Aspects of Industrial Design and Their Implications For Society. Case Studies On The Influence of Packaging Design and Placement at The Point of Sale
Aspects of Industrial Design and Their Implications For Society. Case Studies On The Influence of Packaging Design and Placement at The Point of Sale
Aspects of Industrial Design and Their Implications For Society. Case Studies On The Influence of Packaging Design and Placement at The Point of Sale
sciences
Article
Aspects of Industrial Design and Their Implications for Society.
Case Studies on the Influence of Packaging Design and
Placement at the Point of Sale
Juárez-Varón David 1, * , Mengual-Recuerda Ana 2 , Ferrándiz-Bou Santiago 1 and Alarcón-Valero Faustino 2
1 Department of Mechanical and Materials Engineering, Universitat Politècnica de València, Camino de Vera,
s/n, 46022 Valencia, Spain; [email protected]
2 Department of Business Organization, Universitat Politècnica de València, Camino de Vera, s/n,
46022 Valencia, Spain; [email protected] (M.-R.A.); [email protected] (A.-V.F.)
* Correspondence: [email protected]; Tel.: +34-619-835-064
Featured Application: This work aims to demonstrate that product design and packaging must
be aligned with the point of sale and its social purpose.
Abstract: Manufacturing engineering is responsible for the design, development and improvement of
production systems that convert raw materials into finished products. Each product is designed to be
sold to numerous potential consumers, so the importance of the stimuli surrounding the product in
packaging, and at the point of sale, cannot be underestimated. The environmental, social, and ethical
commitments of industrial design (and their implications in manufacturing) are establishing universal
principles in a common effort to foster a more harmonious and sustainable society. This work aims to
analyse, through eye tracking biometric techniques, the level of saturation of information generated
by the concentration of stimuli in packaging and the retail channel, possibly creating a lower level
of attention towards the product itself. This research confirms that every product associated with
a manufacturing process seeks to respond to a need, so the associated responsibility is significant.
Citation: David, J.-V.; Ana, M.-R.;
This would suggest that designers incorporate knowledge from multiple fields, including marketing
Santiago, F.-B.; Faustino, A.-V.
Aspects of Industrial Design and
strategies, design, research and development, basic knowledge related to production, integration
Their Implications for Society. Case management and communication skills. More than 50% of consumer attention is dedicated to other
Studies on the Influence of Packaging elements/items that accompany the product, so it is important to consider this in the design phase.
Design and Placement at the Point The results can be used to improve efficiency in both generating product attention, and stimulus
of Sale. Appl. Sci. 2021, 11, 517. design for the purchasing process.
https://doi.org/10.3390/app11020517
Keywords: design; manufacturing; engineering; packaging; distribution; society; eye tracking
Received: 11 November 2020
Accepted: 29 December 2020
Published: 7 January 2021
1. Introduction
Publisher’s Note: MDPI stays neu-
tral with regard to jurisdictional clai-
Consumer product design is a science, and an art. Science helps us meet any per-
ms in published maps and institutio-
formance, reliability, manufacturability, innovation, and safety requirements. The art
nal affiliations. involves compromising these requirements as little as possible in filling the customer’s
needs while generating the best cost and profit from the effort [1]. The design process may
be divided into different stages, starting from the definition of the customer needs, through
the conceptual design phase and ending with the detailed design [2].
Copyright: © 2021 by the authors. Li- An increased and ongoing trend toward a greater variety of products can be observed
censee MDPI, Basel, Switzerland. in manufacturing industries [3]. The impact of the industrial transformations exceeds the
This article is an open access article production systems themselves; that is to say, they affect the entire value chain, from the
distributed under the terms and con-
product design and development process (PDDP) through manufacturing to marketing,
ditions of the Creative Commons At-
and disposal [4,5].
tribution (CC BY) license (https://
There must be a distinction between the two perspectives on products: that of the de-
creativecommons.org/licenses/by/
signer and that of the user. The designer focuses on functionality and appearance, because
4.0/).
these two are the most relevant for understanding the relationship between emotion and
design [6]. From the perspective of the user, functionality and appearance are important,
because these two aspects of the design are the principal sources of affective reactions.
Design defines objects and establishes approximations [7], since it is a creative act that
works with the intangible to create meaning at different cultural levels [8–10]. However,
technologies allow the design and manufacturing of an almost free-form geometry, which
can be used to create more complex, multi-function or multi-feature products [11].
There is a current trend towards prioritizing the application of a sustainable product
design [12]. Remanufacturing is also one strategy that salvages the value put into products
during manufacturing and thus reduces the environmental impact of products throughout
their life-cycle [13,14].
contained in the product [39]. The design and configuration of the packaging has a direct
impact on the consumer0 s shopping experience. Through form, texture, objects, colour
and intensities, packaging can stand out and serve as a tool to attract the consumer’s
attention [40–42].
Nowadays, both online and in-store, for packaging to be effective, it has to create a
better visual impact than the competitors and to generate a higher level of attention than
other companies. The change in brand location [43], images and instructions [44] on the
packaging are directly related to appearance and are a positive factor in providing specific
responses to consumers, such as an immediate desire to buy [45], and own the product [46]
or a greater willingness to pay for it [47].
Although packaging, as an element of integral design, has not been so deeply re-
searched. Studies such as that of Reimann [45] have used a new approach to evaluate
packaging from the perspective of neuroscience.
There is currently a rising interest in research about the influence of perceptual charac-
teristics measured using neurophysiological tools. Disciplines that apply neuroscientific
techniques such as “consumer neurosciences” have led to the development of neuromarket-
ing, which allows market research to be conducted in a different way [48–51], through the
analysis of consumer responses to advertising stimuli [52–55], brands, music, etc. [10,56].
The advances in neurosciences, neurobiology and neuropsychology in recent decades have
allowed us to understand how the brain works [57], how we interpret the world we live in
and what is more important, how we interact and the way we make decisions [58].
The objective of this study is to analyse aspects of the global design of the product
(including stimuli associated with it) and its impact on consumer attention to the product,
providing guidelines that help improve the overall design of the product, taking into
account factors such as packaging and the point of sale.
Percentage of attention to the product, compared with the attention intended to other
elements, must be taken into account in the design process for the sale of the product to
be effective, and it is important to have this information so that the design of products
and their manufacture obtain the level of efficiency necessary to generate a high impact in
society, minimizing failure in the design and launch of new products.
2.1. Objectives
This research work helps to answer the question of what aspects are most relevant,
visually, for consumers when buying products, taking into account the packaging and the
environment in which they are offered.
Toy case (packaging).
This research work is focused on educational toys, which will obviously be quite
different from more general leisure products. This empirical research focuses on an edu-
cational toy distributed in Spain by the Educa brand (Conector family, reference “I learn
English”), which is the brand0 s best seller in this market area. The product is the toy itself,
and everything else is messages provided by the brand. The study looks at customer eyes’
reactions when looking at the packaging, measuring ocular activity generated by different
aspects of packaging design.
The specific objectives are as follows:
• Analyse and segment the areas, according to social circumstance.
• Analyse the attention of the different elements generated in the parents, according to
the purchase intention.
Footwear (store).
This research work helps answer the question of which stimuli in a standard store
of a quality fashion footwear brand (products made with leather), with a high average
price (100–180 euros) have greater efficiency in capturing the attention of the gaze. The
experience was carried out in a store belonging to the Pikolinos footwear brand, one of the
best positioned Spanish brands in Spain and with an international projection, located in
Alicante (Spain), with an average size of 35 square meters.
2.3. Sample
Toy case (packaging).
The sample consisted of men and women, according to the indications of the manufac-
turer Educa, from current consumer data. A total of 30 people (33% men and 66% women)
participated randomly and voluntarily as study subjects after meeting the requirements
of being parents aged between 35 and 45 with children of ages between 4 and 8 years
old. Alicante (Spain) was chosen for the sample due to its status as a provincial capital.
The sample size (consisting of 10 men and 20 women) was adequate for this study [62,63].
After carrying out the empirical study, 5 users (all belonging to the female gender) were
discarded, leaving 25 users (10 men and 15 women).
Footwear (store).
In the present research, the sample consisted of men and women, according to the
profile of the target indicated by the brand for the current consumer. A total of 30 people
(33% men and 66% women-percentages indicated by the brand, according to real market
demand) participated randomly and voluntarily as study subjects after meeting the re-
quirements of being between the ages of 30 and 55 and with a medium-high socioeconomic
Appl. Sci. 2021, 11, 517 5 of 16
level, and who were return customers of the brand (having bought a product at least once).
The location of the study was in the Pikolinos Store in Alicante city (Spain), monitoring
subjects of various origins when they were in front of the main seasonal product area. The
study was structured in 1 phase, with the sample size (consisting of 10 men and 20 women)
suitable for this study [64,65].
Toypackaging
Figure1.1.Toy
Figure packaging(a)
(a)and
andAreas
Areas of
of Interest
Interest (b).
(b). Source:
Source:Prepared
Preparedby
bythe
theauthors.
authors.
Toypackaging.
Table1.1.Toy
Table packaging. Areas
Areas of Interest
Interestand
anddescription.
description.
AOI Number
AOI Number AOI NameAOI Name
AOI 01 AOI 01 Number of questions/topics
Number of questions/topics
AOI 02 AOI 02 Game topics
Game topics
AOI 03 AOI 03 Trademark
Trademark
AOI 04 AOI 04 Recommended
Recommended age age
AOI 05 AOI 05 Product family family
Product
AOI 06 Product name
AOI 06 Product name
AOI 07 Product picture
AOI 07 Product picture
Thearea
The statistical
sizes analysis
of AOIsof thedifferent,
are data was according
performed towith
thethe R software, v.3.6.3.
manufacturer designCommon
proposal.
elements (stimuli) were defined for all consumers (volunteers). The
The AOIs are on the front design of the packaging, and the image of the product subjects were exposed
(the toy)
isto an exhibition
within the AOIarea,
7. structured into 25 stimuli (Figure 2 and Table 2). Subjects received
instructions about the area of the store shown, to prioritize the areas of interest that captured
Footwear case (store).
the most attention [67].
In order to show the same stimulus to all users, an image of the area of interest was
captured. The research
Table 2. Footwear phase
store area. with
Areas packaging
of Interest was performed using the eye tracker model
and description.
Gazepoint GP3HD, with a 150 Hz sampling rate. For data collection, Gazepoint Analysis
UX AOI Number
Edition v.5.3.0 software was AOIused.
Name AOI Number AOI Name
The
AOIstatistical
01 analysis of Screen
Small video the data was performedAOI
(Decoration) with14the R software, v.3.6.3. Com-
Product
AOI 02 Hanging papers (Decoration) AOI 15
mon elements (stimuli) were defined for all consumers (volunteers). The subjects were Product
exposed to03an exhibition area,Vertical garden into 25 stimuli (Figure 2 and Table 2). Subjects
structured
AOI AOI 16 Product
(Brand/Decoration)
received instructions
AOI 04
about the area of the
Wood boxes (Decoration)
store shown, to
AOI 17
prioritize the areas of interest
Product
that captured
AOI 05 the most attention [67].
Decoration AOI 18 Product
AOI 06 Decoration AOI 19 Product
AOI 07 Accessories AOI 20 Product
AOI 08 Accessories AOI 21 Product
AOI 09 Product AOI 22 Product
AOI 10 Product AOI 23 Product
AOI 11 Product AOI 24 Product
AOI 12 Product AOI 25 Product
AOI 13 Product
Appl. Sci. 2021, 11, 517 7 of 16
Appl. Sci. 2021, 11, x FOR PEER REVIEW 7
Figure 2. Footwear store area. Original image (a) and Areas of Interest (b). Source: Prepared by the authors.
Figure 2. Footwear store area. Original image (a) and Areas of Interest (b). Source: Prepared by
the authors. Table 2. Footwear store area. Areas of Interest and description.
Figure
Figure 3. Toy 3. Toyoriginal
packaging packaging original
image image
(a), heat map(a),
(b) heat mapmap
and heat (b) and
withheat
AOIsmap with AOIs
(c). Source: (c). Source:
Prepared by the authors.
Prepared by the authors.
In the first comprehensive quantitative analysis of attention that the entire group of
subjects showed towards stimuli (Table 4), it was observed that the image of the game
(AOI 07) attracted the highest percentage of attention of all the participants. The AOI 02
(themes of the game) is the second in percentage of attention. Stimulus 01 (number of
questions) reflects a high percentage of attention.
Footwear case (store).
The heat maps produced by the attention of the participants on the different stimuli
of the areas (Figure 4), qualitatively reflect more intense attention on the stimuli and the
information on the product, and, to a lesser extent, on the stimuli associated to brand
or decoration.
(themes of the game) is the second in percentage of attention. Stimulus 01 (number of
questions) reflects a high percentage of attention.
Table 4. Toy packaging. Time to First Fixation (TTF) and attention percentage of the total number of participants to each
AOI.
Appl. Sci. Source:
2021, 11, 517Prepared by the authors. 9 of 16
AOI Number AOI Name TTF (Sec) Average Revisits Attention Rate (%)
1 Number of questions/topics 7,63 6 5,97
2 Game
Table topics
4. Toy packaging. Time to First5,67 15
Fixation (TTF) and attention percentage of the16,80
total number of
3 Trademark
participants 12,82 by the authors.2
to each AOI. Source: Prepared 1,47
4 Recommended age 9,30 3 2,26
5 AOI Number
Product family AOI Name 5,50 TTF (s) Average
4 Revisits Attention
2,45 Rate (%)
6 Product name Number of 2,68 10 6,66
1 7.63 6 5.97
7 Product picture questions/topics 1,05 26 26,17
2 Game topics 5.67 15 16.80
3
Footwear Trademark
case (store). 12.82 2 1.47
4 Recommended age 9.30 3 2.26
The heat maps produced by the attention of the participants on the different stimuli
5 Product family 5.50 4 2.45
of the areas
6 (Figure Product
4), qualitatively
name reflect more intense attention
2.68 10 on the stimuli
6.66 and the
information
7 on theProduct
product, and, to a lesser
picture 1.05extent, on the26stimuli associated26.17
to brand or
decoration.
Figure
Figure 4. Footwear store
4. Footwear store area
area original
original image
image (a),
(a), heat
heat map
map (b)
(b) and
and heat
heat map
map with
with AOIs
AOIs (c). Source: Prepared
(c). Source: Prepared by the authors.
by the authors.
Analysing the
Analysing the attention
attention time,
time, Figure
Figure 4c
4c and
and Table
Table 55 indicate
indicate the
the level
level of
of importance
importance
of AOI 01, compared to the following two. The AOI 01 is the one that is given the most
of AOI 1, compared to the following two. The AOI 1 is the one that is given the most
attention. The AOI 02 and AOI 03 zones have equal importance, although the table in
AOI 03 has some value (but not significant when compared to AOI 02).
Appl. Sci. 2021, 11, 517 10 of 16
Appl. Sci. 2021, 11, x FOR PEER REVIEW 10 of 16
Table 5. Footwear store area. Time to First Fixation (TTF) and Attention percentage of the total
attention.
number The AOI 2to
of participants and AOI
each 3 zones
AOI. Source:have equalbyimportance,
Prepared the authors.although the table in AOI
3 has some value (but not significant when compared to AOI 2).
Stimulus AOI TTF Average Attention Subtotal
AOI Name
Table 5. Footwear store area.Classification Number
Time to First Fixation (s)the total
(TTF) and Attention percentage of Revisits Rate
number of (%)
participants (%)
to
each AOI. Source: Prepared by the authors. Small video
Stimulus AOI 01 Screen
TTF 3.09 2Attention 8.86
Rate
AOI Number AOI Name (Decoration) Average Revisits Subtotal (%)
Classification (Sec) (%)
Hanging papers
AOI 01 Decoration AOI 02
Small video Screen (Decoration) 3,09 3.59
2 2 8,86 4.11 29.76
(Decoration)
AOI 02 Hanging papers (Decoration)
Vertical 3,59
garden 2 4,11
AOI 03 Vertical garden AOI 03
(Brand/Decoration) 3,70
(Brand/Decoration)
3.70
2 2 9,83 9.83
Decoration 29,76
AOI 04 Wood boxes (Decoration) Wood boxes
3,13 3 1,18
AOI 05 AOI 04
Decoration 3,64 3.13
2 3 2,31 1.18
(Decoration)
AOI 06 Decoration
AOI 05 4,09
Decoration 2
3.64 2 3,47 2.31
AOI 07 AOI 06
Accessories Decoration
3,30 4.09
2 2 3,83 3.47
Accessories 7,06
AOI 08 AOI 07
Accessories Accessories
3,13 3.30
2 2 3,23 3.83
Accessories 7.06
AOI 09 AOI 08
Product Accessories
2,54 3.13
2 2 1,20 3.23
AOI 10 AOI 09
Product Product
4,51 2.54
3 2 2,63 1.20
AOI 10 Product 4.51 3 2.63
AOI 11 Product 3,98 2 1,54
AOI 11 Product 3.98 2 1.54
AOI 12 Product 4,59 1 1,69
AOI 12 Product 4.59 1 1.69
AOI 13 Product
AOI 13 2,66
Product 1
2.66 1 1,35 1.35
AOI 14 Product
AOI 14 4,14
Product 2
4.14 2 1,81 1.81
AOI 15 Product
AOI 15 3,78
Product 3
3.78 3 4,54 4.54
AOI 16 AOI 16
Product Product
2,81 2.81
2 2 2,00 2.00
Product AOI 17 Product AOI 17
Product Product
4,76 4.76
1 1 1,38 1.38 35.32
35,32
AOI 18 AOI 18
Product Product
4,35 4.35
2 2 1,65 1.65
AOI 19 AOI
Product19 Product
4,53 4.53
3 3 4,30 4.30
AOI 20 Product 4.90 1 2.04
AOI 20 Product 4,90 1 2,04
AOI 21 Product 3.75 1 1.34
AOI 21 Product
AOI 22 3,75
Product 1
3.39 2 1,34 2.73
AOI 22 Product
AOI 23 3,39
Product 2
4.64 1 2,73 0.97
AOI 23 Product
AOI 24 4,64
Product 1
4.67 1 0,97 1.72
AOI 24 Product
AOI 25 4,67
Product 1
4.48 3 1,72 2.43
AOI 25 Product 4,48 3 2,43
In both cases, the element that has been looked at in the first place (TTF) is the product
In both cases, the element that has been looked at in the first place (TTF) is the prod-
itself, but afterwards the gaze has been diverted to other stimuli that accompany the
uct itself, but afterwards the gaze has been diverted to other stimuli that accompany the
product.
product.
For both packaging and store area, the analysis of the attention rate (%) dedicated to
For both packaging and store area, the analysis of the attention rate (%) dedicated to
the product, relative to other elements, is shown in Figure 5.
the product, relative to other elements, is shown in Figure 5:
Packaging items
Product relative attention rate (%) Other items relative attention rate (%)
Figure 5. Attention rate (%) dedicated to the product, relative to other elements, for both packag-
Figure 5. Attention rate (%) dedicated to the product, relative to other elements, for both packaging
ing and store area. Source: Prepared by the authors.
and store area. Source: Prepared by the authors.
Appl. Sci. 2021, 11, 517 11 of 16
The previous data about group behaviour regarding attention to the product
(Table 6) showed that in the case of toy packaging it is lower than in the footwear store area.
A significant percentage of attention is dedicated to other elements/items that accompany
the product, so it is important to consider this in the design phase.
Table 6. Attention percentage of the total number of participants to the product, relative to other
elements, for both packaging and store area. Source: Prepared by the authors.
No special peaks were registered, due to the fact that no special stimuli were projected
by the brand or no special situation described for the purchase process.
4. Discussion
For the packaging experience, the heat maps produced by the attention of the partici-
pants on the different parts of the packaging qualitatively reflect more intense attention on
the graphic elements [38], and to a lesser extent, on the brands that advertised or the name
of the game, key in the purchase decision [37].
In the first comprehensive quantitative analysis of the attention that the entire group
of subjects showed towards stimuli [70] it was observed that the image of the product [43]
attracted the higher percentage of attention of all participants [71]. The messages with a
graphic component are the second in percentage of attention [39]. The number of questions
(important anchor for parents, when quantifying the educational potential of the game)
reflects a high percentage of attention. The designs with graphic shapes, again generates a
higher percentage of attention.
The areas of interest analysed show the focused attention of consumers based on data
and statistics [72]. These focuses of attention (main areas of interest displayed) have been
endorsed by consumers through a qualitative study (in-depth interviews), are decisive
elements in the purchasing process. The areas of interest analysed which show the highest
percentage of attention (the cover image of the game, the number of questions and topics,
as well as the recommended age) are decisive in the decision to purchase [73], since
they transmit the child’s experience, entertainment and expected level of learning. This
approach must be complemented by the conclusions obtained in the in-depth interviews,
which highlight a key insight when the product is going to be a gift: the price.
For the footwear store experience, the first part of the study analyses the intersection
between consumer behaviour, experiential marketing and fashion footwear [74], with
the aim of designing a guide of recommendations for the design of the most appropriate
strategy to meet the needs of fashion footwear consumers [75]. In this area, eye track-
ing biometrics is extremely useful since it allows us to efficiently obtain the knowledge,
objectivity and precision in the information, as well as the quality of the results [76].
With respect to the information obtained from the application of the eye tracking
technique [77], it is worth commenting that the common denominator in the AOIs of
greater attraction is the presence of the product, cancelling out attention to other decorative
elements which pass unnoticed.
From the application of traditional marketing (in-depth interview), it should be noted
that the experience in general was rated by everyone as good and enriching, since con-
sumers consider that their expectations were met (Ran, Wei and Li, 2016). However,
consumers are delighted when they have lived an experience that meets their expecta-
tions [78]. Sensory stimulation positively influences the brand experience and its value,
which favourably affects the purchase intention [79] or evokes feelings associated with
the brand [80]. It is important to understand how consumers experience brands [81]. The
design orientation fully mediates the effect of proactive marketing orientation on perceived
effectiveness [22].
5. Conclusions
The main objective of this study was to determine the degree of attention perceived
by the product in the packaging (educational toy case) and at the point of sale (fashion
footwear case) with the target audience and the effect that caused by these additional
elements to the product in the consumer (target) in the purchasing process [48], and its
possible effects on the perception of design by society, all of which will have a direct impact
on the efficiency of the design and consequently on the success of the product.
The methodology performs a global analysis of the shopping experience [82], using
qualitative research techniques and neuroscience biometrics technology. It is possible to
analyse the mixed construct type “experience” of a consumer, in response to the presen-
Appl. Sci. 2021, 11, 517 13 of 16
tation of stimuli in the environment in which the products will be communicated, using
equipment and knowledge of neuroscience.
This study has revealed the suggested purchasing and consumption habits [50], the
most valued aspects in the consumption of these products, product recall levels, perception
of the product’s value through packaging and stimuli at the retail channel [36]. It has
also allowed the authors to identify the level of visual attraction (time spent) towards the
product and towards other elements that accompany it (average exposure times in the
areas of interest) and analyse the levels of value perceived by the target customer [83].
The greatest contribution of this research has been to identify that the level of sat-
uration of information generated by the concentration of stimuli in the packaging and
the retail channel [84], causes a lower level of attention towards the product itself, but
provides complementary information about the brand and about the product itself, which
can condition social behaviour and the shopping experience [85]. Consumer habits change,
and organizations must design strategies for each contact they make with their consumers,
through all the aspects that accompany the brand, generating a link through the stimula-
tion of the senses and experiences with high emotional level, without saturating them, to
achieve a greater perception of these creative products.
Designers have more control over users’ visceral (perceptually-based) and behavioural
reactions (expectation-based) than over reflective (intellectually-based) ones [6]. This
analysis will help, considering the design process, to improve the product’s consumer
perception, throughout the design of additional stimulus around it.
As limitations of the study, indicate that results may be determined by the peculiar
graphic solution of the packaging or the environment that define the selected cases. The
different visual attributes could lead to different results—for example, with a different
hierarchy (distribution of weights), simpler composition or a new colour or typographic
palette (in the case of the toy packaging, specifically). It is important to specify that the
visual language of both stimuli influences, in some way, the results obtained.
An interesting future path of research in this same field is analysing if the brand gets
less attention because of its size or due to the brand condition itself. For a greater breadth
of study, even the graphic characteristics of each part could be studied in a deeper way.
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