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Design and Competitive Advantage in Technology Driven Sectors Dos Puntos The Role of Usability and Aesthetics in Duth IT Companies
Design and Competitive Advantage in Technology Driven Sectors Dos Puntos The Role of Usability and Aesthetics in Duth IT Companies
To cite this Article Gemser, G., Jacobs, D. and Cate, R. Ten(2006)'Design and Competitive Advantage in Technology-Driven Sectors:
The Role of Usability and Aesthetics in Dutch IT Companies',Technology Analysis & Strategic Management,18:5,561 — 580
To link to this Article: DOI: 10.1080/09537320601019719
URL: http://dx.doi.org/10.1080/09537320601019719
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Technology Analysis & Strategic Management
Vol. 18, No. 5, 561 –580, December 2006
ABSTRACT This exploratory study examines the relationship between design and competitive
advantage in a technology-driven sector. The sector chosen as a research setting is the Dutch
information technology (IT) sector. The research on managerial perceptions of the benefits and costs
of design focused on the design dimensions of usability and aesthetics. Semi-structured interviews
with managers from eight IT companies were conducted to collect empirical data and two feedback
sessions were organized to verify the conclusions drawn. As expected, it was found that design is a
relatively under-utilized strategic tool in the Dutch IT sector. Sensitivity to usability and aesthetics
throughout the NPD process, however, seems necessary considering the tendency towards price
competition in the IT sector as a consequence of overcapacity and standardization of IT technology
and functionality, and an increasingly critical attitude of customers towards the costs of IT. The only
solution to this cost trap would seem to be to add real value.
Introduction
An increasing number of companies are investing in design in order to gain a competitive
edge in the marketplace.2 Design-intensive companies—often defined operationally as
companies with relatively large design budgets—are not only found in industry sectors
where design has traditionally played an important role, such as those of fashion and furniture,
but also in technology-driven industries. In these latter types of industries, technical and/or
functional requirements generally dominate the process of new product development (NPD)
instead of the product dimensions of usability and aesthetics.3 An example of a technology-
driven company that nonetheless invests considerably in design is Apple, which had a huge
commercial success with the stylishly designed iMac computer. Nokia is another example of
a company that not only invests heavily in technology but also in design, and where this
attention to design plays a key role in explaining the company’s success.4
Correspondence Address: Gerda Gemser, Faculty of Management and Organization, University of Groningen,
PO Box 800, 9700 AV Groningen, The Netherlands; Tel: þ31-50-3637085; Fax: þ31-50-3637110.
E-mail: g.gemser@rug.nl
design in the IT sector—the empirical setting for this research—is often used to indicate a
broad set of activities in the NPD process, namely those activities taking place between the
specification of requirements and the actual programming and coding. Therefore, it is
necessary to have a clear definition of the term design. However, there are innumerable
ideas of what design actually entails. This apparent lack of uniformity in the definition
of design, even among professional designers, reflects in part the different perspectives
on the function of design, and, with it, the contribution of designers.7 This study concen-
trates particularly on the contribution made by design in two product areas, namely usabil-
ity and aesthetics. In adopting this focus, it is not the intention to suggest that design does
not contribute to other areas such as product functionality, for it often does. However,
since technical and functional requirements often dominate development efforts in tech-
nology-driven sectors rather than usability and aesthetic requirements,8 it was considered
that more insight would be gained by focusing on these last two design dimensions,
particularly as relatively less attention has been paid to them.
The rest of the paper is structured as follows. The second section briefly discusses the
concepts of usability and aesthetics followed by a discussion of the relationship between
design investments and competitive advantage. How the study was organized, which kind
of companies and informants were interviewed, which kind of topics were raised in these
interviews, and how the empirical findings were processed are described in the third
section. The main findings of the field research are discussed in more depth in the
fourth section. This is followed by the fifth and final section, which consists of a short
summary of the paper and some concluding remarks.
Theoretical Framework
Design Dimensions: Aesthetics and Usability
This study investigates the potential benefits of design for companies operating in
technology-driven sectors and in particular the IT sector. As stated earlier in the paper,
the study focuses on the contribution of design in product aspects that relate directly to
the user, that is, aesthetics and usability. These concepts will be defined and discussed
in this section. The discussion focuses mainly on design in an IT context, but other
fields are referred to occasionally in order to clarify the issues.
One of the major contributions of design for the IT sector seems to be improving the
usability of a product. According to Jokela et al.,9 the standard definition of usability,
adopted by an increasing number of practitioners and theorists, is the one provided in
Usability and Aesthetics in Dutch IT Companies 563
ISO standard 9241-11. According to this source, usability is ‘the extent to which a product
can be used by specific users to achieve specified goals with effectiveness, efficiency and
satisfaction in a specified context of use’.10 Sensitivity toward usability and user consider-
ations during the NPD process has also been described as user-centred or human-centred
design.11 Different methods and tools have been developed in the field of software and
information systems that provide guidance in the realization of usability.12 Hohmann,13
for example, identified ten design principles that are assumed to improve usability.
These principles are consistency, meaning that ‘similar parts are expressed in similar
ways’, the use of concrete metaphors, providing feedback, preventing errors, providing
corrective advice, putting the user in control, the use of a simple and natural dialogue,
speaking the users’ language, minimizing user memory load and providing shortcuts for
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is . . . a way of providing information about use . . . and the peculiarities of the product (e.g.
reliability and costs)’. Based on existing empirical evidence, Norman25 concluded
‘pleasing things work better, are easier to learn, and produce a more harmonious
result’. Finally, Lidwel et al.26 observed that ‘Aesthetic designs look easier to use and
have a higher probability of being used, whether or not they actually are easier to use’.
Thus, while the presumed tensions between aesthetics and usability are often emphasized,
in practice aesthetics may reinforce a product’s ease of use.27
The physical appearance of a product can have different meanings for all of us. Some
forms and colour combinations have, for example, an exotic connotation while others may
give a modern or, in contrast, a more classic appearance. Designers may consciously try to
infuse their designs with a certain meaning in this way. However, customers do not always
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understand the message the designer is intending to put across. According to Kazmierc-
zak,28 designers are only successful when they are able to make the intended meaning
‘cross over’ to the receiver. However, it may be just as interesting to learn from uninten-
tional meanings that might provide unforeseen opportunities. In the words of Press and
Cooper,29 an ‘essential task for designers is to understand how people make sense and
meaning of the things they design, and how they create new experiences with them’.
This thus excludes companies producing computer hardware, which is a relatively small
group in the Netherlands.40 Therefore, in the rest of the paper the term ‘IT sector’ only
refers to companies producing software.
There was a boom in the IT sector during the period from 1995 to 2000. From 2001
onwards however, this growth decreased and in 2002, the IT sector even made a negative
contribution to the economic growth of the Netherlands.41 Thus, when interpreting the
empirical results, it should be taken into account that the growth years are over and that
this could have had an effect on the extent to which IT companies were prepared to
invest in innovation and design.
Informants from academia and industry (n ¼ 25) were interviewed in a pilot study. These
informants were academics doing research in a relevant area or managers from IT companies.
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There were two main purposes of these open and unstructured interviews. The first was to
obtain a list of names of IT companies that might be worth including in the sample, and, sec-
ondly, to gain more insight into the Dutch IT sector in general and the role of design therein.
The names of the companies obtained from these interviews were divided into two broad cat-
egories: IT companies delivering IT services, and IT companies making IT products. Based
on the findings of the pilot study, the hypothesis was developed that IT companies delivering
IT services would have a lower design consciousness, while those producing IT products
would have a more developed design consciousness. Although the total sample was not con-
structed in a random fashion but was based on the suggestions of the informants interviewed
in the pilot study, the companies selected from each of the two sub-categories (each contain-
ing 12 potential company names) were selected at random. Four companies in each sub-cat-
egory, resulting in a sample size of eight IT companies, were interviewed. The sample
included both relatively large and small-sized companies and companies involved in different
sub-sectors (see Table 1). This diversity is a first indication that the findings are representative
of the Dutch IT sector as a whole. Verification of the findings in a later phase with experts and
informants from the industry (see below) provided support for the belief that the results of the
study were at least representative of the Dutch IT sector as a whole. Since the Dutch IT sector
does not seem to be structurally different to IT sectors in other developed countries, as the
informants interviewed acknowledged, it may be assumed that the findings might also
apply elsewhere, although future research is necessary to confirm this.
The empirical data was collected from responses made by key informants who were
knowledgeable about the issues being researched. The majority of these informants
were senior managers. One or two informants per company (n ¼ 10 in total) were inter-
viewed. The choice for in-depth interviews with senior managers of IT companies and
not for other research methods, such as an examination of products or a review of
design processes, was made because the researchers were particularly interested in the
current and future role of design in IT companies as perceived by senior management,
assuming that it is this senior management who ultimately make the decision whether
to invest or increase investment in design or not.
Two researchers were present at each interview. This not only helped when collecting
the data, but also facilitated data analysis. The interviews took place in the period
January –February 2004 and most were held on the premises of the companies concerned.
The same interview guidelines were used with all the informants. Permission was obtained
to tape-record the interviews and transcribe them later. Although the interviews usually
only lasted for about 90 minutes on average, several person-days were required to
arrange, conduct and analyse each of them.
Usability and Aesthetics in Dutch IT Companies 567
customer-specific
software products, aims
at B2B market
Company 3 74204 .1000 Low
Delivers IT services,
adapts existing software
to customer’s wishes,
aims at B2B market
Company 4 7200 250– 500 Low
Delivers IT services;
and, to a limited extent,
develops generic
software products, aims
at B2B market
Company 5 7222 100– 250 Low-Medium
Develops generic
software products, aims
at B2B market
Company 6
Develops generic 7222 1 – 50 Medium
software products, aims
at B2B and B2C market
Company 7 7222 1 – 50 High
Develops websites,
aims at B2B market
Company 8 7222 50 – 100 High
Develops computer
games, aims at B2C
market
Only the first mentioned BIK code is given or the most relevant BIK code. BIK code ¼ Chamber of Commerce
business code.
Interview guidelines were developed with open-ended questions for use in gathering the
required data from the companies. The questions included in the interview guidelines
were derived from earlier studies on the economic impact of design, although they were
adapted to the IT context42 and the results from the pilot study. A pilot study to test the
guidelines was not considered necessary since most of the questions were taken from pre-
vious research and used after some adaptation. In addition, since the interviews were face-
to-face, and conducted by two researchers, it was assumed that any misunderstanding of
the questions could easily be corrected and/or sufficient time could be devoted to any
568 G. Gemser et al.
relevant topic that the informant might raise that was not included in the interview guide-
lines. There are three parts to the interview guidelines. Part 1 contains questions about
general attributes of the company and the interviewee. Part 2 is the most important and
contains general questions about product development and specific questions about
design. Part 2 includes questions about R&D/NPD investments, design investments, the
product development process, the number and educational background of in-house
designers, co-operation between in-house or external designers and other people involved
in product development, and, naturally, the perceived benefits and/or costs of design.43
Part 3 contains questions aimed at exploring the informant’s opinion on the role of
design in a more meso/macroeconomic perspective. The interview guidelines are included
as an appendix to this paper.
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The field research yielded mostly qualitative data, that is, data in the form of words. As
noted by Dougherty and Hardy,44 ‘qualitative researchers generally use two approaches to
data analysis: an in-depth analysis to uncover key themes and an analysis of how strongly the
proposed themes feature the data’. The first approach was used here since the researchers
had little a priori knowledge about the role of design in the IT branch and one of the
main aims was to explore relevant issues. As advised by Miles and Huberman,45 the data
analysis process consisted of concurrent flows of activity—data reduction, data display,
and the drawing and verification of conclusions. In order to condense the data, the most rel-
evant facts and statements of the informants and their companies were grouped according to
different topics. Examples of such topics are ‘Definition of design’, ‘Changing role of design
over time’, ‘Innovativeness of the company in general’ and ‘Design investments of the
company’. This clustering made it easier to note regularities and patterns in the data set.
The creation of data displays such as graphs and charts also helped to note patterns.
Two feedback sessions were organized with small groups of managers and experts from
the IT and design sector in the second stage of the research in order to verify the tentative
conclusions emerging from the data. The first feedback session was a normal round-table
discussion, while the second one used a specific setting, with each of the participants
seated in front of a computer on which he or she could type his/her comments. The
main findings of the research were discussed during both sessions, with feedback being
stimulated by asking the participants whether they agreed with specific questions or prop-
ositions such as ‘attention for usability and aesthetics will increase the more technology
and functionality are standardized’; ‘attention to usability and aesthetics is limited in
the IT sector because customers do not see the value added of these product dimensions
and are unwilling to pay for it’; and ‘if those who are responsible for product functionality
are trained in computer science or engineering and those that are responsible for usability
and aesthetics are trained in design fields such as interaction and graphic design, effective
co-operation is often lacking because of different mindsets’. Overall, the participants in
the two feedback sessions supported the empirical findings and conclusions (provided
in the penultimate section of this paper).
Results
Design Consciousness within the IT Sector
As described in the previous section, the companies in the sample were originally
divided into two distinct categories based on their presumed level of design
Usability and Aesthetics in Dutch IT Companies 569
divided into three distinct categories rather than two. The attention paid to usability
and aesthetics during the NPD process for each of these three categories is shown in
Figure 2.
A development over time concerning the emphasis management places on functionality
versus usability and/or aesthetics is seen when the design consciousness of the IT
companies in the sample is analysed.
acknowledge the value of usability, this is given low priority because other aspects are
considered to lead to a higher return. In the words of two different managers:
It would increase the quality perception [of our products] if we tackled the issue of
usability in a better fashion. . . . I do acknowledge the importance of design [in terms
of usability] but it is not listed very high on my priority list. . . . Other aspects are
more important in our market . . . the return is higher if I spend my money on
other areas.
It is certainly recognized, also by the company’s management, that that aspect [i.e.
the usability aspect] is something which should be taken into account. Only it is
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something that does not belong to the primary working area, it is more a fringe area.
As pointed out by all four managers in this group, most of their customers do not consider
usability and aesthetics important ingredients in the success of IT projects. These custo-
mers attach much more importance to the functionality and the costs of an IT project in
the short term. Customers have little affinity with aspects such as usability and aesthetics,
and seem unwilling to pay for it. This is partly a result of the fact that functionality can be
measured easily, while usability and aesthetics cannot, so that it is easier to sell function-
ality to the customers. To some extent, this is also a result of the fact that the customers, or
at least those deciding which system to buy, have a technical background themselves
(often being engineers) or are managers that are mainly concerned with the short-term
cost aspects.
According to some of our informants, customers need education about the economic
return of investing in usability and aesthetics. This study might be a first step in this edu-
cation process.
Besides there being a traditional engineering culture in many IT service companies (see
also below), and the difficulty of quantifying its impact, explanations for the meagre atten-
tion paid to usability and aesthetics may also be found in the fact that customers generally
only become aware of their usability and aesthetics requirements later on in automation
projects. However, it is recognized that IT projects often fail because of a lack of attention
to aspects that are directly related to the user:
Two-thirds of the IT projects fail. What is the cause? It all is related to people . . .
The human factor, since an end user is involved.
Effectiveness [of the software implementation] is thus low. Because we are not able
to complete the implementation phase in a good way. If you look at the interface side
of the story, the aesthetics, there should be more attention paid to the look and feel
and the ‘eatability’ of software. Thus not putting an emphasis on ‘it is able to do that
Usability and Aesthetics in Dutch IT Companies 571
and that’ [i.e. on functionality], but on ‘how do I handle the software in a company
situation’. How can you improve that acceptability process?
Besides these factors, the intensified nature of the competitive environment has led to a
buyers’ market. As happens in other sectors with overcapacity, at some stage many com-
petitors start to compete mainly on the basis of price factors and cost instead of thinking
about adding value. This tendency may have been reinforced by dissatisfaction at the cus-
tomer level caused by the high levels of failed IT projects. Consequently, many customers
have started to look very critically at their IT expenditure.
Similar issues emerged when looking at the design consciousness of the second group, that
of companies developing generic product software. Even companies where the
management sees the relevance of usability more clearly have relatively few specialists
employed in this field. Usability is translated strongly as consistency, which in one
company is safeguarded on the basis of a style guide to corporate design and in another
on the basis of a design library. Consistency and attractiveness of the programme make
it more efficient and in this way less expensive for the customer, as was noted by one
manager.
Usability is an aspect considered not only in the NPD phase but also in the implemen-
tation and post-implementation phases. One manager stated that his company strives to
sell software systems that are easy to install, and has adopted a zero migration approach
that makes it much easier for a customer to replace older software by a new version, thus
reducing the total cost of ownership. It was recognized that usability may not only result in
lower costs for the customer but also for the IT manufacturer, since this may lead to
spending less on problem-solving resources at the help desk department:
If you look at the development process by itself, it may definitely cost less [if no
attention is paid to design]. However, if you look at the products in their totality,
thus not only what it costs to make them but also what it costs in terms of customer
service afterwards, then I do not think that it will be much cheaper. You need to look
further than only at how many hours it takes to make it.
The awareness of the value added by aesthetics is increasing among this second sample
group of companies as an increasing number of customers prefer their programs to have
an attractive design.
It [i.e. the software product] has to be quick and efficient, but we also take care that it
looks good. That provides us with a competitive advantage.
Even though the company of the last informant quoted is now consciously investing in
design, it is apparently still surprised by its success.
The manager quoted above also emphasized that, while recognizing the importance of
aesthetics, the company only considers it necessary to pay specific attention to it when a
totally new version of a programme is designed. Once this new version is released, the
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design is fixed for a few years and no further development as far as aesthetics is concerned
is considered necessary. This means that attention apparently does not have to be paid to
aesthetics continuously as in other industries but can mainly be taken care of in steps.
Once the catching up has been done, it should be possible to hold to the new standard for
some time. This is quite an interesting remark, and one that requires further investigation.
As we discussed previously, the role of design in the IT sector seems to be increasing as
the industry is slowly maturing and some of the underlying technologies and the functions
IT products are able to perform become more and more standardized.
One of the trends in IT is that . . . all kinds of systems will become more standardized
and will be made in such a way that it is relatively easy to replace them and relatively
cheap to buy them from different suppliers, thus companies do not have to spend that
much anymore on IT. . . . But if it becomes a commodity, and if it is cheaper and
easier to construct because of modules, then your competitive advantage will disap-
pear because over time all companies in your market will have the same modules
and technical possibilities, and you cannot compete on those aspects anymore.
Differentiation can then only be obtained by the ‘outer shell’. This will mean that
more attention will have to be paid to image building, feelings, the experiences of
a customer.
In the past we won everything based on the functionality we could offer, and then the
market changed and other things were also taken into account [by the customer].
Total cost of ownership, but also this [user interface and aesthetics]. If functionality
is not important anymore . . . then other aspects become important such as costs to
acquire it, maintenance, and also user friendliness, how it feels, etcetera. Thus,
users’ experiences, yes. As a consequence we have been paying more attention to
these aspects of late, making sure that customer satisfaction is very high.
manager quoted here points out that his company now and in the future will be able to dis-
tinguish itself by means of aesthetics, he also noted that even the visual aspects of video
games may become more and more standardized and that companies thus need to find
other ways to distinguish themselves. The fact that even the use of better aesthetics
may not in itself prove sufficient for continued competitiveness concurs with the findings
of Gemser and Leenders.46
As was found in the second group of companies, there seem to be thresholds and a
relative freezing of aesthetic designs for certain periods. In web design, for example, it
seems the same rules apply as with the design of brands and related house styles –
which are only given a totally new design from time to time. In the gaming industry
also, it appears that companies attempt to develop certain visual styles for their games
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have very different perspectives, a different mindset, and as such are often unable to
communicate effectively with each other.
Designers often have the tendency to say ‘it should be done in this way because then
the message gets through in the best way, then the user is serviced in the best way’. It
is a rather ‘out-of-the box’ way of looking at a problem. Then they deliver a descrip-
tion to the technicians. These subsequently say ‘but that is not possible in such a
way, that is far too expensive to build or that will result in a system that is far too
slow’. And then you get endless quarrelling between those two parties.
As designer you occupy yourself much more with ‘use’ and ‘how would the user
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think about this’. A software programmer is much less interested in this issue.
The designer is the intermediary between the market and the software programmer.
[IT engineers] all have a scientific background; there are relatively few people who
think about what happens with technology from a societal perspective . . . They are
‘freaks’, people with a problem-solving attitude.
The tension is often one between creativity and the technical limitations, either real or
presumed, required to realize this creativity in a cost-effective way. One of the IT companies
sampled started out as a standard design consultancy company with software engineers
only being introduced later on. The founder of this company, having an art background
himself, stated bluntly that whenever his software engineers claimed that something designed
could not be done, he threw them out immediately. His antipathy towards the ‘cannot be done’
attitude of engineers was so intense that he sometimes demanded of customers that there
should be no system engineers participating in the user-oriented phase of the design of the
programs. The other design-driven company in the sample had another approach, however,
noting that whenever there was a conflict between the software engineer and the designer,
the engineer usually won, since the engineer could indicate whether it was possible, also in
terms of costs, while the designer often could not justify his ideas in terms of hard figures.
As our informants acknowledged, to examine how the two mindsets may come together
and how co-operation can be optimized would appear to be an interesting area for research.
Discussion
As recognized by Veryzer and Borja de Mozota,47 even though design can be an important
strategic variable, the topic of design has received relatively limited attention. This paper
is an initial step towards providing insight into managerial perceptions into the costs and
benefits of design in a technology-driven sector. Semi-structured interviews with
managers from eight IT companies were conducted in order to collect empirical data on
managerial perceptions on the role of design.
It was found that the role of design is still limited, in particular in the case of companies
providing customer-specific applications where functionality—generally the responsibility
of system analysts and software engineers—is still predominant. Usability though is
slowly being paid more attention to in the product development projects of these companies.
This is expressed, for example, in more attention being paid to the total cost of ownership of
IT systems. Usability has already gained more attention within IT companies designing
Usability and Aesthetics in Dutch IT Companies 575
generic product software, and even aesthetics is slowly gaining in importance. In companies’
manufacturing products where the content of IT is predominant, such as video game produ-
cers and website builders, aesthetics is considered to be the main competitive asset, and
designers are used not only for this product area but also for improving usability and
functionality.
The empirical findings indicate that the more IT becomes standardized, the more
companies will have to compete on the real integration of usability and aesthetics in the
NPD process and the integration of professional designers throughout the NPD process.
The empirical findings also indicate that integration within the IT sector may be a punc-
tuated kind of integration,48 with integration coming in stages, and with little development
for a period between these stages. There is an understandable logic here with development
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7. Walsh op. cit., ref. 6; see also Gemser op. cit., ref. 5; Walsh et al. op. cit., ref. 2.
8. Ulrich and Eppinger, op. cit., ref. 2; R. W. Veryzer, The roles of marketing and industrial design in
discontinuous new product development, Journal of Product Innovation Management, 22(1), 2005,
pp. 22–41.
9. T. Jokela, N. Iivari, J. Matero & M. Karukka, The standard of user-centered design and the standard
definition of usability: analyzing ISO 13407 against ISO 9241-11, in ACM International Conference
Proceedings Series, 46, 2003, pp. 53–60.
10. ISO/IEC9241-14, 1998, Ergonomic requirements for office work with visual display terminals (VDT)s –
Part 14 Menu dialogues, ISO/IEC 9241-14, 1998 (E).
11. E.g., D. A. Norman, Emotional Design: Why We Love (or Hate) Everyday Things (New York, Basic
Books, 2004); R. W. Veryzer & B. Borja de Mozota, The impact of user-oriented design on new
product development: an examination of fundamental relationships, Journal of Product Innovation
Management, 22, 2005, pp. 128– 143; K. Vredenburg, S. Isensee & C. Righi, User-Centred Design:
An Integrated Approach (Upper Saddle River, NJ, Prentice Hall, 2002).
12. E.g., D. Norman & S. Draper, User-Centered Systems Design: New Perspectives on Human-Computer
Interaction (Hillsdale, NJ, Lawrence Erlbaum, 1986); D. Hix and H. R. Hartson,, Developing User
Interfaces: Ensuring Usability through Product and Process (New York, John Wiley and Sons,
1993); J. Nielsen, Usability Engineering (San Diego, Academic Press, Inc., 1993); M. B. Rosson and
J. M. Carroll, Usability Engineering: Scenario-Based Development of Human-Computer Interaction
(San Francisco: Morgan Kaufmann, 2002); Vredenburg et al., op. cit., ref. 11; L. Hohmann, Usability:
happier users mean greater profits, Information Systems Management, Fall, 2003.
13. Hohmann, op. cit., ref. 12, p. 73.
14. Veryzer and Borja de Mozota, op. cit., ref. 11; Hohmann, op. cit, ref. 13.
15. Hohmann, op. cit, ref. 13.
16. D. A. Norman, Do companies fail because the technology is unusable? Interactions, July/August, 2005,
p. 69.
17. J. W. Mullins & D. J. Sutherland, New development in rapidly changing markets: an exploratory study,
Journal of Product Innovation Management, 15(3), 1998, pp. 224–236.
18. C. Ciborra, The Labyrinths of Information (Oxford, Oxford University Press, 2002).
19. Ciborra, op. cit., ref. 18, pp. 42–43.
20. J. MCLaughlin & D. Skinner, Developing usability and utility: a comparative study of the users of new
IT, Technology Analysis & Strategic Management, 12(3), 2000, pp. 413–423.
21. C. Lorenz, The Design Dimension (Oxford, Blackwell, 1986).
22. T. Kristensen & G. Lojacono, Commissioning design: evidence from the furniture industry, Technology
Analysis & Strategic Management, 14(1), 2002, pp. 107–121.
23. Aesthetics is not equated with beauty in this paper, as this is a highly subjective matter.
24. Kristensen & Lojacono, op. cit., ref. 22, p. 118.
25. D. A. Norman, Emotion and design: attractive things work better, Interactions Magazine, IX(4), 2002,
p. 38.
26. W. Lidwell, K. Holden & J. Butler, Universal Principles of Design (Gloucester, MA, Rockport, 2003), p. 18.
27. For the assumed tension between usability and aesthetics, see also, e.g., Norman, op. cit., ref. 25, for a
more in-depth analysis of the interaction between usability and aesthetics, and also see the special issue
on beauty, goodness, and usability in Human-Computer Interaction, 19(4), 2004.
Usability and Aesthetics in Dutch IT Companies 577
28. E. Kazmierczak, Design as meaning making: from making things to the design of thinking, Design
Issues, 2, 2003, p.52.
29. M. Press & R. Cooper, The Design Experience (Aldershot, Ashgate, 2003), p. 32.
30. E.g., T. Conran, Terence Conran on Design (London, Conran Octopus, 1996); Ulrich & Eppinger, op.
cit. ref. 3; Veryzer & Borja de Mozota, op. cit., ref. 11.
31. J. K. Harkins, A means to our ends: 3D CAD tools help to accomplish design goals of the ‘90s’, Design
Management Journal, spring, 1994, p. 80.
32. See, e.g., C. D. Black & M. Baker, Success through design, Design Studies, 8(4), 1987, pp. 207–216; Walsh
et al, op. cit., ref. 2; Gemser & Leenders op. cit., ref. 2; Groupe Bernard Juilhet, French SMEs and Design.
Research by order of the French Ministry of Industry (in French) (Paris, 1995); J. H. Hertenstein, M. B. Platt
& R. W. Veryzer, The impact of industrial design effectiveness on corporate financial performance, Journal
of Product Innovation Management, 22, 2005, pp. 3–21.
33. I. Adamson & J. Shine, Extending the new technology acceptance model to measure the end user
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Appendix
Instructions for the interviewer
No definition of design is to be imposed on the informant beforehand. However, the focus
of the interview should be on the role of the following two design dimensions: usability
and aesthetics.
7. Which of the following aspects does your company largely focus on during NPD
processes:
a. Functionality
b. Usability
c. Aesthetics
8. Is design (in terms of usability and aesthetics) an explicitly used strategic tool in your
company:
a. Do you have a design department? Do you employ designers? What is their
educational background? How is the department embedded within the organiz-
ation? What is the average annual design budget? How much of your turnover
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Finally
18. What else might be an interesting topic to discuss in the context of this research on
design? Are there important topics that we have not yet covered?
19. What other interesting companies might be included in our sample and why? Can you
name any interesting experts to interview and why these?