ISARC, INTERNATIONAL SCIENCE AND ART RESEARCH CENTER,5. ULUSLARARASI SOSYAL BİLİMLER VE İNOVASYON KONGRESİ, Ankara, Türkiye, 12 Kasım 2022, ss.394-395
One
of the most important challenges of designers is to accurately explain the
function of the product they have designed for the user. Through individual
professional abilities and skills, the designer tries to establish this
interaction between the product’s form and function. Initially, as product form
is directly perceived by the user's senses, however, the other important point
that enables the user to understand the product is their past knowledge and
experience also known as ‘pre-experience’. Using past knowledge to give meaning
to the form to convey a message through the use of archetypes as a method that
provides a "reminder", is one of the ways used for design. The
archetype can be defined as the "first shape" or "first
type" that has been transferred from past to present, from generation to
generation, and accepted in human memory. It is also an important guide for obtaining
a common language of communication between societies. “Common acceptance” in
different cultures is an important design opportunity and the use of archetypes
can be considered a solution for this issue.
The
quality of the relationship between the images used in the name of a product’s
form, function, and recognizability is important for the user to make sense of
the product. While trying to evoke a reminder in the design processes, the
effort of matching with a known object can sometimes lead the design into the
"kitsch" trap. It is possible to explain the research question study
as 'how effective or how problematic is the use of archetypes in design?'.
Within the scope of the study, the use of archetypes in design is examined
through both the literature and examples presented. The primary purpose of the
research is to determine and evaluate the advantages and disadvantages of the
archetype method in terms of interacting with the user in new product
development.
Keywords: Design, Archetype,
Perception, User Experience.