Unveiling Consumer Satisfaction with AI-Generated Museum Cultural and Creative Products Design: Using Importance–Performance Analysis
Abstract
:1. Introduction
2. Literature Review
2.1. Development and Application of AI-Generated MCCP Design Technology
2.2. Perceived Value and Consumer Satisfaction
2.3. Importance–Performance Analysis
3. Methods
3.1. Research Structure and Methods
3.2. Construction of the Evaluation Index System
3.3. AI-Generated MCCPs Design Experiment
3.3.1. Dunhuang Flying Apsaras Culture Sample Collection
3.3.2. Sample Image Preprocessing
3.3.3. AI-Generated MCCP Design
3.4. Questionnaire
3.5. Data Collection
4. Results
4.1. Reliability and Validity Analysis
4.2. Importance and Satisfaction Analysis
4.3. Importance–Performance Index Analysis
4.4. Overall IPA Matrix Analysis
- Quadrant I (H, H): Strength Area. This quadrant represents high importance and high satisfaction, indicating the need to maintain and continuously improve quality and efficiency. This quadrant includes three indicators, C4 Modeling, C5 Color, and C6 Graphics. Among these indicators, C5 Color is considered as the most important, suggesting that AI-generated designs still have significant room for improvement in this aspect. Furthermore, AI-generated MCCPs received positive feedback from respondents concerning C4 Modeling and C6 Graphics.
- Quadrant II (L, H): Maintenance Area. This quadrant contains indicators that are less important but exhibit high satisfaction, suggesting that these aspects should be maintained at their current quality. Indicators in this quadrant include C3 Memorial value and C7 Material. The advantages of the AI-generated MCCP design should continue to leverage its existing strengths in memorial value and materials.
- Quadrant III (L, L): Opportunity Area. This quadrant signifies low importance and low satisfaction, signaling areas for potential improvement in AI-generated museum cultural and creative design. The indicators in this quadrant include C1 Clearly functionality, C2 Simple and practical, and C14 Social fulfillment. Currently, respondents find it difficult to fully experience the functionality of AI-generated MCCP design. However, with advancements in digital technologies such as AR and MR, the overall experience is expected to improve significantly [72].
- Quadrant IV (H, L): Improvement Area. This quadrant signifies high importance yet low satisfaction and comprises indicators such as C8 Regional culture, C9 Cultural heritage, C10 Historical culture, C11 Emotional resonance, C12 Contemporary aesthetic, and C13 Personalization. Respondents value these indicators, yet the current design outcomes are dissatisfied, resulting in a psychological gap and relatively low satisfaction. These should be primary areas for future enhancement. Compared to general products, respondents exhibit a stronger preference for the inherent cultural attributes of MCCPs. The regional cultural elements exhibited in these products, along with their alignment with personal emotions, aesthetic preferences, and personalization, garner particular interest from consumers. AI-generated MCCP design should focus on enhancing consumer satisfaction in these aspects. Additionally, C11 Emotional resonance is deemed the most important yet least satisfactory indicator, indicating a lack of resonance of and emotional connection with AI-generated designs. This indicates the need for advancements in creativity, emotional expression, and aesthetic judgment.
5. Strategies and Recommendations
5.1. Create a Multimodal Museum Database
5.2. Develop Structured Prompt Card Models
5.3. Building an MCCP Design Platform with AI Full-Process Participation
6. Discussion and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
Appendix A.1. Questionnaire: Part_01: Demographic Information
- 1.
- Your Age:
- [ ] 18–24 [ ] 25–30 [ ] 31–35
- 2.
- Your Gender:
- [ ] Male [ ] Female
- 3.
- Highest level of education:
- [ ] High school and below [ ] Junior college
- [ ] Bachelor [ ] Master or above
- 4.
- How often do you buy cultural and creative products in a year?
- [ ] 1–3 [ ] 4–6 [ ] 7 or above
- 5.
- How much do you think you know about Dunhuang culture? (1 is the lowest, 5 is the highest):
- [ ] 1 [ ] 2 [ ] 3 [ ] 4 [ ] 5
- 6.
- What is the cognitive level of AI Art? (1 is the lowest, 5 is the highest)
- [ ] 1 [ ] 2 [ ] 3 [ ] 4 [ ] 5
- 7.
- How interested are you in AI art? (1 is the lowest, 5 is the highest)
- [ ] 1 [ ] 2 [ ] 3 [ ] 4 [ ] 5
Appendix A.2. Questionnaire: Part_02: The Measurement of the Consumer Satisfaction with AI-Generated Museum Cultural and Creative Designs
No | Question | Importance | ||||
How Important Do You Consider the Following Elements for Museum Cultural and Creative Product Design? | Extremely Unimportant | Unimportant | Neutral | Very Important | Very Important | |
1 | Clearly functional | |||||
2 | Simple and practical | |||||
3 | Memorial value | |||||
4 | Modeling | |||||
5 | Color | |||||
6 | Graphics | |||||
7 | Material | |||||
8 | Regional culture | |||||
9 | Cultural heritage | |||||
10 | Historical culture | |||||
11 | Emotional resonance | |||||
12 | Aesthetic preferences | |||||
13 | Personalization | |||||
14 | Social fulfillment |
No | Question | Satisfaction | ||||
For the Design of this Museum’s Cultural and Creative Products, How Do You Feel about the Experience of the Following Elements? | Very Dissatisfied | Dissatisfied | Neutral | Satisfied | Very Satisfied | |
1 | Clearly functional | |||||
2 | Simple and practical | |||||
3 | Memorial value | |||||
4 | Modeling | |||||
5 | Color | |||||
6 | Graphics | |||||
7 | Material | |||||
8 | Regional culture | |||||
9 | Cultural heritage | |||||
10 | Historical culture | |||||
11 | Emotional resonance | |||||
12 | Aesthetic preferences | |||||
13 | Personalization | |||||
14 | Social fulfillment |
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Number | Question |
---|---|
1 | When you see these museum cultural products, what is your first reaction? |
2 | Could you select a few products that you find satisfactory and share your thoughts or feelings about them? |
3 | What aspects of these products do you like the most? What feelings or associations do these aspects evoke in you? |
4 | Are there any aspects you are not satisfied with? What factors influenced your level of satisfaction? |
5 | Would you consider purchasing these products? What influenced your decision to buy or not buy them? |
Key Terms After KJ Method Classification | Extracted Key Phrases | Original Interview Contents |
---|---|---|
Reasonable Price Regional Culture Modern Aesthetics Social Media Interest Material | Reflection of Cultural Unique Styling Design Acceptable Price Suitable for a Wide Range of People | U1: I believe the biggest feature of this cup from the Palace Museum is its expression of cultural elements through the shape of the vessel, allowing ordinary consumers to physically see and touch something that truly exists in the current trend of aesthetics. U2: I really like this bookmark from the Sanxingdui Museum; it feels appropriate to buy it as a gift for friends. U5: I know this cup is very popular online, with high sales; as a daily necessity, its target audience is broad, and its price is acceptable to most consumers. |
Safety | Material is Important Safety in Use | U7: I feel there is an issue with the material of this product from the Sanxingdui Museum; I am not satisfied, as it often oxidizes, and visually, it looks cheap and rough. |
U7: This product emphasizes the process of excavating objects, which is very interesting. However, its container is made of asbestos, and I honestly doubt whether such a material is safe to use. | ||
Handmade | Social media Gift Attributes Fun in Use | U9: I like this pen holder’s design; its four legs are movable, allowing me to adjust them to my desired pose, which I find fun. |
U32: I really like this bookmark from the Sanxingdui Museum; I feel this product uses the simplest form to express the cultural essence of Sanxingdui, making it suitable to buy as a gift for friends. |
Item | Indicator | Frequency | Percentage (%) |
---|---|---|---|
Gender | Male | 2 | 40 |
Female | 3 | 60 | |
Age | 30–39 | 3 | 60 |
40–49 | 1 | 20 | |
50–59 | 1 | 20 | |
Education Level | Bachelor’s Degree | 1 | 20 |
Master’s Degree | 2 | 40 | |
Doctorate | 2 | 40 | |
Occupation | University Professor | 3 | 60 |
Designer | 2 | 40 |
Team | Participants | Gender | Field | Level | AIGC Experience |
---|---|---|---|---|---|
Group A (product types) | Designer A1 | Male | Industrial Design | Advanced | Extensive |
Designer A2 | Female | Product Design | Intermediate | Extensive | |
Designer A3 | Male | Product Design | Advanced | Extensive | |
Group B (Product Materials) | Designer B1 | Male | Textile Design | Intermediate | Extensive |
Designer B2 | Male | Visual Design | Advanced | Extensive | |
Designer B3 | Female | Arts and Crafts | Advanced | Moderate |
Measure | Items | Frequency | Percentage |
---|---|---|---|
Gender | Male | 121 | 40.8% |
Female | 176 | 59.2% | |
Age | 18–24 | 118 | 39.7% |
25–30 | 97 | 32.7% | |
31–35 | 82 | 27.6% | |
Education Level | High school and below | 31 | 10.4% |
Junior college | 72 | 24.3% | |
Bachelor | 139 | 46.8% | |
Master or above | 55 | 18.5% | |
Purchase Frequency (per year) | 1–3 | 167 | 56.2% |
4–6 | 94 | 31.7% | |
>7 | 36 | 12.1% | |
Level of understanding in Dunhuang culture | 3.76 | ||
Level of cognitive in AI art and design | 3.38 | ||
Level of interest in AI art and design | 4.03 |
KMO and the Bartlett’s Test | Items | Value |
---|---|---|
KMO sampling adequacy | 0.903 | |
Bartlett’s sphericity test | Approximate chi-square | 1760.459 |
df | 375 | |
p-value | 0.000 |
Name | Factor Loadings (Rotated) | Communality | |||
---|---|---|---|---|---|
Factor1 | Factor2 | Factor3 | Factor4 | ||
Clearly functional | 0.820 | 0.924 | |||
Simple and practical | 0.780 | 0.929 | |||
Memorial value | 0.630 | 0.865 | |||
Modeling | 0.857 | 0.844 | |||
Color | 0.892 | 0.899 | |||
Graphics | 0.756 | 0.909 | |||
Material | 0.833 | 0.746 | |||
Regional culture | 0.935 | 0.961 | |||
Cultural heritage | 0.908 | 0.945 | |||
Historical culture | 0.883 | 0.918 | |||
Emotional resonance | 0.923 | 0.949 | |||
Aesthetic preferences | 0.850 | 0.901 | |||
Personalization | 0.918 | 0.926 | |||
Social fulfillment | 0.763 | 0.815 |
Factor Layer | Importance | Satisfaction | I-P MD 2 | IPAI 3 | Satisfaction | ||
---|---|---|---|---|---|---|---|
Average | SD 1 | Average | SD 1 | ||||
B1 Product functionality | 3.55 | 1.014 | 3.33 | 0.961 | 0.22 | 6.197 | Satisfied |
B2 Creative attraction | 4.07 | 0.718 | 4.15 | 0.646 | −0.08 | −1.965 | Very satisfied |
B3 Cultural expression | 4.33 | 0.778 | 3.24 | 1.212 | 1.09 | 25.173 | Dissatisfied |
B4 User experience | 4.11 | 0.932 | 3.10 | 0.975 | 1.01 | 24.574 | Dissatisfied |
Factor Layer | Importance | Satisfaction | I-P MD 2 | IPAI 3 | Satisfaction | ||
---|---|---|---|---|---|---|---|
Average | SD 1 | Average | SD 1 | ||||
C1 Clearly functional | 3.62 | 0.997 | 3.28 | 0.989 | 0.34 | 9.392 | Satisfied |
C2 Simple and practical | 3.46 | 0.981 | 3.23 | 0.909 | 0.23 | 6.647 | Satisfied |
C3 Memorial value | 3.58 | 0.962 | 3.48 | 0.978 | 0.1 | 2.793 | Very satisfied |
C4 Modeling | 4.06 | 0.727 | 4.19 | 0.601 | −0.13 | −3.201 | Very satisfied |
C5 Color | 4.14 | 0.659 | 4.27 | 0.598 | −0.13 | −3.141 | Very satisfied |
C6 Graphics | 4.13 | 0.676 | 4.07 | 0.702 | 0.06 | 1.453 | Very satisfied |
C7 Material | 3.92 | 0.792 | 4.06 | 0.663 | −0.14 | −0.357 | Very satisfied |
C8 Regional culture | 4.43 | 0.702 | 3.16 | 0.586 | 1.27 | 28.668 | Dissatisfied |
C9 Cultural heritage | 4.42 | 0.701 | 3.43 | 1.092 | 0.99 | 22.398 | Dissatisfied |
C10 Historical culture | 4.13 | 0.885 | 3.12 | 1.436 | 1.01 | 24.455 | Dissatisfied |
C11 Emotional resonance | 4.46 | 0.704 | 3.03 | 0.978 | 1.43 | 32.062 | Very dissatisfied |
C12 Aesthetic preferences | 4.16 | 0.847 | 3.30 | 1.339 | 1.16 | 27.885 | Dissatisfied |
C13 Personalization | 4.29 | 0.875 | 2.95 | 0.673 | 1.34 | 31.235 | Very dissatisfied |
C14 Social fulfillment | 3.52 | 0.967 | 3.1 | 1.035 | 0.42 | 11.931 | Neutral |
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Li, H.; Zhu, Y.; Guo, Q.; Wang, J.; Shi, M.; Liu, W. Unveiling Consumer Satisfaction with AI-Generated Museum Cultural and Creative Products Design: Using Importance–Performance Analysis. Sustainability 2024, 16, 8203. https://doi.org/10.3390/su16188203
Li H, Zhu Y, Guo Q, Wang J, Shi M, Liu W. Unveiling Consumer Satisfaction with AI-Generated Museum Cultural and Creative Products Design: Using Importance–Performance Analysis. Sustainability. 2024; 16(18):8203. https://doi.org/10.3390/su16188203
Chicago/Turabian StyleLi, He, Ye Zhu, Qihan Guo, Jingyu Wang, Mingxi Shi, and Weishang Liu. 2024. "Unveiling Consumer Satisfaction with AI-Generated Museum Cultural and Creative Products Design: Using Importance–Performance Analysis" Sustainability 16, no. 18: 8203. https://doi.org/10.3390/su16188203
APA StyleLi, H., Zhu, Y., Guo, Q., Wang, J., Shi, M., & Liu, W. (2024). Unveiling Consumer Satisfaction with AI-Generated Museum Cultural and Creative Products Design: Using Importance–Performance Analysis. Sustainability, 16(18), 8203. https://doi.org/10.3390/su16188203