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International Journal of Industrial Ergonomics 23 (1999) 107122

A study of cognitive human factors in mascot design


Rungtai Lin!,*, P.C. Lin", K.J. Ko"
! Industrial Design Department, Mingchi Institute of Technology, 86, Gungjuan Rd., Taishan, Taipei 24306, Taiwan
" Graduate School of Industrial Design, University of Science and Technology Taipei, Taiwan

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.

Keywords: Cognitive human factors; Multidimensional scaling; Mascot design

1. Introduction posed the usage of physical, cognitive, social, and


cultural human factors to measure quality beyond
A strong identity is an essential marketing tool in the users expectation. This application not only
the global business environment for both a com- broadens the field of traditional ergonomics, but
pany and the products it sells. Whitney (1994) pro- also links design strategies of market segmentation
and product positioning. In United States during
the mid-1980s, cognitive human factors was suc-
cessfully applied to areas in design such as product
* Corresponding author. Tel: 011-886-2-9014490; Fax: 011- semantics (Burden, 1984; Krippendorff and Butter,
886-2-9041914; e-mail: rtlin@ccsun.mit.edu.tw. 1984; Krippendorff, 1989, 1991; Lannoch, 1989;

0169-8141/99/$19.00 Copyright ( 1999 Elsevier Science B.V. All rights reserved


PII S 0 1 6 9 - 8 1 4 1 ( 9 7 ) 0 0 1 0 6 - 6
108 R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122

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

Fig. 1. Eighteen mascots for this study.

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

Subject Profile PROJ. MDS

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

3. In the MDS analysis stage, INDSCAL and


MDPREF analyses (Smith, 1990) were applied
to the similarity judgment and preference rating
data. The MDS solution produced various
multidimensional configurations for use
in studying the cognition of mascot design. Fi-
nally, the optimum cognitive space for mascot
design was constructed, followed by discussion Fig. 2. Similarity judgment and semantic differential scales.
and interpretation of the meaning for each di-
mension.

figuration, focusing on the study of individual dif-


3. Results ferences. Finally, results were analyzed and
discussed.
In the Projection Experiment, all the 20 subjects
completed their interviews within 30 min. Gener- 3.1. Individual differences scaling analysis
ally, subjects with a design background preferred
connotative adjectives such as subject-related, cre- INDSCAL analysis attempts to transfer the sim-
ative, and symbolic; meanwhile subjects without ilarity judgment data matrix for each subject into
a design background were concerned more with a multidimensional configuration that can be used
denotative adjectives such as attractive, artistic, to study the cognitive space, to interpret the dimen-
and cute. Fourteen adjectives were selected after sions, and to analyze the weighted proportion
a two-stage analysis, as shown in Fig. 2. The 14 of subjects individual differences. How well the
attributes and 18 mascots were used as the stimulus configuration adheres to the actual difference be-
materials for MDS analysis. INDSCAL and tween pair objects depends on the dimensions with
MDPREF analyses were used to transfer the sim- the correlation. The higher the number of dimen-
ilarity judgment data into a multidimensional con- sions and the correlation implies the better the
R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122 111

Table 2 4), similar in style (mascot 5, 8), similar in drawing


Stimulus coordinates on the INDSCAL dimensions skill (mascot D, F), similar in background (mascot
G, H, I), similar in part (mascot 2, 3), and similar in
stripes (mascot 6, 7, 9, B, E). In addition, no evid-
ence suggests that similarities in international, cul-
tural, and local style is formed in the cognitive
space.
The meaning of the dimensions can be inter-
preted directly according to the relationship of
mascots in the configuration. Fig. 5 illustrates 18
mascots aligned in the direction of the X- and
-axis. For dimension I (X-axis), the mascot style
seems to be a progression: from complex with neat
lines to simple with casual lines. Thus, dimension
I can be interpreted as Design Style. Dimension II
(-axis) reflects the change in pose of the mascots
from running, jogging, walking, to standing, and
can be regarded as Motion Alignment.
Fig. 6 graphically represents the subject space.
The subjects were classified into three groups ac-
cording to design background and gender. In
general, the patterns of dimension weights are sim-
ilar for each group, slightly preferring Design Style
over Motion Alignment, and only a few female
subjects in group III placed a significantly higher
weight on the design style dimension. The subjects
weight of the dimensions is an extremely useful
indicator of the cognitive factors affecting mascot
design and the differences among individuals or
groups. The subject space reveals that design style
configuration adheres to the similarities of the is more important than other factors to the mascot
stimulus. The correlation between the actual and design.
estimated scalar products from one- to three-di-
mensional configurations are 0.50, 0.69, and 0.78,
respectively. Although evidence suggests that at 3.2. Multidimensional analysis of preference data
least three dimensions are necessary, it suffices for
our illustrative purposes to focus on the two-di- MDPREF is another process, by way of evaluat-
mensional INDSCAL solution. Table 2 and Fig. 3 ing preference data, to understand average prefer-
present the Stimulus coordinates on the INDSCAL ence evaluations. Similar to factor analysis,
dimensions. MDPREF analysis determines the number of
As Fig. 3 indicates, the distance between any two dimensions (factors) by referring to the relation-
plotted mascots can be interpreted as an indicator ship between the cumulative proportion of variance
of similarity or dissimilarity. According to Fig. 4, and the number of dimensions. The cumulative
six mascot groups are clustered according to fea- proportions of variance for one to three dimensions
tures. Three mascot groups are separated by di- are 77.2%, 89.2%, and 95.1%, respectively. For
mension I and dimension II, while the other groups easy visualization and juxtaposition with the IN-
are clustered primarily around the center. The fea- DSCAL solution, two dimensions are used to con-
tures for each group are similar in pose (mascot 1, struct a preference space. Table 3 lists stimulus
112 R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122

Fig. 3. Group stimulus space from a two-dimensional INDSCAL analysis.


R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122 113

Fig. 4. Features of six mascot group.

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

Fig. 5. Dimension interpretation of INDSCAL analysis.

Fig. 6. Subject space of INDSCAL analysis.


R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122 115

Table 3 as Active (attribute K), Artistic (attribute M)


Stimulus coordinates of 14 attributes on the MDPREF dimen- and Regional (attribute R). The above figures
sions demonstrated that by rotating the MDPREF di-
Property adjectives DIM 1 DIM 2
mensions, we have virtually the same solution as
those found previously by the INDSCAL analysis.
J.Subject-centered 0.8942 0.4477 Thus, Design Style can be compared with Re-
K.Active 0.5882 0.8087 gional and Motion Alignment compared with
L.Attractive 1.0000 !0.0062 Active. The third attribute Artistic is discussed
M.Artistic 1.0000 0.0026
N.nique 0.9025 !0.4306
later.
O.Cute 0.9999 !0.0110 Fig. 7 plots the stimulus points (mascots). Each
P.Striking 0.9909 !0.1348 stimulus point can be projected onto the 14 at-
Q.Creative 0.9320 !0.3625 tribute vectors which show the average subjects
R.Regional 0.8669 !0.4985 metric preference of the mascots with respect to the
S.Energetic 0.9654 0.2607
T.Memorable 0.9774 !0.2116
attribute. Table 6 presented the projections of the
U.Merry 0.9938 0.1112 18 mascots on each attribute, average rating score
V.Symbolic 0.9909 !0.1347 of the subject in the preference evaluation and their
W.Modern 0.9731 !0.2303 rank order. This rank order can be used to confirm
the appropriateness of the preference space.
Table 7 displays the five most preferred mascots
and the five least preferred mascots in each
attribute. Tables 6 and 7 suggest that the most
Table 4
popular mascots are D, 7 and 2; the least popular
Stimulus coordinates of 18 mascots on the MDPREF dimen-
sions ones are 4, A, C and G. For the subject groups,
we find that Group I preferred mascot 5 and 8
and vice versa for the other two groups (Fig. 8).
Above findings reveal that the Group I subjects
with design background and mascot design experi-
ence heavily emphasize design style trends. The
result is confirmed because most recent mascots
tend to be more casual and abstract, as shown in
Fig. 9.

4. Discussion

In this study, the stimulus mascots are selected


from different athletic games to study the differences
in international, cultural and local mascot design.
Two dimensions, Design Style and Motion Align-
ment, are formed in the INDSCAL solution with
no indication of clustering by international, cul-
tural or local features. However, the MDPREF
solution gives three attributes. Artistic, and the
orthogonal dimension of Active and Regional.
In two dimensions, whether the two configura-
tions agree each other can be easily observed.
However, with more dimensions, one may fail
to see the agreement between these two highly
116 R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122

Fig. 7. Preference space from a two-dimensional MDPREF analysis.


R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122 117

related space. Nevertheless, the attribute Active

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

independent and separated by a right angle, nearly


bisected by the vector Artistic, angled 43(with the
0.8821
0.9558
0.9695

vector Regional. In addition, the vector Artistic is


S.Energetic

related to attribute Cute (0.96), Striking (0.93),


Symbolic (0.93), Merry (0.92), and Attractive
0.9198
0.8936
0.7862
0.8253

(0.92) which are features of Design Style. From


these findings we can infer that the Artistic at-
R.Regional

tribute matches the Design Style dimension and


0.6213

0.5812
0.8592
0.6593
0.774

Regional is the third dimension missing in the


INDSCAL solution. Therefore, as shown in
Q.Creative

Fig. 10, a three-dimensional configuration with


0.6177

0.7234
0.7788
0.9464
0.5565

0.8877

Design Style, Motion Alignment, and Regional


Features, is appropriate to study the subjects pref-
P.Striking

erence in evaluating mascot design.


0.8932

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

This paper outlines a cognitive human factors


0.7004
0.8426
0.9828

0.5529

0.6646
0.7231
0.9031
0.5106

0.8439

approach using MDS analysis to examine differ-


ences in mascot design. A two-dimensional config-
M.Artistic

uration is confirmed by the INDSCAL and


0.9585
0.9272
0.7137

0.9021

0.9204
0.9276
0.8575
0.6373

0.7324

0.8808

MDPREF solutions, and the third dimension is


L.Attractive

extended to study the differences of cognitive space,


user perception and preference. These three dimen-
0.9137

0.9051

0.8853

0.8706

0.8915
0.9135
0.9389
0.6559

0.9298
0.977
0.84

sions, Design Style, Motion Alignment, and Re-


gional Feature, can provide designers directions in
K.Active

designing mascots. The MDS analysis used in this


0.5902
0.4952

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

study is a test of its utility as an approach to


understanding the cognitive factors of mascot de-
J.Subject
centred

sign. These results, based on a small sample, should


0.7516
0.7628
0.8036

0.7312
0.7329
0.4615

0.8031
0.8167
0.6459
0.3609

0.5961

0.7275
0.907

be regarded only as a preliminary. Further studies


involving more subjects and more mascots are
necessary. Future works should examine the
J.Subject centred

T.Memorable

expression of mascot (Fig. 11), the design element


L.Attractive

S.Energetic

V.Symbolic
R.Regional
Q.Creative

W.Modern
M.Artistic

P.Striking
N.nique
Table 5

U.Merry

of mascot (Fig. 12), and the motion of mascot


K.Active

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. 8. Differences among subject groups in mascots 5 and 8.

Fig. 9. The recent mascot design in Olympic Games.


R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122 121

Fig. 10. The three dimensions for the subjects preference from MDPREF analysis.

Fig. 11. The different expressions of mascot design.

Fig. 12. The different stripes of mascot design.


122 R. Lin et al. / International Journal of Industrial Ergonomics 23 (1999) 107122

Fig. 13. The different motions of mascot design.

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