A PRODUCT PLANNING OF E-SPORTS HEADPHONE BY BLENDING REPLICATION ZMET WITH QFD
Editor: Christian Weber, Stephan Husung, Gaetano Cascini, Marco Cantamessa, Dorian Marjanovic, Frederico Rotini
Author: Wang, Hung-Hsiang
Institution: National Taipei University of Technology, Taiwan, Republic of China
Section: Design Methods and Tools - part 1
In the drastic competition in the e-sports games marketplaces, many manufacturers make efforts on the visual qualities of products in its use context as a differentiation strategy. Industrial designers need useful visualization tools to listen to the Voice of the Consumer (VOC), and to capture the product’s visual features. Several tools are available, but isolated. This article introduces a case study that blended two methods for product planning of e-sports headphone. The first method was a modified Zaltman Metaphor Elicitation Technique (called Replication ZMET) for “seeing” VOC, and the second one was House of Quality (HOQ) for identifying verbal and visual design specification. Results included a set of visual metaphors and verbal consensus constructs about the e-sports headphones, which then were transformed into priorities of a set of verbal and visual design features. Major advantage of the integrated approach is not only to expand Replication ZMET to product planning, but also to complement the non-visual preconception of QFD. This visualized approach helps industrial designers see the VOC and the design features at earlier stages of product planning.