• 제목/요약/키워드: Design for Experience

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의류기업의 경험제공수단에 따른 소비자의 브랜드 경험유형이 브랜드 충성도에 미치는 영향 (Effects of Consumer Experience Related to Experience Providers of Apparel Companies on Brand Loyalty)

  • 황정인;박재옥
    • 한국의상디자인학회지
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    • 제15권1호
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    • pp.175-189
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    • 2013
  • This study was aimed at finding the effects of consumer experience related to experience providers of apparel companies on brand loyalty. The participants of this study included experienced SPA fashion brand shopping female consumers who are between the ages of 20 to 50 residing in Seoul. A total of 285 questionnaires were used for the survey of this study. Methods of data analysis included. The result of this study revealed the 9 factors of experience providers in apparel companies: co-branding, advertising, visual/verbal identity & signage, design & quality, physical environment, people, emotional environment, websites, and sales promotion. The 5 factors of consumer experiences were behavioral experience, relational experience, affective experience, intellectual experience, and sensory experience. The experience providers of the apparel company had a significant impact on consumer experience of SPA, such as behavioral experience, sensory experience, affective experience, intellectual experience and relational experience. Of all, consumer experience of SPA as well as behavioral, sensory and affective experiences had a positive impact on brand loyalty. In conclusion, experience providers, at the disposal of the apparel company, are tactical implementation components for creating consumer experience. Therefore, the marketing strategy of apparel companies should be focused on eliciting affirmative responses from consumers.

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Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • 디자인학연구
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    • 제20권2호
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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

  • 윤세균;김태균;채승진
    • 디자인학연구
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    • 제16권4호
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    • pp.289-298
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    • 2003
  • 21세기는 소비자의 내외재적 경험을 중시하는 경험경제(Experience Economy)의 시대라고 할 수 있으며 그 핵심은 새로운 관점에서 소비자의 욕구를 이해하는 것이다. 그간 전문가 중심적 관점의 디자인 개발은 제품의 사용성이나 조형성 개선에 주력하였으나 이제는 이에 더하여 사용자의 경험 전반에 무게를 두는 진전된 개념을 적용하도록 요구한다. 이를 위해 소비자의 가치체계에 대한 연구를 디자인의 중심적 지식기반으로 활용할 필요가 있으며 가장 핵심적인 내용의 하나가 경험 시스템에 대한 체계적 접근이다. 이런 배경에 따라 본 연구는 첫째, 제품디자인에 있어 '경험(experience)'의 개념을 소비자의 삶의 중요한 측면으로 새롭게 정의하고 두 번째, 경험디자인의 개념을 구체적으로 정의하며, 마지막으로 그 디자인 실무를 위한 적용체계 모형을 제시하고자 한다. 연구의 전개는 경험론(Empiricism)과 존 듀이(John Dewey)의 이론을 기반으로 경험개념을 밝혔고, 경험의 의미와 유형을 디자인 관점에서 재해석하였다. 이 과정에서 경험을 유발하는 구성인자를 도출하여 이를 디자인의 전개 체계와 적용 모형으로 설정하여 디자인에 활용 가능한 방법론이 되게 하였다. 제시된 적용 모형의 내용은 인간과 환경이 상호관계(interaction)하는 방식에 대해 디자인이 사용자에게 서로 다른 경험 유형과 요소를 제공함으로써 독특한 경험대상을 체득하게 하며 동시에 다양한 경험을 창출할 수 있는 모습을 보여준다. 경험디자인은 이와 같은 모형을 바탕으로 새롭게 창출될 수 있는 경험을 사용자 목표에 맞게 계획하고 설계하여 디자인에 적용함으로써 최적의 제품 경험을 사용자에게 제공하는 것이라 할 수 있다.

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고객 경험 디자인, 구현 및 평가를 위한 개념적 프레임워크 (A Conceptual Framework for Customer Experience Design, Implementation and Evaluation)

  • 구지영;나건
    • 디지털정책학회지
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    • 제2권1호
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    • pp.21-30
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    • 2023
  • 고객 경험 디자인은 고객이 제품 또는 서비스를 구매하고 사용할 때 브랜드나 기업의 터치포인트에서 긍정적인 경험을 최대화하는 것을 목표로 한다. 긍정적인 경험을 전달할 수 있는 제품이나 서비스를 디자인하기 위해서는 고객의 니즈와 고객 경험의 변화하는 특성을 해결하는 데 도움이 될 수 있는 다른 관점과 접근 방법이 필요하다. 디자인 프로세스는 다양한 학문 분야에 걸쳐 혁신을 주도하고 브랜드나 기업의 지속적인 성장에 필수적인 접근 방법 중 하나이다. 따라서, 본 연구에서는 고객과의 상호 작용과 고객 경험을 개선하는 것을 목표로 하는 서큘러 고객 경험 디자인 프로세스(The Circular CX Design Process)를 제안한다. 본 연구에서 제안한 프레임워크는 고객 여정을 중심으로 다양한 터치포인트를 분석하고 개선함으로써 지속적으로 고객에게 긍정적인 경험을 제공하는데 그 목적이 있다.

E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권9호
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

서비스접점 기반의 고객경험관리 포트폴리오 분석을 위한 방법론 설계: 코웨이의 공기청정기 사례를 중심으로 (Methodology Design for Service Encounter-based Customer Experience Management Portfolio Analysis: Focus on the Case of Coway's Air Cleaner)

  • 박근완;황승준;황의종
    • 한국IT서비스학회지
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    • 제22권5호
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    • pp.17-30
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    • 2023
  • A company's sustainable growth is a very important goal, and for this purpose, the company's business model is changing into a convergence of products and services. The purpose of PS-Offering is to maintain a long-term relationship with customers, and customer experience management is necessary for this. This study presents a service design methodology that can support customer experience management of the PS-Offering business model. The experience management portfolio analysis methodology consists of four steps: 1. Deriving service encounter through customer journey maps; 2. Identify the service structure of each service encounter in three forms (FFC, FSC, FSE). 3. Analyze the customer's emotional variables, that is, customer experience, at each service encounter, Finally, 4. After plotting the level of customer experience at the service encounter, the analysis is conducted with a customer experience management portfolio that seeks future strategic plans for this. The methodology presented in this study will help in the service design of the service encounter unit centered on customer experience. And it will improve the financial performance of the company by raising the service level of the business model.

Affordance design for the Management of Patients' Experience in Small Scale Hospitals

  • Shin, Hyun-kyung;Kim, Yong-tae;Youm, Dong-cheol
    • 한국컴퓨터정보학회논문지
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    • 제23권4호
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    • pp.131-138
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    • 2018
  • In the recent years, with a purpose to provide visual and psychological stability to patients and hospital users, Affordance design theory based on perceptual psychological thought has been applied as hospital design. In the past, hospital service design was focused on but Affordance design theory focuses on the patients' experience and methodological research on . The characteristics of the application of Affordance design in the case of patients' experience and service point is as follows:- Firstly, Affordance design is applied when the objective of the patient's experience and the functionality of the object are combined. In other words, affordance design is a condition that arises when encounter between service contact point and patients' experience takes place. Secondly, In the field of Hospital service design, Affordance concepts in and its application can be divided on the functions of experience, cognition and sense following the application of Affordance concepts in Hospital service design. Thirdly, Affordance design method sets meaning of the action received through information provided by morphological features. The condition and surrounding has to be designed in a way that it can induce active behavior of the patient. This study has significance as it has been studied from the perspectives of Affordance theory of design psychology in addition to the physical environment of the hospital, the point of interaction between the hospital and patient, along with the elements of experience design. This study proposes the necessity of analytical study in the field of service design implementation considering various stakeholders in the service contact points of small and medium hospitals in Korea. Furthermore, study of the application of Affordance design can be complemented by reflecting the size of hospitals, the characteristics of specialties, and the specific service environment of each hospital can also be conducted.

경험디자인의 개념과 특성에 관한 연구 - 인간의 공간 인지 과정을 중심으로 - (A Study on Definition and Characteristic of Experience Design - Focused on Human's Cognition Process in Space -)

  • 김예진;이정욱
    • 한국실내디자인학회논문집
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    • 제15권4호
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    • pp.138-146
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    • 2006
  • Main elements in definition of space value were physical, formal, and reasonable characteristics in the past. Howener recently, definition of space value is changing by being advanced about study concerned with human's cognition and thinking way in definition and analysis of space. As you see, cognitive psychologists have emphasized the importance of human's cognitive structure and process and studied diverse aspects of human's thinking ; consciousness, perception, memory, image, language, decision-making, inference, and so on. Therefore main elements in definition of space value are five-dimensional, psychological, symbolic, mental, emotional characteristics above physical, formal, and reasonable characteristics. As mentioned above, the conversion of thinking focused on reason to thinking focused on human's spirit and emotion is achieved in contemporary architecture and 'human's experience' in space becomes a very important factor. For that reason, the purpose of this study is consideration of human's cognitive process in space by conversion of thinking and gives a definition about experience. And, I would like to define 'experience design' whose main attribute is experience in space and establish theoretical basis of experience design through theoretical researches about experience. This study on experience design that induces users to participate in space and stimulate human's spirit is a important point in definition of space value not only contemporary interior architecture but also prospective generation.

월간 <디자인> 잡지 구독 서비스의 사용자 경험 연구 (A study on User Experience of Monthly Magazine Subscription Service)

  • 최소영;김승인
    • 디지털융복합연구
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    • 제19권8호
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    • pp.337-343
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    • 2021
  • 본 연구는 디자인을 공부하는 학생 사용자, 혹은 디자이너로 일하고 있는 사용자를 중심으로 월간 <디자인> 잡지 구독 서비스의 사용자 경험에 관한 연구이다. 잡지 산업의 매출액은 2012년 이후 지속적으로 감소하고 있으며, 국내에서 발행되는 일부 잡지는 폐간 혹은 영구 휴간 절차를 밟았다. 이 연구는 잡지 매출액의 가장 큰 부분을 차지하는 잡지 판매 수입을 증대하기 위해 월간 <디자인>을 중점으로 잡지 구독 서비스의 사용자 경험을 측정하였다. 이를 위해 구독자와 비구독자 대상으로 설문조사 및 심층 인터뷰를 실시하여 개선사항을 제안하였다. 이 연구는 사용자 경험에 초점을 두었으며, 향후 잡지 구독 서비스 연구에 참고자료로 활용할 것으로 기대한다.

경험 혁신과 경영 전략 : 신제품 개발 과정에서의 사용자 경험 디자인(Design for User Experience) (Experience Innovation and Business Strategy : Design for User Experience(UX) in New Product Development(NPD))

  • 신영수;임채린;이선화;김진우
    • 한국IT서비스학회지
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    • 제14권2호
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    • pp.231-251
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    • 2015
  • User Experience (UX) and Experience Innovation have been emphasized in the process of New Product Development (NPD). However, previous works which were conducted within the theme of UX mostly focused on the fragmentary aspects of user's experience in a specific usage-context only. For this reason, it is always hard to deal with questions on how to define the abstract concept of UX and how to apply this important keyword in actually NPD process both for satisfying potential users and for setting a market strategy. To address this issue, we focused on the fact that UX has an aspect of composition like pattern and structure. It means that we can understand the context of UX with clarifying characteristics of relations between user and experiential objects. Also, we referred to two sub-concepts of Complexity, Density and Centrality, as representative characteristics of relations in usage-context. Based on this theoretical background, we attempted to find UX design principles and concepts for NPD from the actual example cases of products and services in the real market. From these whole study process, we expect that our findings could have implications for academic and practical areas within the theme of Human-Centered Innovation.