• Title/Summary/Keyword: Design for Experience

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A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

Study on Space Composition Analysis of the Local Old Age Experience Hall (국내 노인생애체험전시관 공간구성에 관한 분석 연구)

  • Cho, Jung-Mi;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.173-178
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    • 2006
  • An increase in the proportion of Korean population in older age is much faster than the rest of the world. Along with rise of nuclear family due to rapid industrialization, informatization and materialization, ageing, on current situation in Korea that a reality of being diminished consciousness involving the sense of filial piety, and of respect or honor for the elders, does mean that such topics in ageing have become sociocultural issues that a nation should get more deeply involved in caring later life of the elderly population in an official and obligatory manner. Under this circumstance, an exhibition space in the hall intended for experiencing the later life of the elderly will surely play the role of locomotive in the respect of education to understand aging adults, and to promote development of health and welfare industry, especially for older population, also in creating and developing a positive and desirable culture and environment. To implement design project concerned with the space for the elderly population in a more careful and effective manner, the features of the Old Age Experience Hall that will satisfy the requirements thereof and the space compositions as well as characteristics of three exhibition halls having already been operated were analyzed examining closely the current facing issues in this aging society and also investigating the aging process related to physical functions of older adults. Based on those analyses, this study was aimed to prepare an efficient and systematic theoretical foundation for planning space composition of the Old Age Experience Hall further having extracted basic directions for design from, which should be meticulously considered and reflected so as to make the Old Age Experience Hall function properly.

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A Study on the Expressive Characteristics of Jerde Partnership's shopping mall space - Focused on Emotional Design - (저드 파트너십의 쇼핑몰 공간에 나타난 디자인적 특성에 관한 연구 - 감성디자인적 표현특성을 중심으로 -)

  • Chang In-Kyung;Kim Moon-Duck;Song Choon-Eui
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.86-94
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    • 2005
  • The recognition of emotionality becomes so important that it is called' emotional consumption society'. Emotional design, which is mostly concern about user's consensus & experiences and in the space, is appeared on commercial place. Emotional design is understanded from a Interactive point of view, human and interior-space. The purpose of this study is to examine the emotional design by analysis of multiple-commercial-functioned shopping places. Specially, the most recently remarkale Jerde partnership's shopping space in Japan. Jerde partnership' project theme is creative experience by making place and experience design. Though, they weren't claim to stand for emotional design, but presented an emotional element in the shopping mall works.

The Intensification for Environmental Education in Art Education (미술과에서의 환경 교육 강화 방안)

  • 박소영
    • Hwankyungkyoyuk
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    • v.12 no.1
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    • pp.225-241
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    • 1999
  • The art subject deals with aesthetic experience within natural environment around and artificial environment, and it represents the experience through formative arts. And it also extends the aesthetic experience by making students appreciation of the works of art. In the main text of this study was studied with the connection with environmental education on the basis of the characteristics of art subject. That is, in the art education there can be an understanding of the harmony between natural environment and artificial one and their relationship and, furthermore, more positive environmental education can be possible by environmental murals, environmental sculpture, environmental design, packing design, poster design, elf through systematic formative arts. In addition, the art education can make students keep sensitivity to the natural and artificial environment through the appreciation of a variety of art works made with a theme of environment or through the appreciation of the works in the environment around our lives. Also, it can lead to acquire the desirable values and attitudes toward the environment by discussing the harmony of environmental development and environmental preservation visually. In the second place, this relation described in detail by each grade according to the contents of the 7th curriculum for the art subject. In the third place, the following were suggested: the goals for the environmental education in the art subject, the direction of environmental education, the organization of contents related to environment and their emphases, and the main teaching and learning methods for environmental education.

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Effect of Fashion Brand Experience on Brand Attitude and Offline Fashion Product Purchase Intention by using ZEPETO - A Case of Korean and Chinese Consumers in their 10s and 20s - (ZEPETO를 통한 패션 브랜드 경험이 브랜드 태도와 오프라인 패션 제품 구매의도에 미치는 영향 - 한국과 중국의 10-20대 소비자를 중심으로 -)

  • Choi, Dahui;Song, Sumin;Zhang, Tengyu;Gao, Li;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.567-576
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    • 2022
  • This study aims to determine the effects of the experiences of ZEPETO platform users on their attitudes and purchase intentions. A survey on 10-20 Korean and Chinese virtual fashion consumers was conducted. Brand experiences were independent variables, and offline purchase was the dependent variable. The results showed that, first, among the four factors of the brand experience, Korea and China have the highest explanatory power. Second, the brand experience of Korean consumers significantly impacted their brand attitude. Additionally, cognitive and emotional experiences of the brand positively impacted their brand attitude. Third, the brand experience of Chinese consumers significantly affected their brand attitude, and among the sub-factors of brand experience, cognitive experience positively affected brand attitude. Fourth, the brand experience of Chinese consumers significantly influenced their offline purchase intention, and among the sub-factors of brand experience, cognitive experience positively influenced their offline purchase intention. Overall, an emotional branding strategy that provides brand and product information must be implemented for the Korean market encouraging consumers to develop a positive and emotional connection with the brand. The Chinese market would benefit from formulating a reliable branding strategy that easily provides a wide range of brand and product information focusing on cognitive experiences.

A Study on Searching for Process of Experience for Architectural Design (건축공간에 있어서 경험의 과정성 구현 연구)

  • Kim Soojin;Lee Young-Soo
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.62-70
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    • 2005
  • Basically, modern architect's translation of relations between architectural space and human beings is focused upon the space and the way the space is experienced. Thus, the architecture is construed not as the finalized and fixed structure but as something undetermined and In progress. Here, we can identify the similarity between current trend and theory on process. Experience argument in this study is based upon such a similarity. And for your understanding of the spatial concept broached in the following experience argument, I've presented the analysis of Ben van Berkel's and Kazuyo Sejima's works that represent user's experiences in discussing art works. Taking a step further, I'll try to provide the true definition of being in progress and the potential of the architecture, thereby seeking the value and meaning of trends in modern architecture. In this regard, this study is aimed to analyze the attributes of experiences in progress identified in the art works of Ben van Berkel and Kazuyo Sejima and to extract and analyze the architectural concepts therein.

A Study on Conceptual Design of Smart Training System for Advanced Plant Design and FEED Engineers Based on Exploring Systems Engineering (시스템엔지니어링 탐색적 접근을 통한 플랜트 엔지니어링 선행설계 전문인력 양성을 위한 스마트 교육시스템 개념설계에 관한 연구)

  • Hong, Dae Geun;Park, Chang Woo;Suh, Suk Hwan;Sur, Hwal Won
    • Journal of the Korean Society of Systems Engineering
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    • v.14 no.1
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    • pp.28-35
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    • 2018
  • Front End Engineering Design (FEED), currently dominated by a few advanced countries, creates the highest added-value in the in plant construction industry. In the domestic plant engineering industry, it is difficult to acquire its own technology capability and experience due to lack of experience and shortage of experts in advanced design fields such as basic design and FEED. To achieve competitiveness with the advanced countries, it is necessary to establish smart training system for advanced plant design and FEED engineers. This study aims to design an integrated training framework for plant engineering and FEED using system engineering to build a smart plant engineering education system that learns design knowledge based on educational content and experience based on design stage for chemical plant.

The Effects of Brand Experience on Brand Loyalty according to Emotional Responses - Focused on Brand Experience with Fashion Brand - (브랜드체험이 감정적 반응을 통해 브랜드충성도에 미치는 영향력에 관한 연구 - 패션브랜드를 중심으로 -)

  • Chang, Geunghae;Lee, Ene-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.105-120
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    • 2016
  • The purpose of this study is to verify the effects of brand experience on Brand Loyalty according to Emotional Responses. For this study, data were collected through Google questionnaires site. The survey ran from March to May, 2015, the total of 329 respondents was used in analysis. The subject consisted of adults living in domestic region, and convenience sampling. For statistical analysis, AMOS were used to verify the study model. The major results of the research are as follows. First, as to the relation between brand experiences and affectional responses, all of experience dimensions positively affect affectional responses. Second, regarding the relation between brand experience and brand attitude, partially experience dimensions affect brand attitude. Third, affectional responses affect positively brand attachment. Forth, brand attitude affect positively brand attachment. Fifth, brand attachment positively affect attitudinal brand loyalty and behavioral brand loyalty. Finally, with regard to the relation between brand experiences and brand attitude, consumer need for uniqueness has partially moderating effects when behavior experience affect brand attitude.

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A Study on the Increase of Intuitive Play in Web Site - Especially on the Internet Shopping Mall Design using Tactile User Experience (웹사이트에서의 직관적 유희성 증대에 관한 연구 -촉각적 사용자 경험을 활용한 인터넷 쇼핑몰 디자인을 중심으로-)

  • 황선영;서종환
    • Archives of design research
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    • v.16 no.3
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    • pp.23-32
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    • 2003
  • Web sites are needed to approach the lots of ways that increase the user intuitive play over communicating information nowadays. So the stimulus of tactile sense establish it's importance through active study in other fields and we expect great effect to applicate this tactile sense in web site. This study analyzed both the experience for intuition and the increase of intuitive play in web site and investigated the importance of tactile sense. This user experience through the tactile sense not only communicates between designer and user but has the intuitive play for users. So we analyzed the factors of tactile user experience in web site and considered it's application and then applied these factors in internet shopping mail. After that, we analyzed the users'response in the Internet shopping mall using the tactile user experiences through the research.

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A Study on the Characteristics of the Library Space for Introducing Urban Experiences (이용자의 도시적 공간체험을 유도하는 도서관 공간 특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.240-247
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    • 2014
  • This study is aimed to examine the characteristics of library space, in which user experiences and social networking are central in its design. Today, a library is a place to provide diverse accesses and experiences to information networks, where various individuals and user groups come and share mutual understanding and experiences. Library users developed social ties and a sense of community through library experiences. As a multipurpose space of a community, a library has the characteristics of urban public space like sidewalks and plazas. The eight case studies of libraries are analyzed from the viewpoint of each factor of library experience, including landscape, sidewalk, and plaza experience. The study drew its conclusions as follows. First, a library is a regional landmark for the users. Thus, it tends to be designed to allow transparency on its surface which introduces inner and outer landscape into the inside of the building. Second, the users experience a library similarly as they experience an urban street where they interface, browse, and interact with people and information. As they interact and share experiences, they develop solidarity and social ties among them. A library is designed to preserve continuity to adjacent streets, which increases accessibility to the building and hosts street activities into the building. Third, a library today is designed to be a flexible open space with information networking as well as community networking which allows library users diverse activities within it. For example, a multipurpose grand stairs in the middle of the main circulation of a building allows the users diverse activities. A large open stack with reading areas gives the users the feeling of an urban plaza where they can move vertically and horizontally. In conclusion, all findings of this study imply a user-oriented design for a library building.