for interactions
among good friends or family members (46 to 120 cm), social distance
for interactions among acquaintances (120cm to 370cm), and finally the
public distance used for public speaking (370 cm or more) (figure 3.18).
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Social Space
1,2m
Personal Space
0,45m
Intimate Space
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Chapter 3
Culture The culture in which the interaction is set will subtly dictate a complex
frame of reference for social interaction. Both social distance and body
orientation are strongly influenced by these unwritten rules of social
engagement (Martin, 1995).
A distance that is sensed as comfortable in a contact-culture A might be
sensed as ‘invasive’ in a non-contact culture B (Hall, 1966).
Size and Hall states that the social distances that are maintained and silently
volume of agreed upon in a particular culture influence the allocation and size
the room of spaces. White (1975) states that the size of a room is negatively
correlated to interpersonal distance. In a small room the interpersonal
distance will be larger than compared to a bigger room.
Social Next to cultural influences, the social relationship between individuals
relation- will extensively influence their interpersonal distance. A person lets him
or herself be approached more easily by some than others. A spouse, for
ship
example, is able to enter the intimate space without avoidance or flight
reflexes from the other, a task that would be difficult for a stranger. As
a result, interactions appear to be less intimate when they take place in
the outer regions of the model (social or public space). When a person
with a stigma-eliciting product enters a social zone that is undesired by
the bystander, the latter will increase their interpersonal distance. This
phenomenon is not easily explained and factors such as gender can have
a significant effect (Wellens & Goldberg, 1978).
Gender Gender influences interpersonal distance in certain situations. Studies
have shown that, in comparison to women, men maintain a greater
interpersonal distance when confronted with a stranger. Studies from
the seventies (Adler et al. 1974; White, et al., 1975; Wellens & Goldberg,
1978) suggested that gender influences interpersonal distance in dyadic
confrontations. Recent studies, however, point out that gender alone
is not the determining factor. Differences in interpersonal distance are
mainly influenced by the role, status, and social function that a person
radiates in his gender-group. The ‘degree’ of masculinity or femininity
has a greater impact on the interpersonal difference than the biological
gender difference. Additionally, the attractiveness of a person can also
influence interpersonal distance (Banziger et al. 1984).
Status When differences in status are sensed, the interpersonal distance will
be influenced. People with a comparable status will maintain a smaller
interpersonal distance than people who differ strongly in status (Adler
et al., 1974; White, 1975). These findings are not backed by other
research. Mehrabian (1968), for example, discovered that during a social
interaction there was little difference in interpersonal distance amongst
people of various social statuses.
Attributes / The presence of sensory input also impacts interpersonal distance. An
Accessories unpleasant smell, the use of headphones or inappropriate clothing can
result in a greater interpersonal distance (Workman, 1987; Oaten, 2009;
Tajadura-Jimenéz, 2011). There are indications that other attributes,
such as mobile phones, music players, and smartphones might influence
social interaction. To maintain a focus on the product of interest, it is
therefore important that the research confederate is inconspicuous and
uncompromised by unwanted attributes.
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The location and stimuli are kept identical for both experiments. By simulating
real-life conditions, both experiments measure the valuable ‘first encounter’
of a large group of passers-by, in a natural setting, with a research confederate
that wears one of five distinct mask typologies.
Stimuli
Both experiments are repeated for five distinct mask types and a no-mask
reference situation, as presented in figure 3.19. During the course of the
experiments, we briefly also incorporated a green respiratory mask (not
depicted). This mask proved to be out of context for this experiment. Because
the mask conditions did not interfere with each other during the actual
experiments, we chose to exclude this condition from the experimental
sample.
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Experimental setup
These are the requirements that were observed while selecting the proper
location:
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Participants
Due to the vicinity of the central railway station, this location presented us
with a broad spectrum of participants, ranging in age, gender, and nationality.
The research was conducted on a sample of 392 passers-by for the Dyadic
distance experiment and a sample of 480 passers-by for the Stain Dilemma
experiment. All participants participated unknowingly and were unaware of
the experimental setup or its intentions. Because the video images were used
only as a visual backup, participants were not informed about the intentions
of our research, nor did we ask permission to process the images. Male and
female participants and confederates were counterbalanced within each
condition (no-mask, and the five mask conditions).
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3.4.2. Method
Figure 3.20. The
experimental setup
and the position of the
ultrasonic sensor.
Walking DD
direction X2
X1
Equipment
Next to the stimuli, two research confederates (one male, one female) and
an independent researcher, the DD experiment required the previously
mentioned DD-measuring tool and a laptop with DD-software and a Bluetooth
connection. The DD-measuring tool was built on an Arduino platform and
112
Experimental Studies
used a narrow-beam ultrasonic sensor suitable for in- and outdoor use
(Maxbotic XL-Maxsonar WRC MB7081). A 9 Volt battery fed the system
and to achieve a wireless connection, a Bluetooth module (BlueSmirf Gold)
was added to the Arduino board. A switch on top of the housing allowed us
to send two different data sets, allowing for a quick changeover between
the various conditions. The Arduino board was programmed with PLX-DAQ
software and fed its data to MS Excel. The DD-tool is straightforward to build
with limited knowledge of electronics and it should not exceed a total cost
of $300.
Narrow-beam
ultrasonic sensor
Procedure
During the experiment the researcher assigns a gender code to each valid
passer-by and selects the correct DD measurement from the set of maximum
three measurements (the lowest value), thus eliminating the peripheral
measurements of the sensor (see figure 3.21).
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Chapter 3
For each of the six conditions, at least 30 samples were registered with
both a male and a female research confederate. In each mask condition/
research confederate gender combination, male and female passers-by were
separately counted and registered (see table above).
3.4.3. Results
After analyzing the results of 241 male and 151 female passers-by, a
two-way ANOVA, with dyadic distance as the dependent variable, showed
no interference between the gender of the passer-by and the mask condition
(F(5) = 1.794, p = .113).
114
Experimental Studies
The DD was measured as portrayed in figure 3.20 and represented the closest
distance between a research confederate with mask and a passer-by. The
box plot in figure 3.22 depicts variances in dyadic distance for each mask
condition (male and female participants are merged).
200
Dyadic Distance (cm)
150
100
50
Mask
k
t
en
or
as
as
as
as
sp
ar
m
condition
sp
o-
o.
te
rf
pr
N
ot
hi
Sc
ra
es
Pr
W
.t
R
to
o
Pr
115
Chapter 3
Significance between mask conditions – only male participants (passers-by) Figure 3.23. Table and
graph with the result of
No-mask White mask Respro mask Scarf mask Proto trans. Proto sport
the DD-experiment – Male
No-mask participants.
White mask 0,008
Respro mask 0,065 0,431
Scarf mask 0,952 0,012 0,078
Trans. proto 0,219 0,191 0,588 0,230
Sport proto 0,350 0,001 0,010 0,416 0,045
170
160
Average Dyadic Distance (cm)
150
140
130
120
110
100
k
nt
k
or
as
as
as
as
re
sp
fm
m
pa
o-
ro
te
to
ns
ar
hi
p
o
Sc
ra
es
Pr
W
t
R
o.
ot
Pr
116
Experimental Studies
Figure 3.24. Table and Significance between mask conditions – only female participants (passers-by)
graph with the result
No-mask White mask Respro mask Scarf mask Proto trans. Proto sport
of the DD-experiment –
Female participants. No-mask
White mask 0,000
Respro mask 0,020 0,036
Scarf mask 0,129 0,000 0,000
Trans. proto 0,002 0,260 0,343 0,000
Sport proto 0,030 0,035 0,928 0,088 0,316
170
160
Average Dyadic Distance (cm)
150
140
130
120
110
100
k
nt
k
or
as
as
as
as
re
sp
fm
m
pa
o-
o.
ro
te
ns
ar
ot
hi
p
Sc
ra
es
Pr
W
t
R
o.
ot
Pr
117
Chapter 3
Significance between mask conditions – male and female participants (passers-by) Figure 3.25. Table and
graph with the result of
No-mask White mask Respro mask Scarf mask Proto trans. Proto sport the DD-experiment – Male
No-mask and female participants.
White mask 0,000
Respro mask 0,007 0,048
Scarf mask 0,249 0,000 0,000
Trans. proto 0,005 0,088 0,829 0,000
Sport proto 0,538 0,000 0,045 0,088 0,031
170
160
Average Dyadic Distance (cm)
150
140
130
120
110
100
k
nt
k
or
as
as
as
as
re
sp
fm
m
pa
o-
o.
te
ns
ar
pr
N
ot
hi
Sc
ra
es
Pr
W
.t
R
to
o
Pr
Analyzing the three clustering figures we observed that the following masks
conditions appeared in the same group for nearly each situation:
• No-mask / Scarf mask / Sport prototype mask: these three mask conditions
engendered the lowest dyadic distance-values in bystanders for each situation
(male participant / female participant / male + female participant). The scarf
mask had the lowest dyadic distance value, followed by the no-mask condition.
118
Experimental Studies
3.4.4. Discussion
The most general and valuable conclusion from the DD-experiment was the
detection of three groups of masks that revealed no reciprocal significance.
The results of our subsequent exploration, the Stain Dilemma experiment, will
either confirm or disconfirm these initial findings. Because both experiments
were set up to be comparative, we will elaborate on the final results of both
experiments in a joint discussion and conclusion paragraph at the end of this
chapter.
119
Chapter 3
The experimental setup, location, stimuli and participants are identical to the
DD-experiment (See paragraph 3.4.1.).
Method
• Selection of valid participants: only those passers-by who enter the social
space of the research confederate in an angle of 60° will be considered.
Passers-by entering from peripheral regions are less likely to notice the
confederate. In setups 1 and 2 passers-by approach two doors or staircases
allowing the passer-by to avoid the interaction and pass the confederate
behind his or her back. Both these setups were therefore excluded.
• Reducing the maximal interpersonal distance to 3 m. People will rarely
walk with their shoulders touching a wall, therefore a passage of 4 m
between the research confederate and the nearest wall is advisable. This
distance presents the passer-by with three possible trajectories, i.e. passing
the confederate either in his intimate, personal or social space (ranked from
near to further). Because the intimate space is rarely or only accidentally
entered, we chose for a setup that focuses on the personal or social space.
• Controlling the variables: Public setups that forced pedestrians off
the sidewalk were not successful. Setups 1 to 4 introduced too many
uncontrollable variables.
120
Experimental Studies
121
Chapter 3
Equipment
The ‘Stain dilemma experiment’ requires little equipment and setup. The
most crucial object is the physical obstacle that is introduced in the walking
path. The obstacle was to be easily detectable, without being suspicious or
alarming. In city life, pedestrians are often confronted with unpleasant spills
and obstacles on the sidewalk. The experiment relies on the pedestrians’
subtle awareness of these familiar obstacles, and their intent to avoid them
in an almost routinely way. Because our experiment was setup close to the
railway station, in the presence of many food and beverage stalls, we chose
to imitate a spilled milk shake. We avoided the use of unpleasant animal
or human droppings to avoid any negative connotations with our research
confederate. This connection could activate unwanted disease avoidant
behavior in the passer-by. A spilled milk shake is no anomaly on a city sidewalk
and does not allocate many cognitive resources as the passer-by approaches
and avoids it. We labeled our obstacle the ‘fake shake’ and positioned it on
the border between the personal and social space (Hall, 1996) surrounding
the research confederate.
122
Experimental Studies
around
Stain
Walking
direction
in-between
120cm
Procedure
Data registration was limited to two variables, each with two possible values.
123
Chapter 3
Gender
Gender
passer-‐ Reaction
No-‐mask White
mask Respro
mask Scarf
mask Proto
transp. Proto
Sport
confederate by passer-‐by Total
Around 13 20 11 19 15 17 95
Male In-‐between
11 3 10 9 7 7 47
Male
research
Total 24 23 21 28 22 24 142
confederate Around 11 11 14 9 9 13 67
Female
In-‐between 5 6 5 3 9 3 31
Total 16 17 19 12 18 16 98
Around 6 20 17 16 12 13 84
Male In-‐between 13 1 9 12 12 11 58
Female
Total 19 21 26 28 24 24 142
research
Around 8 18 10 9 9 11 65
confederate
Female In-‐between 13 1 4 3 7 5 33
Total 21 19 14 12 16 16 98
Total
observed
participants 480
3.5.1. Results
The hypothesis of the stain dilemma experiment predicted that when a mask
is appraised as stigma-sensitive, a passer-by will actively avoid entering the
personal space of the research confederate. By walking around the stain,
through the social space, a passer-by demonstrates that he prefers to avoid
the user of the dust mask.
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Experimental Studies
30 30
Count
Count
20 20
10 10
0 0
sk
ns sk
nt
hi ask
ns sk
ot ent
t
hi ask
sk
ar sk
ns sk
nt
hi ask
ar sk
ns sk
nt
or
or
or
or
as
as
as
as
as
Pr are
Pr are
Pr are
W ma
a
es ma
sp
sp
sp
sp
r
R em
o. rf m
R em
o. rf m
m
m
fm
R em
m
fm
pa
p
p
o-
o-
o-
o-
o.
o.
o.
o.
o
te
t
pr
t
pr
N
a
pr
t
pr
ot
N
N
ot
ot
hi
Pr Sc
Pr Sc
tra
tra
Pr Sc
Pr Sc
tra
tra
es
es
Pr
es
W
W
W
R
o.
o.
ot
ot
ot
ot
After analyzing the result of 284 male participants, a chi-square test with
Figure 3.28. Count continuity correction revealed no significant differences in the reactions to
around and inbetween the different mask conditions (chi²(5)=5.470, p=0.361). The results of the
stain for female and male
participants separately
female participants (196 samples) did reveal significant differences in reaction
(Chi²(5)=33.011, p<0.01). We especially noticed the apparent result for the
white mask condition. Only 2 out of 40 female participants felt comfortable
to enter the personal space of the wearer of the white dust mask.
The results of the combined analysis of male and female participants (480
samples) are visualized in the bar-diagrams of figure 3.30. A chi-square test
with continuity correction for the entire sample (male + female participants)
indicated that the participant reactions differed significantly for certain mask
combinations (Chi²(5)=29.526, p<0.01). A two-sample proportion test was
used to disclose the proportional differences in reactions towards the different
mask conditions. To reduce type 1 errors, the alpha value was lowered to
account for the cumulative effect of the different mask combinations (alpha
= 0.05/(5+4+3+2+1)) = 0,0034). The table below displays the significant
differences in proportion between the mask combinations (< 0,0034).
125
Chapter 3
40 40
20 20
0 0
hi ask
sk
ns sk
nt
hi ask
sk
ns sk
ot ent
t
or
or
as
as
Pr are
es ma
es ma
a
sp
sp
r
m
o. rf m
o. rf m
pa
p
o-
o-
o.
o.
te
te
o
pr
pr
N
a
ot
Pr Sc
Pr Sc
tra
tra
Pr
W
W
R
R
ot
ot
78 Figure 3.30. visual
Frequency ‘around the stain’ - all participants
58
53 Group 2 54
52
53
48
45
43
Group 1
38
38
k
nt
k
or
as
as
as
as
re
sp
fm
m
pa
o-
o.
te
ns
ar
pr
N
ot
hi
Sc
tra
es
Pr
W
R
o.
ot
Pr
126
Experimental Studies
3.5.2. Discussion
Although the analysis of the reactions of the male population did not
reveal significant differences, we mention that in four out of six conditions
their reactions scored proportionally higher in comparison to the female
participants. This could indicate that in general passers-by are less inclined to
enter the personal space of male individuals.
In an analysis of the mask groupings that were made for both experiments,
it is possible to determine areas of convergence between the different mask
conditions.
Figure 3.31 shows a graphical representation that represents the results from
both male and female participants in both experiments. The horizontal axis
represents the DD-experiment and indicates the average dyadic distance
for each mask condition. The scale starts at 120 cm, which is the border
between the personal and social space (Hall, 1966), and runs up to 170 cm.
The vertical axis represents the Stain Dilemma experiment and indicates the
relative count of passers-by walking around the stain. The scale starts at 38,
which is the amount of passers-by who walked around the stain in the neutral
condition. Because the samples for each mask condition were identical in the
stain dilemma experiment, the count can be interpreted as proportionate. In
figure 3.31 we depict the mask groupings for each experiment.
127
Chapter 3
78
Frequency ‘around the stain’ - all participants
73
White
mask
68
Grouping
63 Dyadic Distance
Experiment
58
Proto
Scarf sport Respro
mask mask
53
Grouping
Stain Dilemma
48 Proto Experiment
transp.
43
No
mask
38
120 130 140 150 160 170
The representation in figure 3.32 aims at visualizing the ‘degree of acceptance’ Figure 3.31. Combined
or the ‘degree’ of product-related stigma of a mask type with the aid of experimental results /
groupings of the different
a gradient scale. Products that reside in the green part of figure 3.32 are mask types.
considered to be acceptable, resulting in a regular interpersonal distance. As
a product migrates to the red area, it becomes less accepted, accompanied
by a greater dyadic distance and a large number of people walking around
the stain. If a product ends up in the grey zone, close to the axes, the validity
of the results should be questioned, because this would mean that the
results of the two experiments are opposed, which is unlikely. The gradient
representation in figure 3.32 allows for a straightforward interpretation
and communication of the experimental findings, ideal for meetings with
stakeholders.
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Experimental Studies
Figure 3.32. Combined
experimental results:
78
proportion around
63
58
Proto
Scarf sport
mask Respro
mask
53
48 Proto
transp.
43
No
mask
38
120 130 140 150 160 170
Average interpersonal distance - Dyadic Distance (cm)
129
Chapter 3
The experiments are conceptualized for efficiency (in time and resources)
and allow for testing in a public setting that approaches real-life conditions.
The cost of the experimental hardware ranges from €300 for the dyadic
distance experiment (software and PC excluded) to as little as €50 for the
stain dilemma.
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Experimental Studies
What have we learned about the mask types and the bystander’s appre-
ciation of them?
In all experiments the white medical mask stood out as the most conspicuous
mask, generating clearly observable and measurable avoidant behavior in
bystanders. From all of the mask types we examined, the white mask was the
most common and recognizable one. When confronted with a wearer of a
white medical mask, a 50-year-old man literally commented that “something
is in the air”. Other people had the politeness to walk up to our research
confederate asking why they were wearing the mask and informing whether
everything was all right.
In most experiments, the red Respro mask could also count on an unconcealed
and early detection. Due to its contrasting color and unconventional looks, it
got a lot of people questioning its true purpose.
Overall, the Respro scarf or bandit mask engendered the least reactions
in bystanders. In both color and shape this mask blended well with the
situational setting, making it less eye-catching than many of the other
masks. With experimental conditions set in chilly early spring, the mask was
tolerated as a being worn by people that are sensible to cold temperature.
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Chapter 3
A passer-by even approached our scarf mask wearer and sarcastically asked
him, “Are you that cold, Sir?”.
For the most part, the transparent mask prototype generated curiosity.
Our research confederates indicated that they were often approached
while wearing the transparent mask. Reactions of passers-by towards the
transparent sport prototype are comparable to the reactions engendered by
the transparent prototype mask.
We can imagine that these techniques can also be employed for products
that serve a public function related to safety or attention. The general public
better avoids products like noisy compressors or roadside works, whereas
certain safety zones have to be easily approachable.
The experiments may also be promising for the fashion industry. By measuring
the avoidant behavior around their creations, fashion stylist can be informed
about aversive effects of certain design decisions. In some cases avoidant
behavior around products might be desired, e.g. in law enforcement situations.
This aversive or ‘shock’ effect could be desired or undesired, depending on the
context. In the context of law enforcement a greater interpersonal distance
between the law enforcer and its opponents may even be sought after.
132
CHAPTER 4 PAMS
THE Product Appraisal
Model for Stigma
Chapter 4
4.1. Introduction
A first synthesis in our research leads to a designer tool called the ‘Product
Appraisal Model for Stigma’ (PAMS). The PAMS reveals and explains the
context and appraisal factors that influence the product-related stigma
process. Ultimately, the PAMS tries to alleviate the complexity of surrounding
products, people and cultures.
The PAMS was conceptualized and refined during two designer workshops.
Both workshops were aimed at exploring the contextual and appraisal issues
that surround the use of assistive, protective and medical devices. A first
exploratory workshop was organized in December 2012 at the University
of Antwerp. About two months later we organized a second workshop at
the TU Delft. In this final workshop we assessed the appropriateness and
effectiveness of our first conceptual PAMS model. At the end of this chapter,
we will summarize the results of this workshop.
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PAMS - The Product Appraisal Model for Stigma
Two weeks prior to the workshop, all participants received an envelope with
instructions and material for an immersive exercise. The exercise was similar to
the second exploration discussed in Chapter 2 (Immersive Mask Experience).
The envelope contained the detailed instructions for the exercise, a white
medical dust mask and a set of 25 ‘experience cards’ (Figure 4.1). To mentally
prepare our participants for the workshop, we instructed them to wear
the dust mask each time they went outside and to report their findings on
the experience cards. Each participant received a specifically colored set of
experience cards and had to use a new card for each experience he or she
encountered. The participants were instructed to briefly describe the stigma-
specific incident and its location. Additionally they had to indicate the context
or stakeholder which had caused the stigma-relevant experience.
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Chapter 4
Main insights:
• All participants abundantly reported on stigma-relevant reactions from
bystanders. Over half of the experience cards reported on product-related
stigma aspects that were experienced during encounters with bystanders.
• The participants also reported that it was difficult to decide exactly when
a specific incident started belonging to the realm of the social or cultural
context.
• Most product-related experiences addressed usability and comfort-
related issues.
In groups of three, our participants were instructed to fill out a new series
of experience cards for three imaginary users of stigma-sensitive products.
We presented each product user on an A3 poster containing two pictures
and a brief description (Figure 4.3). They were asked to relate to this user
and to imagine the stigma-relevant experiences that he or she would
encounter. To assist and structure the participants’ analyses, they were
given a checklist of questions relating to the four context levels that we
wanted them to explore. This initial set of questions was made up of stigma-
relevant issues that had arisen during the literature review and from the
insights that were gathered from the immersive mask experience (Chapter
2). This initial set of questions would later be transformed into the PAMS.
136
PAMS - The Product Appraisal Model for Stigma
Lisa is 74 13 10 7 3
and uses a
walking aid
(rollator) to
get around
town. She
also uses it
to do her
shopping.
Simon is 32 10 10 10 7
and needs
oxygen
therapy.
Total 28 38 28 17
During the group discussion that followed the exercises, the participants
reported that the conceptual checklist was helpful to guide them through
the various layers of stigma and meaning attribution within each context.
Participants also reported that the checklist helped them to explore the
social contexts and stakeholders in a more structured way. As is rendered
by the table above, there was more of a connection with culturally relevant
stigma issues.
During the workshop we noticed that the way we presented the four
checklists was not efficient. All of the questions were visible at once and
the structure underlying them was perhaps not clear from our presentation.
Additionally, by presenting all questions at once, the checklist did not receive
enough focus during the group discussions. For the further development
of a successful product-related stigma appraisal tool, we had to focus on
presenting a thorough and structured introduction to the topic and its
stakeholders, followed by a checklist that would present the stigma-relevant
issues and questions with more focus.
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Chapter 4
Some protective, assistive and medical products carry with them a long
history of ‘rejection’, while others become unacceptable or stigma-sensitive
when they are used outside of their intended context. Products designed
for use in hospitals or care facilities, for example, can be affiliated with
undesirable meanings when employed in public.
On a deeper level, the dust mask also challenges cultural standards in both a
positive and negative manner. The significance of the dust mask in Western
culture sharply contrasts with its presence and connotation in Asian culture,
where dust masks are common and worn as a sign of respect towards others,
by protecting them from contamination. A culture-transcending fact about
dust masks is that they cover the wearer’s nose and mouth, thus hiding facial
features that are vital for human interaction. This ‘covered’ face may trigger
caution in observers and obstruct social interaction. These examples illustrate
that encounters with users and their stigma-eliciting products are often
distressing experiences that are the result of the aesthetic and functional
aspects of the product itself, the individual experiencing the stigma, the
observing bystanders and the cultural context in which the situation is set.
138
PAMS - The Product Appraisal Model for Stigma
We argue for the existence of four distinct context levels in which products
are appraised and receive their ‘meaning’:
Major’s model refers to three context levels in social stigma, labeled as the
three stakeholders in figure 4.4: the individual user (Personal characteristics),
the immediate social surroundings (Situational cues), and culture (Collective
representations). Because a product-related stigma appraisal will always
balance the human concerns of the stakeholders with the interaction
components of the product, the ‘Product’ is our fourth fundamental context
level.
The product users, together with the individuals that perceive and evaluate
them, can be interpreted as subjective influencers and correspond with the
personal characteristics and the immediate situational cues in Major’s model
(see figure 4.4). Users and groups might in turn be influenced by a broader
systemic-objective source of social and product stereotypes, which is shaped
by cultural structures and values. In Major’s model this context is described
as collective representations (see figure 4.4).
139
Chapter 4
4 representations Attitudes
Culture Culture Goals
Situational Standards
Involuntary
3 Cues Attitudes
Responses
Bystanders Bystanders Goals
Personal Standards
Voluntary
2 Characteristics
human
Attitudes Responses
concerns Goals
User User
Outcomes
Appraisal Emotion (long term)
Product
perception
product
Using the stimulus
1 product
Product
Consequences
of product
use
3 product interaction
components
Figure 4.4. Our model,
encompassing the
Appraisal Theory of
Desmet and Hekkert
(2007) and the Identity
Threat Model of Major
(2005).
Individual
140
PAMS - The Product Appraisal Model for Stigma
The context that is best understood by designers is the context of the product
and its physical properties. Aspects such as shape, material qualities and
other sensory aspects all belong to the context of the product. Through
its appearance and other sensory aspects, a product has the potential of
imposing an identity threat on its user, both physically and psychologically.
141
Chapter 4
Next to products in relation to their users, this context also concerns the
aspect of human differences among users. Aspects such as skin color, gender,
and ability are ‘labels’ of a social selection process. These aspects are
identifying differences that will matter socially.
Differences between users are often apparent when designers are faced with
the conception of assistive, protective or medical devices. When designers
consider the needs of differently abled people, their emotional desires
deserve equal attention. On a physical or medical level their goals, standards,
and attitudes will be influenced by their respective ‘abilities’ or limitations.
On a personal level, however, their desires vary just like any other population.
In other words, different people have different abilities, but different people
will also have different needs and desires irrespective of their abilities (Pullin
2009).
• Products can pose a threat to others: e.g. a dust mask can pose the threat
of contamination.
• Products can induce aversive emotions: e.g. extreme piercings.
• Products can display a social identity that is under-appreciated in a certain
context: e.g. inappropriate clothing for a specific social gathering.
• The possession of a product may lead to rejection: e.g. political symbols.
• Products can arouse feelings of compassion, e.g. a blind cane.
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PAMS - The Product Appraisal Model for Stigma
Because they are widely known and shared in a culture, or among the
stigmatized, collective representations may create what Claude Steele
(1997) calls “a threat in the air”. An important difference with the previous
context is that these collective representations can affect the behavior of the
stigmatized in the absence of obvious forms of discriminatory behavior on the
part of others, and even when no other person is present in the immediate
situation (see Crocker, 1998, for a similar reasoning).
Although often intriguing to the Western eye, protecting the face from
polluted air, cold weather, sun or viruses is common behavior in China and
other Asian countries. Facemasks are an everyday product in China and serve
a broad range of needs ranging from self-protection to health etiquette.
This example illustrates that culture influences the appreciation and social
visibility of a product. Cultures differ in climate, vegetation, food and social
habits. Moreover, each culture has its values, tastes and morals. These
differences will impact the design or use of artifacts in that specific culture.
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Chapter 4
• Products can surpass social and cultural boundaries: e.g. the tolerated
length of a mini-skirt varies culturally.
• Products can be rejected based on evolutionary origins that are often
deeply entrenched and resistant to change: e.g.in the case of a dust mask,
covering the face is viewed as a threat. A passer-by cannot detect the visual
expression of the mask wearer is evolutionary programmed to be cautious.
• Societal respect: e.g. wearing a dust mask at work in Japan is seen as an
act of respect. Wearers signal that they are contagious and do not want to
infect their colleagues.
• Legal restrictions: e.g. explicitly wearing religious symbols is forbidden in
some public offices.
4.3. Appraisal
After having placed the stigma-eliciting product and its users in their contexts
of use, surrounded by the social entities that witness and influence the
human-product interaction, we now focus on types and layers of appraisal.
The topic studied by appraisal theories is the reason why people react to
things differently. Even when presented with the same or a similar situation,
all people react in slightly different ways based on their appraisal of the
situation. These appraisals elicit various emotions that are specific to each
person.
A child who receives a new brightly colored wheelchair may appraise this
as a positive event, accompanied by feelings of happiness, joy, excitement,
and/or anticipation. The child may feel empowered by the new wheelchair,
increasing his or her physical freedom and independence. Conversely, if the
144
PAMS - The Product Appraisal Model for Stigma
Culture
145
Chapter 4
Human concerns
146
PAMS - The Product Appraisal Model for Stigma
Similar to the Appraisal Theory of Desmet & Hekkert (2007), our model
makes a comprehensive and visual connection between the product
stimulus components, related to products, and human concerns, related
to stakeholders. In its two-dimensional representation (Figure 4.7) PAMS
links three types of human appraisal with respect to the human concerns
(green), which are active in three stakeholders (blue), to three sequences
observable in intentional behavior towards products (magenta). Although all
the elements constituting the model have a dedicated position, they cannot
be isolated as such.
Culture
Bystanders
User
Standards Goals
ins tera
cti cal
evaluation
in
on
tru cti
era ysi
intention
me on
int n-ph
nta
no
non-instrumental
interaction
attention
Attitudes
147
Chapter 4
In the center we find the product and its three product stimulus components
(Figure 4.7). These components are similar to the Appraisal Theory of
Desmet and Hekkert (2007) and describe how people interact with products.
In essence, a human-product interaction is made up of three components:
product perceptions (sensing - how the product looks and feels), product use
(acting - what the product is capable of doing, technically and functionally),
and the consequences of product use (meaning - what are the stakeholders’
experiences as a consequence of product use).
The arrows around the inner triangle describe the sequence of the experience
or interaction: from sensing, through acting, to meaning. Although this is a
comprehensive sequence, interactions can also start with the meaning or
acting sequence.
Three stakeholders
Often not only the interaction between users and their products
causes unhappiness or social deprivation as such. In our experimental
explorations we discovered that user well-being and product ‘acceptance’
are fundamentally influenced by the reactions of people in the immediate
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The PAMS adds two important context levels to the Appraisal Theory, being
the appraisals of bystanders and those of the cultural context. As such, the
model assists designers by navigating them through the types of product-
meaning attribution, as appraised by the stakeholders that are involved in
the interaction.
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Some concerns strive for an immediate satisfaction, whereas others aim for
long-term gratification. These concerns are essential for solving any stigma-
specific design challenge, but they often remain abstract terms in the mouths
of designers. Concerns function like attractants, energizing human behavior.
As in the Appraisal Theory of Desmet and Hekkert (2007), the PAMS defines
three human concerns leading to three types of appraisal:
Designers should not only address concerns in relation to the object that
has to be designed, but also in relation to the activity that is enabled or
supported by using the product and in relation to the stakeholders involved
in the interaction.
Attitudes, standards, and goals vary with each stakeholder and with each
situation. They explain the tremendous diversity in human emotion and
behavior. The PAMS evaluates and compares the content of each of these
appraisal types, as the three stakeholders who appraise in each sequence of
a human-product interaction give them content.
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Here are just some of the design challenges that PAMS helps designers
manage:
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Culture
Bystanders
User User
The three appraisal areas move around the product basis, as depicted in figure Figure 4.8. The
4.8. As such, all stakeholders project their attitudes, standards and goals on 3D-conversion of the
PAMS-model, exposing the
every product interaction sequence, i.e. product perception, product use and appraisal tetrahedron of
the consequences of product use. each stakeholder.
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Appraisal
Appraisal
Appraisal
Figure 4.9. The structure In these matrices we inserted questions that address sensitivities related to
of a PAMS-matrix – product-related stigma. . The 27 questions that arose from the three matrices
Stakeholders appraisal
related to product
were extracted from the literature as well as our empirical and experimental
perception. findings. Further selection and refinement was accomplished in two designer
workshops, one organized at the University of Antwerp and the other at the
Technical University of Delft.
Attempts were made to standardize the way in which the 27 questions are
formulated. Each cell of each matrix contains a question that can be linked
to a specific part of the 3D model and its subsequent content. In certain cells
we added complementary questions that extend the scope or trigger specific
sensitivities related to the main question. As designers complete the matrices
it is possible that cetrain cells remain empty. Additionally, the questions do
overlap and a specific answer may be suited for several cells. It is not the
position of the answer in the matrix that matters, the fact that a specific
sensitivity did arise is more important.
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There are several ways to construct the 3x3 matrices. Each of the layouts
represents a specific grouping of answers that has the potential to reveal
specific conflicts:
These matrices group all questions for each product stimulus component. It
is our default configuration. The topics of the matrices switch from product
perception, over product use, to the consequences of product use. For each
product stimulus component, the appraisal types in relation to the different
stakeholders are assessed. These matrices will reveal conflicts or tensions
between the various stakeholders and their appraisals of a given human
product interaction.
These matrices group all questions for each type of appraisal. The topics
of the matrices switch from appraisal of standards, over appraisal of goals,
to the appraisal of attitudes. For each appraisal type, the product stimulus
components in relation to the different stakeholders are assessed. These
matrices will reveal conflicts or tensions between the various stakeholders
during the three stages of product interaction.
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These matrices group all questions for each stakeholder. The topics of the
matrices switch from product user, over groups, to culture. For each stake-
holder, the product stimulus components in relation to their appraisals
are assessed. These matrices will reveal conflicts or tensions between the
appraisal types during the three stages of product interaction, for each specific
stakeholder.
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4.4.2. How can designers assess human appraisals related to product perception?
In this matrix we assess how the stakeholders perceive a product and how this matches or contrasts
with their attitudes, goals and standards. Completing this matrix will reveal tensions between the
sensory product appreciations and the concerns of the three stakeholders. The questions in the
matrix address experiences related to the senses. These experiences happen fast and instinctively
and demand little or no cognitive effort. When addressing product perception, designers are typically
focused on visual appearance. To fully grasp the perceptual impact of a product on its stakeholders,
the focus needs to be extended to all of the human senses. Aspects such as tactility, scent, and sound
can play an important role in the appraisal of products: e.g. the tactile sensations when shaking hands
with a prosthetic hand, the olfactory sensations (smell) when wearing a dust mask, the disrupting
sound of a medical device. Norman (2004) has termed these product aspects the ‘visceral qualities’ of
a product. They entail the first instinctive reactions to a product stimulus, engendered by the sensory
system. These visceral qualities of a product precede product use and have no (immediate) connection
with possible reflections on the human-product interaction. In his pleasure theory, Jordan (2000)
distinguishes four different ‘pleasures’ in the human-product interaction. The perception component
matches with Jordan’s ‘physio-pleasure’ and relates to the body and all the pleasures derived from the
sensory organs. Applied to product-related stigma we suggest a shift to ‘physio-displeasure’, or all the
bodily displeasures derived from the sensory organs.
When assessing the attitude appraisal, the ‘looks’ of a product can please or displease our visual
attitudes. When stakeholders assess the sensory qualities of a product and its user, it passes through
sensory ‘attitude filters’ that will direct them towards liking or disliking. Additionally, they help the
stakeholder to make rapid judgments (good/bad, safe/dangerous). Products can be more than
sensory-repellant to their users; they can represent sensory discomfort to their surroundings and can
even go against cultural taste.
A question that deserves consideration when assessing the goal appraisal, is how the sensory aspects
of a product can motivate its user in wearing or using the product. Obliged product use, or the
dependence on a product has never been a rewarding motivation for product use. Additionally, the
perception of a product and its user might conflict with the goals of bystanders, possibly distracting
or influencing their behavior.
The sensory qualities of products may conflict with the stakeholders’ values and standards, as they
evaluate what is perceived or sensed. These standards can express personal or cultural value or
significance and are variable in time and place. On a basic level, product perception can turn off a user
because he evaluates certain materials, technological features, brands or institutional references as
unfavorable. When the other stakeholders perceive a product and its user, this can elicit feelings of
compassion, admiration, aversion, or jealousy in bystanders. It is up to the designer to decide which
of these is a desired interpretation.
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Does the product exhibit Does the product exhibit Does product perception
sensory discomforting or a sensory discomforting violate social or cultural
repelling features for its or repelling impact on taste?
user? (Visual, noise, smell, bystanders?
tactile, taste)
A user experiences a The unsuspected Cultural attitudes
Attitudes Appraisal claustrophobic feel when tactile impact when an regarding mini-skirts or
The stakeholder’s wearing a dust mask. unsuspected bystander piercings can be in conflict
prevailing tendency to shakes hands with a user of with or violate cultural
like or dislike qualities an artificial hand. taste.
of objects, people or
activities.
Does the user perceive Do bystanders perceive Does the perceived cultural
unacceptable products or products or product significance and value of
product aspects according aspects of users that the product or product
to his quality standards fail according to their aspects indicate change
(physical, ergonomical, quality standards: over time or in durability?
psychological, moral)? physically, ergonomically,
Standards Appraisal psychologically, morally?
The stakeholder’s
expectations and beliefs A product can be devalued When bystanders perceive Public views have changed
about how users, others through negative brand a wheelchair user, the on the way people with
and objects should associations or a negative encounter could elicit braces are perceived.
behave or act. Standards institutional identity. feelings of aversion,
refer to value. compassion, or admiration
in the bystander.
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4.4.3. How can designers assess human appraisals related to product use?
This matrix assesses the stakeholders’ intentions towards a physical interaction with the product,
and the question how that interaction may correspond or conflict with their standards, goals and
attitudes. It addresses usability aspects and their impacts on the stakeholders. This area corresponds
with Normans’ (2004) behavioral level and is all about getting products to function well. Additionally,
it is about making that functionality easily accessible and user-inclusive.
Users of assistive, protective or medical devices often depend on their devices and are therefor
confronted with a situation of obliged use. As designers, should we challenge this and question
technically sophisticated assistive, protective or medical devices that lack the impact or intent to
stimulate the user into operating it? From the perspective of the bystanders this matrix exposes
whether the ‘product in use’ is likely to negatively stereotype its user or obstruct the bystanders
from attaining their goals. The intention to interact with a product is also influenced by how the
stakeholders evaluate the product’s intended use. In order to achieve certain goals, the product
might need additional functionalities like being waterproof, dustproof, or adjustable. A typical conflict
arises from this matrix when the perceived intentional use of the product, the product use, or the
consequences of product use do not stroke with social values or obstruct other stakeholders from
attaining their goals and intentions.
Products can be awkward or repellent to use. When observed by others, this discomforting interaction
can engender feelings of uneasiness or even pose a threat to them. On a cultural scale product use can
be disfavored by cultural values or standards or even forbidden.
In this area we assess whether the product has all the functionalities and characteristics to accomplish
the user’s goals. Furthermore, that what is comfortable and efficient in achieving the goals of the
product user might be obstructing the goals or freedom of the bystanders or culture. A wheelchair,
for example, may increase the physical freedom of its user, while restricting the physical freedom of
bystanders in crowded public places. On a cultural scale, product use can indicate undesirable social
behavior and come into conflict with the societal orientation towards decent behavior.
When users appraise whether a product in use meets their standards, they assess whether there
are uncomfortable moments while using the product and how using the product makes them feel.
Certain episodes in product use can make the user feel silly, uncertain or less capable. Additionally,
while in use a product can come into conflict with the expectations and beliefs of other stakeholders.
In the cell connecting ‘product in use’ to societal standards, we assess the cultural value of a product
changing over time or its familiarity of use. Is there cultural preference in product use and could a
more widespread use influence product acceptability?
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Does the product fit its Does using the product Does using the product
purpose of use, physically, interfere negatively with indicate inappropriate
functionally, ergonomically, the behavior of others; cultural or societal
and morally? does it prevent others from behavior?
attaining their goals?
Are there functional A wheelchair may increase Using alcohol in public
inconveniences or ways the physical freedom of can be considered
Goals Appraisal
in which the product its user, while restricting as inappropriate in a
‘Things’ that the
obstructs the physical the physical freedom of particular culture, thus
stakeholder wants
freedom of its user (not bystanders in crowded conflicting with the goal of
to accomplish or see
waterproof, dustproof, public places. proper social behavior.
happen. Goals provide
adjustable, too heavy, ...)?
orientation and purpose
Is the product difficult to
in human-product
use in combination with
interaction.
other products?
Are there any dissonant Does using the product Does the introduction of
experiences (unbalances challenge the tolerance of the product still need to
between thinking/feeling bystanders? overcome thresholds in
and acting) when using the view of cultural or social
product? acceptability?
Standards Appraisal The use of a product E.g. parents of a child When more people use
The stakeholder’s can feel dissonant with in a wheelchair value an asthma inhaler in
expectations and beliefs somebody’s feelings/ big handles when giving public, this ritual becomes
about how users, others thoughts and behavior. assistance to their child. widespread, plausibly
and objects should This conflicts with the child’s influencing its cultural
behave or act. Standards values and aspirations to be acceptance.
refer to value. ‘seen as independent’.
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4.4.4. How can designers assess human appraisals related to the consequences of
product use?
This matrix represents the cognitive interpretation area in which the stakeholders evaluate how they
expect products and people to behave, and assess whether this meets their standards, goals and
attitudes. The questions address reasoning about the human-product interaction. To put it simply, it is
what the stakeholders ‘think’ of the product, the ‘meaning’ of things.
Krippendorff (2006) states that people do not see and act on the physical qualities of things, but on
what they mean to them. It’s the interpretation component that succeeds the physical interaction.
This area can be linked to what Norman (2004) calls the affective level of reflective design. Although
the product affects this level, it is strongly linked to the stakeholder’s past experiences, previous
knowledge and personal characteristics. On the collective side of the matrix we check whether the
product conflicts with societal and cultural norms and beliefs and how this harmony or tension has
evolved over time.
Products can match or mismatch with the personality and lifestyle of its user. Others may like or
dislike the user’s personal taste. A person with extreme piercings, expressing his true identity, can be
disapproved of or rejected by others or by a culture as a whole. To avoid this pitfall, it is important for
designers to evaluate the stereotypical cultural aspects that are revealed when people are asked to
think about and give their opinion about a certain product.
Looking back on the interaction, users can reflect whether the product met their goals and whether
they tolerated the interaction out of necessity or because they actually enjoyed certain aspects. As
a consequence of product use, users can be stereotyped by cultural values, even when they are no
longer engaged with the product.
Looking back on the interaction, a product can conflict with the user’s expectations and beliefs. How
do bystanders value our user after the interaction and does this affect them mentally? These values
can migrate to the cultural level and affect cultural beliefs, which may or may not be damaged as a
consequence of product use.
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Product semantics and A product that matches What are the stereotypical
Attitudes Appraisal product meaning need to its user’s personality can cultural habits associated
The stakeholder’s complement the attitudes refer to a subculture or with the product that
prevailing tendency to of the product user. group that is disapproved shape this cultural
like or dislike qualities of or rejected, e.g. extreme evaluation?
of objects, people or piercings.
activities.
Does the product Does the product conflict Does the product conflict
conflict with the user’s with the bystander’s with the cultural values,
expectations and beliefs expectations and beliefs expectations and beliefs
following product use? following product use? following product use?
People often carry out During or after their How can the avoidance of
Standards Appraisal ‘after sales checks’ of their encounter with a product conflict be turned into the
The stakeholder’s recently bought products. user, bystanders can be opposite - a hype? How can
expectations and beliefs E.g. a new car. confronted with their own it be turned into a product
about how users, others vulnerability. that is the result of a high
and objects should generative level of creation
behave or act. Standards and supported by the full
refer to value. blessing of culture and
society?
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Marc is 38 and he exercises Simon is 32 and needs Lisa is 74 and uses a Lee is 34 and steers his
daily with his prosthetic oxygen therapy. walking aid (rollator) to get wheelchair with a Tongue
leg. around town. Drive System.
This workshop consisted of two main exercises. For the first exercise,
participants were asked to assess the stigma-relevant issues for each product
user with the aid of improved checklists. The main goal of this exercise was to
explore and refine the questions that make up the PAMS. During the second
exercise, we explored the applicability and comprehensibility of our future
stigma-alleviating design interventions. The results of this second exercise
are presented at the end of Chapter 5.
In the matrices below we present some of the answers given in the stigma-
specific questionnaires that each group was asked to complete for their
specific user and his or her product. We did not test the tangible cardboard
model during the workshop.
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We selected one specific product user to highlight the answers that came out
of the checklists.
Figure 4.11. Product user
Simon and his oxygen
therapy equipment.
• Make the tubes of the nasal cannula less repellent for bystanders.
• Reduce the medical look of the tubing.
• Make the product less inconvenient for Simon by addressing the practical
issues, especially those related to socially uncomfortable episodes in product
use.
• Avoid the effect that Simon feels ‘looked at’ because he is sitting in a chair
with a shoulder bag.
On the next 3 pages we positioned the various insights and answers for this
specific user in the appropriate matrices.
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Does the product exhibit Does the product exhibit Does product perception
sensory discomforting or a sensory discomforting violate social or cultural
repelling features for its or repelling impact on taste?
user? bystanders?
The feel of the tubes In a crowded train, Having an object in the
behind the ear and the bystanders could be nostrils is not regarded as
Attitudes Appraisal irritating tubes in the annoyed by the noise of the an expression of beauty
The stakeholder’s nostrils bother Simon. oxygen flow. or style in most cultures.
prevailing tendency to A shoulder bag does feel In contrast, members
like or dislike qualities warm in summertime. of a remote tribe might
of objects, people or perceive the nasal cannula
activities. as an object of beauty.
Does the user perceive Do bystanders perceive Does the perceived cultural
unacceptable products or products or product significance and value of
product aspects according aspects of users that fail the product or product
to his quality standards? according to their quality aspects indicate change
standards? over time or in durability?
Simon does like the looks Simon sometimes has The nasal cannula has
Standards Appraisal of his shoulder bag; they the impression that been invented in 1949
The stakeholder’s definitely give him a his ‘shoulder bag look’ (by Wilfred Jones). Since
expectations and beliefs dynamic look. By adding a does not stroke with that time the product has
about how users, others trendy brand name or Nike- the standards of certain always been linked to
and objects should logo, the perceived value business clients that he medical use.
behave or act. Standards might increase for Simon. meets in his job.
refer to value. When the shoulder bag
When bystanders perceive was launched, it was
Simon, some might feel associated with a female
compassion. In contrast, user group.
a lot of people reported
that he elicits feelings
of admiration for being
so open and positive,
regardless of his condition.
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PAMS - The Product Appraisal Model for Stigma
Is the product Does using the product Does using the product
discomforting or repelling cause unease or a threat to conflict with cultural
during its use (in general or others? habits, rules or laws?
in specific situations)? Fitting the nasal cannula Simon could be invited to
Fitting the nasal cannula may cause unease in remove his nasal cannula
can be uncomfortable. bystanders. when he interacts with
Attitudes Appraisal Simon often senses that children, because most
The stakeholder’s The straps behind the ears bystanders maintain a cultures tend to keep
prevailing tendency to are annoying. greater distance. The tubes their children away
like or dislike qualities tend to make him look like from uncomfortable
of objects, people or The shoulder bag can a sick person, resulting in confrontations.
activities. become heavy after a people maintaining a safe
while. distance.
Does the product fit its Does using the product Does using the product
purpose of use, physically, interfere negatively with indicate inappropriate
functionally, ergonomically, the behavior of others; cultural/societal behavior?
and morally? does it prevent others from Simon could be prompted
The adjustability of the attaining their goals? to remove his shoulder
strap can be cumbersome. Bystanders could be bag in shops were bags
The nasal cannula physically hindered by the are not allowed as a theft
Goals Appraisal
obstructs head movements. shoulder bag in crowded control measure. Although
‘Things’ that the
The tubes can get tangled spaces. permission will be granted
stakeholder wants
up in clothing or a scarf. After Simon touched his in his case, the societal
to accomplish or see
Tubes are difficult to use in nasal cannula, bystanders safety goal conflicted with
happen. Goals provide
combination with glasses. did not want to shake Simon’s goal of a smooth
orientation and purpose
Sitting on a chair with the hands with him. entrance.
in human-product
shoulder bag is a problem. Intended as a joke, a child The same will be true
interaction.
Not enough room left in pressed the buttons on the when he passes through
the shoulder bag shoulder strap. The child airport safety control. In
The shoulder bag is not thought they were linked to this instance safety goals
waterproof. a music player. conflict with his goal of a
discrete passage.
Are there any dissonant Does using the product Does the introduction of
experiences (unbalances challenge the tolerance of the product still need to
between thinking/feeling bystanders? overcome thresholds in
and acting) when using the view of cultural or social
product? acceptability?
Simon feels uncertain and Others see Simon as a sick When the nasal cannula
Standards Appraisal ‘looked at’ while engaged person. By altering the would find a widespread
The stakeholder’s with his nasal cannula. tubing, bystanders would application in oxygen bars,
expectations and beliefs perhaps suspect that its cultural value might
about how users, others Simon is an athlete on a alter. The public might
and objects should temporary oxygen cure. believe that the tubes are
behave or act. Standards associated with a person
refer to value. that enjoys a healthy
oxygen cure while walking.
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Does the look and feel of Does the look and feel of Does the look and feel
the product match with the the product and its user of the product and its
personality and lifestyle of match with the attitudes of user match with cultural
its user? the bystander? preferences?
Does the product Does the product conflict Does the product conflict
conflict with the user’s with the bystander’s with the cultural values,
expectations and beliefs expectations and beliefs expectations and beliefs
following product use? following product use? following product use?
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4.5. Conclusions
This chapter outlined how the product-related stigma process unfolds, how the various stakeholders
contribute and the resulting challenges that arise. Two models supply the foundations for our designer
tool called the ‘Product appraisal model for Stigma’ (PAMS). Major’s ‘Identity Threat Model’ (2005)
was complemented with the Appraisal Theory of Desmet and Hekkert (2007). The encompassing
model depicts the complex interactions between three ‘dimensions’ that will impact a product
during its entire life cycle: three product stimulus components, three stakeholders, and three types
of appraisals aimed at human concerns. As such, the PAMS explains and reveals the context and
appraisal factors that influence the product-related stigma process. By alleviating the complexity of
surrounding products, people and cultures, the PAMS should manifest the stigma specific sensitivities,
conflicts, and challenges that designers need to take into account prior to their design effort. Failure
in addressing any of the issues brought up by the PAMS, could lead to product rejection by the
stakeholders. The PAMS can be interpreted as the ‘unveiler’ of product-related stigma, preparing the
designer for the next step where stigma-reducing design interventions seek to ‘heal’ the product of
its stigma content.
The PAMS is presented as a tangible designer tool that integrates three matrix checklists. A tangible
tool should appeal to designers and has the potential to facilitate group discussion.
This designer tool would benefit from additional testing with designers and design teams. Research
efforts can be directed towards an improved comprehensibility, assessing the effect of the tangible
aspects of the tool and the group dynamics during the completion of the tool. Ultimately it is our goal
to extend this model to other semantic challenges.
As a supplement to this thesis we provide a poster containing the PAMS and visual instructions on how
to build and use the model. Aditional models can be requested by contacting the author.
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Chapter 4
standards?
bystanders?
Product
obstruct others in
products or product
obtaining their goals?
or repelling impact on
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PAMS - The Product Appraisal Model for Stigma
Figure 4.13. SPAM
Tetrahedron A
and tetrahedron B
169
combined.
culture
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CHAPTER 5 PIMS
The Product Intervention
model for Stigma
Chapter 5
This chapter presents the ‘Product Intervention Model for Stigma’ (PIMS).
After the ‘Product Appraisal Model for Stigma’ (PAMS) that exposes vital
sensitivities and pitfalls, the PIMS is our second deliverable for designers. The
model comprises a set of 17 design interventions that enable designers to
take on their semantic responsibility and alleviate products of their stigma-
eliciting properties. By incorporating these interventions, designers can
aim for solutions that relieve product-users from the social stress related
to owning or using a protective, assistive or medical device in unwelcoming
contexts. Apart from the benefits for the individual user, additional benefits
can include increased user-product attachment and collective well-being.
All interventions are meant to suggest a general design direction and will be
exemplified with products from our database that will stick to the visual mind
of designers. The examples not only illustrate that a specific intervention is
viable, but they also provide instructional guidance for designers.
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PIMS - The Product Intervention Model for Stigma
What is the impact of the interventions and how are they grouped?
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Chapter 5
Figure 5.1. Three
intervention
domains and 17
design interventions
countering product-
related stigma.
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PIMS - The Product Intervention Model for Stigma
13 product interventions
De-identify
1 2
Strengthen the product’s Strengthen the product’s Strengthen the product’s Strengthen the product’s
individual identity in such a institutional identity group identity in such a way brand identity
Identify
way that users wish to associate Reinforce the link between that it enforces feelings of Avoid negative brand associations
themselves with that product, and products, their institutional belonging to a social group or and reinforce positive brand
value it as an extension of or context and roles people play in subculture. associations.
addition to their personality. those institutions.
3 4 5 6
Eliminate physically or Integrate additional Manage the frequency and Focus on the ultimate
Product use
mentally confronting benefits and experiences intensity of product use product goal
moments in product use Incorporate experiential benefits Adapt the product so users can By exclusively addressing this
Adapt the product’s functionality that pleasantly surprise the user limit the frequency or intensity of ultimate goal, the product could
or its usage rituals accordingly. beyond the strictly practical and product use and reduce social become obsolete in all other
functional product aspects. tension and exposure. situations.
7 8 9 10
Material & technology
Endow the product user Boost the user’s social Campaigns or inter- Increase positive social
with extra abilities skills ventions that educate or visibility / product
Instead of adding disabilities, try Make the user rise above the change public views endorsement
to increase the user’s abilities reactions of others by making him Also consider interventions in Increase the social ‘visibility’ of a
above those of ‘abled’ users. or her visually or verbally public space to promote product / product endorsement
Extra ability can also be suggested. more assertive. interaction or appropriate by influential political, sports
14 15 behavior 16 or media figures 17
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Chapter 5
FIgure 5.2 provides a quick and visual introduction to some of the inter-
ventions, and how they can complement each other. This table presents a
selection of 7 concept illustrations that were conceived by students Lola
Bladt and Jonathan De Clerq. All stigma-alleviating concepts are based on a
persona that wears an eye patch. We briefly describe each concept and link it Figure 5.2. Intro-
to the PIMS-interventions that were used and the PAMS challenges that were duction to the design
addressed. interventions.
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5.1.1. Can the designer make the user not identify with the product?
As suggested earlier, assistive devices are often rejected by their users for
other reasons than their technical function or a lack of skill or confidence in
using the product. Occupational therapist Clare Hocking (1999) argues that
abandonment also “relates to people’s perception of themselves as disabled,
and to broader issues of identity.” Product users often choose to de-identify
themselves with their assistive or medical device, specifically because they
are perceived as being sick or disabled.
Pullin (2009) also asserts that for the design of assistive or protective devices,
by tradition, priority is given to enablement (or protection), while attracting
as little attention as possible. Despite the apparent advantages of covering or
hiding stigma-sensitive product features, it can also promote social unease,
putting the user under the enduring stress of being ’revealed’. De-identification
interventions are the counterpart of the user-empowerment interventions
that are treated later in this chapter.
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The evolution of the hearing aid illustrates the transition from visible, over
camouflaged (translucent and skin-coloured) to invisible (figure 5.3). This
evolution has been made possible through significant advances in technology
that we will treat later in this chapter.
A prosthetic hand that strongly resembles a real hand, can introduce additional
sensory incongruities (figure 5.4). When shaking hands, a bystander can
become confused and shocked by the ‘frigid’ sensation of a plastic prosthetic
hand. When applying the camouflage technique, it is important to consider
that the unconscious and unprepared bystanders expect a complete ‘human
image’ that lives up to their expectations, on all sensory levels. Product
camouflage is often applied in a static manner that does no stroke with a
dynamic ‘human image’. When bystanders perceive a realistic ‘fake’ limb, they
also expect it to behave as a natural limb, with all the accompanying nuances.
As such, slightly unnatural movements or the sustained immobility of an
artificial limb will not stroke with the bystander’s expectations and could elicit
discomfort. To avoid this emotional unease, users of prosthetic limbs often
avoid the use of their prosthetics or choose a device that clearly contrasts with
their body. Materials such as wood, metal, and features eliciting a technical,
athletic or functional look are often preferred over the ‘fake skin’ options.
The same can be said for translucent solutions. A facial mask that is
completely translucent can be visually awkward. From a distance, bystanders
can possibly interpret the ‘translucent blur’ or invisible object as an awkward
facial feature. As observed in our mask explorations it is often wiser to retain
the stereotypical semantic characteristics of a product. If, for example, a
transparent facemask is visually recognizable by solidly coloured edges, it
will be recognized as a facemask. Conversely, the translucent front of the
mask can become a social asset. As bystanders approach, they can detect the
mask wearer’s mouth and facial expression, elements that can vitalize human
communication (see figure 5.5).
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Figure 5.3. (Left)
The Zon-hearing
aid invisibly hides
behind the ear and
uses a translucent
miniature
headphone.
Figure 5.4. (Right)
Skin-coloured
products.
Figure 5.6. Rubens
Hekkens -
camouflaging
bike helmets with
headwear.
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Short description: This intervention suggests that the designer should aim
for a diversion of the bystander’s attention, away from the stigma-sensitive
features, towards more appealing or eye-catching features. The bystander’s
attention can also be lured away from the stigma-sensitive product as a whole,
towards a more accepted product within the visual scope of the bystander.
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Figure 5.7. The
‘Hearing Aid
Charms’ designed by
Hayleigh Scott
American teenager Hayleigh Scott came up with the idea of the ‘Hearing
Aid Charms’. When she was little she attended a school for hearing impaired
children, where she noticed that a lot of her classmates tried to hide their
hearing aids behind their hair. Hayleigh however wanted to make her hearing
aids shine, be fancy and be proud of them. She turned her designs into charms
that she hung from her over-the-ear hearing aids and wore them to school.
Soon her classmates and their parents were begging her to design hearing
aid charms for them. Hayleigh patented the idea and now runs her own little
business with her family. What is especially brave and striking about Hayleigh’s
designs is that she dared to decorate them with large and conspicuous jewelry.
Although she diverts the attention away from the hearing aids, the overall
design radiates pride and teenage fanciness.
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5.1.2. Can the designer make the user identify with the product?
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The polycarbonate pressure masks in figure 5.8 are used for the treatment of
hypertrophic facial scars which can be the result of a burn tragedy. Although
the pressure method for treating hypertrophic scars has been demonstrated
to be effective, the pressure must be applied constantly for as long as six to
12 months. During that period, the wearer is not only confronted with elastic
fabric pressure garments that are uncomfortable, he also faces psychological
challenges related to the extreme visual and social impact of the mask.
Figure 5.8. Pressure
Master student Gert van Laer (2012) suggested interventions to reduce the
mask concepts:on social impact of these masks. Although the original mask is made translucent,
the left we find the this does not suffice to reduce its visual impact and presence. Instead, Gert
original masks, on explored solutions to personalize the mask and make the visual experience
the right the design
improvements
less impacting for its surroundings. The upsetting latches and straps are
suggested by Gert replaced with more subtle and friendly looking ones. As the custom mask was
van Laer. produced each user had the option to choose his personal print.
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Most people are attracted to products that are somehow related to them
or how they envision themselves. In addition to the self-awareness and
individuality of a person, all objects that are semantically linked to that
individual become significant and have the potential to intertwine with the
personality or self. Communicating individuality or personality through design
involves the use of aesthetics to communicate both an emotion and personality
that the user finds attractive. By incorporating aesthetic individuality through
mass customization or personalization, users are enabled to incorporate their
own ‘creative mark’. This ‘creative mark’ can be achieved in many ways. (see
figures 5.10, 5.11, 5.12 and 5.13).
• Brittle: This aid manifests the symptoms that afflict sufferers of brittle
bone. A delicate-looking cane but at the same time strong enough to support
body weight.
• Exo-Hip: The beauty of a replacement hip joint is repurposed as a walking
aid. An iconic symbol of a man-made cure becomes a portrayal of the body
condition.
• Bone: A bone-shaped cane to make up for the one not functioning
properly. A symbolic expression in form, for its user to come to terms with,
and for the public-at-large to recognize the fortitude of human frailty.
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Figure 5.9. Pro-
aesthetics canes &
crutches, Francesca
Lanzavecchia 2008
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Figure 5.10.
Nutcase helmets.
Figure 5.11.
Left: Nike ID –
Right: Student
concept: prosthetics
configurator
Figure 5.12.
Left: White cast
brace – Right: Mask
at Burning Man,
Arizona
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Figure 5.13. Bespoke:
custom-made
prosthetics
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Figure 5.14. Military
masks.
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The D.O.C. reversible safety vest for bikers, a group often characterized by
their strong communal ties and rules. The vest in figure 5.16 relieves bikers
from some of the image-damaging issues related to wearing an obliged
fluorescent safety vest. The product neatly integrates two seemingly opposed
Figure 5.15. Student goals, visibility in traffic and credibility in the bar. Once the biker takes off his
concept: Wrist
protection for
fluorescent vest, it can be turned inside out, transforming it into a leather
skaters that mimics vest. Both sides of the vest can be personalized with the necessary patches
the look of a tattoo. and group-identifying elements.
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Figure 5.16. The
D.O.C. reversible
safety vest, designed
to make the
‘toughest’ riders
more visible.
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The full-faced dust masks by Studio Diddo are attractively designed artist
Figure 5.17. Masks statements (figure 5.17). The concepts share many qualities with other
designed by Studio
products that are developed in conjunction with high fashion brands such as
Diddo: Gucci,
Channel, and Gucci, Channel or Versace. The affiliation with such major brands can send out
Versace. positive signals related to product quality, and self-image.
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The previous four interventions are all connected to the product’s identity
and strongly relate to the value aspects that are addressed in the PAMS
model. If a designer manages to alter the product’s meaning in such a way
that it expresses and possibly strengthens the user’s identity, their concepts
can engender:
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Product use is dynamic and the relationship to the product changes over time
Products are in constant ‘motion’ and their meanings not only change over
time, but also in their modalities of use. By interacting with them, users
gradually learn more about their products. They may for example progressively
understand and appreciate them better. In the literature this is described as
the systematic change of experience or use over time.
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After they have used it for some time, they might become less concerned about
its usability, and other aspects of the product such as novel functionality or
communication of a desired identity towards others become more important
(Karapanos, 2010).
In addition, as people age, they have a clear preference for products that
require little thought, are easy to maintain, and which accommodate to them,
not vice versa.
Let’s exemplify this with the case of a dust mask that needs to be worn in
public as a protection against pollution. Initially the dust masks are ‘hated’,
they are unwanted and users often find them uncomfortable. After some
time they become more tolerated, because users can experience the positive
effects on their health. Ultimately the dust mask may becomes a part of
everyday life, wearing it can become a routine and the user’s sensitivity for
remarks and discriminating behavior of bystanders diminishes or disappears.
In the next paragraphs we list four ways in which designers can enhance
product acceptance through altering product use.
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Considering weight, compactness and adjustability are all aspects that will
benefit the product user. Additionally these aspects could also benefit others.
A compact wheelchair will be valued in a crowded area and a light prosthetic
leg will enable its user to walk for longer periods of time.
In figure 5.20 designers have presented three ways to solve the cumbersome
usability aspect of a bike helmet that is not in use: use it as a lock, as a shopping
bag, or just fold it in half and put it in your bag. The folding solution manages
to reduce the helmet’s volume, making it more practical to store away. The
two first concepts however managed to transform the function of the helmet,
adding unexpected and rewarding benefits for its users.
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Figure 5.20. From left to right: , The Head-lock designed by Lim Seokjoong, Kim Younghye, Kwon Zion, and Na Hyesook
/ Bohème bike helmet from the Helmet Design Competion from Intramuros magazine (France) / The Overade foldable
helmet by Philippe Arrouart and Patrick Jouffret, of agency 360.
Figure 5.21. Tea
Time by
Lanzavecchia and
Wai.
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Short description: In this intervention the designer aims to adapt the product
in such a way that users can limit the frequency or intensity of product use in
order to reduce social tension and exposure.
Apart from its impact on the frequency of use, this product solution has the
potential to introduce a powerful ‘competence’ aspect. If extra warning lights
were added to alert for pollution, users would be able to visually share their
pollution data with others.
Figure 5.22. The
Airwaves Connected
mask (Frog Design)
uses a particle
sensor to measure
air quality and
share the data via
Bluetooth, allowing
the user to wear
the mask only when
necessary.
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Intervention 10: Can the designer limit PRS by focusing on the ultimate
product goals?
In an extreme scenario a designer could envision that dust masks are only
required when polluted air is inhaled. As such the design concept should
primarily solve this challenge, thus eliminating all other functional or social
consequences. The main quest of this intervention is simple: do not make
the product larger or more functional than is really necessary. The dust mask
should only be visible when air is inhaled, the helmet only upon impact. This
extreme focus on the product’s ultimate goal can reduce expenses and social
tension at the same time.
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Figure 5.25. Top: The ‘Supersonic Stick’ (figure 5.25 – top), is a wrist-worn accessory that
‘Supersonic Stick’ proclaims to escort the blind, while eliminating the blind cane and its social
(by Minhye Kim) /
Bottom: the ‘Eye
stigma. The ‘Supersonic Stick’ sends out ultrasonic pulses, and with the spatial
Stick’ (by Wonjune information it receives in return, it communicates oncoming obstacles to the
Song) wearer in the form of resonant or vibrating messages. Although the use of
ultrasonic technology may seem to be a promising design
direction in this respect, this particular concept introduces
some important flaws. With regard to its appearance, the
almost invisible ‘Supersonic Stick’ differs drastically from
the highly contrasting and uniformly recognized white
cane. The white cane has important semantic qualities,
sending out vital information about the vulnerability of
its user. Passers-by and other traffic users will assist or
adjust their behaviour in the presence of a blind person
and his cane, which they will not do in the presence of
someone using the ‘Supersonic Stick’. The ‘Eye Stick’
(figure 5.2. – bottom) integrates technology in a better
and more subtle way. Situational information is captured
with a lens at the end of the ‘Eye Stick’ and sent to its
user through haptic feedback. Although both products
aim for the same goal, the ‘Eye Stick’ still embodies the
semantic qualities of a classic white cane.
Figure 5.26. PURE-
breathe breathing
filter. (Available at:
An example of a recent evolution in mask design that
www.purebreathe.
com - Accessed on marks a transition through changes in technology is the
august 13, 2013) PUREBreathe mask (figure 5.26). This mask is often used
by athletes and is designed specifically keeping exercise
in mind. When exercising heavily, most breathing is done
through the mouth (nose clip provided with the mask).
As such, this personal air-filter can be held in the mouth
like a snorkel, eliminating the hot and sweaty feel of a
classic facemask. Additionally, by using electrostatic
filtering material that provides low resistance to the
airflow, breathing comfort is greatly improved.
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Intervention 13: Can the designer reshape product meaning through the
product’s meaningful interaction with other products?
The interventions we discussed so far are all connected through meaning and
human involvement. This intervention addresses how products relate to each
other in a meaningful way. There are several ways to look at how products
interact.
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Products that copy each other’s typology can exemplify parallels between
products. Several years ago, when Bluetooth headsets were hyped, we
noticed that hearing aids (B in figure 5.31) imitated the look and feel of these
headsets (A in figure 5.31). A more recent evolution involves the integration of
the hearing aid into eyeglasses (C in figure 5.31). This transition was enabled
by miniaturized technology and reinforced by its cooperation with accepted
and fashionable eyewear. The meaningful interactions with complementary
products that are used often or worn at all times are not our only inspiration.
Also products with occasional use can be inspirational and can provide the
basis for a meaningful interaction with a stigma-eliciting product. Although
the depicted hearing aid crayon is only an artist’s impression, it could be
inspirational as a concept direction (D in figure 5.31).
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Figure 5.30.
Hearing aids and
their parallels –
Hearing aid coupled
with glasses /
Bluetooth headset /
crayon hearing aid
Figure 5.31. ski
helmets that refer
to existing and
more fashionable
headpieces (Ribcap).
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Student concept
(T. Janssens - J.
Van Hulle): A
combination of
nose protection
and glasses.
Student concept
(M. Sayevitch
M. - S. Van
Brusselen):
Mobile oxygen
dispenser –
through tubes in
glasses.
Figure 5.32. Student
concepts that apply
the intervention of
reshaped product
meaning through
meaningful
interaction with
other products.
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A strong focus on the user and his desires remains key in incorporating
these ingredients into a specific product proposal. In addition to the user-
experience ingredients, this intervention should inspire the user to exceed
his ‘limitations’ and engage in meaningful and stigma-challenging activities.
Next to being an integral part of a product, extra ability can also be suggested.
Suggestion is often powerful enough to elevate the expectations of the user
and the bystanders. Features that deliver or express physical performance,
speed, assertiveness, and sexiness suggest the opposite of vulnerability and
stigma.
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Intervention 14: Can the designer endow the product user with extra
abilities?
The American award-winning athlete Aimee Mullins, who had both of her
legs amputated below the knee as an infant, provides us with an inspirational
example. To quote her own words: “A prosthetic limb does not represent the
need to replace loss any more. It can stand as a symbol that the wearer has
the power to create whatever it is that they want to create in that space.
So people that society once considered to be disabled, can now become
the architects of their own identities and indeed continue to change those
identities by designing their bodies from a place of empowerment.” As
such Mullins has introduced interesting perspectives on how to conceive of
prosthetic limbs and how to combine elements of function, sports, art, and
fashion. Aimee has sixteen pairs of legs, some of which are functional, for
sprinting, cycling, or swimming. Other legs are made in different lengths, to
accommodate high heels. For special occasions she has the option to choose
legs that are wearable sculptures, hand-carved out of wood, or made from
porcelain or glass. The extra abilities are obvious: the Cheetah Flex legs will
Figure 5.34. Aimee
Mullins and a few make her run faster than most abled athletes, a set of extra long legs will
of her remarkable make her shine as a model, and her hand-carved wooden legs will make her
prosthetic legs. the center of attention wherever she appears (see figure 5.34).
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Another remarkable example of an extra ability is found in a common product Figure 5.35. The
for children (figure 5.35). Training wheels have been a necessary commodity ‘Gyrowheel’ or
‘Gyroscopic Training
for many children and their parents. The ‘Gyrowheel’ or ‘Gyroscopic Training Wheel’.
Wheel’ replaces a bike’s standard front wheel and features a battery powered
spinning disc inside that creates a “gyroscopic precession” force. This force
stabilizes the bike and prevents it from wobbling or falling over. Not only does
this product make the lives of parents easier, it provides a more rewarding
training process for children and, according to the company, it empowers
them with better riding techniques.
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Intervention 15: Can the designer boost the user’s social skills?
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5.3. Can the designer reshape the social and cultural context?
• Protest: Protest can involve public rallies and campaigns that push
the message that discrimination against a certain user-groups will not be
tolerated. For example, by making issues visible and tangible, critical design
can provoke public debate.
• Education: Education can dispel myths and replace them with facts.
De-stigmatization through education can be powerful. If applied throughout
childhood, as individuals develop, it can make lasting impressions.
• Interpersonal contact: Contact with members of a stigmatized group can
help to overcome stigma. By exposing people to users of a stigma-eliciting
product, feelings of empathy can produce positive changes in attitudes.
Getting in contact with a stigmatized user will both increase knowledge (a
rule-based process) about the user and create empathic or emotional bonds
(an associative process).
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Critical design
Anthony Dunne and Fiona Raby (2006) are pioneers in critical design, which
they define as “design that asks carefully crafted questions and makes us
think,” as opposed to “design that solves problems or finds answers.”
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Intervention 16: Can the designer reshape the product’s cultural meaning
through campaigns or interventions that educate or change public views?
Educational campaigns
Guerrilla campaigns
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Figure 5.38. Guerilla
campaign: “Don’t
drink and drive this
festive season”,
Paraquad SA 2008,
Australia.
These campaigns are often on the borderline of public acceptance and are
generally not tolerated if they serve commercial purposes. In figure 5.38 we
see an interactive campaign against drunk driving which urges young people
not to drink and drive by making their pub seats look like wheelchairs. The
message is even repeated in the restrooms.
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Figure 5.40. Student
Concept (L. Dewulf -
J. Syen): One of the
team.
Next to public furniture or other public facilities, design efforts can also be
directed at clothing or other visible bodily accessories. In the student concept
‘One of the team’, the entire sports team expresses its solidarity with one
player who has a prosthetic leg (figure 5.40).
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Intervention 17: Can the designer change the product’s cultural meaning
by increasing its positive social visibility or through product endorsement?
The walker or the walking frame is an assistive device for disabled or elderly
people who need additional support to maintain balance or stability while
walking. By organizing events such as ‘Walker Races’ or ‘Walker Pimping
Contests’ the social stress surrounding the product is releived, both for the
user and the audience at the events (figure 5.41).
Figure 5.41. Positive
social visibility
for the walker
through the German
initiative called
“Pimp My Rolli”.
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Next to the sheer ‘visibility’ of a product in the streets or in the media, product
use or endorsement by influential political, sports or media figures also has a
great impact on its acceptance.
Figure 5.42. The
German Worishofer
sandal worn by
celebrity icons.
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5.4. Conclusions
After the PAMS had revealed the most prominent stigma-sensitive design
challenges, this chapter guided us to 17 interventions in three domains to
alleviate the effects of product-related stigma. In applying these interventions,
designers attempt to strive beyond short-term relief and aim for design
solutions that deliver personal as well as social relevance.
The de-stigmatizing design interventions address the three areas: the context
of the product itself, the context of the individual user experiencing the stigma,
and the context of the observing bystanders, together with the cultural context
in which the product is launched. The primary objective of the interventions is
to be inspirational. To reduce product-related stigma, designers can consider
combinations of these interventions. A properly designed stigma-free product
can be the result of several and often overlapping interventions. We conclude
this chapter by analyzing the relevance and prospects of the suggested design
interventions.
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useful to solve attention issues within the product itself. Due to technical or
functional restrictions it is often impossible to make a product appealing from
every angle. Designers should have the capability to divert the bystander’s
attention towards the positive product features and away from less appealing
ones. Regardless of the appropriateness of the intervention it will be useful to
evaluate which product features deserve more visual attention than others.
To increase the personal relevance of a product for its user, designers can tailor
stigma-eliciting products to the user’s preferences and lifestyle. This process
extends beyond ‘cosmetic’ or visual product mending and should integrate
changes in functionality, interface, user-experience and distinctiveness that
increase user attachment. Techniques that are commonly used include:
product personalization, mass customization, and individual customization.
An identity that was not often observed was the institutional identity.
Although noticeably present in the design of protective devices for military
and construction applications, we did not find strong institutional semantics
in the field of medical design. Even if their discrete colors link many medical
products, they often do not send out comforting or pleasurable signals.
Masks and accessories of military staff and construction workers do display
competence and authority.
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A fourth set of interventions suggests that the designer could reshape the
meaning of products by considering the application of new materials and/
or technology. Evolutions in technology and material technology can send
products through drastic progressions. Technology rendered hearing aids
invisible and new materials can generate lighter, stronger, more ecological,
and cheaper design solutions. This intervention may benefit from an analysis
of existing as well as future technologies. Trends like miniaturization, nano-
technology, robotics, additive manufacturing, and memory and other
implants are going to have a profound effect on the future of protective,
assistive and medical devices. Technology and material evolution will facilitate
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the exploration of design solutions that augment the body’s abilities, allowing
users to exchange disability with extra ability.
The final intervention in the product context relates to the positive design
outcomes of product combinations that interact in a meaningful way. For
example, the sheer number of products visible in public life will influence
product acceptance. An increase in numbers can result in increased
acceptance.
The extra ability intervention suggests that the designer could alter the
product so it delivers an actual increase of ability over abled people. By
integrating elements of speed, agility, sexiness and assertiveness, users will
feel stronger and more capable. If not physically integrated in the product,
the suggestion of extra ability may suffice to elevate the expectations of the
user and his surroundings. Stigma-free design through the integration of extra
ability can be an effective intervention, as it truly breaks down the negative
associations between the stigmatized user and the assistive, protective or
medical device they require.
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A benefit of this strategy is that any improved treatment can spill over across
a variety of situations and improve the lives of other similarly stigmatized
people.
In a final domain, we situate two interventions that may support the designer
to reshape the cultural context in which products are launched and perceived.
Both interventions are not primarily focused on the product, but group all
efforts that produce fundamental changes in cultural attitudes and beliefs.
The insights and strategies employed in critical design can prove to be valuable
by provoking public debate. Combining provocative and sensitive design
elements into campaigns or social design interventions can exert a positive
influence on social attitudes towards protective assistive or medical products.
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Figure 5.43. The 17
PIMS interventions
1 2
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Manage the frequency and Focus on the ultimate Reshape product meaning
intensity of product use product goal through advances in
Adapt the product so users can By exclusively addressing this technology
limit the frequency or intensity of ultimate goal, the product could Applying new technology can
product use and reduce social become obsolete in all other make a product smaller, more
tension and exposure. situations. performing, cheaper to buy
9 10 and own, etc. 11
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CHAPTER 6 Discussion &
conclusion
Chapter 6
The methods that were used throughout the research strongly reflect my
personal way of exploring. As a designer I enjoyed the constant mix of theory,
explorations and the confrontation with design education and practice. In
an area in which theory is vast and prevailing, a ‘classic’ research approach
may be desirable. However, in our study of product-related stigma, an area
which has few theoretical handles, it was up to us to find a way to deal with
the phenomenon. In entering this new area, we have learned from our
experiences and from the intense encounters and challenges that product-
related stigma posed to designers, as well as from our observations and
reflections on the process.
The literature review provided a strong basis for our research. As in any other
discipline, product design is embedded in theory and fueled by the expanding
insights and knowledge of design practice. In my research I tried to combine
both. The literature review became the red thread that ran through our
experimental explorations and the various design workshops. The insights
gathered from the literature continually influenced the conception of our
experiments and provided the foundation for our designer tools.
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Discussion and Conclusion
model of Major (2005) and applied to the appraisal model of Desmet and
Hekkert (2007). The identity threat model inspired us to add two additional
stakeholders. To extend beyond the sensitivities and pitfalls encountered by
product users, the PAMS adds the concerns of bystanders and the culture in
which the product is used. The Product Appraisal Model for Stigma (PAMS) is
a tangible questionnaire in the shape of a tetrahedron that is related to three
matrices and 27 questions. We believe that this set of questions addresses
the most vital stigma-sensitive issues that designers should consider prior to
their design effort. As such the PAMS is a counterpart of many models in the
world of design and emotion that aim for ‘pleasurable design’.
We positioned this first designer tool in two specific moments in the design
process. The tool can support efforts in the fuzzy front end or analyzing
phase, aimed at writing the project brief or receiving encompassing
product specifications. The PAMS can also be used to validate the impact of
de-stigmatizing design efforts after the product is launched. We trust that
the PAMS will provide a solid basis for designers to explore the phenomena
of PRS.
We do hope that the insights engendered by our model may in return inspire
social psychologists. Many of the theories that apply to human relationships
also apply to human-product relationships. The impact of products on human
behavior is an area of common interest that is in full expansion. Insights in
these processes will benefit the individual product user and broader cultural
challenges.
The literature review has been a continuous effort, but it was marked by two
important moments. At the start of our research, we gathered our principal
insights on the phenomenon of stigma from social psychology. After the first
experimental explorations we increased the intensity of our literature review
and explored design models that could reinforce our designer tools. As such
our literature review resulted in a rewarding collaboration between both
fields.
One of the contributions of this work is that it has brought the field of social
psychology to the attention of designers. Although the topic of product-
related stigma hasn’t been addressed in-depth in design research, we found
many parallels between the fields of design research and social psychology.
233
Chapter 6
234
Discussion and Conclusion
• Take a walk around and get public exposure with the product: The
second exploration in Chapter 3 (The Immersive Mask Experience)
introduced the concept of the ‘social experience prototype’. By
experiencing exposure in public with a visually resembling prototype,
designers can experience a powerful confrontation with the phenomenon
of product-related stigma. It can make them aware of the stigma-relevant
challenges ahead and endow them with an empathic awareness of the
future product users’ concerns.
• Measure and rank the product proposals: If required, the final two
techniques in Chapter 3 will enable designers to rank their design
proposals according to their PRS-eliciting potential.
235
Chapter 6
Our second designer tool, the Product Intervention Model (PIMS) for Stigma
targets the conception phase of the design process. This tool comprises a set
of 17 stigma-alleviating design interventions that have grown and matured
as our research progressed. The de-stigmatizing design interventions address
three areas: the context of the product itself, the context of the individual
user experiencing the stigma, and the context of the observing bystanders,
together with the cultural context in which the product is launched. It is likely
that designers will value these interventions as the most hands-on aspect of
the research. We believe that they will prove their effectiveness in design
practice and more specifically in the fields of Inclusive (Universal) Design,
Human-Centered Design, and Design and Emotion.
236
Discussion and Conclusion
They had to detect PRS pitfalls and produce a series of stigma-free quick
designs. Although these were rough ideas, they did give us the confidence
that the tool was insightful for design students.
237
Chapter 6
238
Discussion and Conclusion
• The evolution of product-related stigma over time: How does the PRS
process for a specific product change over time? It would be interesting
to study products that have gone through significant cultural appraisal
phases during their evolution. The factors that influence these changes
may prove to be inspirational for additional design interventions, or
could reinforce existing interventions in the PIMS.
239
Chapter 6
As the project progressed I felt how my own interest gradually shifted away
from the product-oriented goal towards more generally applicable insights
and methods. I increasingly became aware of the human and social pitfalls
of the project. What would happen if children reject our skillfully engineered
solution because it makes them feel silly? Together with the actual birth of
my second son in 2010, I experienced the re-birth of my PhD topic. I was
captivated by unraveling the dualities between social acceptance versus
rejection and pleasure versus stigma. From then on, our project aimed to
benefit designers who want to make ‘unwanted’ products more accepted
and pleasurable.
240
CHAPTER 7 References
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251
Summary
Samenvatting
Summary / Samenvatting
Summary
Imagine that you are walking through the local shopping mall wearing a dust
mask. Apart from your own discomfort, you might also experience social
unease in the people around you. As they approach, you might observe their
anxiety, laughs, or frowns. As they pass, you might feel how they keep their
distance from you.
254
Understanding product-related stigma
In order to come to understand PRS, we have explored its causes and the
various stakeholders that are involved in the human-product interactions
with stigma-eliciting products. During the literature review we collected
theoretical insights regarding the factors that are responsible for eliciting
positive and negative experiences in people’s encounters with products.
255
Summary / Samenvatting
In our effort to measure PRS, we first had to establish that the use of
protective, assistive, or medical devices in fact does engender unfavorable
reactions in bystanders. Additionally, we tried to quantify the ‘degree’ of
product-related stigma. We explored several techniques to measure and
quantify how ‘burdened’ products and design concepts are with product-
related stigma. Designers will not only value this insight during their creative
process, it can also help them to justify design decisions with quantitative
data. Quantitative measuring of PRS can assist in assessing which product
properties have influenced certain reactions and to what extent subsequent
improvements have been successful.
256
We initiated our explorations in Italy with a study of the avoidance-related
reflex reactions of bystanders to dust masks. The ‘Approach and Avoidance
experiment’ was set in a lab environment and captured reflex reactions to
pictures of people with and without dust masks, presented on a screen.
During the four experimental explorations that followed, we shifted our focus
away from the lab and towards the real-life encounter between mask users
and bystanders. We measured avoidance behavior of passers-by around
users of stigma-eliciting products. We gradually progressed towards the
parameter of interpersonal distance as a promising measure. Our explorations
systematically progressed towards one specific moment in this unprepared
encounter, the moment in which the passer-by passes our product user. By
measuring the shortest distance between these two for a large sample of
passers-by varying in age, gender and ethnicity, we were able to introduce a
degree of objectivity.
If required, the final two techniques in our experimental chapter will enable
designers to rank their design proposals according to their PRS-eliciting
potential.
257
Summary / Samenvatting
Our final goal was to deliver tools for designers to manage the product-
related stigma process. In our research the most essential emotional desire
is the avoidance of negative emotions and reactions during a human-product
interaction. However, we aimed for tools that strive to surpass this scope
in favor of products that engender positive meanings for their users, elicit
positive feedback from bystanders and complement and support cultural
values.
It is very likely that designers will value these interventions as the most
hands-on aspect of the research. The various interventions are presented
in a compact and consistent style, facilitating overview and comparison.
Additionally, they intend to inspire designers and suggest a general design
direction. We chose to exemplify the various interventions with product
examples that will stick to the visual mind of designers. Apart from illustrating
that an intervention is viable, these examples may also provide instructional
guidance for designers. In reality, designers will often apply combinations
of interventions in order to produce strong design outcomes. Applying the
appropriate intervention is a creative and generative process that requires
both expertise and practice. To address the requirements
of the creative process, the PIMS interventions are
presented as a card set, specifically aimed at designers.
258
We believe that these interventions will prove their effectiveness in design
practice and more specifically in the fields of Inclusive (Universal) Design,
Human-Centered Design, and Design and Emotion. We trust that, in the
hands of a trained designer, these interventions will alleviate the effects of
PRS and increase both user-product attachment and collective well-being.
259
Summary / Samenvatting
Samenvatting
Tal van producten die bedoeld zijn voor ons comfort of onze veiligheid
(denk aan medische en fysische ondersteuningsmiddelen) kunnen we als
onaangenaam en oncomfortabel ervaren. Bovendien gaat het gebruik van
deze producten gepaard met beoordelingen van mensen rondom ons. De
focus van onze thesis richt zich op die situaties waarin een product de oorzaak
is van sociale afkeuring of stigma.
Wij noemen dit proces product-gerelateerd stigma (PRS). Het heeft negatieve
effecten op de productgebruiker, variërend van ervaren stress tot een
verminderd zelfvertrouwen en sociale isolatie. Dit wekt belangstelling bij
ontwerpers, omdat zij producten en productervaringen zodanig kunnen
vormgeven dat deze reacties en effecten gereduceerd blijven, zoniet zelfs
geheel vermeden worden.
260
Begrijpen van product-gerelateerd stigma (PRS)
Met het oog op het begrijpen van PRS, onderzochten wij de oorzaken ervan,
alsook de diverse belanghebbenden bij de mens-product interactie van
stigmaveroorzakende producten. Tijdens de literatuurstudie verzamelden
wij theoretische inzichten aangaande factoren die verantwoordelijk zijn
voor het uitlokken van positieve of negatieve belevingen bij het omgaan met
producten.
Iedereen heeft wel eens een stigmatiserende ervaring gehad in zijn leven, zij
het in de vorm van een gevoel van geïsoleerd zijn, vervreemding, uitsluiting
of verlegenheid omwille van het enigszins anders zijn. Net zoals mensen
afkeuring kennen wegens bepaalde eigenschappen die ze misschien zelf niet
onder controle hebben, zo kan een product ook de oorzaak zijn van afkeuring
of stigma.
261
Summary / Samenvatting
In onze poging om PRS te meten hebben we eerst vastgesteld dat het gebruik
van beschermings-, ondersteunings- en medische producten ongunstige
reacties uitlokken bij omstaanders. Daarenboven probeerden we de ‘graad’
van dit product-gerelateerd stigma te kwantificeren.
262
Wij hebben ook onderzoek op gedrag uitgevoerd omdat het ons toeliet
het reële fenomeen te benaderen en te observeren. Wij probeerden het
PRS-potentieel van producten te kwantificeren door de gedragsreacties
te bestuderen van omstaanders tijdens een publieke en onverwachte
ontmoeting met gebruikers van stigmaveroorzakende producten. Deze
onverwachte ontmoetingen bleken geschikt te zijn om het gedrag van
voorbijgangers te meten omdat deze hun reacties dan nauwelijks kunnen
‘maskeren’. Door het gemiddelde te berekenen van de gedragsreacties op
een uitgebreide steekproef van toevallige voorbijgangers, probeerden we een
objectieve meting te bekomen. We hebben ons gericht op twee specifieke
momenten in deze onverwachte ontmoeting: de initiële confrontatie met
de reflexreacties enerzijds, en de meer overwogen en bedachte reacties die
daarop volgen anderzijds.
263
Summary / Samenvatting
Wij stellen echter niet dat onze experimenten reeds gevalideerde technieken
zijn. Er is zeker nog verdere analyse nodig om hun betrouwbaarheid en
degelijkheid te verhogen.
Heel waarschijnlijk zullen ontwerpers deze interventies als het meest praktische
aspect van ons onderzoek beschouwen. De verschillende interventies worden
in een compacte en gelijkvormige stijl voorgesteld, waardoor ze overzichtelijk
blijven en makkelijk te vergelijken zijn. Verder willen ze ontwerpers inspireren
en een algemene ontwerprichting suggereren. Wij hebben ervoor gekozen
om de verschillende interventies te illustreren met voorbeelden die de eerder
visueel ingestelde ontwerper zullen bijblijven. Deze voorbeelden illustreren
niet alleen de haalbaarheid van een interventie, ze bieden ook instruerende
264
begeleiding aan ontwerpers. Vaak zullen ontwerpers
combinaties van interventies toepassen om tot sterke
ontwerpresultaten te komen. Het toepassen van de
gepaste interventie is een creatief en generatief proces
dat zowel expertise als praktijkervaring vereist. Om de
vereisten van het creatief proces te onderbouwen,
worden de PIMS-interventies voorgesteld als een set
kaarten.
Wij beschouwen deze thesis als een introductie in dit interessante domein
dat zeker verdere exploratie verdient.
265
Acknowledgments
publications
about the author
Acknowledgments
Furthermore, I would like to thank Vincent, Frank, Carlo and Dries for their
material support with the prototypes and experimental setups.
I’m grateful to Seppe and Rik from Genano Benelux. I truly enjoyed our
cooperation and I hope that we can continue our mutual mask quest.
268
Thank you Liesbet for proofreading my thesis and Wim for those vital
InDesign tips.
Apart from the colleagues who were directly involved in my research, there
are many colleagues who indirectly supported me along this PhD journey.
Thanks you all for encouraging me and for providing me with so many
product cases. I’m excited that, next to my research activities, I can execute
my education tasks with such a great team of fellow teachers. I do hope that I
can continue to contribute to our education program at the faculty of Design
Sciences in the next years.
I also want to express my gratitude to my father, Guido. Thank you for your
valuable feedback and all the time you have spent on reading the preceding
versions of this thesis. During our often-intense discussions we experienced
both challenging and ‘magical’ moments.
Finally, and most important of all I want to thank my lovely wife Jona and my
two sons Viktor and Roman. Jona, thanks for putting up with me. This thesis
has not only challenged me, it has also tested our relationship. At the end of
those six years - two sons and many demanding and exciting projects later -
we can truly say that we’ve survived. I love you!
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Publications
Journal articles about the ‘Product Appraisal Model for Stigma’ (PAMS) and
‘Product Intervention Model for Stigma’ (PIMS) are in preparation.
2014
Vaes K., Stappers P.J., Standaert A., Desager K. (2012). Contending Stigma in
Product Design - Using Insights from Social Psychology as a Stepping Stone
2012
for Design Strategies, In: J. Brassett, P. Hekkert, G. Ludden, M. Malpass & J.
McDonnell (eds.), Out of control, Proceedings of the 8th International Design
and Emotion Conference; Central Saint Martins College of the Art & Design,
London, UK; 11-14 September 2012; Central Saint Martins College of the Arts
and the Design and Emotion Society, London; ISBN 978-0-9570719-2-6
Vaes K., Stappers P. J., Standaert A., Coppieters W. (2012). Masked Aversion
– Walking and Staring Behavior towards Stigmatizing Products, In: P.
Insrasena, J. Tangsantikul, D. Durling (eds.), Design Research Society 2012
Conference Proceedings Vol. 4, Chulalongkorn University Bankok, Thailand,
1-4 July 2012; Department of Industrial Design, Faculty of Architecture,
Chulalongkorn University & the Design Research Society; ISBN 978-616-551-
569-6, pp.1908-1919
Vaes K., Corremans J., Moons I. (2011). Educational model for improved
empathy “The Pleasurable Mask experience”. In: Kovacevic, A. Ion, W.
2011
McMahon, C. Buck, L. and Hogarth, P. (Eds.), Proceedings of the 13th
International Conference on Engineering and Product Design Education; City
University London; pp. 227-232; 8-9 September 2011; The Design Society;
ISBN: 978-1-904670-33-9.
Vaes K., Stappers P.J., Standaert A., Vaes J. (2010). "Masked Emotions" -
Measuring Implicit and Explicit Attitudes towards stigmatizing products
2010
(dust masks). In: Gregory, J. Sato, K. Desmet, P. et al. (eds.) Proceedings of the
7th Design and Emotion Conference 2010; Spertus Institute (Chicago, USA);
4-7 October 2010; IIT Institute of Design, Chicago, pp.001-014
Vaes K., (2009). Design directions and recommendations within the new
product development process for the development of non-stigmatising,
2009
bodily-near products, In: Pauwels S., Research Lounge # 1: an annual
publication on engineering and developing tomorrow’s technology and new
product for new markets; University Press Antwerp; Brussels, ISBN: 978 90
5487 557 4, pp.28
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About the author
Kristof Vaes was born in Leuven in 1972. After finishing secondary school
at the Sint Pieters College in Leuven, he studied one year at Aragon High
School in San Mateo, California, as an AFS exchange student. He obtained
his Master’s degree in product development (with distinction) from the
University College of Antwerp in 1996. The following year he entered a
postgraduate training in multimedia technology at the Group T International
University College of Leuven.
From 1997 onwards, he has worked for several design teams and offices
in Flanders, such as Bulo office furniture (Mechelen), Achilles design
(Mechelen), and Studio Dot (Antwerp). Most of his design practice is
focused on human-centered design, concept development and engineering
design. Since 2006, he combines his activities as a product designer with an
academic career at the University of Antwerp, Faculty of Design Sciences,
Product Development (previously known as the Artesis University College of
Antwerp). His teaching tasks have included lecturing on the topic of Product
Semantics and tutoring design projects such as ‘User Experience Design’,
‘Exploring Interactions’, ‘Mechanical Design’ and ‘Furniture Design’. For the
last six years, he has combined his freelance and teaching activities with PhD
research in cooperation with the TU Delft and the University of Antwerp.
[email protected]
[email protected]
www.kristofvaes.be
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