Research Article
Influence of Personality on Shape-Based Design Activities
Stefano Filippi and Daniela Barattin
DPIA Department, University of Udine, 33100, Udine, Italy
Correspondence should be addressed to Stefano Filippi; flippi@uniud.it
Received 31 May 2018; Revised 11 December 2018; Accepted 31 March 2019; Published 2 May 2019
Academic Editor: Francesco Bellotti
Copyright © 2019 Stefano Filippi and Daniela Barattin. Tis is an open access article distributed under the Creative Commons
Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is
properly cited.
As the literature demonstrates, designers’ personality infuences design activities like diferent ways to represent environments
and/or products, technological advances, etc.. Nevertheless, an exhaustive analysis on the infuence of personality on design
activities involving diferent representations is missing. Tis research explores this gap by studying this infuence on specifc design
activities, the shape-based ones (i.e., analysis of specifc shapes and highlighting of functions suggested by them). People showing
diferent personalities undergo tests where they carry out design activities exploiting several representations. Te results confrm
the infuence of personality on shape-based design activities and allow highlighting diferent keys to interpret and exploit these
results. Tanks to the results of this study, researchers can increase their knowledge about subjective aspects of design as well as
about how these aspects coexist with classic and emerging representations. As well, designers can try to maximize the efectiveness
of their eforts by selecting the best combinations of personality, representations, and characteristics of the expected design results
time by time.
1. Introduction
Te literature already demonstrates the infuence of human
personality on design. Sung and Choi [1] show that extraver-
sion and openness to experience/culture positively infuence
creativity because people with these traits are more fexi-
ble and able to analyse ideas from diferent perspectives.
Filippi and Barattin [2] confrm this and report also that
conscientiousness and agreeableness positively infuence the
number of design solutions and their pertinence against
the specifc context because people showing these traits
work proftably together to reach their goals. Steel et al. [3]
claim that conscientiousness tends to increase innovation.
Tis happens because innovation requires hard work, mainly
to bring inventions to successful adoptions; conscientious
people, strongly oriented to the goal, seem the most suitable
in this case. Rothmann and Coetzer [4] highlight that people
who tend towards neuroticism fnd less design solutions,
with lower creativity, than people emotionally stable do.
Tis happens because neurotic people are prone to having
irrational ideas, are less able to control their impulses, and
cope poorly with stress. Kohn and Smith [5] show that during
a brainstorming process, agreeable people generate fewer
ideas, with lower variety, because of the infuence of the other
participants.
Te literature shows also that diferent ways to represent
environments, products, interactions between environments
and products, users, and interactions between products and
users [6] infuence design activities. According to Starkey
et al. [7], virtual and real representations of products can
afect creativity diferently. Considering product dissection as
a help to generate results for a design problem, tests with real
users prove that dissection of virtual products rather than real
ones increases creativity by reducing the efects of fxation.
To Maher et al. [8], real and tangible interfaces allowing
direct interactions encourage users’ creativity and increase
the number of design solutions, all of this in comparison
to indirect interactions where pointing interfaces are used.
Youmans [9] demonstrates that using physical prototypes
instead of virtual ones improves novelty of design solutions.
Kohler et al. [10] highlight that using simulated users (avatars)
instead of real ones during interaction with virtual products
in virtual environments can increase product innovation
because all of this allows designers to work remotely and
asynchronously. Filippi and Barattin [6] demonstrate the
Hindawi
Advances in Human-Computer Interaction
Volume 2019, Article ID 9651369, 9 pages
https://doi.org/10.1155/2019/9651369