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Handle With Care! Why and How Designers Make Use of Product Metaphors
Handle With Care! Why and How Designers Make Use of Product Metaphors
Metaphors are not only a powerful tool in the hands of a poet; they are also
powerful in the hands of a designer. In this paper we examine (1) several
intentions behind metaphor conception and selection, and (2) consider various
ways a product metaphor can be designed. Whereas both classifications
emphasise the enormous potential metaphors have, we will also attempt to
describe the risks and pitfalls associated with their use. It takes a careful hand to
design a good product metaphor.
Ó 2015 Elsevier Ltd. All rights reserved.
A
few years ago, Apple filed a patent for the selective transfer of files
from one iOS device to another (see Figure 1). The idea was for
the user to ‘pour’ files from, e.g., an iPhone into another device
such as an iPad, as easily as pouring the liquid from one container (a cup)
into another (a bowl). This ‘file sharing as pouring’ is metaphorical. By (visu-
ally, performatively) perceiving the act of pouring as a metaphor for file
sharing, users rapidly and easily understand what to do, and what they are
doingethereby generating one of the surprisingly intuitive product interac-
tions for which Apple is so widely celebrated. Moreover, the metaphorical
‘pouring’ of files is (probably) fun, and many would laud the clever, novel
reference the metaphor rests upon. As this example shows, metaphors are a
powerful means to make a producteor interaction with iteunderstandable
and pleasurable. Designers through the ages have employed metaphors for
an assortment of reasons, admittedly with varying success.
such product metaphors along two dimensions, we will first clarify what (ver-
bal) metaphors are (Section 1) and what makes product metaphors so special
(Section 2). In Section 3, we describe the various intentions designers have
which might prompt them to deploy the communicative power of a metaphor.
In the subsequent section, we list the various available means the designer can
employ to get the metaphorical message across. In section 5, finally, we discuss
what it takes to design a metaphor that is effective, and aesthetically pleasing.
The aim of this paper is to demonstrate that metaphors are omnipresent in de-
sign(s), and, if handled with care, become an indispensable and highly effective
tool for communication.
1 What is a Metaphor?
Metaphors are ways of expressing meaning that depart from the literal (e.g.,
Steen, 2002). In a metaphor, two objects or ideas that are ostensibly different
are brought together because they share an underlying property (Lakoff &
Johnson, 1980). For example, in the linguistic metaphor ‘life is a winding
river’, the meandering, uncertain properties of the riverethe source of the
metaphorehave been associated with lifeethe target of the metaphor. The
salient and concrete properties provided by the image of a ‘winding river’
enhance and deepen our understanding of the concept ‘life’.
Metaphor has long been seen as a purely linguistic tool used by poets to write
about things in ways that might also be expressed literally. This ‘romantic’
view was subjected to a radical shift when the disciplines of linguistics and
psycholinguistics were founded, and they began to tackle metaphors as a
research topic. Since then, there has been growing recognition that the use
Realizing that the mechanisms underlying a metaphor exist in the mind inde-
pendently of language has paved the way for studying metaphoric expressions
found in any kind of communication, including nonverbal. As Gibbs (2008)
proudly pointed out in his ‘state-of-the-art’ overview on metaphor, metaphor
research is now as multidisciplinary and interdisciplinary as any topic being
studied in contemporary academia. Scholars from various fields have investi-
gated the functions and meanings of metaphor in relation to art (Aldrich,
1968; Feinstein, 1985; Kennedy, 2008), gestures (Cienki & M€ uller, 2008), mar-
keting (Zaltman & Coulter, 1995), political cartoons (El Refaie, 2003), comics
(Forceville, 2005), mathematics (Lakoff & N un~ez, 2000), music (Zbikowski,
2008), science (Hoffman, Eskridge, & Shelley, 2009), cinema (Carroll, 1996),
and advertising (Forceville, 2002, 2008; Phillips & McQuarrie, 2004).
The reason that metaphor is deemed relevant, and has become an eminent sub-
ject of research in such diverse fields, lies in its power to integrate disparate en-
tities and bring new perspectives into existence by allowing for ‘understanding
and experiencing one kind of thing in terms of another’ (Lakoff & Johnson,
1980, p. 3). This is the textbook definition of metaphor, which rightfully turns
up in every academic investigation of the subject. When people bring together
a target and a source, they attempt to match what they know about the source
with what they do not know about the target. In this way, certain aspects of
each are illuminated, others are downplayed, new insights emerge and deeper
levels of meaning are tapped into. For this reason, metaphors are often
referred to as the cognitive instruments used by ‘creative artists’ to build rela-
tionships that urge us see things in a new light (Cupchik, 2003).
Merging target and source creates an additional task for designers, which
brings us to the second difference between product and linguistic metaphors:
designers are responsible for making the physical manifestation of the features
they wish to map from source to target tangible and perceivable to users via the
formal properties of the target. It follows that product metaphor source iden-
tification may require more effort on the part of the user, as they need to
rebuild the association themselves, intuitively. In other words, designers not
only ‘see something as something else’, but they also ‘make something
resemble something else’. In processing linguistic metaphors, while recipients
do not need to put effort into detecting the source, they are still required to
guess which attributes to map from an undisclosed source so as to grasp the
meaning that emerges (Camac & Glucksberg, 1984; Forceville, 2008).
The third and final difference is that product metaphors can be multimodal,
whereas linguistic metaphors are generally monomodal; a designer has control
over how a product’s form conveys a metaphorical message, while linguistic
metaphors can only be signalled in spoken or written form. As we will illus-
trate below, metaphors can be suggested using a variety of instantiations, or
‘modes’ (form, interaction, sound, material, etc.; see Section 4). Before discus-
sing these, in the next section we will carefully examine the reasons behind de-
signers’ use of metaphors.
3.1.1 Identification
Metaphors generated with identification in mind assist users’ recognition of
the product, and their understanding of the category to which it belongs. De-
signers want users to be able to infer what the product has been designed for,
an intention that is especially essential when launching a new product type.
3.2.2 Ideology
Ideology refers to promoting (or criticizing) an ideology by embedding an
ethical, social or moral message in the product through metaphorical associa-
tion. An example is the Surveillance chandelier seen in Figure 4a, which in-
tends to achieve the exact opposite of what the NS camera does. It is a set
of spotlights, not CCTV cameras, yet by controversially bringing it to our
living rooms, its designers want to remind us that Big Brother is watching
us everywhere. The metaphor was intended as ‘food for thought’ to prompt
users to reflect on the current reality of our world. Another example is the
environmentally conscious bicycle rack seen in Figure 4b. By giving the rack
the same silhouette as a car, and placing it alongside the road (where and
how cars usually park), the designer intends for the product to provide bicycles
with the attention he thinks they deserve, and promote a healthy, eco-friendly
lifestyle among users.
These categories are not mutually exclusive: having a pragmatic intention does
not necessarily mean that a designer does not pay attention to the experiential
aspects of a product, and vice versa. In the case of the NS camera seen in
Figure 3a, for instance, the designer would surely have worked on creating a
product that is also effective and efficient, or when coming up with the rotation
mechanism for the Hour Glass coffee maker seen in Figure 2b, the designer
most likely envisaged the pleasantly satisfying potential experience that users
Figure 4 Ideology: (a) Surveillance chandelier by Humans Since 1982, (b) VD 003 bike rack by Adrien Rovero
Figure 5 Fun and Wit: (a) Pianobell doorbell by Li Jianye, (b) Kastor pencil sharpener by Rodrigo Torres (for Alessi)
body features (Lorenz, 1950). By shaping the product according to these traits,
the designer triggers a more general mental schema that classifies our sensori-
motor experiences of cuteness (Lakoff & Johnson, 1980).
Along these lines, Van Rompay, Hekkert, and M€ uller (2005) showed that our
embodied image schemas could explain our interpretation of objects’ abstract
characteristics, such as trustworthiness, dominance, restlessness, and so forth.
For instance, they found that jugs that express higher degrees of closure of
their contents were perceived as more ‘secure’ and ‘constricting’. Similarly,
an increase in jug height resulted in higher ratings on characteristics such as
‘dominant’ and ‘impressive’. The jugs were thusly perceived relative to innate
image schemas wherein height is associated with dominance, containment with
safety, and so on (Lakoff & Johnson, 1980; Pinker, 2007). Additionally, as
Hurtienne and Blessing (2007) have shown, when such schemas are metaphor-
ically applied to the interaction mode of products, they lead to easily under-
standable ‘use cues’ or ‘affordances’, as demonstrated by the Apple
‘pouring’ feature previously mentioned.
These salient properties are then transformed to suit the medium of the target,
and lastly, are transferred to it physically. To accomplish this mapping, the
designer can use various means or ‘modes’ that we classify here in eight
categories:
Form (i.e., shape, outline, colour) is the most common means with which to
project a source onto a target. Most examples provided so far involve a pro-
jection of form properties. Either specific details borrowed from the form
(e.g., the salient properties of a jet plane) or its overall impression (e.g.,
the body, the lens, and even the cables of a CCTV camera in Figure 4a)
can be transferred.
Interaction is the mode designers employ when they make a product to be
used or operated the same way as a source. Consider the Hourglass Coffee
Maker (Figure 2b) and Pianobell examples (Figure 5a) previously cited: the
way that people interact with the source is incorporated into target product
functionality, i.e., we ‘invert’ the coffee maker and ‘play’ the bell. The ‘pour-
ing’ referred to in the Apple patent mentioned previously is also in line with
mapping at this interaction level.
Sound can also be mapped to a product, as in a car door that sounds sur-
prisingly ‘heavy’ when slammed. In the Alessi kettle seen in Figure 7a, there
is a bird-shaped whistle at the end of the spout, which makes a soft melodic
chirp when the water boils.
Movement is the property that has been applied when the overall product or
its parts move or behave like the source. An example can be seen in
Figure 7b, which shows a lamp whose on/off functionality mimics our rising
when we wake and lying down when we sleep: it ‘wakes up’ and stands erect
to light the room when someone comes in, and lies down when the room is
empty.
As can be seen in these examples, transferring more than one property and em-
ploying multiple modes of mapping are very common in product design. This
leads to multimodal metaphors, such as the Alessi kettle (sound and form;
Figure 7d), the Rosaria rosary beads (material, interaction, and sound;
Figure 7c), or the Mary biscuit box (form and smell; Figure 7d).
There are different ways that these eight means can be projected onto a prod-
uct, ranging from literal adoption to essence abstraction (Helms, Vattam, &
Goel, 2009). Mapping involves an adaptation of a source’s perceptual prop-
erties to the visual language of the target. A designer can make this adapta-
tion quite basic by literally transferring source properties directly to a target,
e.g., making the blade and handle of a letter opener resemble the blade and
handle of a samurai sword. A more elaborate strategy would be to adapt the
source to the target by extracting its ‘essence’, and infusing the target with it.
To illustrate both approaches, consider the two cutlery sets shown in
Figure 8: each associates properties extracted from Neolithic tools. The first
example involves an abstraction of the tools themselves, which are shaped to
fit the typical appearance of a fork, spoon and a knife. The mapping has been
conducted in such a way that both the target and the source are identifiable,
First, users may entirely ‘miss’ the metaphor that the designer intended. Meta-
phoric communication is a cooperative act: people construe a metaphor if and
because they think that its producer intends them to do so (Forceville, 2002).
Failing to give perceivable cues so users can identify the metaphor obstructs
metaphor communication. Second, users may assume a metaphor is intended,
but they may not ‘get’ the metaphor. This is, most likely, less of a risk when
employing embodied metaphors as they rely on universal, shared sensorimotor
experiences (see 4.1). Many people would also know what the Moon
Even when metaphors are appropriately recognised by users, they are not
equally appreciated. Some of them appeal to us; others strike us as very
clever, whereas still others are far-fetched or incomprehensible. In order to
be effective and aesthetically pleasing, a metaphor should strike a balance be-
tween its clarity and interestingness (Cila, Borsboom, & Hekkert, 2014).
Clarity comes from the understandability and appropriateness of a meta-
phoric association, and the identifiability of its source. A metaphor is good
if users can identify what the source reference is (e.g., this coffee machine
looks like an hourglass) and whether that reference makes sense (e.g., why
does this coffee machine look like an hourglass?). Interestingness, on the
other hand, comes from the novelty of the metaphoric idea and subtlety of
the mapping. Sopory and Dillard (2002) argued that elaborating upon a met-
aphor and resolving the mystery it presents are what make a metaphor
attractive. To create this mystery, the relationship of a target and a source
should not be too obvious, and any reference made to the source should
be subtle in its application. In sum, the aesthetic quality of product
6 General discussion
In our introduction, we followed Lakoff and Johnson (1980) in defining met-
aphors as ‘understanding and experiencing one kind of thing in terms of
another’. In keeping with this definition, merely mapping source properties
to a target is not enough for the final product to be construed as a metaphor.
The use of metaphor must involve some form of meaning transfer, which
changes the experience of a product as a whole (Alty & Knott, 1999; Van
Rompay, 2008). If this is not the case, then there is only juxtaposition, and
not metaphor. A sofa that is shaped like a dolphin and a showerhead shaped
like a flower have forms that have nothing to do with their use and meaning.
They involve a physical mapping from source to target; but not a meaningful,
conceptual association between these entities. In our definition of a product
metaphor, as long as a designer (or a user!) feels that two entities have been
combined with a meaningful purpose, the result becomes a product metaphor.
We exclude intentionality from this definition because metaphors can exist un-
intentionally, as shown in the Senseo coffee maker example.
Our loose definition may have caused other tropes to also be considered as met-
aphors. Although Lakoff and Johnson maintained that the label ‘metaphor’ also
applies to other rhetorical figures of speech such as metonymy (i.e., a thing is
called not by its own name but by the name of something associated with that
thing), paronomasia (e.g., the use of a word in different senses for humorous ef-
fects), and irony, scholars who are fond of a more fine-grained analysis may not
find some of the examples given metaphoric. For instance, the Pianobell door-
bell seen in Figure 5a can also be considered as metonymic because three keys
represent the whole piano, yet in our analysis we consider it an apt metaphor.
The same broadness can also be seen in the work of Kennedy (1982) and
Johns (1984), who collected numerous examples of visual manifestations of fig-
ures of speech and used the word metaphor virtually as synonymous to the word
‘trope’ itself (Forceville, 1996). Rather than fastidiously differentiating meta-
phors from other tropes, what is necessary for designers is to understand how
to apply metaphors in a way that leads to rewarding product experiences.
Naturally, designers can solve most design problems without resorting to a met-
aphor. What we have tried to demonstrate, however, is that there are probably
many more reasons to employ a metaphor than most designers would immedi-
ately think. An interesting question would be: to what extent do designers delib-
erately seek to solve their problems with metaphors? Designers rarely sit at their
desk with the intention to use a metaphor (except perhaps when they look for an
overarching marketing strategy that would shape all designerly actions in a
company; Nonaka & Takeuchi, 1995). Instead, a metaphor may often come
7 Conclusion
Throughout this paper, we have seen metaphor at work in the design of prod-
ucts. We began by showing how metaphorical thinking is fundamental to our
With our classification of the various means designers employ to create meta-
phorical products, we have revealed the rich and oftentimes hidden world of
metaphors, which serve various designerly intentions. These intentions are
not limited to the domain of fun, as is so often assumed when metaphors in
design are discussed, but may very well be of a fundamental communicative
nature, such as to explain to the user what the product is for. We believe
that the unpacking of the product metaphor notion undertaken in this paper
will inspire designers to explore the power of the metaphor further, and
generate meaningful and effective products that enhance our lives.
Acknowledgement
Paul Hekkert was supported by MAGW VICI grant number 453-10-004 from
The Netherlands Organization for Scientific Research (NWO). We would like
to express our gratitude to two anonymous reviewers for their thoughtful com-
ments to an earlier version of this paper.
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