• Title/Summary/Keyword: 디자인체험

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The satisfaction of the theme park using the makeup experience - In the center of Everland - (분장 체험을 활용한 테마파크 만족도, 충성도, 재방문의도에 관한 연구 - 에버랜드 중심으로 -)

  • Jo, Ye-Won;Rhee, Young-Ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.3
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    • pp.55-66
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    • 2019
  • The makeup experience service in a theme park was analyzed for the study on the makeup service using experiential marketing based on recent consumer experience. The results of the study showed that the utilization, marketing effect, and lifestyle in makeup service at the Experiential marketing are analyzed. In other words, according to the variables, the purpose of this study is to the effect on the satisfaction, loyalty, and Intent to revisit. In this study, in order to achieve this, literature research and Empirical study on the same time. In literature review, Theories and previous studies were considered which are about experience marketing, lifestyle, makeup service, loyalty, satisfaction, and the intent to revisit. Then, a research model and a hypothesis were established. In empirical study, Based on this, it was applied to the makeup service in a theme park and verified through analysis methods such as frequency analysis, reliability verification, factor analysis, and structural equation modeling. The results showed that experience marketing and lifestyle had a significant influence on satisfaction, loyalty, and return visit intention. Based on this research, the makeup service using experience marketing would be hopefully more practical as a typical culture content marketing.

Comparison and Analysis of FPS Mobile Game Interaction Design (FPS타입모바일게임의 인터랙션 디자인 비교 분석에 관한 연구)

  • Wang, Shi-Yu;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.31-37
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    • 2020
  • The rapid development of the mobile internet has gradually changed the carrier of electronic games from PC to mobile. mobile games have become an excellent choice for many people to spend their spare time and enjoy life. Among many types of mobile games, Number of users of FPS games has increased rapidly in recent years. Based on the 《Emotional Design》 proposed by Donald Norman, this article compares the interaction design of China's most popular FPS game 《Game for peace》 and Korea's most popular FPS game 《PUBG》, and analyzes their similarities and differences, and then use that as a basis to summarize the three levels of emotional design-Visceral level, Behavior level, and Reflection level, which is the user interface, interaction mode, and interaction experience in interaction design Emotional expression on the two games. This theory provides suggestions for interactive design in the information industry such as mobile games.

Tense and relax Pheomenon of spatial Experience (공간체험을 통한 긴장.이완의 현상)

  • 김정애
    • Korean Institute of Interior Design Journal
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    • no.16
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    • pp.106-115
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    • 1998
  • Latest modernism shows general idea of phenomenal space through nature of place motility and experience sinceded from standard form and it has general idea of space. therefore this study presents the tension and the relaxation as a method looking for spatal change and value that in spatial experience. For the analysis of work the Conference Pavillon of Tadoa Ando in the furniture company in Vitra Fire Station of Zaha Hidid is analyzed in spatial experence. As the result the result the systematic straight mixture that has a superrimotion with long retangle which the space acts independently and is shown in the drawing of absolutism is formed and collapses theregularity of construction form by decomposition annexation mixing collision and ambivalence. The spatial experiance in this unstable form changes the grade of rank of space by opposite phenomenon by the change of spatial flowing the disorted and vague space that is occurred by superrimotion which has no direction and change of lirht and place and consolidates dynamic strain makes possible to construct against the gravity. And it also creates experienced space thatis reaxed with maintenance of organization of unity harmony, and stsbility.

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A Study on the Contradictional Expression of Architectural Space -Based on the experience of architectural space in the modern museum- (공간의 대립적 표현에 관한 연구 -현대 미술관 건축공간 체험을 바탕으로-)

  • 김정애
    • Korean Institute of Interior Design Journal
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    • no.19
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    • pp.3-10
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    • 1999
  • This study is to examine the contradictional phenomenon from the standpoint of philosophical thoughts, experiencing the modern Museum opened recently while anlyzing the perceptive phenomenon of the space as well as what architect is thought of the Museum, so that it is aimed at finding the aesthetic value and substantiality of its space concept. As for the construction of the Museum for the space experience, the contradictional expression of the architectural space was analyzed by going through Richad Meier of Barcelona Museum, Renzo Piano of Beyeler Museum and Mario Botta of Tingly Museum at first-hand.

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A Study on The Meaning of Water In Experience Within Interior Space - Focusing on The Lobby - (실내공간에 연출된 수공간의 체험적 의미에 관한 연구 - 로비공간을 중심으로 -)

  • 문정민;박수경
    • Korean Institute of Interior Design Journal
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    • no.38
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    • pp.258-265
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    • 2003
  • The design of space, which focuses on human senses and perception, has become more prominent. It can be understood as the space needed for a field of experience. Phenomenological attitude focuses on the relations between human in the context of their environment. The experiences generated were used as a method of design. The method guides a formation of active space through phenomenological experience in interior space as well as architecture. To stimulate a phenomenological sensitive experience, the parameters for certain experiences were connected to the five senses, finally creating a concrete space. Water, light, air, vapor, and earth as architectural media are connected to the five senses and lead to intermediation from abstract to actual. In particular, water is deeply rooted in peoples subconsciousness and stimulates our instincts. Using water by effectively combining its symbols and physical characteristics will be a method to reinforce the experience with a given space. This study will examine the need for space experience and characteristics of water as an essential elements for perception experience and present possible experimental design.

The Study of Experiential Exhibition for Considering of Natural history Museum Visitor's behavior (자연사박물관의 이용행태를 고려한 체험형 전시연출방법에 관한 연구)

  • Bae, Sun-Hwa;Choi, Jun-Hyuck;Park, Jong-Rae;Lim, Che-Zinn
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.131-135
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    • 2004
  • The purpose of this research is to improve exhibition effectiveness by implementing hands-on exhibition technique that best provides adults with cultural resting place and children with outdoor education which simply supports school curriculum. By completing this research, the museum of natural history will become defined innovatively as a place that enables people actively develop creativity. Seodaemun museum of natural history was selected for this research and itinerary tracking method of Robinson and Melton was adopted to find out adults' and children's particular movements in the museum. At the same time, observation method was used to get information on each room's visiting and viewing rate. In order to understand adults' and children's movements, their behavior was encoded.

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A Analysis of Affordance Character in Space for Sensibility Experience - Focus on the Museum cases - (감성체험을 위한 공간의 어포던스 특성 분석 - 박물관 사례를 중심으로 -)

  • Kim, Mi-Young;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.92-100
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    • 2011
  • Under social changes focusing diversification, human-oriented ecological values and emotional and pscyhological satisfaction have been considered more important in space. Such trend has developed into interest in the effect of architectural space and shape on human perception and consciousness, and space has been considered as interactive in ecological, psychological and behavioral, and aesthetic terms rather than physical environment. In particular, exhibition space where interactive sympathy between environment and users through emotional experiences is more important, can have appropriate interaction through intended relationships between environment and humans in space. Therefore, this study aims to understand affordance, an internal mechanism of space recognition and human behaviors. Then it analysed representative types of exhibition space for emotional experiences as a characteristic of affordance Based on the results analysed, it is expected that introduction of affordance as real information in space will be helpful for effective connection of space with human emotional experiences.

Study on transitional perception experience of phenomenon through the introductory parts of eating and drinking spaces (식음 공간의 도입부를 통한 현상의 전이적 지각 체험에 관한 연구)

  • Ryu, Han-Hee;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.40-45
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    • 2004
  • From 20th century, the perception of the problem on self-loss originated from philosophy and emerged in the pursuit of study on humans in real life, not from metaphysical questions. In particular, Phenomenon theory originating from Husserl has been unfolding around, above all, body concepts about human experiences. This is the part where Phenomenon theory finds its meaning as an analytical method of real space concepts. In addition, subjects' perception of situation is done through sense organs not only with sight but also with space-sensible aspects. And since these perceptions are done in consecutive and procedural times, they are done in the experience which shows transitional attributes. The experience elements of transitional senses in situation should be considered more about perception experience of human beings than other spaces, and classify into physical and program elements the introductory parts of eating and drinking spaces where the movements of active perceptionists and the flow of spaces can be felt. And this grants experimental, not usual, characteristics

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어촌마을의 지속성 확보 가능성에 관한 연구 -부윤마을 어촌체험휴양테마 적용 사례를 중심으로-

  • 고신채;안웅희
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2021.11a
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    • pp.142-144
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    • 2021
  • 고령화로 인해 어촌마을은 소멸위기에 직면해 있으며, 어업인구의 감소로 인한 소득감소, 기반시설 부재와 일자리 부족으로 인한 인구유출 등은 위기를 가속화 시키고 있다. 어촌마을이 자생력을 확보하기 위해 지역자원을 활용한 활성화 계획이 수반되어야 하며, 특히 오늘날 급증하고 있는 국민여가시장과 연계가 필요하다. 본 연구에서는 지속성에 대한 위기의식을 갖고 있는 어촌마을을 활성화 할 수있는 마스터플랜을 제안함으로써 지속가능한 어촌마을의 가능성을 제안하였다.

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A Study on the expressions material and method in design education(1) (디자인교육에서의 표현 재료와 방법에 대한 연구(1))

  • Im, nam-sook
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1061-1063
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    • 2009
  • The study notices the value of the expressions material and method in design education as the subject of for appreciation study. The objective of the present study is, it is as follows: to understand education system and social and cultural atmosphere, diverse elements including in the value of the expressions material and method; to get an overall perspective on various aspects of life; and to develop contents for appreciation study which points to help learners perceived values.

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