Self‐production, participation of consumers in the production process of products for their own consumption, leads to consumers’ enhanced evaluations of the self‐made products. Three experimental studies investigate how and why self‐production affects consumers’ product evaluations and reveal that not all production experiences create additional value for all consumers. In particular, Studies 1 and 2, using hypothetical stories and real experiences, show that only positive (vs. negative) production experiences enhance evaluations of self‐made products over products made by others. Positive (but not negative) experiences decrease the psychological distance between the self and the product and strengthen identification with it. Study 3 manipulates self‐construal (independent vs. interdependent) to investigate its role on evaluation of self‐made products and products made with close others as a group (i.e., group‐made). Consumers with independent self‐construal evaluate self‐made (vs. other‐made) products more favorably only if the process is positive. However, consumers with interdependent self‐construal evaluate self‐made products more favorably even if the process is negative. Additionally, consumers with interdependent (vs. independent) self‐construal exhibit more favorable evaluation of group‐made products. Finally, even if consumers know how another person feels while making a product, other people's process emotions do not affect consumers’ product judgments as strongly as their own experienced process emotions.
Due to copyright restrictions, the access to the full text of this article is only available via subscription.This study investigates how consumers are affected by haptic information, that is, the information acquired through the sense of touch, when they take part in the construction or assembly of a product. In order to create value for consumers, marketers must understand how and why haptic information affects the evaluative processes of consumers and whether there are specific segments that are affected differentially by the process. An experimental design with two between-subjects factors was used to examine consumers' responses to haptic stimulation during the physical construction of a picture frame. The results demonstrate that positive haptic stimulation evoked by the materials used in the product's construction results in an affective response and creates emotional attachment to the finished product. However, the effect is not generalizable to the general population. It depends on the level of autotelic (not functional) need for touch (NFT) that the consumer has. Consumers who have high autotelic NFT are more likely to become attached to and, consequently, enhance their evaluation of the finished product when the product materials used during the construction evoke a positive haptic stimulation
This article introduces a novel and comprehensive conceptual framework for designing innovative food experiences that enhance food well-being. We call this framework the novel food experience design. It supports managers in cocreating customer-centric food experiences to limit unintended detrimental consequences and enhance individual and societal food well-being. The novel food experience design (1) employs a systemic (vs. endemic) approach to the innovation process and (2) promotes prioritizing ethical decision-making alongside economic decision-making. Building on insights derived from ecosystem theory and the ethical principles literature, we develop four fundamental propositions to innovate food experiences: do no harm, do good, ensure autonomy, and ensure fairness. Our framework promotes higher levels of individual and societal food well-being than restricted food design innovations, preventing unintended consequences. Finally, we illuminate the implications for service research and practice.
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