• Title/Summary/Keyword: 소비자의 독특성 욕구

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A Study on the Experience Design Construction and Its Application Model (경험디자인의 구성과 적용 모형에 관한 연구)

  • 윤세균;김태균;채승진
    • Archives of design research
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    • v.16 no.4
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    • pp.289-298
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    • 2003
  • The 21st century could be called the age of Experience Economy associated with the importance to external and internal experience of product users. It needs the understanding of customer's needs in new point of view. In the area of design development, it requires the extensive application of experience from traditional method that was based on the style and usability to more advanced concept. To correspond to these changes, we need to explore new customer's value system for knowledge-information design and systematic approaches to experience system. The purpose of this research is to define the concept of 'experience' newly in the importance side of customer's life, form a clear definition of experience design and present the model of application system. Theoretical frameworks of this research are based on the Empiricism and John Dewey's theory. By applying these frameworks make dear the concept of experience concept and reanalysis the meaning and style in the perspective of design. In this process, we can extract the main factors that inducing the experience, create new application system and model again to the field of design. Application model can creates various experiences through supplying different experience style and factors for customer, make customer realize experience object. Experience designs offer optimal experience to users by making a plan and design experience to user's goal.

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A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.5-14
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    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

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A study on Female user's in automobiles design -focusing on inter design of automobiles (자동차디자인에 있어서 여성유저에 관한연구 - 실내편의장치 디자인을 중심으로 -)

  • Park, Eok-Chul;Yoon, Myung-Han
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.363-372
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    • 2006
  • The aim of this study is to shed light on the importance of female drivers, study their characteristics and needs, and create automobile designs in accordance with the study. The power of female consumers is greatly increasing in a modern society, To the extent that women became the core consumers. Companies are now turning their attention to female consumers in order to survive the fierce competition in the saturated markets. Moreover, it is becoming imperative for companies to actively develop products and services in female perspectives to meet the diversified needs of consumers. It is forecasted that vigorous research, analysis and understanding of the unique culture of women will be increasingly important now that women are emerging as core consumers. Only the companies that makes such efforts consistently can dominate the market. The automobile industry is not an exception. The world's major automobile companies including Volvo and Ford Motor Co. are keenly focusing on automobile exterior and interior designs for women. Korean companies are also designing cars that cater to women, starting with Lanos and Juliet of Daewoo Motors in 1998, yet specific and systematic research on the subject has not been made. This study aims to emphasize the power of female users, make a research and analysis on their needs and characteristics, and suggest car interior designs that cater to them.

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