• Title/Summary/Keyword: Product Experience

Search Result 1,189, Processing Time 0.023 seconds

Research on the Interactive Experience Design of Museum Cultural Product Customization Platform -Focusing on Shenyang Palace Museum (박물관 문화상품을 위한 플랫폼의 상호경험디자인에 대한연구 -선양고궁박물관을 중심으로)

  • Ren, Shilei;Pan, Younghwan
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.2
    • /
    • pp.185-200
    • /
    • 2022
  • The innovative development of museum cultural products is an important way for museums to play the function of cultural communication with their collections. In the context of consumer upgrading, traditional cultural product design and sales methods gradually fail to meet the diverse needs of consumers. This study aims to propose the construction of a customized interactive experience platform for museum cultural products, promote the development of museum cultural products, and facilitate the inheritance and preservation of museum culture. The research methodology analyzes the model and characteristics of existing cultural product customization platforms by collating existing literature studies, and distributes 159 questionnaires to investigate the needs of cultural product consumers, and finally combines the customization experience with existing e-tailing platform systems according to user needs, proposes a theoretical framework and conducts design practice and usability testing using the Shenyang Palace Museum as an example. The findings show that users have a high acceptance of the customized platform for cultural products and that the design of the customized platform can be used to promote the dissemination of the cultural connotations of museums, optimize the personalized user experience of cultural products, and provide new ideas for the development, design, and retailing of museum cultural products. Based on the above findings, this paper suggests that museums' cultural product development can utilize the design model of customized platforms to further enhance consumers' personalized service experience.

A Study on the Intermediary Experience of Product Philanthropy between Corporations and NPOs: Exploring for the Development of Product Philanthropy Systems (기업과 비영리기관의 현물기부 중개 경험에 관한 연구 : 현물기부 시스템 개발을 위한 탐색)

  • Lee, Eun Jung
    • Journal of the Korea Convergence Society
    • /
    • v.5 no.4
    • /
    • pp.129-136
    • /
    • 2014
  • Although the concern about various welfare resources in the private sector is increasing, it has been less discussed on product donation in comparison with cash donation. This study is to explore effective product donation system by understanding the intermediary process experience of product philanthropy between corporations and non-profit organizations. In order to understand such process in details, data was collected by conducting interview in-depth with 4 corporate staff and 2 NPOs staff in charge for product donation. Based on the findings of study, suggestions are discussed for effective intermediary systems of product donation including the use of new technology such as the on-line system of Good 360(formerly Gift In Kind International) and for improving the partnership between corporations and NPOs to activate product philanthropy. Also, these show that it is necessary to reinforce institutional support on tax-incentive and fair market value of giving product.

Applying a Product Data Analytics-based Quantitative Contribution Evaluation System for Participants to Collaborative Projects in Product Development Practices (협동 제품개발 실습에서 참가자 기여도 평가를 위한 Product Data Analytics 기반 정량적 평가 시스템 적용)

  • Do, Namchul
    • Journal of Engineering Education Research
    • /
    • v.22 no.4
    • /
    • pp.61-70
    • /
    • 2019
  • As product development process becomes complex, it becomes more important for engineering students to experience collaborative product development. Especially the collaboration experience based on Product Data Management (PDM) systems is useful, since participants are likely to use the same environment for their professional product development. However, instructors have difficulties to evaluate contribution of each participant to their projects during the practices, since it is hard to trace personal activities for collaborative design processes. To solve this problem, this study suggests a data-driven objective method that analyses product data accumulated in PDM databases to evaluate numerically calculated contributions of participants to their class projects. As a result, the quantitative measures provided by the data-driven analysis with qualitative measures for project results can improve the fairness and quality of evaluation of contributions of participants to collaborative projects. This study implemented the proposed evaluation method with an information system and discussed the result of the application of the system to product development practices.

Influence of Marketing Mix on Customer's Attitude and Purchase Intention -Mediating Effects of Customer Experiences- (마케팅믹스요인이 점포태도와 구매의도에 미치는 영향 -고객체험의 매개역할을 중심으로-)

  • Fan, Qing-Ji;Kim, Won-Kyum;Cui, Guang
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.8
    • /
    • pp.292-300
    • /
    • 2010
  • In this research, the object is to analyze the impacts of the four dimensions of Marketing Mix in terms of product, price, place and promotion on store attitude and purchase intention. At the same time the mediating variables such as sense experience, feel experience and think experience in relationship among Marketing Mix and store attitude, customer experiences are also analyzed. The results show that the product, place, and promotion have significant effects on sense experience, feel experience and think experience. Another important finding is customer experiences such as sense experience, feel experience and think experience have significant effects on store attitude and purchase intention.

Study on User Experience design in Gesture Interaction as a Product Trigger - Focusing on Product Design - (제품 트리거로서 행동인식의 사용자 경험 디자인 연구 - 제품디자인을 중심으로 -)

  • Min, Sae-yan;Lee, Cathy Yeonchoo
    • Journal of Digital Convergence
    • /
    • v.17 no.5
    • /
    • pp.379-384
    • /
    • 2019
  • The purpose of this study is to investigate the problems of the rapidly increasing voice interface and to find out what results will be obtained when the new gesture interaction is applied to the product, and to suggest the improvement method for a better user experience. Through the literature review, I have conducted a theoretical review on the changes in the product interface used in the product and the difference between them, and then conducted in-depth interviews on the 20-30 users who used voice recognition as a product trigger. As a result, it was concluded that the decline in the reliability of accuracy leads to a decrease in the preference of voice recognition interactions and an needs of appropriate interface for the functional aspect of non-relavancy in physical distance as a product trigger. This study is meaningful in that it has found a problem with the study of the product trigger interface and suggested improvement measures, and hope to be helpful in follow-up study.

Examining the Moderating Role of Purchase Experience in the Relationship between Perceived Risk and Purchase Intention of Online Used Goods (온라인 중고제품 구매에 관한 지각된 위험과 구매의도: 온/오프 중고품 구매경험의 조절효과)

  • Han, Su Jin;Kang, Sora
    • Journal of Information Technology Services
    • /
    • v.21 no.4
    • /
    • pp.123-140
    • /
    • 2022
  • In the ever-increasing online secondhand product market, the perceived risk of online used products purchase was identified as a factor influencing consumer purchase intention. The results of this study are as follows. First, the relationship between the perceived risk of online secondhand purchase and purchase intention was presented with somewhat different results for each sub-risk factor. First of all, a significant negative causal relationship between physical risk, time loss risk, psychological risk, social risk and online used product purchase intention was verified. On the other hand, financial risk and functional risk did not show a statistically significant relationship with online used products purchase intention. Second, as a result of research on the moderating effect of purchasing experience, offline purchasing experience of used products and online purchasing experience were verified differently. First of all, the moderating effect of the online purchase experience of used products was significant only in the relationship between psychological and social risks on the intention to purchase used products online. The experience of purchasing used products online is believed to reduce uncertainty about the surrounding response to purchasing used products online and weaken the intention to purchase used products online by reducing tension and concerns about purchasing them. Other risks, such as financial risk, performance risk, physical risk, time loss risk, and online purchase experience of used products, were verified to have no significant effect on online used products purchase intention. In addition, the offline purchase experience of used products did not verify a significant moderating effect on the effect of all perceived risks on online used product purchase intention.

The comparison of the user's emotions before and after using a product (제품 사용 전후의 사용자 감성 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.761-768
    • /
    • 2010
  • Research from many marketing fields shows that the importance of factors which ultimately reflect customers' satisfaction towards a product or service vary with the progression of time. Likewise, the emotions that users experience from using the product can vary with prolonged interaction with the product itself. Thus, research was conducted under the notion that users' emotions at the initial stage of product usage is likely to vary with that at a later stage, when users would have had more experience with the product. In this research, a comparison was made between the emotions felt by customers with first-hand experience with the iPhone and those felt by long-time iPhone users who already had much more opportunities to familiarize themselves with the product. The results of the research conducted above show that, with first usage of the iPhone, users experience a relatively low level of negative emotions(Uncomfortableness) due to the predominance of the users' positive emotions. Over prolonged usage, however, the level of negative emotions associated with the usage of the iPhone has been shown to increase. Still, it is impossible to state that the Uncomfortableness associated with iPhone usage is high in general. In fact, it has been shown that positive emotions were rather experienced by iPhone users both before and after usage, suggesting that the emotions involved during iPhone usage was generally positive. Although more research would need to be conducted to safeguard this claim, it can be generally deduced from the results of this research that:when using a product, positive emotions in terms of the reflective level accounts for much of the negative emotions(i.e. discomfort) associated with behavioral level with regard to the product itself.

  • PDF

Development of a Web-based User Experience Certification System based on User-centered System Design Approach (사용자 중심의 웹 기반 제품 사용경험 인증·평가 시스템 개발)

  • Na, Ju Yeoun;Kim, Jihee;Jung, Sungwook;Lee, Dong Hyun;Lee, Cheol;Bahn, Sangwoo
    • The Journal of Society for e-Business Studies
    • /
    • v.24 no.1
    • /
    • pp.29-48
    • /
    • 2019
  • Recently, product design innovation to improve user experience has been perceived as a core element of enterprise competitiveness due to the fierce market competition and decrease of the technological gap between companies, but there is insufficient services to support the product experience evaluation of small and medium-sized companies (SMCs). The aim of this study is to develop a web-based product user experience evaluation and certification system supporting product design practices for SMCs. For system interface design, we conducted systematic functional requirement elicitation methods such as user survey, workflow analysis, user task definition, and function definition. Then main functions, information structure, navigation method, and detailed graphic user interfaces were developed with consideration of user interactions and requirements. In particular, it provides the databases for evaluation efficiency to support the evaluation process above a certain level of performance and efficiency, and knowledge databases to utilize in the evaluation and product design improvement. With help of the developed service platform, It is expected that the service platform would enhance SMCs' product development capability with regard to the user experience evaluation by connecting the consulting firms with SMCs.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
    • /
    • v.25 no.1
    • /
    • pp.41-54
    • /
    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

The Approaches of Positive Experience Design on IoT Intelligent Products

  • Wu, Chunmao;Xu, Huayuan;Liu, Ziyang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.5
    • /
    • pp.1798-1813
    • /
    • 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.