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DRAPERMETER: UNDERSTANDING ADVERTISING CREATIVITY THROUGH CONSUMER EYES By SANDEEP BEDADALA SUPERVISORY COMMITTEE: Angelos Barmpoutis, Chair Seung Hyuk Jang, Member A PROJECT IN LIEU OF THESIS PRESENTED TO THE COLLEGE OF THE ARTS OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS UNIVERSITY OF FLORIDA 2017
Transcript
Page 1: © 2017 SANDEEP BEDADALA - ufdcimages.uflib.ufl.edu · sandeep bedadala supervisory committee: angelos barmpoutis, chair seung hyuk jang, member a project in lieu of thesis presented

DRAPERMETER: UNDERSTANDING ADVERTISING CREATIVITY

THROUGH CONSUMER EYES

By

SANDEEP BEDADALA

SUPERVISORY COMMITTEE:

Angelos Barmpoutis, Chair Seung Hyuk Jang, Member

A PROJECT IN LIEU OF THESIS PRESENTED TO THE COLLEGE OF THE ARTS OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT

OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS

UNIVERSITY OF FLORIDA

2017

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© 2017 SANDEEP BEDADALA

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ACKNOWLEDGEMENTS

I would like to thank my mother, father and sister for encouraging me to pursue what I truly love.

I’m forever grateful to the Digital Worlds Institute and the University of Florida for all the

opportunities I have received.

I would like to thank Prof. Angelos Barmpoutis and Prof. Seung Hyuk Jang for their feedback on

this project and mentorship throughout my time at DW.

I’m thankful to my friends Nikhil Tiwari, Mayank Shekhar and Aditya Shirvalkar for helping with

this project.

Finally, this project is dedicated to the fantastic open source community across the world that

selflessly contributes to the development of fellow programmers.

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TABLE OF CONTENTS LIST OF FIGURES & TABLES .................................................................................................... 06

ABSTRACT .................................................................................................................................... 09

CHAPTERS

1. INTRODUCTION ...................................................................................................................... 11

2. REVIEW OF LITERATURE

2.1 What is Creativity ................................................................................................................ 14

2.2 What is Advertising Creativity ............................................................................................ 14

2.3 Effects of Creativity on Advertising ................................................................................... 16

2.4 Need for Research in Advertising Creativity ...................................................................... 17

2.5 Creative Product Semantic Scale ........................................................................................ 18

2.6 Consensual Assessment Technique ..................................................................................... 20

2.7 Current Trends in Survey Design ........................................................................................ 20

3. METHODOLOGY

3.1 Research Design .................................................................................................................. 23

3.2 Product Selection ................................................................................................................ 24

3.3 Survey Type ........................................................................................................................ 26

4. BUILDING THE INSTRUMENT

4.1 UX in Survey Design

4.1.1 UX Design Process .................................................................................................... 28

4.1.2 User Flows ................................................................................................................ 32

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4.1.3 Branding and UI Design ............................................................................................ 36

4.2 Development

4.2.1 Technology Stack ...................................................................................................... 39

4.2.2 Project Setup ............................................................................................................. 42

4.2.3 Usability Tests ........................................................................................................... 51

5. FINDINGS

5.1 Research Protocol ............................................................................................................... 55

5.2 Data Analysis ...................................................................................................................... 55

5.3 Visualizing the Results ....................................................................................................... 62

6. CONCLUSION

6.1 Learnings ............................................................................................................................. 65

6.2 Future improvements .......................................................................................................... 66

7. LIST OF REFERENCES AND RESOURCES .......................................................................... 67

8. BIOGRAPHICAL SKETCH ...................................................................................................... 72

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LIST OF FIGURES AND TABLES

Figure Page

1-1 Three-dimensional model of Creativity .................................................................................. 11

3-1 Logos for Cannes Lions and The One Show .......................................................................... 21

3-2 Ad1: “Millions of Images. Endless Possibilities” .................................................................. 21

3-3 Ad2: “Equal Pay Billionaires: Marcia Zuckerberg” ............................................................... 21

3-4 Ad3: “Perfect Traction” ............................................................................................................. 21

3-5 Five point Likert scale ............................................................................................................ 21

4-1 Don Draper from Mad Men .................................................................................................... 21

4-2 Interactive survey ‘How many slaves work for you?’ ................................................................

4-3 How many households are like yours? .......................................................................................

4-4 How Y’all, Youse and You Guys Talk .......................................................................................

4-5 User flow diagram .................................................................................................................. 26

4-6 Home page wireframe ............................................................................................................ 26

4-7 About page wireframe ............................................................................................................ 26

4-8 Survey page wireframe ........................................................................................................... 27

4-9 Drapermeter logo .................................................................................................................... 27

4-10 Radio button responses illustration ....................................................................................... 28

4-11 Cityscape illustration ............................................................................................................ 29

4-12 Home page mockup .............................................................................................................. 31

4-13 About page mockup .............................................................................................................. 32

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4-14 Survey page mockup ............................................................................................................ 38

4-15 MEAN stack diagram ........................................................................................................... 41

4-16 MVC web architecture .......................................................................................................... 41

4-17 Views in Drapermeter ........................................................................................................... 41

4-18 Rotating slider UI ................................................................................................................. 41

4-19 Layout A ............................................................................................................................... 41

4-20 Layout B ............................................................................................................................... 41

5-1 Age Demographics ................................................................................................................. 44

5-2 Gender Demographics ............................................................................................................ 45

5-3 Correlation between Novelty and composite Ad score .......................................................... 49

5-4 Correlation between Elaboration and composite Ad score .................................................... 49

5-5 Correlation between Style and composite Ad score ............................................................... 50

5-6 Visualization patterns ............................................................................................................. 51

5-7 Visualization pattern for each advertisement ......................................................................... 52

Table Page

2-1 Three-dimensional model of Creativity .................................................................................. 18

4-1 User Experience in Survey Design ......................................................................................... 42

4-2 A/B testing between layouts ................................................................................................... 42

4-3 A/B test results for layout A ................................................................................................... 43

4-4 A/B test results for layout B ................................................................................................... 43

5-1 Mean values for each question in the survey .......................................................................... 46

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5-2 Mean values and Standard deviation for each ad in the survey .............................................. 47

5-3 Mean of individual scales vs total mean score ....................................................................... 48

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Summary of Project in Lieu of Thesis

Presented to the College of the Arts of the University of Florida

in Partial Fulfillment of the Requirements for the

Degree of Master of Arts

DRAPERMETER: SURVEY WEB APPLICATION TO VALIDATE THE

CREATIVE PRODUCT SEMANTIC SCALE (CPSS)

By

Sandeep Bedadala

August 2017

Chair: Angelos Barmpoutis

Major: Digital Arts and Sciences

Drapermeter is a web survey application built to validate the Creative Product Semantic Scale

(CPSS) – a theory proposed to measure creativity in products and services by Dr. Susan P Besemer.

Although creativity research isn’t new, the application of this research to a particular industry

is still emerging and in the existing research, only a few are empirical in nature. One such research

states “in all, research on advertising creativity is limited, abstract and fairly recent in suggesting

that this advertising dimension deserved additional investigation” [1]

Creativity further affects purchasing intentions [2]. Advertisers and marketers understand

the role of creativity in advertising and to get the attention of consumers, you should do something

that creates a positive effect and increases purchasing intentions.

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To facilitate a practical framework for understanding how creativity is perceived by

consumers, an instrument has to be built that will record the consumer’s attitude towards a particular

advertisement. Simplest form of data collection involves a form given to the user to make his choice

but this traditional way of data collection through forms, either physical or digital results in negative

respondent behavior such as speeding, random responding, premature termination, and lack of

attention [28] [29] [30]. This is the other dimension of this research i.e., achieving high quality in

the data collected by providing an innovative interface to the user that almost gamifies the survey

experience. This way of data collection by providing a novel user experience is proven to achieve

accurate survey results [31][32]. This high level of user experience is achieved by replacing the

typical text based questionnaires with images [38]. This app integrates UI elements from award

winning web interactives like the ‘Slavery Foot Print survey’ [40] and some of the gamification

methods of the ‘SciencOmat’ application [38].

Based on the Creative Product Semantic Scale (CPSS), a three-dimensional model of

creativity in Advertising is developed with Novelty, Elaboration and Style being the three

dimensions. Advertisements from different industry festivals like the Cannes Lions and One Show

Awards are collected and are rated by the survey participants on the aforementioned scales i.e.,

Novelty, Elaboration and Style. This application was deployed on a web server and data is collected

from participants across the University of Florida. Finally, the collected data is analyzed to see

patterns in the attitudes of different groups of participants based on their gender, age etc., and the

results are compared with how the respective advertisement performed at industry award shows.

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1. INTRODUCTION

A brand’s attitude towards advertising is reflected in its advertising budget (Ad spending). Large

budgets are often associated with larger market share but as it is proven time and again, even a small

brand with little advertising budgets make strong and long-lasting connections with consumers

through creative campaigns. While there have been good number of studies on measurement of this

effectiveness, the number of studies on what makes up the creativity that influences this effectiveness

is very limited.

Creativity is often used synonymously with the advertising industry and advertising award

ceremonies are called creativity festivals. The way advertisements are judged at these festivals is a

matter of debate and this method of creativity testing is given the name of ‘Consensual Assessment

Technique (CAT)’ [33]. Essentially this test comprises of experienced judges assessing creative

work individually and in isolation. But CAT is often criticized for not considering the impact of

creativity on the consumer attitude and that the judgement is prone to bias. This bias may be due to

many factors including cultural and educational backgrounds and expectations.

This lack of agreement on existing methods led to further research trying to understand

Creativity at a lower, specific level rather than as an abstract entity. Questions like ‘Can creativity

be broken down into multiple dimensions?’, ‘What are psychological effects of creativity?’, ‘Does

creativity promote positive attitude and increase purchase intentions, ‘Is there a measurable relation

between an Advertisement’s creativity and the product’s sales performance?’.

Even though many researchers tried to answer these questions, one research that really stood

out and tried to answer the important question of what makes up Creativity was carried by Bessemer

and Triffenfer (1981). They developed a model called Creative Product Analysis Matrix (CPAM)

which was later modified into the Creative Product Semantic Scale (CPSS) [3] in 1989. This model

evaluates creativity in a product or service based on three scales namely Novelty, Resolution (

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Elaboration & Synthesis) and Style. Measured on these three scales, it is decided how creative a

product is or if a product is creative or not.

Fig 1-1. Three-dimensional model of Creativity

Considering an advertisement as a product, this model of measuring creativity is employed in the

current research.

Novelty:

The first of three dimensions is Novelty. Any product or service or action or person is said to be

creative if the intended action of the product or the person or the service holds a novel or original

idea, an idea that has never been used before [3]. For example, when mobile phones first came out,

a phone that can do more than just calling and texting like playing games is deemed to be creative

in nature. This kind of creativity is often associated with innovation since innovation is solving

problems through creative thinking and a creative or innovative product is more profitable than a

regular product and attracts customers.

The traits of a novel product are Surprising, which means the product presents unexpected

and unanticipated experience to the user, Original which means the product, whether in terms of the

Novelty

Resolution Elaboration & Synthesis

CREATIVITY

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solution or in terms of the approach to the solution stands out from products in the similar category.

Resolution (Elaboration & Synthesis):

Resolution is the second dimension in the CPSS model of creativity. Resolution is the degree to

which a product meets the needs of a customer or fits the needs of a situation. A product or service

that is novel and original but doesn’t fit into the user needs is not creative. A product is deemed to

be creative if and only if it effectively solves the problem it is designed for in the first place.

Being Logical, Useful, and Valuable are the three main traits of a product with high degree

of Resolution. In the context of advertising, an advertisement is logical if the story or thought that is

conveyed in promoting a product is clear and easily understandable. The advertisement is said to be

Useful if the concept is relevant to the product it is promoting and motivates the user to buy the

product [3]. Finally, the advertisement is Valuable if it makes that emotional connection with the

consumer and put the product in a stronger position among its peers.

Style:

Style is the last of three dimensions in the CPSS model of measuring creativity. Style is often the

most subjective among all the three creative scales since style is very subjective and dependent on

different factors. Style measures the craft in a product. A product which is highly creative on the

Style scale combines the above two scales i.e., Novelty and Resolution to produce a refined coherent

product.

Measuring units of Style is different for different creative products. In this research, the

product is an Advertisement hence different measuring units of Style can be Typography, Color

palette, efficient usage of CGI etc.

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2. REVIEW OF LITERATURE

2.1 What is Creativity?

The word Creativity comes from the Latin term creō which means “to create or make” and its

derivational suffix also come from Latin [4] but the modern definition of creativity has undergone

several changes before it evolved into something as Michael Mumford’s defines “creativity involves

the production of novel, useful products” [5]. There are hundreds of different definitions for

creativity found in literature with each definition holding true across different disciplines like

Psychology, Cognitive sciences, Education, Philosophy, Technology, Theology, Sociology,

Linguistics, Business, Economics, Arts etc.,

All the different theories on Creativity can be categorized based on their focus. This focus is

identified through what is commonly known as “Four Ps” – Process, Product, Person and Place”.

Theories that are focused on the cognitive process behind producing new ideas fall under Creative

Process category. JP Guilford’s early studies on Divergent Thinking are foundation for the study of

Creativity Process. Theories that focus on the product attempt to measure creativity in people or

products. This research falls under Creative Product category. Creative Person studies focus on the

nature and habits of the creative person like intellectual habits, behavior, expertise etc., and finally

Creative Place focuses on understanding the best circumstances under which creativity flourishes

including the degrees of autonomy, access to resources and the nature of gatekeepers [6].

2.2 What is Advertising Creativity?

Creativity in the context of Advertising as approached by the legendary advertising executive Leo

Burnette is “the art of establishing new and meaningful relationships between previously unrelated

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things in a manner that is relevant, believable, and in good taste, but which somehow presents the

product in a fresh and new light”. [7]

Applying the four frameworks to understand Creativity, i.e., Product, Process, Person and

Place to the study of Advertising Creativity, we can break the different studies into the following

categories [34].

a) Place – studies on where Creative Advertisements are produced:

There is an inherent reason why even today the Advertisement industry works in agency-client

model. Organizations are more systematic and run on long term strategies unlike Advertising

Agencies which run on spontaneous and creative approaches. Organizations undertake agency

reviews to hire an agency to produce campaigns that meet their goals and fit in their budgets. This

agency review is an example of Place oriented creativity.

b) Person – studies on who produces Creative Advertisements:

This framework especially holds true for creative industries like Design, Fashion, Films and Music.

If the goal of an Advertisement is to sell then the best work comes from someone who is considered

the best in their trade. Studying the work habits of these people can produce results that can in turn

explain the reason behind why an advertisement is well received or campaign became successful.

c) Process – studies on how Creative Advertisements are produced:

Producing an ad that is creative doesn’t involve any magic sauce. These studies try to look closely

at successful advertisement and what went into their making. A process presents a clear picture of

the lows and highs that are involved in producing a creative product.

d) Product – studies on what a Creative Advertisement is:

These studies are aimed at understanding what a Creative Advertisement is rather than who, how or

where the advertisement is produced. This paper falls under this category of Advertising Creativity

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research where already produced advertisements are examined to qualify or disqualify them from

being called Creative.

2.3 Effects of Creativity on Advertising

The New Oxford American Dictionary describes defines Advertising as “the activity or profession

of producing advertisements for commercial products or services” in order to “describe or draw

attention (to a product, service, or event) in a public medium in order to promote sales or attendance”.

Total Ad spending worldwide is projected to jump 5.7% from $513.07B in 2015 to $573.36B in

2017. Research over the years has found that advertising has a direct effect on firm performance,

such as sales [8], profit [9], brand equity [10] and firm value [11]. Indirectly, by increased brand

equity, price premiums and lower price sensitivity [12], contribute to greater product differentiation

[13], and work as a protection against substitute products. [14]

In today’s media landscape, advertisers face many challenges in gaining consumers attention.

Advertising in general holds a negative connotation among consumers because of the excess of

advertisements they are exposed to. Digital advertising unlike TV or radio or print, being a user

centric programming experience allows for either skipping an Ad or disabling Ads completely in a

website by using ad-blocking technology. This is a huge challenge as the digital advertising

dominates other platforms in ad spending. Creativity is the most viable solution for this problem.

Advertising executives during its golden age like David Oglivy and Bill Bernbach supported and

promoted Creativity in Advertising and over the years Advertising has become synonymous with

creativity. Ad industry shows are dubbed creativity festivals and Advertising is suggested as a career

path for people with the creative flair.

The Gunn Report, an annual publication on award winning work in the Ad industry and IPA’s

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(Institute of Practitioners in Advertising) Advertising Effectiveness Report – estimate that winning

campaigns at industry shows are on an average eleven times more efficient (higher impact on market

share for additional advertising spending) compared to non-awarded campaigns. Academic research

also indicated that an Advertisement that is deemed to be highly creative outperforms other

Advertisements that lack the creative aspect. [15]

2.4 Need for research in Advertising Creativity:

Majority of the research on Advertising Creativity is focused on Production framework defined

above. Getting insights into the materials and processes that will produce creative content even

though may help in refining and advancing the production qualities in advertising but this research

doesn’t take into consideration all the different groups that are involved in the advertising ecosystem

including consumers and professionals. This thesis focuses on advertising creativity research that

refines the understanding of what creativity is with respect to an advertisement, how different groups

qualify an advertisement as creative.

The psychometric approach of analyzing a creative product or service is said to be “the

starting point, indeed the bedrock of all studies of creativity” [16]. MacKinnon’s theory argues that

irrespective of which framework of Advertising Creativity is under research i.e., the place, person

or process, one must still assess in terms of the product [16].

Several methodologies and instruments have been devised based on theoretical models to

assess creative products. Taylor’s 1975 Creative Product Inventory model evaluates creativity in

products using seven criteria: “generation, the extent to which it generates or produces new ideas;

reformulation, the extent to which the product introduces significant change or modification in

oneself or others; originality, the degree of the product’s usefulness, uncommonness, or statistical

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infrequency; relevancy, the extent to which the product satisfactorily provides a solution to a

problem; hedonics, the valence or degree of attraction the product commands; complexity, the degree

of range, depth, scope, or intricacy of the information contained in the product; and condensation,

the degree to which the product simplifies, unifies, and integrates” [17]

2.5 Creative Product Semantic Scale

Besemer & Treffinger (1981) attempted to synthesize the characteristics of previous studies and

proposed the Creative Product Analysis Matrix (CPAM). This model attributes creativity in any

product, tangible or intangible into three independent but related scales. These scales are (1) Novelty

(2) Resolution and (3) Elaboration and Synthesis. Novelty refers to the newness of the product in

terms of concepts, techniques, methods, and materials used to make the product. The resolution of a

product indicated the appropriateness of a solution to the given problem and elaboration and

synthesis measure the craft or style of the product [18] [19] [20]. The attributes of each scale in this

model are discussed in the table below:

Table 2-1. Creative Product Analysis Matrix (Besemer & Treffinger, 1981, p. 164; Besemer, 2003)

Novelty Resolution Style

The extent of newness in a

product; in terms of the

number and extent of new

processes, new techniques,

new measures, new concepts

including; in terms of the

newness of the product both in

and out of the field.

Surprise:

How well the product works,

functions, and does what it is

supposed to do. The degree to

which the product fits or

meets the needs of the

problematic situation.

Logical:

The product or solution

The degree to which the

product combines unlike

elements into a refined,

developed, coherent whole,

statement or unit.

Organic:

The product has a sense of

wholeness or completeness

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The product presents

unexpected or unanticipated

information to the user,

listener, or viewer.

Original:

The product is unusual or

infrequently seen in a

universe of products made by

people with similar

experience and training.

follows the acceptable and

understood rules for the

discipline.

Useful :

The product has clear,

practical applications.

Valuable:

The product is judged worthy

because it fills a financial,

physical, social, or

psychological need.

Understandable

The product is presented in a

communicative, self-

disclosing way, which is

“user-friendly.”

about it. All the parts “work

well” together.

Well-Crafted:

The product has been worked

and reworked with care to

develop it to its highest

possible level for this

point in time.

Elegant:

The product shows a solution

that is expressed in a refined,

understated way.

The CPAM model was later modified into the Creative Product Semantic Scale (CPSS) in 1987.

CPSS measured creativity on these three scales. Over the years many studies including this one have

used CPSS to assess the creativity in a product but each of these studies modified the scales according

to the type of product and the requirements. Cropley and Cropley (2000) applied CPSS to test the

work produced by a class of Engineering students. In addition to the three scales, one more scale

Effectiveness was added. These scales were “Effectiveness (Distance traveled), Novelty (Originality

and surprisingness), Elegance (Understandability and workmanlike finish), and Germinality

(usefulness, ability to open up new perspectives)”.

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2.6 Consensual Assessment Technique

Amabile (1983) developed a theoretical framework for the assessment of creativity called the

Consensual Assessment Technique (CAT). According to this framework: “A product or response

will be judged as creative to the extent that:

1. it is both a novel and appropriate, useful, correct or valuable response to the task

at hand, and

2. the task is heuristic rather than algorithmic” [21]

The Consensual Assessment Technique relies heavily on the subjective judgments of experts within

the domain of the product under evaluation. There are several requirements for this method that

should be mentioned: the judges involved in the assessment process should have some experience

with the domain at hand; judges should make their assessment independently; judges should assess

the product for other dimensions in addition to creativity; judges should rate products relative to one

another on the specific dimensions in question; and each judge should examine the products

randomly and in a different order (Amabile, 1983). use

2.7 Current Trends in Survey Design

Surveys have been in use since the middle ages when clergymen and nobles reported the numbers

and living conditions of the people living in city at the order of their emperors. But the purpose of

employing a survey has changed a lot over the centuries. Today surveys are employed wherever

there is a need for understanding the behavior or attitude of a sample of people. Even though the

nature of the survey changes from industry to industry e.g., surveying in a medical industry involves

careful design of an experiment to ensure that only the intervention (e.g., chemical agent of drug)

influences the test subject. In social science, such control is not possible. Many uncontrollable factors

influence market research studies [37].

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Most of the marketing surveys are intended to gain feedback on a product or service from the

consumer, to understand whether the product meets their expectations or if the customer is satisfied

at the service but this kind of psychometric measurement requires the complete attention of the

respondent or participant. A response that is answered wrongly does greater harm to the purpose of

the survey than having no response. Getting feedback from the participants can be done in many

ways i.e., through questionnaires, one-on-one interviews, observation in a controlled experiment etc.,

but choosing the type of survey depends upon the purpose of survey. In a marketing research to

understand the user’s attitude towards different aspects of the product, a questionnaire is the apt

choice.

Because of the high number of survey requests faced everyday, customers respond to these

requests with a lack of interest and are forced to complete the survey only for the incentives they

gain at the end of the survey. This attitude leads to several challenges like speeding, drop-off, bad

data quality etc. These challenges can be overcome by clever design of surveys and that is the prime

goal for UI design of this project. Providing an interface that is intuitive and novel but not obtrusive

to the goals of the survey, results in high quality data [30]. Surveys that try to measure user’s attitude

through text based questions are proven to be less effective at engaging the participant compared to

a survey with visual aid [38]. To understand what makes for an intuitive UI, existing practices in the

design of surveys by various enterprise and cloud survey applications are studied. Following are the

current trends and differences between the biggest survey generation applications.

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Qualtrics Zoho Surveys Typeform Google Forms

Question Navigation

Multiple pages

Single

page

Single page

Single page

Data Entry Radio Buttons + Text Space

Radio Button + Text Box

Option Button + Text space

Text Box + Radio Button

Style options Yes No No Yes

Multiple Languages

Yes No Yes Yes

Support for Multimedia

Yes No Yes Yes

Studying these different applications gave a broad idea about the state of survey design. One

common trait among all these survey tools is the ability to build large scale surveys. You can scale

your survey to any number of questions and by embedding multimedia but only a few does the job

of creating interest in the user about using the survey. A good example for this is Typeform.

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Typeform provides a layout that is very intuitive and aesthetic by providing custom buttons for data

input and seamlessly embedding multimedia but each of these platforms are not templates. Which

means, we do not get to decide how the interaction between the multimedia and the questions are

laid out and considering that in the current research the requirement is to let participant answer the

same question for each image and not allow for repetition of questions. None of the above reviewed

survey platforms provide that flexibility and going forward with the provided layout, it makes the

questions repeat for each Advertisement which results in undesirable confusion in the layout. Hence,

to best meet the interests of the research, a custom survey interface will be built for this project.

3. METHODOLOGY

3.1 Research Design

Besemer’s CPSS model (1987) will be used to measure creativity on three different scales in a pool

of advertisements. The original three scales are modified to be called as (1) Novelty, (2) Elaboration

and (3) Style. An instrument will be built and participants will be asked to answer 9 questions for

each advertisement using this instrument. Each of these 9 questions belong to one of the three scales

i.e., Novelty, Elaboration and Style. Data collected from this instrument is later followed by some

statistical proceedings including the Alpha coefficient of Cronbach and some statistics regarding the

relation between them. Finally, results from the data analysis of the CPSS model are compared with

the award show results which are determined by experienced professional judges which is based on

the Consensual Assessment Technique. The comparison gives the discrepancy, any between these

two models and the differences between the perception of creativity between consumers and

professionals.

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3.2 Product Selection

A group of Advertisements from various advertising award archive websites including Cannes Lions

and the One Show Awards are selected. Selections include both winners and nominees of these

festivals. Although there are no criteria in the selection of these advertisements, all the selected

advertisements are from the same year and same category i.e., print advertisements. This study can

be applied to any category but for the sake of the instrument that will be built to conduct this test,

the subjects are selected print advertisements from the year 2016 in the print ad category.

Fig 3-1. Logos for Cannes Lions and The One Show

The following are the three advertisements chosen for the final test:

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Fig 3-2. Ad1: “Millions of Images. Endless Possibilities” (Source: Cannes Lions Archives)

Fig 3-3. Ad2: “Equal Pay Billionaires: Marcia Zuckerberg” (Source: Cannes Lions Archives)

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Fig 3-4. Ad3: “Perfect Traction” (Image courtesy: Digiday)

3.3 Survey Type

There are 9 questions in the survey with 3 questions representing each of the three scales. The

response to these questions is ordinal type data. In ordinal type of data, order of the values is

important but the difference between each one is not definite. For such type of data likert scales are

the right type of survey method and a likert scale of 5 points is employed in the current survey.

Following are the five points on the survey scale

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Fig 3-5. Five point Likert scale

4. BUILDING THE INSTRUMENT

About the name ‘Drapermeter’:

Fig 4-1. Don Draper from Mad Men (Image courtesy AMC Network)

Drapermeter is a portmanteau of the words Draper and Meter. Draper is derived from the name of

the fictional character Don Draper of the popular TV show Mad Men. Don Draper is a creative

director who goes on to become a partner at Sterling Cooper Agency, a fictional advertising agency

in Manhattan, New York. This character in show played by the actor Jon Hamm is known for being

brilliant ad man who brings new clients for the agencies and gains respect from his peers and a

Strongly Agree Agree Neutral Disagree Strongly Disagree

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maverick creative who proposes brilliant and original solutions to creative problems at the agency.

This application is named after this character for the users to associate well with the research problem

i.e., perceptions of advertising creativity.

Although the setting of the TV show is much different from today’s advertising landscape

including radical changes in the advertising content but the importance of producing creative content

and a person who is creative is still held high in this industry and in a way the name of this application

is a tribute to the workers in creative departments in the advertising industry.

4.1 UX in Survey Design

Other than the research hypothesis, the goal of this project is to build a survey platform that has a

novel and innovative User Interface . Self-reported survey data is often the basis for the measure of

effectiveness of a marketing campaign but the drop-off rate, which is the rate at which participants

quit the survey before completion has been steadily increasing because organizations creating these

surveys fail in keeping the users engaged. Studies say that participant engagement is directly

proportional to the quality of the data, since bored or inattentive respondents produce subpar data

quality [22]. Questionnaire length, fatigue effects and response quality revisited. Hence, the goals

for the instrument apart from its main purpose is to possess an interface that will improve the

motivation of the survey participant, subjective preference, and data quality.

4.1.1 UX Design Process:

Forms have been a tool for surveying information since 16th century when Spanish provinces used

questionnaires to standardize interviews and modern day digital surveys also serve the same purpose

of data processing [25]. Even though much have changed regarding the medium through which

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these forms are supplied, the outlook of forms as a bureaucratic and dull is still present. To build an

interactive survey application that holds true different UX design principles and at the same time be

effective in data processing, we will follow some of the Gamification principles proposed by Harms,

Winner, Kappel and Grechenig (2014) [26]. Gamification is “the use of game elements in non-

gaming contexts” [23]. Before jumping into the UI, a thorough understanding of existing trends in

survey design have been studied and researched how to build an UI around the data.

Table 4-1. UX in Survey Design

Good User Experience Design Bad User Experience Design

Empathetic Bureaucratic

Better data quality Bad data quality

Better engagement Eschewing

Reduced speeding Motivates speeding

Reduced drop-off rates High drop-off rates

The UX design for this application involves the following five steps based on the Harms, Winner,

Kappel and Greechenig (2014) theory) [26].

1. Inspiration

2. Aesthetics and Relationships

3. Dynamics and Conversations

4. Mechanics and Appearance

5. Prototyping, Evaluation and Iteration.

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1. Inspiration:

Prior to building the application, existing similar applications are reviewed to collect elements and

understand design choices that went into building such application. These elements act as

“ingredients of great games” [27].

Fig 4-2. Interactive survey ‘How many slaves work for you?’

Fig 4-3. ‘How many households are like yours?’ Fig 4-4. ‘How Y’all, Youse and You Guys Talk’

(Image Courtesy: New York Times, www.nytimes.com)

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The above three surveys engage users by using design elements that generate feedback to responses

and at the same time enhancing the typical form filling experience by adding graphical elements,

animation and color.

2. Aesthetics and Relationships:

At this step, the intended user is studied (i.e., the survey’s target population) and tasks, context should

should be described. Based on this description, goals are set regarding the intended aesthetics i.e.,

the intended emotional responses and user experiences that shall be elicited by the survey [26].

3. Dynamics and Conversations:

Dynamics are the intended parameters under which we want the user to complete the survey. For

example, a timed survey is a parameter that is recommended to not let users provide lengthy answers

in a test and the navigation preferences i.e., whether the questions should be randomized or if the

participant should retain the choice of going back to questions etc., are decided in this layer.

4. Mechanics and Appearance:

This level is where several architecture and design decisions are made for the application. For

example, the choice of the libraries used in the front-end and the color-palette etc. Also at this level,

important design decisions like whether the survey should employ radio buttons or sliders etc., are

also studied.

5. Prototyping, Evaluation and Iteration

In this final stage, a basic application with no business logic that provides a clear understanding of

how the final application works will be built and will be tested with several users to understand

his/her pain points and ease of using the application. Results from this level are later used to build

the final survey.

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4.1.2 User flows:

Target user:

The average participant of this survey is a millennial aged between 18-34. As this experiment is

conducted within the University of Florida and participants are recruited by invitation through email

and social media, it is assumed that the average participant has a good understanding of the web and

using it. This stage of the UX design process falls under the Aesthetics and Relationships layer

discussed previously. Goals of the project and the effort needed from the participant are also

reviewed at this stage. Following the user research, following user persona is developed:

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Goals and frustrations of the user developed in the research phase will be translated into the

application dynamics, this stage is the Dynamics and Conversations layer of the UX design process.

As our user research states, the average participant won’t be interested in participating in a survey

that is too lengthy and non-intuitive. Making the application a regular website means the user can

navigate across the website according to his/her wish but since this is a survey, the application should

decide how and where the participant starts his journey and ends his journey. The following

dynamics are considered for the application:

1. One way navigation

2. Randomize the question but should answer with no preference of order

3. Provide visual feedback for every answer to the question

Considering the above three dynamics, the user’s journey through the application is described in the

following user flow:

Fig 4-5. User flow diagram (View high resolution here)

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There will be three pages in total in the application.

1) Home / Landing Page

2) About Page

3) Survey Page

1) Home/Landing Page:

This is the page the user lands on when the app is launched. From here she/he can navigate to the

About page or the survey page. To access the survey page, the user has needs to agree to participate

by clicking on the corresponding button which launches the survey page and the user can know more

about the project or research but clicking on the ‘About’ button.

Fig 4-6. Home page wireframe

2) About Page

About page has the information regarding the current research and a little background on the Creative

Product Semantic Scale model and its three scales. This page will also have the results of the survey

visualized.

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Fig 4-7. About page wireframe

3) Survey Page

Survey page is where the actual data processing happens. The design of this page has a two-column

layout with the Advertisements being displayed on the left side and the survey quiz on the right side.

The default view of this page has the first of three Ads and the corresponding questions in the layout.

The UI of the quiz after multiple design iterations, came up with the idea of an interactive circle with

nine sliders places along its circumference. Each of these nine sliders is associated with a specific

question in the question box on top of it. The active state of the slider has a dark background and has

the sliding action enabled whereas the rest of the sliders are inactive. When the user clicks next

question, the corresponding slider gets activated and its background changes to dark. Once the user

completes a full cycle, she/he should will click on the next Ad or browse through the different ads

through the buttons on top of the image. Users choice will be submitted only after the submit button

is clicked.

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Fig 4-8. Survey page wireframe

4.1.3 Branding and UI Design

This is the Mechanics and Appearance stage of our application design. At this stage various decisions

regarding the visual style and branding of the application are made and prototyped. The branding

and UI design of this project is also inspired by the Mad Men TV show and the iconography of

advertising’s golden age. All the illustrations embedded in the application are original illustrations.

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Fig 4-9. Drapermeter logo

Fig 4-10. Radio Button Response Faces illustration

Fig 4-11. Cityscape illustration

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Fig 4-12. Home Page Mockup

Fig 4-13. About Page Mockup

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Fig 4-14. Survey Page Mockup

4.2 Development

4.2.1 Technology Stack:

This Web Application is built using MEAN stack which is as a stack of JavaScript frameworks for

both the front-end and back-end. M stands for MongoDB which is a NoSQL database for Node.Js

server, E is Express.Js which is built atop Node.Js to simplify the process of setting up the server

and routes, A stands for Angular which is a front-end framework that offers powerful functionalities

to create re-usable components and thereby allowing for building single page applications. Finally,

Node.Js is the JavaScript based server that that takes JavaScript, which was known as a client side

language to build server side applications. It runs on the local machine and provides access for files,

listen to HTTP requests and sends responses.

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Fig 4-15. MEAN stack diagram

Core components of this web application can be broken down as follows:

1) Back-end (Server and Database)

2) Front-end (Views)

The Server:

As mentioned above this application is built on the MEAN stack which is a JavaScript based Web

technology stack. Node.Js which is the server component in this stack is a web server that can be

built using JavaScript and provides facilitates event based and non-blocking response to client

requests. The main difference between Node Js and other servers like Apache Web Server is, the

former requires language like PHP, Perl etc. whereas Node.Js can be interfaced completely through

JavaScript. It essentially brings the power of JavaScript which was primarily considered as a client

side (browser) language to server side operations.

Setting up the server and building a template for an application for a Node.Js project can be

achieved through various frameworks, modules and utilities. Frameworks create a skeletal shell for

us to write the code or logic whereas modules are similar libraries that we can implement in our

application.

The Database

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MongoDB is a NoSQL database which means we do not use a query language like SQL for data

operations. MongoDB works very well for applications that do not have heavy business logic like

ours. Data in a NoSQL database is stored in JSON objects which stand for JavaScrtipt Object

Notation unlike in a relational database like MySQL in which data stored in tables.

MongoDB and Node.Js are often used together because they use JavaScript for their

operation. JSON is quickly becoming the standard data format for web APIs. We use Mongoose as

the ODM (Object Data Modeling) library for MongoDB. Mongoose defines the structure of the data

we store in the database by defining the schema.

The Views:

Angular is a JavaScript framework with powerful features to make the front-end development

streamlined. Angular framework is built on the MVC architecture. MVC which means Model-View-

Controller is a way to structure our application.

An MVC model essentially defines the flow of our website. Model is the database like

MongoDB in this project but it can be any type of database i.e., relational or non-relational. View is

the client or the browser which renders the information it receives from the Server which is the

Controller. The operation of a typical MVC model application can be divided into the following five

steps:

1. The client (browser) makes a request.

2. The Server receives the request and processes the request and send it to the database either

for storage or retrieval depending on the type of request. Here, the server is not storing any

kind of information but only the request.

3. The database responds with the necessary operation either by fetching the data or storing

the data and sends it to the server

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4. At this stage the server uses this information to create web pages as using HTML and CSS.

5. Finally, the pages are sent to the client i.e., which renders them in the browser and these

pages are called the Views.

Fig 4-16. MVC Web Architecture

4.2.2 Project Setup:

Front-end setup:

In Angular Js the MVC architecture is implemented in JavaScript and HTML. The View is defined

in HTML whereas the Model and Controller are implemented in JavaScript.

As previously stated Angular Js provides for building Single Page Applications (SPA). In a

single page application, we inject specific content into a core file depending on the route whereas

considering the case of a non-single page application, multiple AJAX calls ae made through the

XMLHttpRequest object. We achieve this SPA functionality through Angular JS views. Drapermeter

has multiple views and these views are injected according to the state. Below is the structure of views

in our application

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Fig 4-17. Views in Drapermeter

The app has an index.html file that will act as the core view into which we will inject each of the

above views. We launch the app as an angular app by referencing it in our HTML using an angular

directive called ng-app. Angular directives are extensions of HTML with the prefix ng, by specifying

a directive, we control the behavior of the specific element.

The controller does the job of connecting the views to our model or the database. In our application,

the core functionality is to collect data from the survey questions and push to them to a database.

The logic for this is built inside the controller which is written in JavaScript. Any number of

controllers can be used in the application but for the requirements of this application, we just one

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controller i.e., pollController.js. To use this controller in our application, we use another angular

directive called ng-controller. This is specified on the body tag of our index.html file.

We create an app.js files that will hold all the JavaScript related to our front-end which is controlled

by angular by creating a new file called app.js.

We register our controller using the controller function with a name and constructor function

In the above code $http, $scope etc. are called dependencies and this is a software design pattern

known as dependency injection. In Angular dependency injection works across the framework and

it works for functions defined for controller, directive, service, factory etc. In the above code $http

is a core AngularJS service that facilitates communication with remote HTTP servers via the

browser’s XMLHttpRequest object.

For client side routing in our application, we use a framework called UI-Router. In a Single

Page Application (SPA), the browser’s URL is updated as the user navigates through the app.

Conversely, with UI-Router changes in the browser URL drives the navigation through state based

routing. Each component in our view is defined as a state and one state is active at any given time

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and the UI-Router provides for transitions between states.

We have our CSS in a single file named as main.css and it holds the style for all the views in the

page. We use bootstrap framework for the styling of elements like buttons and dropdowns across

the applications.

This completes the basic setup of front-end in our application.

Back-end setup:

Installing packages:

To handle our back-end, which is accessing the data from the front-end and pushing it to a database

we will create a RESTful API.

REST stands for Representational State Transfer (REST). In the simplest form, a RESTful API

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allows us to create a web service providing the following features

• Handle the CRUD (Create, Read, Update, Delete) operations for our data (a poll by user)

• Have a standard URL

• Return JSON data

The following is the structure of our API

- api/

- models/

- pollSchema.js

- node_modules/

- package. json

- index.js

In a Node.Js application, we install various packages (dependencies) requires by the application

using a packet manager like NPM (node packet manager). When we install these packages, their

information is stored in the package. json file

As seen in the image below, the package. json file has the information regarding the various

dependencies needed by our API. Some of the packages we are using here are Express.Js, which is

a framework that configures various server related tasks like setting up middleware to respond to

HTTP requests, defining routing tables to perform various actions based on HTTP method and URL.

We install these modules through NPM as below

$ npm install express –save

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Al the modules installed in our application can be seen in our package.json file below:

Setting up the server:

We setup our server in the index.js file. To establish we need to setup a port address and write a

constructor function that responds to the server requests. This is done as below:

Defining our Routes:

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In this application, we will need the server only to post the data from the survey in our front-end and

get the results. We won’t need the update route or delete route. Below are the POST and GET routes

defined in our application.

Setting up the Database:

After we have all the routes setup and server running, we will setup the database that will store the

data sent from our front-end but before setting up our database we need to write a function that makes

a HTTP POST request from our front-end.

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Fig 4-18. Rotating slider UI

In our front-end we have nine sliders each corresponding to the nine questions that should be

answered for an advertisement. We have three advertisements, so each user generates 27 responses

that we need to store in the data. The data should be stored at the end of third advertisement, where

the user will see the submit button. We use Angular’s ng-click directive and define a function named

submitAns() to determine what happens when the button is clicked.

To collect and store the data in a structure that we want, we need to define a schema for our data

model and for this purpose we use Mongoose. Mongoose models data in key-value pairs. We model

the data, define an instance and export to use it anywhere in our application. A new folder is created

in the app directory titled ‘Models and it has the file ‘pollSchema.js’ that holds the mongoose schema

for our polls. The structure of an instance of our data object should have the following properties:

1. Name of the participant

2. Gender of the participant

3. Participant response on Slider1, Slider2, Slider3.

For the above conditions, we model our schema as below:

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And the final step in setting up the database is to connect the server to a local database or a remote

database (cloud). mLab is used in this project to store the data from the application. mLab is a free

cloud database service that hosts MongoDB databases. Connection to the database is made by

creating a new folder in our directory called database that will have the file ‘db.js’ which is

referenced in our server (index.js) code.

Now, we have a fully functional MEAN application that allows users to submit their choices and

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stores the data for us.

4.2.3 Usability Tests:

This is the final stage of the UX Design process where the mockups developed are undergone a test

with real participants and observed how they are navigating through each layout and what their pain

points are. As previously mentioned, one of the goals of this project is to have an interface that will

improve the drop-off rate from participants. Although the selected participants might complete the

survey they’re recruited for the task it does not confirm a positive experience for the user. After the

initial layout was developed, the front-end was tweaked and two different layouts were developed.

Each layout has a completely different information architecture and navigation but the elements

remained same. Below are the two final layouts:

Fig 4-19. Layout A

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Fig 4-20. Layout B

The following are the prime differences between these two layouts:

Table 4-2. A/B testing between layouts

Property Layout A Layout B

Layout Left - Right Top - Bottom

Accessing Questions Navigation Menu Randomized

Response Layout Radio Buttons Slider Scales

Response Feedback Animated Illustration Animating Text (Response)

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A simple A/B testing was conducted with two participants with the two layouts and the following

parameters were measured:

1. Time taken to complete the survey

2. Number of clicks to complete the survey

3. Noticing visual feedback

A chrome browser plugin was used to record each session of the participant and these are the A/B

test results:

Results for Layout A

Table 4-3. A/B test result for layout A

Property Participant 1 Participant 2

Time taken to complete survey

(HH:MM:SS)

00:03:25 00:3:50

Number of clicks before completion 33 34

Noticed the visual feedback No No

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Results for Layout B

Table 4-4. A/B test result for layout B

Property Participant 1 Participant 2

Time taken to complete survey

(HH:MM:SS)

00:04:47 00:05:11

Number of clicks before completion 47 51

Noticed the visual feedback No No

From the above results, the average time taken to complete the survey using layout A is 3.37 whereas

for layout B it is 4.79 and the average number of clicks to complete for layout A is 33 (rounded to

one decimal) and for layout B it is 49. As the numbers clearly suggest, the average time taken to

complete and the number of clicks to complete the survey for Layout A is less than Layout B and

the former is chosen for the final survey.

Although many of the UI elements used in the final layout are similar elements used in the

different products reviewed previously i.e, Qualtrics, Typeform etc., but the current layout offers

greater flexibility of navigating through each Advertisement and by not having to load questions

each time, less number of requests will be made to the server and this reflects in slower page load

times.

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5. FINDINGS

5.1 Research Protocol

This study is approved by the Institutional Review Board (IRB) at the University of Florida under

the ‘Exempt’ review category. An Exempt review states that there is less than ‘minimal risk’

involved for participants in the study. Under this type of study, records are de-identified and the

survey participation is anonymous. Following are some of the details of the IRB approval:

Principal Investigator: Sai Bedadala

Co-Inverstigator: Angelos Barmpoutis

Approval Date: 4/27/2017

IRB#: IRB201700496

Participant Recruitment:

Participants are recruited by sending an invitation through UF email and the contacts are accessed

through UF listserv. Participants are also contacted through Facebook and Gmail. No prior

knowledge of the research theme is required to participate in this survey. Participants have the right

to withdraw from the study anytime and the participation is voluntary.

De-identification:

Participants only provide the details of their gender and age group. Every participant is identified

through a unique id, an alphanumeric code generated by the database that stores the data. This data

is stored in a secure database and will be erased after the study is completed.

5.2 Data Analysis

The app is deployed through Heroku, a free cloud hosting platform that provides easy deploying by

connecting to Github. By 5PM July 17 2017, a total of 25 people participated in the survey. Majority

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of the participants are contacted through authorized University of Florida networks like UF email

and listserv. Following are the demographics of the survey participants:

Fig 5-1. Age Demographics

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Fig 5-2. Gender Demographics

Data collected through this application is a mix of nominal and ordinal type. Nominal, ordinal,

interval and ratio are the four different types of data according to Steve’s Scale of Measurement

[24]. In the nominal scale we have labels for categories, for example gender, eye color, and race.

Ordinal scale observations are ranked in some measure of magnitude. Numbers assigned to each

level are arranged in an order of magnitude. Examples of ordinal data include letter grades,

rankings etc. Interval scale data also use numbers to indicate order and reflect a meaningful relative

distance between points on the scale. Interval scales do not have an absolute zero. A ratio scale is

similar to an interval scale except that this type of data also has an absolute zero.

Given the type of data collected through this app, the following data analysis procedures are

conducted

1. Mean

2. Standard Deviation

3. Pearson’s r test for Correlation

Mean:

Mean value across each scale for all the participants as well as the mean of all scales for each Ad is

calculated to be as:

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Table 5-1. Mean values for each question in the survey

Question Ad 1 Ad 2 Ad 3

This Ad concept is fresh and unique

3.9

3.7

3.3

This Ad concept is unpredictable

2.7

3.2

3.1

This Ad concept is original (never seen before)

3.7

3.4

3.5

This Ad makes sense (logical)

3.7

3.6

3.9

This Ad is relevant to the brand

3.5

3.0

3.6

This Ad is appropriate to me

2.9

3.2

3.3

This Ad is very well crafted

3.7

3.1

3.3

This Ad has great copy

3.4

3.1

3.1

This Ad was easy to understand/interpret

3.7

3.4

3.7

2) Standard deviation:

Standard deviation shows how spread out the user votes on a particular Ad. In our data we

calculate the standard deviation for the mean scores of the advertisement by each participant. This

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gives us the distribution of how each participant rated each ad. A high value of standard deviation

denotes a big difference between the mean and each value in the dataset whereas a low standard

deviation means, every value in the dataset aligns close to the mean value.

Standard deviation is represented by the letter sigma (σ).

Table 5-2. Mean values and Standard deviation for each ad in the survey

Overall Mean score Standard deviation

Advertisement 1 3.3 0.8

Advertisement 2 3.1 0.5

Advertisement 3 3.2 0.6

As the σ represent, the second advertisement has very low which standard deviation, which means

there is a similar tone among the participants on the creativity of the advertisement whereas the

first advertisement has a high standard deviation score which means there is a varied opinion

among the participants.

3) Correlation

Correlation in statistics is used to test relationships between quantitative variables. It’s a measure

of how two variables are related and the corresponding degree of relation. The study of correlation

between different variables in a dataset is known as correlation analysis.

A correlation coefficient represents the relation between two variables. Any correlation

coefficient is between -1 and 1. When the coefficient is zero, it means there is no relation between

two variables and +1 or -1 means there is a perfect positive or negative correlation between the

variables.

Pearson’s correlation coefficient:

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Pearson’s correlation coefficient also called as Pearson’s r or bivariate correlation, is a measure of

linear correlation between any two variables X and Y. It is represented by ‘r’. +1 value for r mean

a perfect positive linear correlation and -1 means perfect negative linear correlation. It is defined as

the covariance of the two variables divided by the product of their standard deviations. For two

variables X and Y the pearson’s r coefficient can be calculated through the following formula:

In our case, we look for the correlation between each scale and the final mean calculated for each

advertisement in the test. We use Microsoft Excel’s built in data analysis tool to calculate this

correlation.

Table 5-3. Mean of individual scales vs total mean score

Novelty Mean Elaboration Mean Style Mean Mean of All Scales

3.3 3.3 3.1 3.3

3.2 3.1 3.5 3.1

3.5 3 3.2 3.2

From the data analysis it is found that there is zero correlation between the novelty scale and the

final score of the advertisement whereas the elaboration scale and style scale have positive

correlations with the final advertisement score and the style scale correlation coefficient is a near

perfect 0.99. Results from the above analysis are visualized on a scatter plot below:

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Fig 5-3. Correlation between Novelty and composite Ad score

Fig 5-4. Correlation between Elaboration and composite Ad score

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Fig 5-5. Correlation between Style and composite Ad score

5.2 Visualizing the results:

Data is collected for multiple quantitative variables in the survey. These variables are the different

questions in each of the three scales i.e., novelty, elaboration and style in the three - dimensional

model of measuring creativity.

Radar charts also known as Spider charts are a way of comparing multiple quantitative

variables. This type of chart allows us to see the similarity between each variable. This type of chart

is particularly useful for understanding which variables are scoring high or low within a dataset.

Each variable in our dataset is provided an axis that starts from the center and each of the

nine variables in our dataset are arranged radially with equal distance between each other while

maintaining the same scale between all axes. Each of this axis is further divided into 5 points which

represent values from Strongly Agree (1) to Strongly Disagree (5).

To test our hypothesis i.e. validating the results of award winning advertisements by taking

user response, we have several plot areas in the chart that represent different categories. For example,

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a ‘1’ score (Strongly Agree) on every scale from the user is equal to a Gold Winner and

advertisements that score on ‘3’ and less i.e., Neutral to Strongly Agree make up the set of nominated

advertisements.

Fig 5-6. Visualization patterns

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Below are the radar charts for each advertisement based on the survey data.

Fig 5-7. Visualization pattern for each advertisement

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6. CONCLUSION

6.1 Learnings:

Drapermeter attests some existing research with some new findings. The results obtained through

the survey based on the Creative Product Semantic Scale (CPSS) validates theories like the

Creativity Assessment Technique (CAT) and at the same time reveals interesting patterns in terms

of what professionals find as Creative and what regular consumers find as Creative. Advertising is

an industry that depends on the client business hence judging creativity only through the eyes of

experienced professionals and neglecting what consumers think puts the performance of a brand in

the market at stake.

In our data analysis it is found that the third advertisement i.e., Volkswagen’s, which is

labelled as one of the worst advertisements of 2016 in editorial reviews [35] was received positively

by the survey participants and the Forbe’s ad on equal pay received significantly low rating from the

participants but since the majority of the participants in the survey are male, there is a chance of bias

here nevertheless this ad received the lowest score in terms of craft. Here, presenting Mark

Zuckerberg’s face in a coming way might not have resonated well with the participants, majority of

whom are millennials and whom in many survey voted Mark Zuckerberg as an idol [36].

The other side of this research is revealing the importance of User Experience Design in

designing marketing surveys. If consumer survey is at the core of gaining actionable insights into a

customer’s satisfaction with the product, employing a badly designed and typical surveys will

produce bad data which cannot reveal true insights.

In building Drapermeter many of the standard practices in software development and User

Experience Design are followed. Starting with the right information architecture to building user

flows to design a better product and iterating on a product by user testing provided great feedback.

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By building this project I brought together different disciplines that I’m interested in like

Advertising, User Experience Design, User Research, Web Development and Data Visualization. I

learnt a lot in the process, especially in UX Design and Back-end technologies. I hope to apply

learnings from this project to my future projects.

6.2 Future Improvements:

The relevance of this project in the current research in Advertising Creativity is varied. As the entire

media landscape is moving from ‘mobile first’ to ‘AI first’, there is a lot of talk around Creativity

becoming the center for the success of AI. The question is whether the traditional approach to

Creativity in Advertising will prevail in this landscape? Hayao Miyazaki, the legendary Japanese

animator and filmmaker called the animation work produced by an AI system as “an insult to life

itself”. Retaining the power to create works of creativity with us and employing machines to predict

for the performance will save time and money. As the effectiveness of AI is dependent on how well

it is trained to predict certain outcome, say for example the level of novelty in an Ad, the response

of the AI system is nothing but Drapermeter at a very high magnitude of scale where the system

responds based on the collective knowledge it received.

Data also informs better decisions that go into producing a creative product. In a study

conducted by Razorfish analyzing 15 years of entries and awards from Cannes Lions it was found

that:

1. High creative performance is not budget-dependent

2. Award winning creative is not location-dependent

3. High creative performance is a result of multidisciplinary teams

4. Long-term client-agency relationships have double the win rate than average

5. A distinct code of conduct is consistently revealed

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All the above findings, especially reveal that creativity doesn’t involve any magic or magicians but

a thorough study of the practices and habits of successful creative organizations and people will

result in positive performance across all indices i.e., Novelty, Elaboration and Style but what is yet

to be understood and learned if the AI world results in newer dimensions in addition to the above

three that make up Creativity in products and services.

7. LIST OF REFERENCES:

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processing skills and their role in creative thought. M. A. Runco (Ed.), Critical and creative thinking,

19–68. Cresskill, NJ: Hampton.

[6] Anaiko, 2011, 26.

[7] El-Murad, J., D. C. West. 2(X)4. The definition and measurement of creativity: What do we

know? Advertising Research Journal 44(2) 188-201.

[8] Leone, RP (1995). Generalizing What is Known about Temporal Aggregation and Advertising

Carryover'. Marketing Science.

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[9] Erickson, G., Jacobson R (1992). Gaining Comparative Advantage Through Discretionary

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run profitability. Marketing Science

[15] Smith, R. E., Chen, J, & Yang, X (2008). The impact of advertising creativity on the

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[17] Taylor, I A., Getzels J W (1975). Perspectives in Creativity. 314, 316.

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[19] Besemer, S. P. & O’Quinn, K (1986). Analyzing creative products: Refinement and test of a

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[20] Besemer, S. P. & O’Quinn, K (1999). Confirming the three-factor creative product analysis

matrix model in an American sample. Creativity Research Journal, 12 (4), 287-296.

[21] Amabile, T. (1983). The social psychology of creativity. 33.

[22] Cape, P (2010). How Questionnaire Length Drives Respondent Fatigue. Paper presented at

ARF 56th Annual Convention and Expo, New York, NY (March 22nd – March 24th, 2010).

[23] Deterding, S (2011). Gamification: Using game-design elements in non-gaming contexts.

ACM CHI’11 Extended Abstracts on Human Factors in Computing Systems. 2425-2428.

[24] Ary, D., Jacobs, L. C., & Sorensen, C. K. (2010). Introduction to research in education (8th

ed.). Belmot, CA: Wadsworth/Thomson Learning.

[25] Eisermann, F.: Zu den Anfängen des gedruckten Formulars (Gastbeitrag). (2007).

In: Formulare. Von der Wiege bis zu Bahre...: Formulare im Corporate Design. Stiebner Verlag

GmbH

[26] Harms, J., Wimmer, C., Kappel, K., Grechenig, T. (2014). Gamification of online surveys:

conceptual foundations and a design process based on the MDA framework. Proceedings of the 8th

Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational. pp. 565–568. ACM

[27] Reeves, B., Read, J.L. (2009). Total Engagement: Using Games and Virtual Worlds to

Change the Way People Work and Businesses Compete. Harvard Business Review Press, 1st edn.

[28] Downes - Le Guin, T., Baker, R., Mechling, J., Ruyle, E. (2012). Myths and realities of

respondent engagement in online surveys. International Journal of Market Research 54(5), 1–21

[29] Kaminska, O., McCutcheon, A.L., Billiet, J. (2010). Satisficing among reluctant respondents

in a cross-national context. Public Opinion Quarterly 74(5), 956–984

[30] Puleston, J.: Online research–game on! (2011). A look at how gaming techniques can

transform your online research. Shifting the Boundaries of Research. Proceedings of the 6th ASC

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(Association for Survey Computing) International Conference. 20-50

[31] Cechanowicz, J., Gutwin, C., Brownell, B., Goodfellow, L. (2013). Effects of gamification on

participation and data quality in a real-world market research domain. Gamification 2013:

Proceedings of the First International Conference on Gameful Design, Research, and Applications.

66–73. ACM, Stratford, Ontario, Canada

[32] Downes - Le Guin, T., Baker, R., Mechling, J., Ruyle, E. (2012). Myths and realities of

respondent engagement in online surveys. International Journal of Market Research 54(5), 1–21

[33] Baer, J., McKool, Sharon. (2009). Assessing Creativity Using the Consensual Assessment

Technique. Handbook of Research on Assessment Technologies, Methods, and Applications in

Higher Education. 65-77.

[34] Sasser S., Koslow S., Kilgour M. (2011) Assessing the Quality of Self-reported Measures and

the Reliability of Empirical Findings: Exploring Creativity Differences across Worldwide Agency

Creatives and Managers. Okazaki S. (eds) Advances in Advertising Research (Vol. 2). Gabler

[35] https://digiday.com/marketing/worst-ads-big-brands/

[36] https://yourstory.com/2017/05/mark-zuckerberg-role-model/

[37] http://www.pra.ca/resources/pages/files/technotes/history_e.pdf

[38] Zagel C., Piazza A., Petrov Y., Bodendorf F. (2017). SciencOmat: A Gamified Research

Platform for Evaluating Visual Attractiveness. AHFE 2017 (International Conference on Applied

Human Factors and Ergonomics). 50-60

LIST OF RESOURCES:

[39] Mad Men; Lions Gate Television Inc.; created by Matthew Weiner. (2008). Mad men. Season

one. Santa Monica, CA: Lionsgate

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[40] http://slaveryfootprint.org/

[41] http://www.nytimes.com/interactive/2013/12/20/sunday-review/dialect-quiz-map.html

[42] http://surveyofthestates.com/

[43] http://www.nytimes.com/interactive/2011/06/19/nyregion/how-many-households-are-like-

yours.html

[44] https://www.nytimes.com/interactive/2017/05/10/technology/Ranking-Apple-Amazon-

Facebook-Microsoft-Google.html?_r=0

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BIOGRAPHICAL SKETCH

Sandeep Bedadala is originally from Anantapur, India. He graduated with a Bachelors in Electrical

Engineering from Sri Krishnadevaraya University in 2013. He moved to the United States in 2015

to attend Graduate School at the University of Florida. During his undergrad, he co-founded the

official college magazine and served as the President of the student body. Prior to graduate school

he worked with creative agencies and non-profits in India. His academic interests include Visual

Communication, Data Visualization and User Interface Design.


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