• 제목/요약/키워드: Experience Elements

검색결과 1,038건 처리시간 0.025초

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

  • 이상미;한혜련
    • 한국실내디자인학회논문집
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    • 제26권5호
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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.

Realistic Soap Bubble Appearance using Background Scene and Kelvin Temperature Matching

  • Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.265-270
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    • 2021
  • VR and AR contents provide a rich user experience [1]. Realistic content with human computer interaction and immersion provides an improved user experience, but there is a limit to producing all elements realistically. In this study, we propose a method to advance the rendering of immersive content using background color information [2]. First, the elements necessary for Kelvin temperature rendering are derived from the color and background as context elements, and the rendering effect has been realized in the soap bubble. For soap bubbles Kelvin temperature rendering, the average color of the background is extracted and the color with the highest similarity is applied by comparing the main color and Kelvin temperature.

감성경험 이론에 기반한 탄산음료 패키지 디자인 시각요소의 만족도에 관한 연구 (A Study on the Satisfaction of Visual Elements of Package Design for Carbonated Beverage Based on Emotional Experience Theory)

  • 장상상;장청건
    • 한국융합학회논문지
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    • 제13권4호
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    • pp.271-278
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    • 2022
  • 탄산음료는 우리 생활 속에서 인기가 높은 음료의 일종으로 젊은 층을 중심으로 판매되고 있다. 현재 판매되고 있는 탄산음료는 브랜드가 많고, 대부분 식감의 구분이 강조되고 있으며, 브랜드 이미지와 패키지에 있어 전체적으로 패키지 디자인을 더욱 상업화하였다. 탄산음료 패키지 디자인의 감성경험을 증가시키는 것이 필요하며, 이는 브랜드의 부가가치를 높일 수 있다. 감성은 인간의 가장 보편적인 심리 경험으로써 사물에 대한 주관적인 경험과 느낌이다. 탄산음료의 패키지 디자인에 감성경험의 접목하기를 통해, 탄산음료를 구매하면서 보다 많은 감성적 사용자 경험을 선사해 제품 패키지 디자인의 다양화를 실현하고, 소비자의 감성적 욕구를 충족스키는 것이다. 본 논문은 우선, 탄산음료의 패키지 디자인에 대한 논문을 고찰하고, 시판 중인 탄산음료의 판매 현황에 대한 조사와 패키지 디자인 분석하고, 설문조사를 실시한다. 연구결과, 패키지 디자인을 통해 감성을 경감할 수 있다는 점을 알아냈다. 본 연구가 앞으로 패키지 디자인의 감성경험 향상에 있어 시사점이 되기를 바란다.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

뇌성마비 아동 어머니의 학업과정 지지 경험 (Learning Process Support Experience of Cerebral Palsy Children's mothers)

  • 백경선
    • 동서간호학연구지
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    • 제7권1호
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    • pp.48-60
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    • 2002
  • This study was conducted to understand and analyze experience of learning process support toward mothers of children who suffer from Cerebral Palsy, to generalize and structurize the meaning of practical learning process support, and to use the study results as basic materials for development of support model. Study subjects were 12 mothers who have Cerebral Palsy children attending an ordinary school and a school for handicapped children. Data were collected from November 10, 1999 to December 29, 2000 and from January 20 to March, 2001, for 2 months. Data were collected from un-structural and open questions. And the collected data were analyzed with the phenomenological analysis method proposed by van Kaam(1969). Study results obtained from this report were as follows; As for original materials about learning process support experience of cerebral palsy children's mothers, 48 technical expressions were derived from 97 pieces of original materials, they were categorized into 10 common elements. Those common elements were , , , , , , , , , . Based on the above results, it is suggested that the concept of learning process support toward children suffering from Cerebral Palsy should be structureized, and proper models should be developed.

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적극적인 고객 참여를 위한 사용자 경험으로서 의외성에 관한 연구 (A Study on Positive User Experience Design for Customer to Participate as a Unexpectedness)

  • 이규태;김성훈
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.171-182
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    • 2010
  • The precent, many outdoor advertisements in the media has such experience. Looking at the trend of outdoor advertising media, visual stimuli, causing extreme curiosity, stimulate emotion, expression, such as illogical to consumers using a variety of unexpectedness "surprising expression" attempt to give a strong impression on consumers appears to can. In this study, outdoor advertising media, outdoor advertising is now through the case study to evaluate the characteristics of the media in the unexpectedness, in the process based on components derived extraordinariness configure Tetrad Map and extraordinariness factors of outdoor advertising media Analysis of the key elements to configure the user experience factor that has the purpose of identifying the characteristics extraordinariness. As a result of analysis of outdoor advertising media element to configure the Visual / Installation / Technology / Story of the most important factors acting Visual elements were found to be leveraging. Components, as well as factors was higher than the interest factor involved. So now with the development of outdoor advertising media, the unexpectedness expression appears in the flow, limited to the visual aspect of extraordinariness factors that could be seen being used. Characteristics of outdoor advertising media in the past did not deviate more as consumers look to stimulate the technical attributes of a visual form that could be seen to be extended.

A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

역량으로서의 '패션 감각'의 개념적 정의를 위한 탐색적 연구 (An Exploratory Study on Defining the Concept of 'Fashion Sense' to Identify Competencies)

  • 이고은;이윤정
    • 한국의류학회지
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    • 제42권4호
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    • pp.639-656
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    • 2018
  • The term fashion sense is used in everyday conversations by consumers to refer to the ability of people who dress well in attractive ways or to refer to the competencies or expertise of fashion professionals. Despite the frequent use of the term, its concept has rarely been explored systematically. In this study, we performed in-depth interviews with 14 fashion experts to clarify the concept of fashion sense. The core elements of fashion sense were explored based on the interview results. As a result, twelve core elements were identified that included visual ability, aesthetic experience, aesthetic recognition ability, intuition, self-consciousness, self-efficacy, fashion experience, involvement in fashion, creativity, innate sense, environmental support, and development due to education. In addition to these twelve core elements, 42 supplementary elements were identified. This study is to help initiate an academic discussion of the concept of fashion sense as a competency that fashion experts should develop. The findings of this study can provide practical and educational implications for the fashion industry and academia.

소규모 미술관에 나타나는 현상학적 요소에 관한 연구 - 메를로 퐁티의 지각의 현상학을 중심으로 - (A Study on the Phenomenological Elements Appearing in Small-Scale Art Museums - From the Viewpoint of Phenomenology of Perception of M. Merleau-Ponty -)

  • 최진석;김문덕
    • 한국실내디자인학회논문집
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    • 제23권3호
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    • pp.212-221
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    • 2014
  • This study aims to analyze and explore phenomenological elements that appear in small-scall art museums with spatial concepts, such as top and bottom, depth, movement, and experienced space on the basis of Merleau-Ponty $Ph\acute{e}nom\acute{e}nologie$ de la perception.' Therefore, small-scale art museums may be regarded as an ideal space that can be analyzed with Merleau-Ponty's phenomenological theory since they should provide viewers with various spatial experiences in a limited space, breaking away from spatial limitations beyond appreciation of artworks. As research subjects, the range of art museums was limited to ones whose designs architectures or interior designers participated in out of all the small-scale art museums constructed after the 1990s, when the concepts and directing methods of spatial experience elements started being applied to art museums. Small-scale art museums chosen as cases were analyzed with Merleau-Ponty's spatial concepts explained earlier, and this study drew conclusions for each one. The significance of this study is that the results of this study can be used as efficient materials to reflect phenomenological elements on planning future small-scale art museums through further studies on various small-scale art museums.

우리나라 대학생의 정보 리터러시 수준에 대한 실태조사 (A Survey Research on Information Literacy Level in Korean University Students)

  • 이수상
    • 한국문헌정보학회지
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    • 제41권1호
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    • pp.85-103
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    • 2007
  • 정보 리터러시는 다양한 유형의 리터러시들과 관련되며, 디지털 기반의 정보사회에서 개인이 갖추어야 하는 필수적인 역량으로 정의된다. 이 실태조사는 대학생들의 정보 리터러시 수준을 평가하는 것을 목적으로 하는 기초연구이다. 평가를 위하여. 5가지 수행과정 영역과 12가지 수행능력 영역으로 구성되는 적절한 정보 리터러시 모형을 개발하였다. 조사결과는 다음과 같다: 1) 학생들은 '결과평가' 수행과정 요소는 다른 수행과정 요소보다 높은 수준의 역량을 나타내었다. 2) 5가지 수행과정 요소들과 12가지 수행능력 요소들 대부분은 높은 상관관계를 나타내었다. 3) 학년, 정보검색 첫 경험시기, 관련된 교육 경험에 따라 개인의 정보 리터러시 수준의 차이를 나타내 보였다.