Perceived Design Value Genz
Perceived Design Value Genz
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Perceived Design Value through the Lens of Generation Z
Aija Freimane
This research addresses the perceived design value of Generation Z (Gen Z) and indicate design
transformation from a result to the key method of defining problems and challenges. The design-
conception process should be articulated for the best solution, with analytically informed design-
led practice moving the design paradigm and design thinking process towards design
mindfulness. Deeply rooted in defining a real need or problem, this approach involves
continuous mindful action in the development and reformulation of the questions why, how, and
who, particularly asked by Gen Z’s. We all are continuously bombarded with new products and
services, which causes us to doubt the ongoing process towards sustainability. This study
investigated Gen Z’s perceived design value through 50 open-ended, qualitative online
interviews and contributes to the development of a new design theory and framework to
determine the value of design and to redefine the design thinking process as perceived by Gen Z.
It proposes attributes that identify Gen Z’s perceived design values, and it articulates and
systemizes these perceptions, thus contributing to improved development of products and
services, including design education. It also analyses Gen Z’s learning environment and needs
in continuously changing external context.
Introduction
and Generation Z (Gen Z) denote the various current demographic cohorts based on birth year;
experienced economic, political, and social events; values; attitudes; and behavior. In
psychology, it is assumed that a generation covers 20 years and is typically bound by significant
events in the cohort’s country or region (Codrington, 2008). The examination of societal groups
is a useful way to assess and understand economic, technological, and societal impacts and
allows for analysis of upcoming trends (Cagle, 2018). This paper analyzes perceived design
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value, visual and aesthetic sense and the learning environment particularly of Gen Z’s in the
context of Latvia.
The years following the millennium mark not only significant economic and historical
development as not only Latvia joined the European Union but also experienced rapid increases
in access to technologies such as personal computers, nationwide connectivity to the one of the
fastest internets in the world, and the use of mobile telecommunication networks in everyday
life. This post-millennium period created a shift in culture and behavior (Cagle, 2018).
External context and the way information is received and processed form today’s society
and economy and will drive them in the future. Design thinking as a particular approach to
creatively solving problems evolved in 1960’s and was formed by Greatest and Silent
generations. As external context is changed dramatically and thus also society, the methods,
thinking and doing processes. Empirical and qualitative research is a background of forming
Gen Z.
Methodology
perceptions, learning practices, visual and aesthetic senses, and experience as value formations.
It constructs and supports the underlying principles and uncovers differences in how Gen Z
In the current study, Gen Z’s perceived design value was investigated via open-ended,
qualitative online interviews with 50 youngsters born after the year 2001. Respondents were
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• What should a product be like to create a positive experience, satisfaction, and sense
• What should a service be like to create a positive experience, satisfaction, and sense
• What creates an emotional attachment to a product, so that you are willing to use it
• What creates an emotional attachment to a service, so that you return as a client to use
it again?
• How would you characterize what makes an object or service beautiful and aesthetic?
Empirical research as observation of Gen Z’s learning and doing practice is described as
a case example. User and theory research are resources for synthesizing design theory and
drawing conclusions.
1. External Context and Its Implications for Constructing Gen Z’s Perceived Value
behaviors, and consumer patterns that construct sociocultural environment. Gen Z is the first
generation that has not experienced life before the internet. It means that global network impacts
Gen Z’s capabilities to find an information, to learn and think, to socialize and to behave.
need to interact in real time, and smartphones, with their simultaneous access to all forms of
media, allow individuals to hold the world in their hands. The media and communication
Gen Z’s continuous partial attention (Turner, 2015) by being connected globally.
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Objects in everyday life produce meaning, and communication technologies contribute
to the construction of culture and society. “Technologies are actors that ‘do’ by stating discourse
and building contexts. But they are also actors that ‘make us do’.” (Caron & Caronia, 2007, p.
40). Today’s teenagers do not even understand the concept of watching television on someone
else’s schedule, as they watch programs whenever they choose on their computer screens and
portable devices. Social networks, blogging, games, and other user-generated internet content
have created mass communication tools that connect both local and global users and dictate no
time limit (Castells, 2010). The term absent presence denotes that people may be physically in
one place while their social attention and communication is focused elsewhere (Rainie &
Wellman, 2012), highlights the need of analytically informed mindfulness to cope with
overloaded information and changing external environment, thus shifting also the design
thinking process.
Information is only ever a click away. With an unlimited access to the global network
and channels of communication, Gen Z’s are used to watch and listen before read and talk.
YouTube and Instagram are information and learning channels thus forming Gen Z as visual
observers first. They use videos and other visuals that explain a theory or concept or demonstrate
a challenging process. Gen Z want to know that the content they are learning and have to
perform have an applicability beyond just single practice. Gen Z prefer intrapersonal or solitary
(Seemiller & Grace, 2017). Hence Gen Z’s need a time for individual learning and reflection
before group work or think-pair-share process. Gen Z’s individual learning differs radically from
the teamwork-oriented and collaborative nature of Millennials (Schofield & Honore, 2009). Gen
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Z value peers and instructors as learning resources only after thinking through a concept,
problem, or project on their own (Seemiller & Grace, 2017). The absent present and
intrapersonal learning are background for rising analytically informed design-led mindfulness as
a shift from design thinking process defined and practiced before Gen Z’s.
It is important to explore Gen Z’s expectations and perceived design value since they
have more power than any previous generation to redefine production and consumption
(Priporas, Stylos, & Fotiadis, 2017). Consumer expectations are important indicators of
Perception is the final link in a chain of related events from the physical world to the
perceiver. Perception, which is formed by the environment in which people live and is based on
the information they translate and create from objects and events, guides people’s actions
(Sekuler & Blake, 1990). At the same time perceiving requires some action on the part of
perceiver. Perceptions such as taste and touch are near senses, whereas seeing and hearing are
far senses (Csikszentmihalyi & Robinson, 1990). Hence to experience products requires near
Value can be perceived from a position of power and wealth and by the quality of their
experiences. The senses define the parameters of human experience, thus needed to be stimulated
and provoked. The ability to see allows an organism to gather detailed information about the
2). Nevertheless both products and services should create a positive experience, satisfaction, and
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Vision, a far sense, represents the richest source of information formed by color,
intensity, location, direction of movement, etc. If one’s tactile feeling and eyes provide
conflicting information, one’s experience tends to follow what the eye conveys (Sekuler &
Blake, 1990, p. 21). One identifies objects and the other visually guided action (Eysenck &
There are two main criteria for understanding whether an observer has consciously
perceived a given visual stimulus — the subjective and objective thresholds. Reaching a
objective threshold means the ability to make accurate forced-choice decisions about a stimulus
(Eysenck & Keane, 2015, p. 76). Aesthetic value depends on an artifact’s ability to produce vivid
experiences in its audiences (Csikszentmihalyi & Robinson, 1990, pp. 6-7). Due to individual
subjectivity, there are no two identical judgments of aesthetic experiences (Lyas, 1997). Thus
of blinding intuition, which provides a sense of certainty and completeness as convincing as any
transcendental perspectives (Csikszentmihalyi & Robinson, 1990, p. 10), develops with age,
personal experience, knowledge, and time. Aesthetics has to do with perception (Lyas, 1997).
Everyday aesthetic judgments are empirical observations rather than logical distinctions
between different kinds of beauty, and they are singular judgments (Forsey, 2013, pp. 146-147).
Major social changes are characterized by transformations of space and time in the
human experience, where space is not a tangible or simultaneous reality (Castells, 2010, p. xxxi).
“The experience is that when one acts in some way something follows, or that when something
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happens one acts or responds in some way. The experience is attributed to the actor. But what is
experienced is not.” (Haworth, 1986, p. 80). Humans experience time in different ways
depending on how their lives are structured and practiced, as time can be defined by a sequence
of practices and perceptions (Castells, 2010, p. xxxix). This experience is tied to a vivid
awareness, as to be out of the ordinary, an action must be non-routine. Experience lets one
discover and test the connection between means and consequences (Haworth, 1986, p. 82).
Economic, social, and cultural values are dependent upon and influenced by technological
2. Results
Results of Gen Z’s perceived design value are derived through 50 open-ended, qualitative
online interviews and empirical case study. Results contribute to the development of a new
design theory and framework to determine the value of design and to redefine the design
Perceived value of design indicates important aspects and needs that products and
services should provide from the user perspective (Gen Z). Research shows the preferences of
the Gen Z and demonstrate correlation how Gen Z is learning and doing design process, that
2.1. Perceived and received value of design from the user perspective (Gen Z)
Gen Z users’ perceived design value indicates important aspects and needs that products
and services should address. Research shows the preferences of Gen Z and demonstrates the
correlation between Gen Z’s learning and doing design process, which helps to formulate design
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According to the perceptions of Gen Z, products that provoke positive experiences, satisfaction,
and a sense of well-being are comfortable, long-lasting, easy to use, visually beautiful, aesthetic,
enjoyable, practical, and qualitative (Table 1). These findings indicate design as a method for
creating positive experience as well as visual and technical quality. The services that Gen Z
members believe create positive experiences, satisfaction, and a sense of well-being present
positive attitudes and are friendly, intuitive, comfortable, pleasurable, and effective. Positive
aspects such as comfort or coziness, intuitiveness, and quality are sources of happiness.
Table 1. Product and service qualities that create positive experiences, satisfaction, and a sense of well-being for Gen Z
Product attributes Service attributes
comfortable, cozy, long-
positive, kind, polite,
lasting, well-ordered, good
individual, friendly
to use, easy to use
beautiful, good form,
pleasant design, good understandable,
looking, beautifully intuitive, comfortable
designed
enjoyable, funny, pleasant,
fun-loving, object that fun, pleasurable,
makes you smile, fortune- satisfying
catching
fast, effective (time
practical, useful, working
saving)
qualitative, good, durable, interesting,
perfect unforgettable
interesting, unusual, unique qualitative
I like it, appropriate to my
does the job for me
needs, suitable for me
convenient, handy,
trustworthy, addressing
understandable
natural, easily recyclable,
orderly, correct
nature-friendly
Respondents reported perceived attributes linked to the sense of touch (a near sense) as
creating positive experiences, satisfaction, and a sense of well-being and the sense of sight (a far
Perception through taste, touch, and visually aesthetic experience creates authenticity and
uniqueness. Residual value and quality of experience emerge from emotional attachment.
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Products that create an emotional attachment for members of Gen Z are unique and eye-catching
and provide moments of fun or inspiration (Table 2). To spark attachment, products should
provoke cozy feelings; should be pleasurable, practical, and easy to use; and should be high
The Gen Z respondents reported that service providers should portray friendly attitudes,
honesty, and kindness; should be fun, of high quality, and easy to use; and should provoke
Table 2. Attributes that provoke Gen Z’s emotional attachment to products and services
Product attributes Service attributes
interesting, unique, eye-
friendly, honest, positive,
catching, specific (I
kind
personalized it; I made it)
cool, funny, entertaining,
enjoyable, fun,
joyful, creates inspiration,
entertaining, cool
creates new ideas
cozy, pleasurable, pleasant good quality
convenient,
usable, practical, convenient
comprehensible, easy to
(easy to use)
use
good quality, long lasting happy, people-oriented
usability (family, friends)
good atmosphere,
visually appealing, beautiful
pleasant
prompts happiness, prompts
memories of childhood,
purposeful, needed
relationships with friends, or
family traditions
comfortable interesting, unusual
Vision (a far sense) is most important to Gen Z members, who perceive, learn, and
communicate visually through empirical observation and response to beauty. Gen Z members
have ingrained aesthetic and visual senses. Therefore, it is important to clarify what objects and
services they perceive as beautiful and aesthetic. Results suggest that what they find beautiful
and aesthetic are the same qualities that prompt them to make emotional attachments, but
respondents could not precisely name what they found beautiful and aesthetic (Table 3).
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Table 3. Attributes that make a product or service beautiful and aesthetic to Gen Z
unique, interesting, noticeable, weird,
prominent
lovely, pleasant, creates fun
high-quality, good performance, well-
manufactured
beautiful
tasteful, meets what I like, stylish
colourful
useful, practical
comfortable, easy to use
clean
nature-friendly
Gen Z can be characterized as the “green behavior” and aesthetic generation. Caring for the
environment, questioning the need for products and services, and inquiring where resources
come from and how products impact nature characterizes their typical active attitude and
decision-making process. As Gen Z members have ingrained visual and aesthetic senses and are
the first generation to have immediate access to information when it is needed, they
communicate across the globe and value comfort and convenience. Using technology tools so
2.2. The Gen Z Perspective on the Features of the Shifting Design Process
Members of Gen Z will be the next students and professionals. Ethnographic research
and case study demonstrate a correlation between Gen Z’s practical learning and doing, and
process theory.
Figure 1 An individual observing and visually learning before doing — a common practice within Gen Z
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Gen Z members learn intrapersonally via observing a need or purpose and how to
complete a task. They learn to do visually through self-directed video tutorials. They make a
decision and then find a leader, someone whom they respect, to guide them through the doing
process. This approach demonstrates their ingrained empathy, design-led thinking process, and
metalworking. By watching tutorials on YouTube, he discovers that the process can create a
cloak pin. When this is clear in his mind, he first defines a need or purpose by recalling his
empirical observations about who might need a cloak pin. This process is intrapersonal and
demonstrates visual learning before doing. Next, he confirms the need by asking users whether
they have a problem keeping a poncho on their shoulders. He had empirically witnessed that
ponchos can fall off the shoulders. Finally, he asks poncho users and the leader whether solution,
demonstrated in a YouTube video, could solve the problem. The leader then guides this member
of Gen Z in traditional knowledge and towards a master who can teach the needed metalworking
This example demonstrates the paradigm shift from teamwork, which is characteristic of
Millennials, to the intrapersonal learning characteristics of Gen Z. The shift to analytical design
mindfulness from a design thinking process is a current research topic of the author and will be
3. Conclusion
This paper articulates and systemizes design value as perceived by Gen Z users, thus
address this generation’s real needs and continuously changing external context. Gen Z users
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seek comfortable, long-lasting, easy to use, visually beautiful, aesthetic, enjoyable, practical, and
qualitative products and friendly services that convey an individual attitude and are intuitive,
comfortable, pleasurable, and effective. Gen Z members perceive and feel visually and
aesthetically. They care about and act to achieve sustainability and resource efficiency. They
are mindful and intrapersonal, so their learning process differs from the methods created for
Millennials. Members of Gen Z are seeking true purpose; they have a true need to understand
the reason for doing something or creating products. This means that for this generation, design
process and methods will change from design thinking to design-led mindfulness, from a focus
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Acknowledgement
This research was supported by a fellowship grant from the European Regional Development
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