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A Study on the Characteristics of Space Experience Design of Flagship Store of Sports Brand: Focus on purchasing intentions 体育品牌旗舰店空间体验设计特征研究:关注购买意向
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.278
Hui Ping Zhang, Jae Cheol Kang
Flagship shop space design influences the brand image of visiting consumers, which in turn affects purchase intention. Therefore, in order to attract consumers, this study takes experience design as the theoretical basis and aims to investigate the influence of experience design characteristics (non-daily, interactive, dynamic and associative) on brand image and purchase intention in the design of sports brand flagship shop space. In order to meet the purpose of this study, two sports brand flagship shop spaces, NIKE and ADIDAS, were selected as investigation cases, and a questionnaire survey was carried out with the group of consumers visiting the sports brand flagship shops, and 302 valid questionnaires were finally returned, and the collected data were analysed by frequency analysis, reliability analysis, validation factor analysis, correlation analysis, and regression analysis using the statistical programs of SPSS26.0 and AMOS 24.0. analysis and regression analysis. The results of the study are as follows: (1) The spatial experience design characteristics of flagship shops of sports brands (non-routine, interactivity, dynamism and associativity) have a positive impact on brand image. (2) Brand image has a positive effect on consumers' purchase intention. The results of this study can provide empirical data and theoretical support for the spatial planning of sports brand flagship shops.
旗舰店空间设计会影响到访消费者的品牌形象,进而影响消费者的购买意愿。因此,为了吸引消费者,本研究以体验设计为理论基础,旨在研究运动品牌旗舰店空间设计中体验设计特征(非日常、互动、动态、联想)对品牌形象和购买意愿的影响。为了达到本研究的目的,选取NIKE和ADIDAS两个运动品牌旗舰店空间作为调查案例,对光顾运动品牌旗舰店的消费者群体进行问卷调查,最终回收有效问卷302份,并对收集到的数据进行频率分析、信度分析、验证因子分析、相关分析、采用SPSS26.0和AMOS 24.0统计程序进行回归分析。分析和回归分析。研究结果表明:(1)运动品牌旗舰店的空间体验设计特征(非常规、互动性、动态性和联想性)对品牌形象有正向影响。(2)品牌形象对消费者购买意愿有正向影响。本研究结果可为运动品牌旗舰店空间规划提供实证数据和理论支持。
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引用次数: 0
A study on Textile Design using Longevity Patterns in the Joseon Dynasty 朝鲜时代长寿图案的纺织品设计研究
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.484
Sung won Lee
Whether in the East or the West, all human beings wish for health and longevity. Since ancient times, the origin of longevity has been passed down through historical records and oral traditions. In the Joseon Dynasty, our nation developed a collection of items containing the expression of longevity. There are cultural assets such as clothes, furniture, and buildings with longevity patterns used in the royal family of the Joseon Dynasty. It is being reinterpreted by being grafted into many fields as a formative expression in art culture and contemporary design culture. This study investigated the preferences of modern people about animals and plants that wish for longevity, and developed textile design based on the results.
无论是东方还是西方,人类都希望健康长寿。自古以来,长寿的起源就通过历史记载和口头传统流传下来。在朝鲜时代,我们国家发展了一系列包含长寿表达的物品。朝鲜王室使用的服装、家具、建筑等长寿图案的文化遗产也在这里。作为艺术文化和当代设计文化的一种形式表达,它被嫁接到许多领域,被重新诠释。本研究调查了现代人对长寿动植物的偏好,并在此基础上开发了纺织品设计。
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引用次数: 0
The Effect of Interactive New Media Art's Hands-on Experience on the Immersion of Visitors: Focus on ‘teamLab: LIFE’ 互动新媒体艺术的亲身体验对参观者沉浸感的影响——以“teamLab: LIFE”为焦点
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.412
Ya Wen Zhang, Hee Hyun Kim
This study aims to reveal the impact of 'nature-motivated sensory experience exhibitions' on visitors, where nature becomes art and art becomes nature, even in the midst of serious global environmental issues. To this end, To this end, a quantitative survey was conducted on visitors of the 'team Lab: LIFE' immersive sensory experience exhibition that combines new media art and science and technology. The study population was 130 visitors to the exhibition, and an online questionnaire was conducted, which resulted in a sample of 115 participants. After coding, statistical analysis was conducted using SPSS R-studio linear regression analysis. As a result of the study analysis, first, the sense that affects the immersion of visitors the most was the 'Hands-on experience'. Second, visitors' sense of interest in nature was found to be an “audible experience.” Third, visitors' satisfaction was more affected by immersion than interest in nature. In conclusion, it was confirmed that the “hand-on experience” of visitors had the most influence on the immersion and satisfaction of the exhibition.
本研究旨在揭示“以自然为动机的感官体验展览”对参观者的影响,在这里自然成为艺术,艺术成为自然,即使在全球环境问题严重的情况下。为此,我们对新媒体艺术与科技相结合的“team Lab: LIFE”沉浸式感官体验展的参观者进行了定量调查。研究对象是130名参观展览的游客,并进行了一份在线问卷调查,结果有115名参与者。编码后,使用SPSS R-studio线性回归分析进行统计分析。根据研究分析,首先,对游客沉浸感影响最大的是“亲身体验”。其次,游客对自然的兴趣感被发现是一种“听觉体验”。第三,游客的满意度更受沉浸感的影响,而不是对自然的兴趣。综上所述,参观者的“亲身体验”对展览的沉浸感和满意度影响最大。
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引用次数: 0
A case study of graphic symbol design for domestic wide-area tourist guide maps: Focusing on KS S ISO 7001 public guidance 国内广域导游图图形符号设计案例研究——以KS S ISO 7001公众导游图为例
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.142
Jin Guk Choi, Ji Sung Song
This study conducted a graphic symbol design study on the use of graphic symbols designated as the national standard KS S ISO 7001. The tourist information map production guide issued by the Ministry of Culture, Sports and Tourism suggests the notation according to the public guide picture cover (KS) of the National Agency for Technology and Standards of the Ministry of Trade, Industry and Energy as a rule. As a result of the analysis, graphic symbols used in 14 tourist guide maps were extracted by collecting 17 regional tourist guide maps issued in 2023. It was classified into four types of customary types. Among the 14 regions, it was confirmed that the Gangwon-do tourist information map applied standardized graphic symbols, Incheon, Gwangju, and Ulsan 3 regions used custom-type symbols, and other regions used 4 types of mixed-applied graphic symbols. Metropolitan municipalities and designers must comply with the application of the public guide picture sign (KS) to deliver uniformity and consistent messages to domestic and foreign tourists. This study presents the current status of using graphic symbols on tourist guide maps according to the KS marking principle, and expects them to be used as basic data for designers who design tour guide maps.
本研究对使用指定为国家标准KS S ISO 7001的图形符号进行了图形符号设计研究。文化体育观光部发行的旅游信息地图制作指南通常根据产业通商资源部技术标准院的公共指南图片封面(KS)建议标注。分析的结果是,通过收集2023年发行的17张区域导游图,提取了14张导游图中使用的图形符号。它被分为四种习惯类型。据确认,在14个地区中,江原道旅游信息地图使用了标准化图形符号,仁川、光州、蔚山3个地区使用了定制图形符号,其他地区使用了4种混合图形符号。各城市和设计师必须遵守公共导览图片标识(KS)的应用,向国内外游客传达统一一致的信息。本研究根据KS标注原则,提出了目前在导游地图上使用图形符号的现状,希望能作为设计人员设计导游地图的基础数据。
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引用次数: 0
Suggestions for complementary uses of usability testing (UT) and in-page analytics for e-commerce 对可用性测试(UT)和页面内分析在电子商务中的补充使用的建议
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.399
Soo Bin Lee, Ji Hyun Lee
At a time when research is becoming increasingly important to many organizations, this study aims to provide suggestions on how to use in-page analysis quantitative data as a complement to usability evaluation qualitative data. The research methodology was to analyze the differences between quantitative and qualitative reports through a case study that utilized both usability evaluation and in-page analysis and to come up with complementary ways to use them. To utilize both qualitative usability evaluation and quantitative in-page analysis data, we selected '100yearshop,' a rice cake brand in the domestic e-commerce sector, and 'Beusable,' a service that supports domestic data visualization tools, and collected qualitative data from a usability evaluation conducted with new users, and collected and analyzed real-time data and accumulated quantitative data from users through the Beusable service at a certain time. By utilizing the data collected through the above two methods, we derived the differences between usability evaluation and in-page analysis results and proposed a method for complementary use of usability evaluation and in-page analysis results in the field of e-commerce by breaking it down into the design, implementation, and analysis stages. We expect that the resulting method, “Proposal for Complementary Use of Usability Evaluation and In-Page Analysis Tools for E-commerce,” will be suitable and effective in practice by applying it to actual work.
在研究对许多组织变得越来越重要的时候,本研究旨在就如何使用页内分析定量数据作为可用性评估定性数据的补充提供建议。研究方法是通过使用可用性评估和页面内分析的案例研究来分析定量报告和定性报告之间的差异,并提出互补的方法来使用它们。为了同时利用定性可用性评估和定量页内分析数据,我们选择了国内电商领域的年糕品牌“100yearshop”和支持国内数据可视化工具的服务“Beusable”,从对新用户进行的可用性评估中收集定性数据,并通过Beusable服务收集和分析用户在一定时间内的实时数据和积累定量数据。通过以上两种方法收集的数据,我们得出了可用性评估和页面内分析结果的差异,并将可用性评估和页面内分析结果分解为设计、实施和分析三个阶段,提出了一种在电子商务领域互补使用可用性评估和页面内分析结果的方法。我们期望由此产生的方法“电子商务可用性评估和页面内分析工具的补充使用建议”通过应用于实际工作,在实践中是合适和有效的。
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引用次数: 0
A Study on the Current Status and Direction of Creative and Design Liberal Arts Education in Domestic Universities 国内高校创意与设计文科教育现状与方向研究
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.153
Chae Yeon Lim
It is time to mention the importance of creative education at universities to foster future talents who will lead the fourth industrial revolution. This study identified the current status of creative and design courses currently opened at domestic universities for the purpose of pursuing the goals of creative and design education and the direction to cultivate creative capabilities, and conducted two types of experimental classes based on design theory and design thinking from 2019 to 2020. As a result of the study, each university is aware of the importance of creative education, but it seems that creative-related subjects are not providing a wide range of courses to students due to lack of diversity. As a long-term goal, it is necessary to expand continuous and systematic programs that can cultivate students' integrated thinking skills and creative thinking skills. The direction of creative and design education should be directed in the form of self-directed learning, focusing on convergence education to create new knowledge from a multidisciplinary perspective and an integrated thinking process in which aesthetic experiences are made according to creative activities.
为了培养引领第四次产业革命的未来人才,应该强调大学创造性教育的重要性。本研究以追求创意与设计教育的目标和培养创意能力的方向为出发点,明确了目前国内高校开设的创意与设计课程的现状,并在2019 - 2020年开展了以设计理论和设计思维为基础的两类实验课。研究的结果是,每所大学都意识到创新教育的重要性,但似乎由于缺乏多样性,与创新相关的学科没有为学生提供广泛的课程。作为一个长期目标,有必要扩大能够培养学生综合思维能力和创造性思维能力的连续的、系统的项目。创意与设计教育的方向应以自主学习的形式指导,注重融合教育,从多学科的角度创造新的知识,并根据创造性活动进行审美体验的综合思维过程。
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引用次数: 0
UX Usability Study to Improve NFT Marketplace Platform Usability: Focusing on UPbit experienced and inexperienced users among early marketplace users 提高NFT市场平台可用性的用户体验可用性研究:关注早期市场用户中有UPbit经验和没有经验的用户
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.67
Hye Won Lim, Hye Seung Kim, Hyun Kyung Kim, Ah Young Kim
Financial services are changing due to the development of Information and Communication Technology (ICT), of which the NFT platform is drawing attention from 2030. MZ generations have less resistance to NFT transactions due to their experience in investing in virtual currency, but there is a problem that they lack understanding of the concept. In order to solve this problem, it is necessary to find difficulties and problems in using the service and to help improve usability by presenting improvement plans. As a research method, hypotheses were established for those with experience and no experience in cryptocurrency for NFT marketplaces, usability evaluation criteria were designed through prior research on usability evaluation, and usability evaluation and interviews were conducted. As a result of the study, it was confirmed that there was no significant correlation between the two groups on NFT usability, and problems were derived and guidelines were proposed. It is expected that the usability of NFT trading services will be supplemented in the future through guidelines for improving platform usability.
随着信息通信技术(ICT)的发展,金融服务正在发生变化,其中NFT平台从2030年开始备受关注。MZ世代由于有投资虚拟货币的经验,对NFT交易的抗拒程度较低,但存在一个问题,即他们对这个概念缺乏理解。为了解决这个问题,有必要发现使用服务的困难和问题,并通过提出改进计划来帮助提高可用性。作为一种研究方法,对有和没有NFT市场加密货币经验的人建立假设,通过对可用性评估的前期研究设计可用性评估标准,并进行可用性评估和访谈。研究结果证实了两组在NFT可用性上不存在显著的相关性,并对问题进行了推导并提出了指导方针。预计未来NFT交易服务的可用性将通过提高平台可用性的指导方针得到补充。
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引用次数: 0
The Effect of Synesthesia Metaphor Based on Synesthesia Value Attributes on Consumer Perceptual Value: Focusing on the service usage experience of low-cost airlines(LLC) 基于联觉价值属性的联觉隐喻对消费者感知价值的影响——以低成本航空公司服务使用体验为例
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.116
Jung Sun Lee
Understanding consumer value has become an essential requirement for winning competition not only in the design field but also in the marketing field. This is because consumer value is expressed in the subconscious of a person's unconsciousness, and the unconscious is influenced by sensory stimulation and once the stimulation is received, it does not disappear. Accordingly, the purpose of this study is to confirm the influence of the brand experience situation on the consumer's value according to the synesthetic metaphor stimulation. For this purpose, an experimental study was conducted with low-cost airlines, which have contact points between physical and non-physical experiences in the service experience environment, as the research object. The research method was to conduct prior research on synesthesia metaphors based on literature research on synesthesia modality. In order to find synesthesia metaphors of value attributes that are influenced and influenced at the unconscious level, synesthesia value attributes (vision, hearing, action) were derived using the laddering technique, and synesthesia metaphors of three elements were used as independent variables (vision+hearing, vision+action, hearing+action), an experimental study was conducted with consumers' perceptual value as the dependent variable as the basis for setting the stimulus for the experimental study. Through experimental research through questionnaire evaluation, the synesthesia modality metaphor and its influence on consumers' perceptual value were confirmed through binary analysis. As a result of the study, the synesthesia modality metaphor did not have a more positive effect on consumer perceptual value than the unisensory modality metaphor. However, depending on the type of synesthesia metaphor, it has a more positive impact than unisensory stimulation, and ‘action metaphors’ have the highest impact in constructing synesthesia metaphors.
无论是在设计领域还是在营销领域,了解消费者的价值已经成为赢得竞争的必要条件。这是因为消费价值是在人的无意识的潜意识中表达出来的,而无意识受到感官刺激的影响,一旦受到刺激就不会消失。因此,本研究的目的是根据联觉隐喻刺激来确认品牌体验情境对消费者价值的影响。为此,本研究以服务体验环境中存在物理体验与非物理体验接触点的低成本航空公司为研究对象进行了实验研究。研究方法是在文献通感模态研究的基础上对通感隐喻进行前期研究。为了寻找在无意识层面受到影响和影响的价值属性的联觉隐喻,利用阶梯法推导了联觉价值属性(视觉、听觉、动作),并将三个要素的联觉隐喻作为自变量(视觉+听觉、视觉+动作、听觉+动作);以消费者的知觉价值为因变量,作为设定实验研究刺激的基础,进行实验研究。通过问卷调查的实验研究,通过二元分析证实了联觉模态隐喻及其对消费者感知价值的影响。研究结果表明,联觉模态隐喻对消费者知觉价值的影响并不比单觉模态隐喻更积极。然而,根据联觉隐喻的类型,它比无感觉刺激具有更积极的影响,而“行动隐喻”在构建联觉隐喻方面具有最高的影响。
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引用次数: 0
A Proposal for UI Design of Educational Apps for Children's Affordances: focusing on the analysis cases of Chinese art education apps 儿童教育类app的UI设计建议:以中国艺术教育类app为分析案例
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.366
Lu Ying Yang, Jung Ho Jung
The purpose of this study is to investigate the concepts related to typology-based historic and cultural districts and soundscapes. The study is based on Chinese historic and cultural districts and is limited in four aspects: geographical, chronological, spatial, and physical. This study mainly adopts the literature research method to analyze the characteristics of historic and cultural districts, classify them according to their functions and environmental images, and analyze the characteristics of different types of districts. Then the characteristics and associated constituents of the soundscape are analyzed from the perspective of history and culture, the soundscape is classified according to the sound source, and the characteristics and associated constituents are combined to derive the characteristics that the soundscape has in terms of history and culture. Based on the results of this study, the concepts related to the characteristics, constituent elements and features of different types of historic and cultural district soundscapes can be derived to provide a basis and foundation for further research.
本研究的目的是探讨以类型学为基础的历史文化街区和音景的相关概念。本研究以中国历史文化街区为研究对象,局限于地理、时间、空间和物理四个方面。本研究主要采用文献研究法对历史文化街区的特征进行分析,根据历史文化街区的功能和环境形象进行分类,分析不同类型街区的特征。然后从历史文化的角度对声景观的特征和关联成分进行分析,根据声源对声景观进行分类,将特征和关联成分结合起来,得出声景观在历史文化方面所具有的特征。在此基础上,可以推导出不同类型历史文化街区声景观的特征、构成要素和特征等相关概念,为进一步研究提供依据和基础。
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引用次数: 0
A Study on the Development and Compatibility of Decorative Art Tile based on 3D Unit Pattern System 基于三维单元图案系统的装饰艺术瓷砖开发与兼容研究
Q3 Engineering Pub Date : 2023-09-30 DOI: 10.46248/kidrs.2023.3.91
Bong Soo Ha
This study developed basic units such as cells and units based on the FDP design methodology with the product scalability of flexible design patterns (FDP) that simultaneously evoke images of order and change in mind, and verified the compatibility of design by combining cells of different shapes. The cells developed for verification are largely divided into straight lines and curves, lines and area shapes, and the colors are black, white, and yellow tricolors, which are combined with the same color, similar color, and contrast color. Combination methods were divided into isomorphism, similarity, and heteromorphic, and examined in connection with color. The deployment method was performed by comparing the regular deployment (configuration) of cells and units with the irregular deployment (configuration). As a result, most of the combinations of cells with different shapes were found to have visual effects of order, change, and unity. Above all, it was confirmed that the combination of shapes has a strong characteristic of inducing unity and harmony, and the contrast between black and white has a side that triggers a change.On the other hand, the visual effect of FDP is possible because of the division method based on golden division, the enhancement of connectivity using diagonal and connection pointer, and the symmetric manipulation. This formative technique is expected to be used as educational contents for experiential learning of basic molding in connection with 3D printing technology.
本研究基于柔性设计模式(FDP)的设计方法论,开发了细胞和单元等基本单元,并结合灵活设计模式(FDP)的产品可扩展性,同时唤起秩序和变化的形象,并通过组合不同形状的细胞来验证设计的兼容性。用于验证的开发单元格主要分为直线和曲线、直线和面积形状,颜色为黑、白、黄三色,由同色、相似色、对比色组合而成。将组合方法分为同构、相似和异型,并结合颜色进行考察。通过比较单元和单元的常规部署(配置)和不规则部署(配置)来执行部署方法。结果发现,大多数不同形状的细胞组合具有有序、变化和统一的视觉效果。最重要的是,它证实了形状的组合具有强烈的诱导统一与和谐的特性,而黑白的对比具有引发变化的一面。另一方面,FDP的视觉效果是基于黄金分割的分割方法,使用对角线和连接指针增强连通性,以及对称操作。这种成型技术有望作为教育内容,用于与3D打印技术相关的基础成型体验式学习。
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引用次数: 0
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Journal of Design Research
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