• Title/Summary/Keyword: Design for Experience

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User Experience Measurement for Senior Friendly Product

  • Jung, Kwang Tae;Chun, Keyoung Jin;Won, Byeong Hee
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.557-563
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    • 2013
  • Objective: This study introduces user experience measurement and its application for senior friendly products. Background: Measuring user experience for senior friendly product is very important for its design, but the measurement is not easy. Method: This study was focused on case studies for user experience measurement and its application for senior friendly product. Mobile patient lift and four wheeled walker that assist the old's mobility were studied. User experience was measured through interview and observation method. Result: From measuring the user experience, some usability issues were identified for the products. A method to apply QFD(quality function deployment) in design process was proposed. A design prototype was also developed considering user experience. Conclusion: User experience measurement for senior friendly products is key process for user centered design. Application: The method and result of this study can be applied to user experience measurement and design of senior friendly product.

The Approaches of Positive Experience Design on IoT Intelligent Products

  • Wu, Chunmao;Xu, Huayuan;Liu, Ziyang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.5
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    • pp.1798-1813
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    • 2021
  • This paper proposes a positive experience design approach for Internet of Things (IoT) intelligent products to improve users' subjective well-being in the fields of artificial intelligence and big data. First, the authors selected six target users and taking the Xiaomi IoT intelligent products for the research objects and conducted a thorough observation on how the target users used IoT intelligent products in their own homes over two weeks via a home-visiting interview, group diary, and focus group. Second, they constructed an individual activities table for the participants' IoT intelligent product experience using a hierarchical task analysis (HTA). Third, two researchers sorted out the sub-tasks of happiness in the HTA table. Finally, the authors found the positive experience design approach of IoT intelligent products. The positive experience design approach of IoT intelligent products is proposed from focusing on the personal pleasure experience to individual life meaningful design and group social relationship design, including individual pleasure experience, personal goal realization, group needs satisfaction and the harmony of group relations. The paper uses the two design examples of an interactive kettle and a harmonious chair to further discuss the feasibility of the design approach. In the era of big data, it is helpful for designers to use this design approach to improve the users' sense of sustainable pleasure, achievement perception of their future goal realization, and the well-being of the group's social relationships.

A Study on the Holistic Spatial Design Elements for Service User Experiences in Healthcare Facilities (의료 서비스 환경에서 서비스 사용자 경험 디자인 요소에 관한 연구)

  • Chun, Sookyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.3-13
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    • 2015
  • For last decades, the interests and efforts to enhance healthcare facility users' experience is focused on improving facility environments for healing (Delvin, 2003) and servicescapes in order to meet the users' needs (Becker, 2008; Seunghee, 2011). In the emerging experience economy, customer want experiences and they're willing to pay for the experiences and memories not goods. (Pine, J. & Gillmore, J., 1999). It is important to identify what supports customer experiences and how they perceive the experiences in healthcare environments and it will provide important information for healthcare planners, managers, architects, and interior designers. This study examines the service user experience design elements from a User Experiences design perspective. It focuses on healthcare facilities as user experience elements and build up a conceptual framework that outlines service user experience design elements in healthcare facilities. Literature review and case studies were conducted to build the service user experience design elements according to affordance theory. Findings from this study shows that service user experience design elements were introduced and newly developed which can be categorized into three factors; 1) Functional experiences in the physical environments (safety, accessibility, self-directiveness), 2) emotional expression and cognitive experiences (identifiability/clarity, natural features/pleasant environment, aesthetic elements/playful space, media richness), 3) social relational experiences(closeness, privacy, communication with staff, integrated system). These service user experience design elements will help healthcare facility designers to understand what customer experiences, how they increase the satisfaction, and how they improve facilities for modeling the industry's best practices.

Apparel design evaluation process from users' perceived values

  • Kim, Jungsook
    • The Research Journal of the Costume Culture
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    • v.22 no.1
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    • pp.158-166
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    • 2014
  • Apparel design is an economic activity to create values for users over the value chain of a product. In this paper, the contribution of apparel design is defined as the enhancement of users' perceived values by improving users' experience of products. In this context, the value of a product corresponds to compensation for experience or a promise for experience of a product. Experience can be sensory or psychological benefits to users. To evaluate the value of apparel design, the researcher identified and analyzed the apparel design parameters affecting users' experience and benefits of products such as macro-, micro-environmental factors, value chain factors, apparel designer factors, and user factors. For an analytical modeling of the values of apparel design, this paper introduces the concept of a utility function from economics. In economics, utility is a measure of desirability or satisfaction that can be correlative to need or desire. The measure of value can be found in the price which a user is willing to pay for the fulfillment or satisfaction of need or desire via the experience of a product.

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 Satisfaction with the Showrooms of the Total Interior Brands applied on Experience Design - Focused on the Showrooms Managed by Domestic Building Material Companies - (경험디자인이 적용된 토탈 인테리어 브랜드의 쇼룸 만족도 - 국내 건자재 기업들이 운영하는 쇼룸을 중심으로 -)

  • Lee, Sang-Mi;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.25-33
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    • 2017
  • The home interior market has been expanding due to the continuing increase of single-person households, the craze for DIY interior design, the increasing demands for old-house renovation and the customer needs for good housing conditions. Now the building materials companies are scrambling for the whole interior market share. The heretofore companies have focused only on the single items, but now they are promoting the comprehensive interior products as total interior brands. Besides, they use their own showrooms to share their brand culture experience and have communication with their customers. As for the show rooms, they have got to represent the identities of the building materials brands. And to present them effectively, it needs to meet the customer needs and emotions. In this connection, the object of this study is to clarify the definitions and the characteristics of the show rooms and the experience design through the literature research, analysis the space characteristics of the experience design in the show rooms of total interior brands, investigate their customer satisfaction and present the direction and the effective methods of the space design for the show rooms of the future. And the study result shows the experience design is the key factor to the high user satisfaction. Thus, the show rooms should provide the well-balanced experience with the adoption of a variety of experience design elements. Especially, the experience design elements are needed in the room to display the merchandise. Lastly, the show rooms are expected to increase constantly, so the study targeted at the specific area, Seoul should be expanded to other areas. And this study based on the customer survey alone have a limit to giving the concrete proposals. Therefore, the follow-up studies with the different methods such as one-to-one interview will be in demand.

A Study on the Characteristics of Vocational Experience Facilities in Accordance with Experience Marketing - Focused on Vocational Experience Facilities for Children - (체험 마케팅에 의한 직업체험관의 특성에 관한 연구 - 어린이 직업체험 중심으로 -)

  • Joo, Hee-Moon;Byun, Dae-Joong
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.108-116
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    • 2013
  • This study has the purpose to review the way of experience element and property of space design appearing in vocational experience space and accumulate basic study material for children's vocational experience space and build systematic and specialized modules. Analysing the marketing elements of experience space through pilot research to arrange frame of analysis, and in a determined range, experimental marketing's property appearing in children's vocational experience center is analysed. This researcher analysed experimental displaying space's function of recognition, emotional, behavior, sense marketing and experimental marketing induced from pilot research on space design expressive elements of experimental marketing when it is applied to spaces through the frame of analysis with the combination of total 8 kind's experience display space function such as investigative, conceptional, aesthetic, entertaining, logical, relative, participating, and comprehensive experience based on 5 vocational experience spaces located in Seoul and Gyeonggi, opened after 2010, being operated at present with more than 500 pyeong (about 1,650 square meter) and targeted for children, after this researcher visited the site directly to make check list with the frame of analysis together with the staff and administrator in charge of vocational experience education. As a conclusion, vocational experience center is a space of edutainment helping children experience various profession more easily to find their interest and to bring up their dream. By analysing current vocational experience center through the element called experimental marketing, current status of vocational experience center could be known. the experience itself in vocational experience center becomes a merchandise. Instead of mere experience, so as to get professional experience and new information, new experiences should be provided by incessant variation and development. This study is to build basic research data for children's vocational experience space, however not only drawing specialty of vocational experience center through the connection of enterprises based on the contents arranged above but also systematic and specialized modules are expected to be built in next researches.

Research on the Features of VR Marketing Design Based on Emotional Experience

  • Sui, Qiao;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.537-545
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    • 2022
  • Emotional experience (James, 1884)[1] can affect people's behavior. There are few types of research on VR marketing(Maojun Zhou, Zeru Yan, 2018)[2] design based on emotional experience. This article is based on emotional evaluation theory and empirical research, and the VR marketing case "Buy+" online shopping platform (Wu Yongyi, 2016). It is concluded that there are three levels of emotional experience definition on VR marketing which decompose the features of the VR marketing design of "Buy+ as an online-shop" correspondingly and find out the design features of VR marketing from the perspective of emotional experience. Finally, through the analysis of the questionnaire data, it verified that vividness, functionality and effectiveness could represent the features of VR marketing design. Moreover, it analyzed the correlation among these factors. Vividness and functionality have the closest relationship among them. The definition, the components, and the correlation of the three-layer emotional experience obtained from this research can provide theoretical support and reference for other VR marketing designs.

A Study on the Service Design for Online Service Company to Enhance User Experience

  • Lee, Ji-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.101-107
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    • 2012
  • Objective: The aim of this study is to investigate service design cases by online service companies and suggests framework to understand service design of them. Background: Recently, exploratory service design cases by online service companies such as Google, Apple, and NHN has been developed. Service design and online service experience design has been booming among user experience professionals but these two areas are not clearly defined. It is interesting to study the definition and key factors of service design and online service experience design. Moreover, investigating service design cases by online service companies is needed. Method: Due to diversification of service design cases by online service companies, this study has reviewed online resources and literatures about top 5 online service companies in USA and Korea. Furthermore, this study used expert interview who worked for service design at NHN. To understand the attributes of service design cases, this study developed 3 types of service design classifications scheme such as service design as extension of online service, space design and event service design. Finally, this study suggested a new framework for service design cases. Results: This study investigated service design cases by online service companies and suggests key issues and frameworks to uncover service design for online service. Conclusion: Service design cases for online service was analyzed by $2^*2$ matrix(extension, $enrichment^*product$, service) to explain characteristics and attributes. NHN's Knowledge-iN bookshelf at NHN library1 is a unique form of service design as a tool of enrichment of online experience. Application: The results of this study might help to understand service design cases and plan new service design for online service companies with structured framework.