Identifying User-as-Designer Behaviors When Designing By Using Toolkits Guido Hermans Umeå Institute of Design, Umeå University, Umeå, Sweden guido.hermans@dh.umu.se Abstract Consumer products are becoming more and more open for consumers to design, make or adapt them to their own preferences and needs. An emerging area of product toolkits turns users into designers. In this paper we use the term user-as-designer, shortly user-designer, which refers to a consumer who uses a toolkit to design a product for himself. Designing by using toolkits challenges the role of the professional designer in ways that yet have to be fully explored and understood as well as the role of the passive consumer that gains new freedom and responsibility. The aim of this paper is to explore consumers designing an everyday product focusing on the behavior users have in relation to the tool they use. The participants expressed their preferences directly into the creation of an object through the use of a digital toolkit. A group of ten students participated, their designs were produced by 3D printing and they reflected upon their process and design. Three core findings are presented that concern the behavior of users when designing through a toolkit. First, we identified four user-designer characters that describe the exploration of the solution space. Secondly, we revealed the behavior of participants through visualizing the process of customization. The third finding concerns the predictability of outcomes for the designer of the toolkit. The discussion focuses on two levels; first we describe the aspects from this study that are relevant for future toolkit development. Issues like the exploration of the solution space, specific behavior in constrained toolkits, predictability, iteration and the amount of freedom for the user. The second level of the discussion focuses on the implications for consumer involvement in the design process. This study has shown that when consumers are engaged in the design process they need to understand what it means to create rather than being tricked in some part of a process in an isolated manner. KEYWORDS: user design, consumer design, toolkits, co-design, mass customization, 3D printing 10th European Academy of Design Conference - Crafting the Future 1 | Page Introduction Consumer products are becoming more and more open for consumers to design, make or adapt them to their own preferences and needs. An emerging area of product toolkits turns users into designers. In this paper we use the term user-as-designer, shortly user-designer, which refers to a consumer who uses a toolkit to design a product for himself. Designing through the use of toolkits challenges the role of the professional designer in ways that yet have to be fully explored and understood as well as the role of the passive consumer that gains new freedom and responsibility. The aim of this paper is to explore consumers designing an everyday product where we focus on the behavior users have in relation to the tool they use. Design is a service relationship between the one in service - the designer - and the one being served - the client (Nelson & Stolterman, 2012). User-design, in the business field titled mass customization (Tseng & Jiao, 2001) is an approach that has been researched and commercialized for several years. However, to get a better understanding of how users design in such a constrained space, we present an experiment in which we invited participants to design an everyday object. The physical outcomes as well as the process of customization are of interest in this study since the process can give us insight in the behavior of the users. The purpose of the developed toolkit was to enable participants to adapt a design to make it their own, therefore we gave them the possibility to alter the shape, material and color of the object. This paper is structured as follows; in the first section we discuss existing research about mass customization and toolkits. We frame the object of study with a conceptual model about competency sets that later on will be used for reflection upon this study. Hereafter, the conducted experiment and its findings are presented. The paper ends with a discussion and implications for developing toolkits and implications regarding consumer involvement in the design process through the use of toolkits. Toolkits for Designing In user-design, designer and consumer interact with each other through a toolkit that enables a user to create a physical outcome. Even though this can be done with a simple interface, the interaction between the user and the design is much more complex (Janlert & Stolterman, 2010). By using a toolkit, the interaction has increased compared to a consumer in a mass production situation where one is only selecting and choosing which product to buy. The internal complexity -the designer's work- and external complexity -the product- have both increased. Designing by using a toolkit is an activity of creating a physical outcome, in other words experiential creation. Dahl and Moreau define experiential creation by the amount to which the outcome is defined and the amount of guidance a user receives along the way (Dahl & Moreau, 2007). Mass customization (Tseng & Jiao, 2001) is one form of experiential creation; it offers the consumer a 10th European Academy of Design Conference - Crafting the Future 2 | Page solution space (Berger & Piller, 2003) in which one can customize his own product. The user is enabled by a configurator which is typically a web-based interface that includes the following five characteristics: complete cycles of trial-and-error, an appropriate solution space, user-friendliness, libraries of modular parts and producible outcomes (Von Hippel, 2001). Existing research in mass customization focuses on toolkit development (Gerber & Martin, 2012), supply chain management (Anderson, 2008), modular systems (Kratochvil & Carson, 2005), value creation and willingness to pay by consumers (Franke & Piller, 2004) and benchmarking of existing mass customization offerings (Walcher & Piller, 2012). Customization websites like NikeID (Nike, 2012) and miAdidas (Adidas, 2012) and more open platforms like Shapeways (Shapeways, 2012) and Ponoko (Ponoko, 2012) allow people to have an influence on the design through easy to use toolkits. This paper focuses on the behavior of users in such toolkits. The tool is a central piece, but not the only aspect that deserves attention. In the next section a model is introduced that deals with competencies in a broader sense. Competency Sets The experiment presented in this paper concerns the toolkit and the user. When consumers are involved in the design process in the form of mass customization, they are designing a part of the product themselves, how limited this act of designing might be in some cases or in the eyes of a professional designer. Their involvement is not only defining a part of the product, i.e. doing design, the process could also be seen as learning to become a user-designer. When approaching consumer involvement as a learning experience, a model consisting of four competency sets should be addressed in an integrated way. The model of competency sets consists of the mind, knowledge, skill and tool set (Nelson & Stolterman, 2012). The tool and skill set are situated in the concrete domain (Figure 1), they are concerned with doing and making. The tool set addresses the domain of design action which is concrete and external. A toolkit provides the user with what is needed to perform a task, for instance a web-based interface with sliders, knobs and buttons. The skill set is concrete and in contrast to the tool set individual. It deals with design praxis; it encompasses what the user is able to do. The other two competency sets are positioned in the abstract domain; they deal with thinking and knowing. The knowledge set is abstract and external, it represents design thinking. The mind-set is the design character, it is internal and abstract. The mind-set, or Weltanschauung, is the stance a user takes, the way one sees the world, his values and beliefs. The model of competency sets will be used for reflection on this experiment since it examines mass customization as an approach to consumer involvement in design. 10th European Academy of Design Conference - Crafting the Future 3 | Page Methodology In this study the participants expressed their preferences directly into the creation of an object. Prior research into consumer customization (Hermans & Stolterman, 2012) led to the finding of a lack of variation between the customized designs due to the focus on only one product attribute. In this experiment a more comprehensive approach has been used by allowing the user to customize multiple product attributes including shape, material and color. The users are able to make a large variety of designs that differ from each other on an aesthetic level. The sample consisted of ten students from the local university; they neither had formal design education nor professional design experience. The first three participants served as the pilot group, after running the pilot session an introductory assignment was added to make the participants familiar with the interface. The setup of the experiment was a computer screen which displayed a 3D model and interface, a mouse for manipulating the sliders and a 3D mouse for navigating in space. The parametric model was made in the software Autodesk 3D Studio Max 2012. The whole process of customization was documented by capturing the screen on video for analysis. Stages: Design and Reflection In the first stage participants were given a brief which explained the design task. The participants chose one of the four design presets (Figure 5, first column), an inspirational design with a certain shape, material and color. Design presets were used since this is a common way of offering mass customization in today's market. It gives the user a jump start and it makes the process more accessible if there is already a beginning instead of having to face a blank canvas. Then, the participants manipulated the design to make it their own. In the second stage of the experiment, the participants reflected upon their process and their design with the 3D printed model. The survey consisted of 25 statements and open questions categorized in three sections about the design task, the actual design and several general questions about customization. An example of a statement that focused on the design task: (S6) “I explored the toolkit to a large extent, in other words I tried all the sliders and tweaked a lot.” The second part of the survey focused on the outcomes: (S19) “I would be willing to pay more for this juicer than a standard juicer because I designed it myself.” Finally, the survey concluded with general questions and statements about consumer involvement in the design process: (Q21) “What do you think of this kind of activity, i.e. designing your own product?” Statements were used to provoke a response from the participants. A 5-point Likert scale that ranged from strongly disagree, disagree, neutral, agree, strongly agree, was used to measure responses. The open questions were used to gain more insight in the participants' decisions. Data visualization The action of manipulating the object through an interface with sliders was captured on video for analysis. The values of the sliders have been transcribed for each parameter, normalized and this 10th European Academy of Design Conference - Crafting the Future 4 | Page data has been visualized in a two-dimensional (Figure 3) and one-dimensional graph (Figure 4). The visualization of the design task shows the start point, the steps and the end point. Every step is called a stroke that is a movement in one direction, the number of strokes and their direction are visualized. Two ways of visualizing the data were used to reveal a pattern or behavior that might be invisible by simply observing the participants during the design task. The first method of visualizing two parameters was used since the parameters were grouped in the interface by pairs, whereas the second visualization is a grouping of the participants that choose the same design preset. Results The results from the experiment are data collected from the design task, the produced prototypes and the reflection upon the task by the participants through a written survey. Each of the results is discussed more in depth. Design Task The design task produced data that has been visualized in two different ways. Figure 2 shows the visualization of participant 4 for parameters 1 Resolution and 2 Waist (left) and 3 Detail and 4 Edge (right). It shows how a participant moves through the solution space in terms of step size and scope. The left graph shows large single strokes whereas the graph on the right shows a concentration of exploration in one area of the solution space. Figure 3 shows a different visualization of the design task data. This graph depicts the behavior of the participants who started with the same design preset. The graph reveals that participant 1, 4 and 9 end with the same result and they have explored the solution space to the same extent as well. Among all participants, the average number of strokes used to manipulate the parameters is 7.8. Parameter 1 Resolution has been explored to the highest extent (86%) together with parameter 6 Bend (83%), parameter 7 Material Head (78%) and parameter 8 Material Bowl (76%). The other parameters have been explored between 48 and 52%. Five participants only used seven out of eight parameters when customizing their design, the parameters they did not touch were parameter 3 Detail (two participants), parameter 5 Twist (two participants) and parameter 6 Bend (one participant). Three participants explored the solution space and ended up with the same parameter settings as they started with. Prototypes The second result of this experiment is the physical prototypes (Figure 4). The designs were produced by selective laser sintering and 3D printing, two different processes of additive manufacturing. The approximate bounding box of the designs was 140 x 140 x 110 mm. and the designs have been printed in white, black and red nylon and white and black ceramics. Blue nylon 10th European Academy of Design Conference - Crafting the Future 5 | Page was available in the toolkit, but later on not for production. The participants that had chosen blue received white instead. Figure 5 shows the final designs and the presets they originate from. Reflection The surveys have been filled out by all 10 participants during the second stage. The analysis of the surveys was done by relating questions to each other and making connections between them. The open questions have also been categorized to reveal similar themes in the answers. Three topics are presented, that is exploration and imagination (A), iteration (B) and ownership of the design (C). This section ends with comments from the participants about the design task. A. Exploration and Imagination The first reflection concerns to what extent a user explores the solution space and consequently whether or not one has the ability to imagine outcomes of the unexplored space. Some responsibility and freedom to define a design is shifted from designer to consumer, therefore this issue is at the core of user-design. How will a consumer handle this freedom to define the design to his or her own preferences, needs and desires? The questions: (S6) I explored the toolkit to a large extent, i.e. I tried all the sliders and tweaked a lot and (S7) For the part that I did not explore, it was easy for me to imagine how it would look like focused on the exploration and imagination of the solution space. Most participants said they have explored the toolkit to a large extent (8/10) and half of them said they could imagine how the unexplored bit of the solution space would look like (5/10), three felt neutral about it, one participant did not respond and another one did not feel the need to imagine anything else. B. Iteration The toolkit offered in this study allowed for cycles of trail-and-error as suggested by Von Hippel who defined five characteristics of user toolkits (Von Hippel, 2001). The importance of iteration, when designing through a toolkit (Resnick & Silverman, 2005) has been acknowledged. Even though the toolkit in this experiment allowed the participants to make iterations - they could play around with the sliders to make different designs, there was no time limit or any other constraint - most of the participants (7/10) said that they would like to design it again, now that they have the actual juicer in their hands (S14). C. Ownership of the Design When designer and consumer create a design together, the issue about ownership of the design will be raised. To what extent do users feel they contributed to the design? How do they value their participation in the design process? Do users bond more with product because they were involved in the process? To get a sense how the participants valued their own involvement, the 10th European Academy of Design Conference - Crafting the Future 6 | Page survey addressed ownership of the design with three statements: (S16) I feel I created something new, (S17) I feel I created something of my own and (S19) I would be willing to pay more for this juicer than a standard juicer because I designed it myself. Most subjects felt that they did not create something new; however, they felt they have created something of their own (7/10). Furthermore, half the subjects would be willing to spend more on their design, since they designed it themselves. Finally, the participants were asked to comment the design task. Their responses ranged from comments on the visualization of the 3D model to material representation. These suggestions are interesting in itself and can help improve future experiments. However, we highlight one particular aspect that the participants expressed. The freedom users have in a toolkit was commented by many participants. Half of the participants wanted to have more possibilities, three were neutral and the other two participants were satisfied with the way it was. Also, some participants felt they did not have enough options and several users did not like the fixed presets. Findings The results led to three core findings: defining user-designer characters (I), identifying specific behavior of the participants in this experiment concerning the exploration of the solution space (II) and the third finding concerns the predictability of the outcomes by the designer (III). Furthermore, two additional findings are mentioned that concern iteration in a toolkit and the amount of freedom for the user. I User-as-Designer Characters In order to identify and describe different users in the experiment we introduce the term character. A character is defined as “one of the attributes or features that make up and distinguish an individual” (Merriam-Webster, 2012). These characters are based on the design task visualizations (Figure 2 and 3) and represent different qualities of participants in this study. Four characters are identified (Figure 6), Settler and Voyager are derived from the design outcomes and Stroller and Horseman are derived from analyzing the design task on a detailed parameter level. Settlers explore the solution space and end elsewhere in the space, a different design. Voyagers move through the solution space as well, but eventually return to their start point and thus they end with a similar design. This categorization is based on the result from the customization task. When looking more in detail at the design task (Figure 2) and focuses on the process, another distinction can be made. To stay with the travel metaphor, we distinguish two characters based on the scope, the extent of the exploration in the solution space, namely Stroller and Horseman. The Stroller maps a small area of the solution space in an intense way; this character goes back and forth many times. The Horseman on the other hand travels through the solution space with great speed, often from one end to the other. A user of a mass customization toolkit can employ 10th European Academy of Design Conference - Crafting the Future 7 | Page any of these characters. For example, one could be a Settler by ending somewhere else in the solution space and at the same be a Horseman when he explores the solution space with large strokes. II Behaviour of Participants The behavior of the participants was revealed through visualizations of the design task. The participants that choose the same initial design have explored the solution space, on a meta level, in the same area and through the same path. This is especially visible for participants 1, 4 and 9 that choose preset 4 (Figure 3 and Figure 5), participants 5 and 7 that choose preset 1 and for preset 3 which has been chosen by participants 3, 8 and 10. Furthermore, the relation between the amount of strokes and the extent of exploration is interesting. The parameters that have been explored the most on average do not have the most average number of strokes. This is counterintuitive, since one would expect that if a parameter is explored more, one has used more strokes. Therefore we observed that large strokes, the Horseman character, is more used in exploring the solution space. The detailed and intense examination of one part of the parameter was in this experiment less carried out by the participants. However, the behavior is context specific and in toolkits which give more freedom to the user and concern other products and parameters different behavior might occur. III The Designer and Predictability of Outcomes The designer is represented through the design of the toolkit; defining certain areas of the product and leaving other areas open for customization. The designer sets the constraints of the solution space and thereby points the user in a certain direction. The designer of the toolkit has the task to give freedom to the user and at the same time he wants to maintain control over the end product. In the schema of experiential creation (Dahl & Moreau, 2007), mass customization is typically positioned in the quadrant defined by the variable fixed target outcome and step-by-step guidance. Mass customization toolkits give freedom to the user, however, as can be seen in this study the results are somewhat predictable to the designer of the toolkit. This means that a limited toolkit, like the one used in this experiment, relates directly to the predictability of the outcomes. We can assume that by broadening the possibilities of the toolkit the outcomes becomes less predictable. Iteration and Freedom in a Toolkit We would like to point out two other findings that came up in this study. First of all, iteration in a toolkit. The toolkit allowed the users to make “complete cycles of trail-and-error learning” (Von Hippel, 2001). However, iterations between different media were lacking in this toolkit and in mass customization toolkits in general. Secondly, the amount of freedom users have in a toolkit is an issue that deserves attention. From the reflections of the participants it is clear that some of the users wanted to have more freedom while for others it was sufficient. One way of addressing 10th European Academy of Design Conference - Crafting the Future 8 | Page the need for a varying amount of freedom is to offer different levels of freedom in the toolkit so users can master a skill and gain knowledge while using a toolkit. Discussion This study investigated consumer involvement in the design process in the form of mass customization by inviting users without traditional training or experience in design to perform a design task. The participants were asked to design the aesthetics of an everyday consumer object. The toolkit and the user were the focus in this study and the aim was to identify different characteristics and behavior of these so-called user-designers. The discussion of this study is on two levels, first of all we will describe the aspects from this experiment that are relevant for future toolkit development. Then, we will use the model of competency sets to evaluate this study and discuss the broader implications it has for consumer involvement in design. Implications for Toolkit Development This study has pointed out three core findings that concern users designing a product through a toolkit. The first two, user-designer characters and the behavior of the participants, concern the user of the toolkit. This might help toolkit designers shape their toolkit in terms of guidance for instance. The third finding about predictability helps designers become aware of their input and influence. The issues discussed in this paper are, of course, not all the issues a toolkit designer will face when developing a toolkit. These are the ones that came up in this particular study and therefore this study could be seen as a start point in trying to understand consumers designing through toolkits. Implications for Consumer Involvement This study also led to some considerations regarding consumer involvement in the design process. To fully utilize the potential of user-designers and highly flexible production technologies such as 3D printing, we might need to use a richer and contextualized design process by focusing on and including multiple phases of the design process. Advancing consumer involvement is not only a technological problem with issues such as the quality and price of 3D printing, but it is more a design problem. When engaging consumers in the design of products, they need to understand what it means to create something rather than being tricked in some part of a process in an isolated manner. For instance, practicing an iterative process, as professional designers do, will prevent users being disappointed with the first trials of a design. If we apply the four competency sets introduced in the beginning of this paper, to this experiment we can see the following. The tool set that is offered in this experiment is an easy to use interface consisting of a 3D model with sliders. The skill set that was required to participate 10th European Academy of Design Conference - Crafting the Future 9 | Page in this experiment was basic computer operation. No specialized 3D modeling skills were necessary. The knowledge set was not specified, but university students were taken that had no particular design knowledge. The mind-set of the participants was focused on selecting and buying products in a mass production setting, that is what they, and in general consumers, are experienced in. The mass production paradigm is based on a model of acceptation or rejection of products rather than expression of preferences, needs and desires into the creation of an object. The tool set was in focus in this experiment whereas the skill, knowledge and mind set were not addressed. To fully utilize the potential of consumer involvement and to let users truly design something by themselves, it is necessary to address all four competency sets. A next step for research in consumer involvement in the design process is to look at contextualized design processes for user-designers. In this paper we identified some user-designer characters and behaviors that people had when designing a product through a toolkit. These characters might not be the only ones that could occur in mass customization toolkits. In other toolkits, ones that are more open and less guided, different behaviors might appear. A growing interest in designing through toolkits raises questions about how people use toolkits and what it means for professional designers who develop toolkits in practice. Figure 1: Model for four competency sets (adapted from Nelson & Stolterman, 2012) Figure 2: Visualization of participant 4: parameters 1, 2 (left) and 3, 4 (right); the green dot is the start point and the red dot is the end point, the numbers and arrows indicate the order and direction of the strokes. 10th European Academy of Design Conference - Crafting the Future 10 | P a g e Figure 3: Visualization of participants 1, 4 and 9 who all three have been chosen design preset 4; the green dot is the start point and the red dot is the end point. Figure 4: The 3D printed designs consist of two parts (left) and white ceramic press head (right) Figure 5: Computer visualizations of the presets (first column) and the designs 10th European Academy of Design Conference - Crafting the Future 11 | P a g e Figure 6: User-Designer characters focused on design outcome (left) and the process of customization; the dashed circle represents a solution space References Anderson, D. M. (2008). 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