• Title/Summary/Keyword: Experience Design

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A Study on the User Experience of Handmade Market Applications -Focused on Etsy and Idus- (핸드메이드 마켓 앱의 사용자 경험 연구 -Etsy와 idus를 중심으로-)

  • An, Jisun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.389-395
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    • 2021
  • This study aims to evaluate the user experience of leading handmade product market service applications, Etsy and idus. A survey about the apps was developed based on Peter Morville's user experience factors. The survey was conducted with eleven users from their 20s to 50s. In addition, problems were discovered through an in-depth interview and the resulting user experience problems were analyzed according to the five levels of Jesse James Garrett's user experience element framework. Our primary results for both apps suggest applying a universally accepted visual interface to improve the user experience, providing brief text to improve readability, avoiding repetitive delivery of similar functions in different information structures, and applying design patterns that are considerate of customers' culture and country. This study provides meaningful data to elevate handmade product platforms into global platforms by analyzing and providing improvements to their shopping experiences.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

Question-Centered Creativity Development Mediated by Design Artifacts (디자인 인공물을 매개로한 질문 중심의 창의성 개발)

  • Kwon, Sunggyu
    • Journal of Engineering Education Research
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    • v.23 no.2
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    • pp.3-13
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    • 2020
  • Key objective of cornerstone design is that students are able to experience developing creative design concepts through team activities, but the objective is hard to achieve. Based on a study of research materials, this paper asserts that the possibilities of creative problem solving can be promoted in question-centering ideation model if design artifacts are represented in some forms that could invoke design thinking and then the solution space is appropriately established. In particular, design problem on which divergent questions are asked should be explored and defined so that it can be a linguistic artifact represented by various visual aids. It is recommended that curriculum is modified so that students can experience creative conceptual design.

A preliminary study on the evaluation method of online design education (비대면 디자인 교육 평가 체계 구축에 관한 기초 연구)

  • Park, Seo-Yeon;Pan, Young-Hwan
    • Design & Manufacturing
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    • v.16 no.2
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    • pp.7-12
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    • 2022
  • The purpose of this study is to develop an evaluation method for online design education. Online education has established itself as the primary form in the educational field, however, there are unsatisfactory response from instructors and students due to rapid conversion of online education. Due to the transition of educational method, online class contents have become optimized and online educational experiences became accumulated. However, clear education criteria is essential. This study states importance of two parts: establishing an evaluation system based on design thinking for online design education and finding appropriate online platforms for interaction between instructors and students. The research results provide implications for ensuring the efficiency of design education and are expected to contribute significantly to the future education field.

User Research Method for Service Design: From Conceptual Knowledge To Design Knowledge

  • Joo, Jae-Woo;Oh, Dong-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.15-21
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    • 2012
  • Objective: We propose empathy as a user research method for service design. Background: We argue that empathy will enable user researchers to go beyond the conceptual knowledge to the design knowledge of user experience. Method: We tested our hypothesis by conducting an experiment in which subjects were required to propose solutions to improve the experience of a family member of a patient hospitalized in an emergency department. Results: We found that the subjects who empathized with the family member of a patient tended to suggest the solutions based on design knowledge rather than the solutions based on conceptual knowledge compared to the subjects who did not empathize. Conclusion: Data support our hypothesis that empathy enables people to focus on design knowledge rather than conceptual knowledge. Application: These findings provide practical implications for user researchers in service design.

2007 Exhibition plan for Seongnam Living Design Festival (2007 성남 리빙디자인 페스티벌 계획안)

  • Park, Young-Tae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.179-182
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    • 2007
  • 2007 Design Festival on Seongnam Living Design has been held with the theme of "You and I, We" on the basis of harmony through design. This kind of theme has the main concepts as follows: Harmony- the exhibition program that can capture our mind, Communication-the experience program not through personal work but through group work, Design Seongnam-joyful Sungnam which we have made together by regional participation design project. Especially, it also has encouraged active and voluntary participation based on the promotion of the event and design exhibition that are hosted by the universities, elementary and secondary schools that represent the downtown Seongnam. In understanding Seongnam City, it has applied the plan introducing emotional process. These are the programs, which are reading, thinking, listening, watching, touching, making, and dreaming. Through the processes of being with Seongnam by participants, it has helped people know more about Seongnam, and focused on being the exhibition understanding the members of the community Seongnam.

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The Relationships among Brand Experience, Customer Perceived Value, and Brand Support Behavior in Service Industry (서비스 산업의 브랜드 체험, 고객의 지각된 가치, 브랜드 지지행동의 관계)

  • Cheng, Zhen-Feng;Kim, Gyu-Bae
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.91-100
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    • 2019
  • Purpose - The importance of customer experiences has been increasing in retail industry as wells as theme park industry. The purpose of this research is to investigate relationships among brand experience, customer perceived value and brand support behavior in theme park industry. Furthermore, we tried to examine the moderating effects of interaction with customers in the relationships between brand experience and customer perceived value. Besides, we provided some implications for not only the theme park industry but also other service industries such as retail industry. Research design, data, and methodology - The research model has nine hypotheses, and we examined them empirically in this study. Five hypotheses were about relationships among theme park brand experiences, customer perceived value, and brand support behavior. The other four hypotheses were about the moderating effects of customer interactions in the causal relationship between brand experiences and customer perceived value. A total of 167 samples who had visited the theme park were surveyed and the hypotheses were tested with the statistical package programs such as SPSS 21.0 and AMOS 21.0. Results - The results of this study are as follows. First, it was proved that theme park visitors' sensory experience, emotional experience, and cognitive experience have significant positive effects on perceived value, although the hypothesis about the causal relationship between behavioral experience and perceived value is not supported. Second, the customer perceived value has a positive effect on brand support behavior. Third, customer interaction has a positive moderating effect between brand experiences and perceived value, except for behavioral experience. Conclusions - Based on the results of this study, there can be following significances and implications from both theoretical and practical perspectives. First, we confirmed the importance of experiential marketing in other service industries such as retail industry as well as the theme park industry. The marketing managers in these industries need to design various experience programs considering the various characteristics of experiences such as sensory, emotional, and cognitive experiences. Second, it will be necessary for the theme park managers to encourage active participation of customers, and raise the level of interaction between employees and customers.

A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device (모바일 현장체험학습 저작도구 개발을 위한 기초연구)

  • Kang, Young Ok;Cho, Na Hye
    • Spatial Information Research
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    • v.23 no.3
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    • pp.123-132
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    • 2015
  • Recently both the importance and the interests of field-experience learning have kept increasing since the Education of Ministry encourages students to take a field-experience learning with the self-driven and creative education as the main issue in the 7th revised education curriculum in 2009. As the importance of field-experience learning goes up continuously, not only the release of its related mobile applications is increasing, but also a variety of researches for supporting the field-experience learning are ongoing. In this research we perform two things. First, we define the basic concept of authoring tool for which support the field-experience learning based on its characteristics and user requirements analysis. We confirmed that the authoring tool for the field-experience learning has to 1) support all activities that happen in pre-field, field-experience and post-field phases, 2) be possible to write the location-based field work, 3) have the authoring function which reflects the characteristics of curriculum such as history, science and geography, etc. that the field learning can be realized, 4) be designed as the structure that the results of inquiring activity after the field experience activity can be reused. Second, we create a conceptual design after confirming the authoring tool.