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Received 15 September 1996; received in revised form 22 January 1997; accepted 22 January 1997
Abstract
Although understanding of the cognitive factors affecting subjects is critical in design, such objective methods to assist
designers are rare. Mascots have been widely used for corporate identity and to arouse public attention. Despite their
increasingly important usage, effective design is certainly a worthwhile topic. This paper presents a cognitive approach to
study human factors affecting mascot design. Multidimensional scaling analysis is also performed to transform subjects
similarity judgment and preference rating score into geometric distance for a multidimensional configuration. The
meanings associated with dimensions are then interpreted and discussed, along with subject preference and individual
differences analyzed as well. Results presented herein provide designers with a valuable reference for designing
a successful mascot.
Relevance to industry
The mascot has been widely used as a symbol for visual identity. Designers must know what the primary factors users
need to recognize the mascot. Results in this study provide a direction for designers to concentrate their efforts on
designing a good mascot for corporate identity. ( 1999 Elsevier Science B.V. All rights reserved.
McCoy, 1987). Whitney (1994) also stated that vide designers with a direction toward which
cultural human factors, which emphasize prefer- they can concentrate their efforts on mascot
ences and subtleties of meaning, must be under- design.
stood and accounted for in areas such as products,
messages, and services; otherwise, companies
would fail to connect with a diverse market. There-
fore, in lieu of global competition, investigating 2. Method
a products features and visual identity is becoming
a conventional practice. This study involves projection experiments, sem-
Businesses must develop and nurture their antic differential ratings and MDS analysis to study
corporate identities, which can be emphasized the cognitive human factors that influence mascot
through mascots. Such images have been design (Lin, 1992; Lin et al., 1996). Subjects were
widely used as symbols for visual identity in athletic asked to rate 18 mascots against 14 attributes (ad-
contests such as the Olympic Games, subse- jectives) associated with mascot design collected in
quently arousing public attention and establishing the projection experiment, as well as compare the
corporate identity. By paralleling mascot design similarities among mascots using pair comparison.
with communication process, the mascot can be Finally, similarity judgment and semantic differen-
equated with sign vehicles in the symbolic envi- tial rating data are used as inputs for INDSCAL
ronment. To be visually effective, the vehicles must and MDPREF analyses (Smith, 1990).
be properly designed, satisfying both the viewers
preferences and perceptions. While mascot usage 2.1. Stimulus materials
plays an increasingly prominent role in corporate
identity, methods for adequate design are clearly Eighteen mascots previously used in different
lacking. athletic contests were selected as the stimulus ma-
Due to its potential to perceive a humans psy- terials (Fig. 1). S1, S2, S7, and S8 were taken from
chological state, multidimensional scaling (MDS) previous Olympic Games to examine the interna-
offers a promising approach to study the symbolic tional features of mascot design. S3, S4, S5, and S6
interaction between users and designed objects (Lin were from the Japanese Athletic Meeting for
et al., 1996). MDS is a process whereby the psycho- studying cultural differences in mascot design. The
logical or physical distance matrix of a set of ob- remaining 10 were screened from the design com-
jects can be translated into cognitive space. MDS petition of the Taiwan District Sports Games 96
appears to excel the subjective interpretation of to study localization in mascot design.
cognition in mascot design since dimensions ex-
tracted in the process attributed to the subjects
perceptions of the stimulus. Therefore, this study 2.2. Subjects
proposes a cognitive approach using MDS analysis
to understand mascot design. One hundred and ten subjects voluntarily par-
Herein, MDS analysis is performed to identify ticipated in the various phases of the study. Table 1
the useful cognitive factors when designing a displays the subject profile, including students,
mascot. According to similarity perception and teachers and professional designers in the Taipei
preference evaluation, psychological distance region. In the projection experiment, twenty sub-
data can be expressed in a multidimensional space jects were divided by gender and educational back-
by MDS analysis. Through subsequent objective ground into design and non-design groups. In the
interpretation, designers can grasp the main factors MDS analysis, another ninety volunteers par-
in cognition of mascot design. With knowledge ticipated in the data collection. These subjects were
of the symbolic interaction between users and differentiated into three groups. Group I subjects
mascots, designers can demonstrate more creativity had both a design background and experience in
in their products. Results presented herein pro- designing mascots; Group II subjects had a design
R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122 109
background but no experience in designing 2. In the data collection phase, the subjects were
mascots; Group III subjects had no design back- given a test book consisting of two parts:
ground. Each group consisted of 30 individuals, similarity judgment and semantics differential
making a total of 90 people. rating. In the first part, 172 mascot pairs were
randomly arranged for pair comparisons. The
2.3. Procedures second part contained rating scales for the 14
adjectives and 18 mascots. Before the experi-
1. In the projection experiment, subjects were ment, subjects were briefed on the purpose and
asked in a questionnaire to rate a set of 29 procedures of the study. Initially, they were
adjectives related to mascot design. After a two- asked to compare the similarity of each mascot
stage verification process, 14 adjectives were pair, and then rate each mascot with 14 at-
summed up for the semantic differential rating tributes according to the degree of association.
(Lin, 1992). The test had no time limit.
110 R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122
Table 1
Experimental subjects
Gender Male 10 45
Female 10 45
Age 1519 4 22
2030 11 43
3140 4 23
4145 1 2
Education High school 4 25
Undergraduate 8 43
Graduate 4 22
Design 15 yr 6 38
Experience 610 yr 2 20
1115 yr 2 2
Non-design 10 30
background
coordinates for the MDPREF solution for at- tively, between vectors representing the relation-
tributes, in Table 4 for mascots, and plotted in ships of the attributes. Fig. 7 shows the preference
Fig. 7. space with three vectors: K (active), M (artistic), and
MDPREF is known as a vector model attempt- R (regional). The vector of attributes K and R inter-
ing to identify a perceptual map displaying at- sects at nearly a right angle (87.41), forming two
tribute vectors. Table 5 displays the correlation of orthogonal attribute dimensions, while the vector
the 14 attributes, which is the inverse cosine of M (artistic) is aligned with the X-axis. From the
the angle between any two attributes. Values of 1, 0, above data, the main factors affecting subjects pre-
or !1 indicate an angle of 0, 90, or 180, respec- ference evaluation in mascot design are identified
114 R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122
4. Discussion
W.Modern
matches the Motion Alignment dimension, and
the Design Style dimension is more closely re-
sembles the attribute Artistic than the attribute
V.Symbolic
Regional.
0.8975
In the MDS analysis, differences can arise be-
tween the spaces obtained from analyzing matrices
U.Merry
for individuals and for rating scales. The correla-
0.8904
0.8806
tion of attributes in Table 5 and Fig. 7 suggests
that the attribute vectors Active and Regional are
T.Memorable
0.5812
0.8592
0.6593
0.774
0.7234
0.7788
0.9464
0.5565
0.8877
0.8612
0.9042
0.9394
0.9596
0.7113
0.9514
O.Cute
0.9226
0.8404
0.9382
0.8869
0.8904
0.8845
0.766
0.627
5. Conclusions
N.nique
0.5529
0.6646
0.7231
0.9031
0.5106
0.8439
0.9021
0.9204
0.9276
0.8575
0.6373
0.7324
0.8808
0.9051
0.8853
0.8706
0.8915
0.9135
0.9389
0.6559
0.9298
0.977
0.84
0.4608
0.3121
0.6705
0.5801
0.4197
0.2553
0.0452
0.3964
Correlation of 14 attribute vectors
0.502
0.391
0.7312
0.7329
0.4615
0.8031
0.8167
0.6459
0.3609
0.5961
0.7275
0.907
T.Memorable
S.Energetic
V.Symbolic
R.Regional
Q.Creative
W.Modern
M.Artistic
P.Striking
N.nique
Table 5
U.Merry
O.Cute
(Fig. 13).
118 R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122
Table 6
The rank order of projections and rating scores in 14 attributes
R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122 119
Table 6 (Continued)
Table 7
The most and least preferred mascots of 14 attributes
120 R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122
Fig. 10. The three dimensions for the subjects preference from MDPREF analysis.