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Master’s Thesis, 120 Credits | Design  Spring 2020 | LIU-IDA/LITH-EX-A--20/042--SE 

 

 

Humanise music

 

How can design bring emotions to the center of music consumption?   

   

Sudeep Sharma  

Supervisor: Ana Kustrak Korper   Examiner: Stefan Holmlid                Linköping University  SE-581 83 Linköping, Sweden  +46013 28 10 00, www.liu.se 

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Copyright 

The publishers will keep this document online on the Internet – or its possible replacement –        for a period of 25 years starting from the date of publication barring exceptional        circumstances. 

The online availability of the document implies permanent permission for anyone to read, to        download, or to print out single copies for his/hers own use and to use it unchanged for        non-commercial research and educational purpose. Subsequent transfers of copyright cannot        revoke this permission. All other uses of the document are conditional upon the consent of the        copyright owner. The publisher has taken technical and administrative measures to assure        authenticity, security and accessibility. 

According to intellectual property law the author has the right to be mentioned when his/her        work is accessed as described above and to be protected against infringement. 

For additional information about the Linköping University Electronic Press and its procedures        for publication and for assurance of document integrity, please refer to its www home page:        http://www.ep.liu.se/​.            © Sudeep Sharma 

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Abstract 

In today’s world music streaming is the most dominant form of music consumption.        Introducing platform capitalism to music streaming has changed the music commodity        and its effects serve as a motivation for this thesis. The role of emotions in music        listening is explored and design research is conducted to find unmet latent needs of        users in respect to the emotional side of music.  

 

Semi-structured user interviews are used to understand how users relate music to their        emotional lives. Co-design workshops are conducted to identify unmet user needs and        feelings. The data is analysed inductively and results treated through the theoretical        lenses of emotional design (Norman D. (2003)) and psychological ownership theory        (Pierce J.L., Kostova T., & Dirks K. Y., (2003)). The main themes generated by the        research show that users want -- to know their music and their music service to know        them; new ways to feel music, relive the “first time”; to connect music to their        emotional and personal lives; to control music more easily. These findings motivate and        inform the design of a conceptual artefact.    

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Acknowledgment 

 

This work would not have been possible without the help of some people for whom I        am deeply grateful. 

 

I would like to thank my supervisor Ana Kustrak Korper for her guidance and support        throughout the thesis work. Her insights and knowledge helped me navigate the process        easily and effectively. I would also like to express thanks to my examiner Stefan Holmlid        for providing a scaffolding for the work and providing clarity.   

 

I would like to thank my parents for providing support and encouragement along the        way. Dealing with the thesis and a global pandemic and being on the other side of the        world was not easy but their support helped me immensely. Lastly, I would like to        thank my girlfriend, Jasmina, for always being excited for my work and listening to my        rants about it all.  

 

Thank you everyone!  Sudeep Sharma   

   

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Table of contents 

Table of contents

1. Introduction

1.1 Background and motivation 6 

1.2 Research question 8 

2. Theoretical framework

2.1 Emotional processing (and design) 9 

2.2 Psychological Ownership 10 

3. Methodology 13 

3.1 Phase 1: User research through interviews 16 

3.1.1 Sampling strategy 16 

3.1.2 Qualitative research method 16 

3.2 Phase 2: Generative research and Co-design workshops 17 

3.2.1 Sampling strategy 18 

3.2.2 Structure 18 

3.3 Data analysis 21 

3.4 Prototyping the artefact 22 

4. Results 23 

4.1 Phase 1: User research through interviews 23 

4.1.1 Emotional response findings 23 

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4.2 Phase 2: Generative research via Co-design workshop findings 25  4.2.1 Visual entity to represent the outcomes 27 

4.3 The artefact 29 

4.3.1 Design 30 

4.3.2 Novel value exchange 31 

5. Discussion 32 

6. Conclusion 36 

7. References 38 

8. Attribution 41 

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1. Introduction 

 

1.1 Background and motivation 

Music streaming has become the most common form of music consumption for a lot of        people these days (Sinclair G., & Tinson J. (2017)). This has led to a change in their        mindset of ownership of music content and shifted the idea of how we identify        ourselves with the music that we consume but do not own. The digital consumption        has also led to a change in the economics of music and how musicians, record labels and        consumers relate to each other. Before digital distribution of music, record labels were        the only way to be a legitimate artist but that has changed since (Eiriz V. & Leite F. P.        (2017)).  

 

But this change has not come with all benefits. “In their many (justified) laments about        the trajectory of their profession in the digital age, songwriters and musicians regularly        assert that music has been “devalued.”” “Digital music ecosystems, starting with Apple’s        iTunes, reduced recordings down to a stamp-sized cover image and three data points:        Artist, Song Title, Album.” Havighurst C. (2015).  

 

“The introduction of Platform Capitalism to the music industry through streaming        services and online media brands more or less reoriented the music industry’s function        of supply and quality of demand by flooding the market with valueless content in the        form of user-uploaded music and evergreen “click-bait” articles. After a decade of        imperceptive belief in algorithms and platforms that sell music “wholesale”, the market       

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is deflated and can be directly linked to the overall devaluation of music.” Brown D. Jr.        (2020). 

 

Most music streaming apps divide music into easy to consume packages - Album,        Track, Artists and then Genre, Playlists, Charts and Hits, etc. The platformatisation of        music has come with problems. Fleischer (2017) argues that the commodity that is        being sold on a music streaming service is the access to it, rather than any individual        song or album. The music streaming services cannot grow their revenue by charging for        more music, so they have to get as many customers as they can on their platform. This        means that most music platforms’ biggest aim is to serve as many people as possible.        Thus, the music streaming services employ design techniques that ​should serve the        masses. Things which get prioritised are ​ease of use over depth of connection. Metrics                  which make sense from the surface point of view, when examined deeper can be        limiting. For e.g the fact that when you search music, the album art is postage stamp        sized, means that the emotional impact that an album cover can have has been reduced,        and the search results are now a list of names with low impact art form. This limits the        artist’s ability to convey expression from the intent it was meant to have. This is just one        example in a series of issues that make music streaming platforms perpetuate passive        listening and emotionless interaction. The purpose of this research is to explore design        methodology to come up with solutions that can allow listeners to connect emotionally        to the music they listen to.  

 

“...these playlists have fundamentally changed the listening experience. Spotify prides        itself on its personalised recommendations, which work by connecting dots between        “data points” assigned to songs (from rap, indie, and so on, to infinite micro-genre       

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permutations) to determine new music you might like. Its model doesn’t code for        surprise, but perpetuates “lean-back” passivity. There is no context on the platform,        merely entreaties to enjoy more of the same: “You like bread? Try toast!”” (Thomas B.        & Snapes L. 2018). 

   

1.2 Research question 

The main research question for this thesis is: 

1. How can we bring emotions to the center of the music listening experience while        designing streaming platforms ?  

a. How can design help in increasing the emotional connection of music to        its listeners? 

   

 

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2. Theoretical framework  

 

2.1 Emotional processing (and design) 

Norman (2003) states that emotions come from three levels of processing in the brain:        visceral level - the prewired and automatic layer, the visceral level is fast and makes quick        judgements of what is good or bad; ​behavioural level - processes that control everyday              behaviour; and ​reflective level - the contemplative part of processing which can think of            its own operations, the resulting emotions, interpretations and understanding is the        reflective level. 

These three levels of emotional response and corresponding design side as shown in        table 1.  

 

Visceral level  

Prewired and automatic layer of  processing 

Visceral design 

Initial impact, feel, sensations 

Behavioural level  

Part which controls everyday behaviour  Behavioural design Utility, usability, function, performance  Reflective level  

Contemplative processing, which can  think of itself 

Reflective design 

Interpretation, understanding, reasoning,  consciousness  

Table 1. The levels of emotional response and the design functions corresponding to them.   

The visceral and behavioural levels reside in the present moment whereas the reflective        level resides longer in time: by remembering the past or envisioning the future. Norman        argues that reflective design is about the long term relationship with the product or        object and it is on the reflective level of emotions that a person’s self identity is situated.  

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I used this emotional processing framework to analyse the data collected during user        interviews (chapter 3.1) and ideas generated during co-design workshops (chapter 3.2).        The answers received during the interviews were analysed and interpreted as coming        from one of the three levels of processing. The themes synthesised from the ideas        generated during the co-design workshop were also interpreted as coming from one of        these three levels.  

 

This is a new way of looking at the data generated during user research design methods.        This new way of interpreting and classifying data has potential to be used in other user        research oriented projects. The resulting emotional maps can be used to inform design        decisions while thinking of how to bring emotions to the center of the designing        experience and gives the designer a new tool for doing it. 

 

2.2 Psychological Ownership 

Psychological ownership is conceptually defined as “that state where an individual feels as        though the target of ownership or a piece of that target is ‘theirs’ (i.e., it is MINE!).” (Pierce        J.L., Kostova T., & Dirks K. Y., 2003). Sinclair et al. (2017) have taken this concept of        psychological ownership and used it to examine consumption of music streaming. This thesis        uses both the aforementioned papers and psychological ownership as a lens for one of its        theoretical framings. Pierce et al. (2003) proposed three main experiences which give        emergence to psychological ownership: 

1. Controlling the ownership target: The authors show that objects which can            be controlled or manipulated by the individual are more likely to be as seen as        part of the self with higher levels of control resulting in greater feelings of        ownership. Digital music can be seen as giving greater control to the user by       

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allowing copying/remixing/sharing of music much easier than analog forms.        However, music streaming can take that sense of control away because the digital        file is no longer legally or technologically available to be downloaded by the user.  2. Coming to intimately know the target: Pierce et al. (2003) argue that the               

“more information possessed about the target of ownership the more intimate        becomes the connection between the individual and that target.” This suggests        that it can be applied to music consumption as knowing the target or objects        associated with the target. Present music streaming services do this by providing        more information on the artist or album and higher resolution images of the        album art. Sinclair et al. (2017) note that vinyl owners come to intimately know        their collection due to the unique scratches and blemishes found in their owned        copies, something which is not seen in digital formats till now.  

3. Investing the self into the target: Citing Locke (1690), they argue that “we                are likely to feel that we own that which we create, shape, or produce.” They        show how we see the results of our efforts as representations of the self and the        most powerful way to invest oneself in an object is to create it. In music        consumption the sense of creation can come in various forms like creating        collections of analog music, creating playlists of our favorite songs in music        streaming platforms and investing psychic energy (mental effort) into such        collections. 

 

Sinclair et al. (2017) state that psychological ownership can be used to study the        relationship of a user to streaming services or even abstract ideas. I have used the above        explained framework of psychological ownership to categorise the themes generated       

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after an analysis of the co-design workshop (chapter 3.2). It helped me classify the        themes as motivations to seek a particular type of psychological ownership.  

 

Understanding psychological ownership is important because in today’s streaming        dominated world the user no longer owns the object, rather rents it out. Thus their        sense of psychological ownership of the music they listen to has changed, which also        affects their emotional connection to the music. 

     

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3. Methodology 

 

The research methodology was based on MIT D-Lab’s user research framework (​      Smith  R., Leith K. (2015)​      ), and generative research using co-design tools (Sanders L. (1999)).        The research was done in two phases. The first phase of the research was conducted        using MIT D-Lab’s user research framework as the guideline. The second phase of the        research was done with generative research using co-design tools. The data collected was        analysed using the theoretical frameworks described in chapter 2. The analysis and        results fed into designing the artefact.  

 

User research: 

User research aims to bring forward the needs of stakeholders involved in the topic of        research. It draws inspiration from the fields of sociology and anthropology with        methods like ethnography. Through user research “a rich understanding of people’s        behavior, interactions, and environmental conditions is developed: needs are uncovered        and new solutions inspired.” (Smith et al. (2015)). 

 

User interviews 

User interviews are a common method for conducting user research. “They are usually        used to collect information on the user's motivation, life patterns or how they use a        product or service.” (User Interviews. Interaction Design Foundation). “Interviewing is        an effective technique to collect a wide variety of needs from an individual or group.        The varying degrees of structure in interviewing allow you to collect specific sets of        information or explore new directions.” (Smith et al. (2015)). 

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Generative research and Co-design: 

“Generative research occurs very early in the design development process. Its purpose is        to discover as-yet unknown, undefined, and/or unanticipated user or consumer needs.        It is in the generative phase that we are looking for ideas and opportunities to fill unmet        user needs.” (Sanders (1999)). Co-design is “utilised in design context in which        designers are involved and the topic of the activity is related to design exploration,        envisioning and solution development.” It is “an empowering mindset and it gives voice        and tools to those not traditionally part of the design process.” (​      Mattelmäki T., Visser F.        S. (2011)​  ). By giving people the tools to envision their possible futures we can uncover        what they dream. “Seeing and appreciating what people dream shows us how their        future could change for the better. It is another form of tacit knowledge that can reveal        latent needs, i.e., needs not recognizable until the future.” (Sanders (1999)). 

 

  Figure 1: The overview of methodology leading to results and artefact   

These research methods were important for my research question. I wanted to        understand the current relation of emotions to music consumption and user research       

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through interviews is an effective tool to collect qualitative data. Co-design was       

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3.1 Phase 1: User research through interviews 

 

3.1.1 Sampling strategy  

I used snowball sampling as my sampling strategy as it was difficult to find participants        due to the effects of COVID-19. The initial participants were asked to contact other        people they knew. There were a total of 5 participants and they were mixed in gender - 3        females and 2 males.   

 

3.1.2 Qualitative research method    

  Figure 2: User interview overview 

 

Individual interviewing which “allow you to get a deep and rich view into the behavior,        reasoning and life of a person” (Smith et al. (2015)) was chosen as the first phase of        research. Every interview was one-on-one and semi-structured in nature. The interview        was preceded by a survey which quantitatively captured how the user listened to music.        Survey questions were quantitative and multiple choice. I used the online tool Google        Surveys to conduct the surveys. The survey was done just before the interviews and the        aim was to get a basic understanding of how the participant listened to music on a daily        basis.  

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After the survey (which took 5-10 mins to fill out) the semi-structured interview was        conducted. Every interview lasted around an hour. The aim was to understand what        feelings were involved when a user listens to music, interacts with musicians and uses        their music listening services. The questions were categorised into 6 sections: 

- Meaning of music  - Musical creativity  - Helping musicians  - Musician connect  - Emotional insights  - User experience study   - Practical Task 

The practical task at the end of each interview was to use their favorite music streaming        platform and find a song they really liked, would be willing to listen to from start to        finish and possibly recommend to a friend. The practical task was to observe how users        interact with their music listening services and what strategies were used to find a music        of their liking. This was an extension of the user experience study. 

 

3.2 Phase 2: Generative research and Co-design workshops  

The next phase of the research was done using generative research and co-design        methodology. I chose to conduct co-design workshops to bring out hidden user needs        that relate to the emotional aspects of music consumption. I conducted two workshops        with two participants each with the first workshop done online using a video        conferencing application. 

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3.2.1 Sampling strategy 

Here again a snowball sampling strategy was used to get participants for the workshops.        There were 4 participants in total with 3 females and 1 male participant. The workshops        were done in groups of two participants and me facilitating them. This was done due to        limitations posed by Covid-19 (Covid-19, Wikipedia) and the Swedish government        recommendation (Folkh​  ä lsomyndigheten - The Public Health Agency of Sweden) to        not meet large groups of people as well as the difficulty in recruiting more participants.        The first workshop was done using an online video conferencing software where each        participant was in different locations. The second workshop was conducted at one        participant’s home with the other participant joining us there. 

 

3.2.2 Structure 

  Figure 3. Structure of co-design workshops 

a. Introduction​: The participants were explained the aim of the workshop, the  structure and time schedule. For the video conference workshop they were  previously asked to bring a few pages of paper and writing stationery. For the 

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in-person workshop I provided post-its, pages and writing instruments. The aim  of the workshop was explained as to bring out the emotional side of music. 

b. Brainwriting:​ Each participant was given 5 mins and asked to write as many ideas  as they could think of for bringing out emotional connection towards the music  they listened to. Then they were asked to tell their ideas but only exactly as 

written and with no more explanation. After both participants recited their ideas  they were given 1 min each to copy/modify their ideas if they got some 

inspiration from the other participant. This was done to promote idea generation  and creativity. 

c. Idea discussion:​ After the brainwriting session the participants were asked to  explain their ideas in detail and elaborate on motivations. 

d. Idea grouping and selection:​ The ideas generated were then grouped together  based on their perceived affinity to each other. For the video conferencing 

workshop I used a digital tool to create virtual post-its and wrote their ideas there  in real time. The tool allowed for free movement of the post-its and I shared my  screen to show this to the participants. This was an adaptation done for the  online workshop and it worked out fine for the purpose of the workshop. Figure  4. shows the ideas generated and grouped in both workshops. After the ideas  were grouped each participant was asked to select one idea that they would like to  explore in the next round of sketching and concept development. In both the  workshops none of the participants chose the same idea for the next round. 

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  Figure 4. Ideas generated and grouped during online workshop (left) and in-person workshop (right) 

e. Individual sketching:​ After an idea was selected the participants were given 15  mins to think and sketch the entire product/service. They were asked to think of  developing the idea towards a more concrete concept and make use of the paper  and stationery they had. Freedom to explore any aspect and level of detail was  given to the participants and they were told to go as broad or detailed as they  pleased.   

f. Concept discussion:​ After the participants finished sketching their concepts they  were given 5 mins each to explain their results. They explained their concepts  verbally and by showing their sketches. In this part of the workshop, the online  workshop had some issues on how the participants displayed their sketches over  video. They held the sketches in front of their web cameras but the low 

resolution of video call was a barrier in clearly seeing them. Figure 5. shows some  of the final concepts generated. 

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  Figure 5. Some ideas generated during the co-design workshops 

 

3.3 Data analysis  

Phase 1: The data collected through the user interviews was analysed inductively          through the identification of key themes and patterns (Spiggle S. (1994)). This analysis        was then codified using Norman’s (2003) emotional design framework of visceral,        behavioural and reflective responses resulting in synthesis of key learnings. 

Phase 2: The data generated and collected during the co-design workshops was analysed          inductively through the identification of key themes and patterns. This produced four        main themes which were treated through Norman’s emotional design framework as        well as psychological ownership theory. A visual way of representing the treatment was        devised and is shown in the results (chapter 4.2). ‘Merging’ these two theoretical        frameworks to help interpret the results is seen as a novel methodological approach for        design work and its implications are explained in the discussion (chapter 5).  

   

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3.4 Prototyping the artefact 

The results synthesised from the interviews and co-design workshop were taken into        consideration as inspiration for the prototype. One of the four themes synthesised out        of the co-design workshop was taken as the main motivator for ideation. I did a brain        writing and sketching session where I drew ideas on paper mixing pictorial drawings and        annotated them with idea phrases and concepts. A starting point was chosen and I        moved to a user interface designing software where I further elaborated on the concept.        I chose Sketch​    1     as my choice of digital prototyping software. The generated artefact was                  discussed with my supervisor who gave ad hoc feedback and I added a feature using her        suggestion. The designed artefact was used as a prototype to rethink existing music        streaming business models and capture the idea of emotional connection to music and        how music is owned. This resulted in the conceptualization of a novel value exchange        which supplements the artefact. 

 

 

 

 

 

 

 

  1. Sketch :​https://www.sketch.com/   

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4. Results 

  

4.1 Phase 1: User research through interviews 

 

The interviews were to understand how people connect to music emotionally and make        an emotional landscape or emotional map. ​Norman (2003) states that music affects all              three levels of emotional processing. I wanted to find out in more granularity how that        connection happens. Thus the first lens through which the data was analysed was        Norman’s three levels of emotional processing - visceral, behavioral and reflective. 

 

4.1.1 Emotional response findings  

I took two main questions from the interviews and labeled each answer as either a        reflective response, behavioural response or visceral response. Table 2. shows the        resulting emotional map. ​Note: the answers in the table are just keywords to show the                              representation. 

  What does music mean to you?  Feeling of new music 

Sylia, F, 26  Nostalgia, home, memories (R)  -- not asked --  

John, M, 30  Express myself, connect to a feeling (R)  “Like building a complete house or  library” (R) 

Radha, F, 28  Concentration (B)  Exciting and curious (V)  Gustav, M, 25  “I like it a lot ...I like to listen during 

commute”(B)  Exciting, “like a new toy on christmas” (V)  Natasha, F, 35  “Food for the soul” (R)  Exciting and satisfying (V)  Table 2. Emotional map [(R) - Reflective level | (B) - Behavioural level | (V) - Visceral level] 

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- For most participants the meaning of music lies in a reflective level of emotion.        Music holds an important place in their lives and plays an active role in regulating        their emotions. It plays a role in helping participants remember the emotional        experiences they had in their past. Multiple participants said they are “reminded        of home”, “reminded of childhood memories” while listening to music.        Participants also report feelings of nostalgia, self expression and connection to        their own emotions. 

- On a contrast, new music produced a much more visceral level of emotions.        Almost all participants reported feeling excited when finding and hearing new        music which they liked. “Like getting a new toy on christmas” reported one        participant and his sentiment was echoed in similar ways by others. When users        find new music they also like to find out more about that artist and add them to        their digital music collections. 

- Only a minority of participants viewed the meaning of music on a behavioural        level - as a utility for their daily lives or simply a source of pleasure. One user        reported that music is important for concentration during studies and helps her        focus.  

   

4.1.2 Inductive findings  

Analysis of the other answers received during the interview 

- Busking musicians: Most participants liked to stop and listen to musicians play        music in the streets. They reported several factors which made them stop but the        primary and common reasons were the personality and talent of the musician.        Almost all the participants reported that they tipped the musicians less than 20%       

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of the times, some saying they rarely tip because they never carry change money        with them. 

- Participants defined emotional experiences in a variety of ways. Some stated        moments of human connection - departures and meetings as emotional whereas        some talked about the media they consume as the first thing they think of when        asked about emotional experiences. 

- The practical task showed half of the users first attempted to find new music        using one of the premade playlists or the “radio feature” provided by their music        service. The other half went to a genre of their liking and played songs from the        available selection. Each participant took about 2-4 minutes to find a song they        liked. One notable activity was that every participant played multiple songs        before they reached a song they liked. This can be interpreted as the abundance        of music increases the threshold for a ‘likable’ song. It could also mean that the        perceived speed of playback of each song is fast enough that the users would like        to try multiple options before declaring their liking for any particular song. A        separate experience study needs to be done to shed light on this observation and        more.  

   

4.2 Phase 2: Generative research via Co-design workshop findings 

Sanders (1999) shows that by conducting generative sessions and co-design workshops        we can uncover latent needs which would otherwise not be revealed using traditional        methods of user research. I first did an inductive analysis of the data and synthesized        four themes from it. The idea grouping exercise in the workshops also helped in       

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synthesis of these themes and they had relations on what the participants felt about the        ideas.  

 

As a way to orient the data towards my thesis and research topic also I did a treatment of        the ideas generated through two lenses: emotional response lens and psychological        ownership lens.   

- Users want to know their music and their music service to know them. ​A                            number of ideas generated showed users wanted to know more about the music        they were listening to - lyrics, history of the artist, background of the genre, etc.        The users also came up with ideas for the music service to know more about their        needs - emotional or functional and suggest songs and surface relevant music.        From the psychological ownership lens this demonstrates the motivation        towards “coming to intimately know the target”. These ideas show a motivation        to seek a behavioural level of emotional response. 

- Users want new ways to feel music, relive the “first time”. ​Another theme                          which emerged from the ideas generated was the need to feel music through        more senses than just auditory. To be able to hear music for the first time and        experience the sensory pleasure of a great new song was another idea. These ideas        show a motivation to seek a visceral level of emotional response. From the        psychological ownership lens this shows motivation of “knowing the ownership        target” more intimately.  

- Users want to connect music to their emotional and personal lives. ​There                        were some ideas which were directed towards finding ways to connect music to        the user’s emotions, memories, and personal connections. This shows a reflective       

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emotional response from the users. From the psychological ownership lens this        shows motivation to “identify/invest in the target of ownership” with oneself.  - Users want to control music more easily. ​Lastly, another theme synthesized                     

from the workshop was the need to control music in multiple ways. Users        imagined various technologies like projections, virtual reality glasses and even        brain to machine thought transfer for manipulating music and music related        media. This shows a behavioral level of emotional response from the users. From        the psychological ownership lens this shows motivation of “controlling the target        of ownership”. 

 

4.2.1 Visual entity to represent the outcomes 

After the above synthesis I wanted to be able to visually see their relationships and create        a way to simultaneously visualise both the emotional response and psychological        ownership aspect of each theme. To achieve that I chose two different graphical        elements for each theoretical lense which can be combined to make one visual entity        that encapsulates the two. I chose shapes for the three psychological ownership        motivations and colors for emotional responses. The resulting entities are shown in        Figure 6. A similar shape shows a similar psychological ownership motivation and a        same color shows the same emotional response.  

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  Figure 6. Visual representation of the four themes which incorporates both theoretical lenses.         

 

 

 

 

 

 

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4.3 The artefact

  

The artefact is a music streaming app concept which lets the user attach emotions and        memories to any song on the platform. For the medium of technology I chose a        smartphone app for the artefact because the survey data strongly suggests that listening        to music is a highly mobile activity and most users do it on their smartphones. Also,        memory creation can be enabled anywhere if the medium is a smartphone.  

Each song is pre-tagged with 3 emotions from other members or staff. The user can add        their own emotion to the song which will remain attached to the song as long as the user        keeps it. The user can also attach a photograph to the song as an element of memory. A        hypothetical user journey would look like this: 

1. The user is listening to a song on this new music streaming platform and walking        towards the grocery store. 

2. As they turn a corner the user sees a nice view of the street and sunny sky which        reminds them of their home.  

3. The song being played is a new relaxing and calm song which suits the walk.   4. The user then feels a sense of peace and nostalgia while listening to this song and       

decides to capture it. 

5. They take out their smartphone, go to the app and add their feelings to the song.   6. They also take a picture of the sunny blue sky and save it alongside the song.   7. The user continues their grocery walk knowing they have saved an emotional       

moment with their music and can revisit it next time they want to feel the same        peace and nostalgia that they felt at that moment.  

     

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4.3.1 Design 

  Figure 7: Screens of the artefact 

 

Design features: Figure 7. shows the screen design of the artefact 

- Screen 1: Full screen album art for immersive connection to the music and artist  - Screen 2: Big, bold and capitalised text to emphasise connected emotions as       

central elements for the user to focus on 

- Screen 1 to Screen 2: Interaction happens via 'touching the music' - tapping the        artwork brings up the emotions. (Also shown in Figure 8: user flow) 

- Screen 3: Choose between live memory by using the camera or a previous        memory by choosing a picture from the gallery. 

- Screen 4: The visual focus has been kept on user pictures and artwork, due to        which the other elements are kept color neutral - black/white. 

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  Figure 8: User flow for adding an emotion and picture to a song. 

 

4.3.2 Novel value exchange 

The artefact was used as a way to prototype a new business model/value exchange        which can capture the Emotional exchange/contract: Every song which you add a        feeling and photo memory to will become yours to download even if the artist is no        longer on the streaming platform. This increases the level of control a user has over the        target of ownership as well as lets the user invest time and energy into it, thus increasing        the level of psychological ownership. Further implications and reasons that led to this        idea are detailed in the discussion (chapter 5). 

       

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5. Discussion 

 

In the “post ownership” world users do not own the music they consume, rather rent it        out (Belk R. (2014)) in exchange for a subscription fee or even for free in case of        advertisement supported plans. This changing relationship with music also affects the        perceived position of the ‘self’ and surface new needs enabled or provoked by these        changes. 

 

The co-design sessions enabled me to uncover some of these latent user needs and then        by using the psychological ownership framework to analyse those needs we can see        where the users want to go with respect to psychological ownership criterias. Sinclair et        al. (2017) used psychological ownership framework to analyse the interview answers        received in their study of music streaming services whereas this thesis analyses the        ‘dreams’ of users generated during the co-design workshop using the framework.  

 

Increasing psychological ownership could be beneficial to music streaming services.        Citing Jussila, L., Tarkiainen, A., Sarstedt, M., & Hair, J. F. (2015) they state that “an        enhanced sense of psychological ownership will lead to long-term loyalty, greater        word-of-mouth, customer empowerment, feelings of satisfaction, and the increased        likelihood of engaging in behaviours that protect and improve the ‘object’ of        ownership” (Sinclar et al. (2017)). However, the authors also note that there is a        knowledge gap to know the extent of its application to music streaming.  

 

The three levels of emotional processing - visceral, behavioural and reflective give a        systematic way to analyse responses received during interviews, ideas generated during       

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co-design and other generative research methods, and provide a clear picture of the        ‘emotional map’ for a particular area of interest to the researcher. This enables clear        decision making by showing which level of emotion to address through design        solutions.  

 

Analysing emotional design gives us the ‘where’ - the level of emotional processing to        focus on, understanding psychological ownership gives us the ‘who’ - opportunities to        introduce and connect the self to the design direction. Taking both together provides a        richer picture for a designer to work with and provides new ways to think of design        solutions. It also gives a clear motivating direction to adopt as a designer. To my        knowledge there are no frameworks which merge these two perspectives and give a new        way to design for emotions. 

 

The artefact was designed from inspiration from both phases of the research. A main        motivating driver was one of the emerging themes from the co-design workshops -        “Users want to connect music to their emotional and personal lives”. The merged        framework gave me clear motivation to pursue this theme because it showed that the        theme had aspects of both reflective level of emotional response and investing the self in        the target. These attributes were congruent with the results synthesised in the user        interviews and that motivated me to go with this theme. Thus the merged framework        provided me with a clearer picture and helped me make an informed choice on which        direction to pursue. This challenge presents itself to any designer or team of designers -        to decide which of the ideas generated to be pursued further towards design. The        merged framework gives a clear way to see what emotional criteria to choose from and        by reflecting on the other data collected the designer can make better decisions. 

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By keeping in mind these two aspects (emotional response and psychological        ownership) I was also able to place the individual features of the artefact as being aligned        to/ supporting these aspects or not. For e.g. the central concept of the artefact is a user        adding their emotional state and attaching a picture to the song they are listening to.        The artefact is asking the user to invest energy into adding their emotional state.        Although the ability to later search and play songs based on their added emotion can be        thought of as an exchange, I was not satisfied with it and wanted to provide a more        concrete form of value exchange. This was the genesis of the novel idea of emotional        exchange where the user can download the song on their device and the song will be        theirs to keep even if the respective artist is no longer available on the streaming service.   

This work shows that using both psychological ownership and emotional design as        categorising parameters can help in designing for emotions and give the designer a        systematic method to analyse features, ideas or new concepts. This methodological        contribution can serve as a knowledge trigger for other researchers who read this study        in the future.  

 

This merger of frameworks was an outcome of the thesis work and trying to understand        music’s emotional relationship to people. In depth analysis of this new merged        framework was out of the scope of the thesis. There needs to be more research in        analysing its application in design work which concerns itself with emotional design.   

There were some limitations faced in performing this research work. The spread of        Covid-19 caused a lot of deviations from the standard ways of performing research. For       

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e.g. it was harder to find participants for user interviews or co-design workshops so I        had to utilise the snowball sampling strategy and get as many participants as I could. I        was also careful in interacting with them given the guidelines of social distancing and so        one of the co-design workshops happened online on video conferencing. 

 

There are several opportunities for further pursuing the work initiated in this thesis.        The artefact was designed but has not been tested on real users. A detailed user test can        reveal how participants would feel towards the novel concept and design of the artefact.        Furthermore, the methodological contribution discussed above can be applied in other        design problems concerning emotions and emotional design.    

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6. Conclusion 

 

The thesis is motivated by the need to examine the place of emotions in music        consumption in today’s streaming dominated world. The work explores the role of        emotions in its current state and uncovers future possibilities that meet a user’s yet        unsurfaced needs or ‘dreams’. User research through interviews and Co-design are the        main methodological tools used to conduct the research and gather qualitative data.    

The data is treated through the emotional design framework by Norman (2003) and        psychological ownership theory (Pierce et al. (2003)). The findings of the user        interviews suggest that users place the significance of music in their lives at a reflective        level of emotions and link visceral emotions towards experiencing new music. The        co-design workshop synthesised four themes which reveal how participants envision the        emotional place of music in their lives ​       —to know their music and their music service to        know them; new ways to feel music, relive the “first time”; to connect music to their        emotional and personal lives; to control music more easily. 

 

These themes were analysed using both the aforementioned theoretical frameworks and        creating a visual entity to represent this dual perspective. By combining these two        theoretical frameworks a motivating driver of design decision making was formed, a        new analytical perspective on designing for emotions is gained. This new perspective        was crucial in the design of the artefact and the central concept. The artefact is a        concept of a music streaming service which lets users attach their emotions and        memories (as pictures) to any song on the platform. This act of investing their        emotional energy into the platform is returned by the way of that song being available       

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for them to download on their devices even if the artist is no longer available on the        platform. This concept is aimed to promote an increase in psychological ownership and        give reflective pleasure of real ownership.    

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7. References 

 

Belk R. (2014). ​You are what you access: Sharing and collaborative consumption online.​ Journal  of Business Research, 67, 1595-1600 

 

Brown D. Jr. (2020). ​How Platform Capitalism Devalued the Music Industry.​ The Journal  Blog, 

URL:​https://blog.usejournal.com/how-platform-capitalism-devalued-the-music-industry-308 83adf3a15 

 

COVID-19. ​Wikipedia, Wikimedia Foundation, 

URL:​https://en.wikipedia.org/wiki/Covid-19​ (Accessed April 2020)   

Eiriz, V., & Leite, F. P. (2017). ​The digital distribution of music and its impact on the business  models of independent musicians.​ The Service Industries Journal, 37(13-14), 875-895 

 

Fleischer, R. (2017). ​If the Song has no Price, is it Still a Commodity? Rethinking the 

Commodification of Digital Music.​ Culture Unbound, Volume 9, issue 2, 2017: 146–162.    

Folkh​ä lsomyndigheten. ​FAQ about COVID-19​. Folkh​ä lsomyndigheten - The Public  Health Agency of Sweden, 

URL:​https://www.folkhalsomyndigheten.se/the-public-health-agency-of-sweden/com municable-disease-control/covid-19/​ (Accessed April 2020) 

 

Havighurst. C (2015). ​The Devaluation of Music: It’s Worse Than You Think​. Cuepoint,  URL:​https://medium.com/cuepoint/the-devaluation-of-music-it-s-worse-than-you-think-f4c f5f26a888 

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Jussila, L., Tarkiainen, A., Sarstedt, M., & Hair, J. F. (2015).​ Individual psychological 

ownership: Concepts, evidence and implications for research in marketing. ​Journal of Marketing  Theory and Practice, 23(2), 121–139 

 

Locke, J. (1690). ​Two treatises of government.​ Oxford: Oxford University Press   

Mattelmäki T., Visser F. S. (2011). Lost in Co-X.​ Proceedings of IASDR'11, 4th World  Conference on Design Research, Delft University 

 

Norman D. (2003). ​Emotional Design: Why we love (or hate) everyday things. ​New York: Basic  Books 

 

Pierce, J. L., Kostova, T., & Dirks, K. Y. (2003). ​The state of psychological ownership: 

Integrating and extending a century of research.​ Review of General Psychology, 7(1), 84–107   

Sanders, L. (1999). Design for experiencing: New tools. In C. J. Overbeeke & P. Hekkert  (Eds.), Proceedings of the 1st International Conference on Design and Emotion (pp. 87-92).  Delft: Delft University of Technology 

 

Sinclair, G., & Tinson, J. (2017). ​Psychological ownership and music streaming consumption.  Journal of Business Research, 71, 1-9 

 

Smith R., Leith K. (2015). ​D-Lab User Research Framework.​ Copyright © Massachusetts  Institute of Technology (Accessed on 07/05/2020) 

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Spiggle S. (1994). ​Analysis and Interpretation of Qualitative Data in Consumer Research.  Journal of consumer research, Inc., Vol. 21, December 1994 

   

Thomas B. & Snapes L. (2018). ​Has 10 years of Spotify ruined music? ​The Guardian, 

URL:​https://www.theguardian.com/music/2018/oct/05/10-years-of-spotify-should-we-cele brate-or-despair 

 

User Interviews.​ Interaction Design Foundation, 

URL:​https://www.interaction-design.org/literature/topics/user-interviews​. (Accessed 07 May  2020) 

     

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8. Attribution 

 

Finger tap icon in Figure 7. Icon made by Freepik from ​www.flaticon.com​. 

URL:​https://www.flaticon.com/free-icon/tap_1612636?term=tap&page=1&position=4    

Image used in Figure 6. Screen 1 by Tim Mossholder on Unsplash.  URL:​https://unsplash.com/@timmossholder 

References

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