Journal articles on the topic 'Experience design'

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1

McLellan, Hilary. "Experience Design." CyberPsychology & Behavior 3, no. 1 (February 2000): 59–69. http://dx.doi.org/10.1089/109493100316238.

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李, 晓娜. "Experience Design of Lights Based on User’s Behavior." Design 03, no. 03 (2018): 65–70. http://dx.doi.org/10.12677/design.2018.33011.

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Urban, Andrzej. "Kształtowanie bezpiecznych przestrzeni – doświadczenia edukacyjne w Polsce na podstawie doświadczeń europejskich i amerykańskich." Przegląd Europejski, no. 2-2020 (June 8, 2020): 151–61. http://dx.doi.org/10.31338/1641-2478pe.2.20.10.

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The main aim of the article is to identify and analyse the use of American and European experience in the environmental design of safety and security places with reference to police teaching in Poland. Based on theoretical methods, the article describes the activity of the Polish Police in crime prevention through environmental design, including educational component. Furthermore, the article refers to changes in the study programme in the field of internal security and to the social crime prevention programme called ”Safer together” as a potential source of national regulations and indications of environmental design.
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4

Chowdhury, Sajal, Masa Noguchi, and Hemanta Doloi. "Domestic Environmental Experience Design." Encyclopedia 1, no. 2 (June 21, 2021): 505–18. http://dx.doi.org/10.3390/encyclopedia1020042.

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The term ‘domestic environmental experience’ was defined as users’ experiences of cognitive perceptions and physical responses to their domestic built environments. Domestic environments can be enriched through the implementation of environmental experience design (EXD) by combining users’ environmental, spatial and contextual factors that may accommodate occupants’ needs and demands as well as their health and wellbeing. Here, an EXD theoretical concept has been developed based on the ‘User-Centred Design’ thematical framework.
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田, 蕴. "Research on Reading APP Design Based on User Experience." Design 08, no. 04 (2023): 3895–905. http://dx.doi.org/10.12677/design.2023.84480.

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Bodur, Gizem, and Dilek Akbulut. "Transferring Experience in Industrial Design Studio Education." Journal of Design Studio 4, no. 1 (July 10, 2022): 63–80. http://dx.doi.org/10.46474/jds.1095257.

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Design studio courses are the basis of industrial design education. The product design projects carried out by academic and private sector experienced full-time and part-time instructors are shaped inline with the domain and experience of the lecturers. Assessment criteria may also change with the content of each product design project implemented. Instructors convey the values and approaches they consider to the students through the teaching methods they prefer throughout the process. In the industrial design studio education, where teaching takes place through experience transfer, different types of experience and knowledge are brought together by instructors and students collaboratively throughout the process. Within the scope of the study, the different approaches of the full-time and parttime instructors in the project development processes in the product design studios were examined through the professional domains and experiences of the instructors in Turkey. In order to do so, a survey was conducted with both parties. The collected data were analysed with the Chi-Square Independence test, and significant relationships were determined between the experiences, teaching methods, and design process approach of full-time and part-time instructors carrying out the product design studio. Participants’ opinions about design techniques, design assessments and shortcomings of education were listed in the table and the distributions of the answers were shown. In this direction, evaluations and suggestions regarding the transfer of experience in product design education have been shared.
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刘, 琦. "Interface Design in Virtual Exhibition Hall from the Perspective of Experience Design." Design 09, no. 01 (2024): 1264–69. http://dx.doi.org/10.12677/design.2024.91152.

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Meloncon, Lisa K. "Patient experience design." Communication Design Quarterly 5, no. 2 (August 4, 2017): 19–28. http://dx.doi.org/10.1145/3131201.3131203.

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BOWE, MEGAN, and AARON SILVERS. "Experience Design Modeling." Ethnographic Praxis in Industry Conference Proceedings 2012, no. 1 (October 2012): 318–20. http://dx.doi.org/10.1111/j.1559-8918.2012.00034.x.

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10

Frith, Karen H. "User Experience Design." Nursing Education Perspectives 40, no. 1 (2019): 65–66. http://dx.doi.org/10.1097/01.nep.0000000000000451.

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11

Oi, Rena. "Experience Design Innovation." NTT Technical Review 15, no. 10 (October 2017): 37–39. http://dx.doi.org/10.53829/ntr201710fa13.

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Nakhasuwan, Sudaduang. "Design for Experience: From Design to Business Strategy." Journal of Architectural/Planning Research and Studies (JARS) 7, no. 2 (September 3, 2018): 19–28. http://dx.doi.org/10.56261/jars.v7i2.168838.

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Due to higher productivity and innovations, design outcomes have become more and more similar in their technology, functionality, price and quality. The change towards a more human-centered design has gained popularity among many businesses. The concept is to create stronger emotional connections with customers which currently become dominant in consumer arenas. By evoking valued meanings through their products, services, and multidimensional customer experiences, companies are then able to create more value and achieve strategic advantages over their competitors. In any given case, the design is asked to influence, not just the look and feel of things, but also the quality of user experience that people have through the power of design in creating a tangible expression. As designers, we are now challenged to help companies explore and visualize directions for their future offering. This article aims to review the many definitions of experience, understanding the process of experiencing, and analyzing the role and optimizing development of experience design in marketing and business perspectives.
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陈, 果. "Research on Experience Design of Early Women’s Shaoxing Opera Museum." Design 08, no. 03 (2023): 1019–27. http://dx.doi.org/10.12677/design.2023.83125.

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费, 沈莉. "Design of Children’s Educational Toys Based on Game-Based Experience." Design 08, no. 03 (2023): 829–35. http://dx.doi.org/10.12677/design.2023.83101.

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段, 潋. "Research on Experience Design Innovation Strategies for Advocating Sustainable Lifestyles." Design 08, no. 04 (2023): 3385–90. http://dx.doi.org/10.12677/design.2023.84416.

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谭, 笑. "The Impact of University Environmental Design on Human Sensory Experience." Design 09, no. 01 (2024): 838–45. http://dx.doi.org/10.12677/design.2024.91100.

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陈, 文丽. "Research of Experience Design Strategies for Time-Honored Pastry Brands." Design 09, no. 01 (2024): 388–94. http://dx.doi.org/10.12677/design.2024.91046.

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徐, 庆龙. "Research on the Interactive Design of Children’s Musical Toys Experience." Design 09, no. 01 (2024): 769–83. http://dx.doi.org/10.12677/design.2024.91093.

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周, 澳婷. "City Walk and Urban Space Design: Shaping Interactive Urban Experience." Design 09, no. 03 (2024): 1023–29. http://dx.doi.org/10.12677/design.2024.93413.

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20

Grefé, Richard. "Experience Design Is the Only Design." Design Management Review 22, no. 4 (December 2011): 26–30. http://dx.doi.org/10.1111/j.1948-7169.2011.00153.x.

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21

Streitz, Norbert, Carsten Magerkurth, Thorsten Prante, and Carsten Röcker. "From information design to experience design." Interactions 12, no. 4 (July 2005): 21–25. http://dx.doi.org/10.1145/1070960.1070979.

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22

Takase, Noriko, Takahiro Takeda, Janos Botzheim, and Naoyuki Kubota. "Interaction, Communication, and Experience Design in Robot Edutainment." Abstracts of the international conference on advanced mechatronics : toward evolutionary fusion of IT and mechatronics : ICAM 2015.6 (2015): 159–60. http://dx.doi.org/10.1299/jsmeicam.2015.6.159.

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23

Yi, Ji Hyun, and Hae Sun Kim. "User Experience Research, Experience Design, and Evaluation Methods for Museum Mixed Reality Experience." Journal on Computing and Cultural Heritage 14, no. 4 (December 31, 2021): 1–28. http://dx.doi.org/10.1145/3462645.

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Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded scale, encountering, and sharing experience through research and user surveys related to the museum experience. In addition, through research analysis related to MR technology, presence, flow, and natural interaction were defined as three essential factors that users should feel in the MR experience. In the synthesis stage, optimized wearable MR experiences were designed and implemented by applying the necessary experience types and essential factors according to the characteristics of each artifact. In the evaluation stage, user experience evaluations such as user experience tests for essential factors in the MR experience, User Experience Questionnaire (UEQ) tests for interaction products, and the Visual Aesthetics of Websites Inventory (VisAWI) test for visual experiences from various perspectives were conducted on the developed results. Through these evaluations, users gave positive scores to the design results based on the experience types and essential factors defined in this study. When applying new media technologies such as wearable MR technology, improved technology implementation is important, but an understanding of the applied field must first be obtained, and user analysis must first be thoroughly conducted. This study will be a guide to the systematic development process to be followed when applying wearable MR technology to other fields.
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24

David, Gary C. "Experience ecosystems and healthcare design." Journal of Health Design 8, no. 2 (November 8, 2023): 556–59. http://dx.doi.org/10.21853/jhd.2023.199.

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When thinking about experience design, our attention often goes to individual categories of people, such as customers, patients, users, employees, and the like. However, people do not exist outside of systems. Therefore, when considering designs, we need to consider the entire experience ecosystem and how elements of those system intersect and align. We examine this principle through the lens of medical records and EHR systems. By approaching design through a systems perspective, we can create better solutions that fit the broader needs of system stakeholders. We conclude with recommendations for how to better execute a systems design approach to foster better integrative experiences.
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25

Noh, Ok Young, and Sung Ho Choi. "A Study on Mixverse Experience and Design Utilization." Korea Institute of Design Research Society 7, no. 4 (December 31, 2022): 171–82. http://dx.doi.org/10.46248/kidrs.2022.4.171.

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Recently, the IP-based theme space has become a content cultural space that is activated early due to the recognition of IP, enjoys the world view as a play, and enjoys organic exchange between virtual and reality. However, if the experience of content is low, the continuity of revisit and purchase promotion will be reduced, which affects sustainable growth and operation. Against this background, the necessity of research was raised, and a measure of success for sustainable growth and operation was set as an experience level, and a plan to enhance experience was found in the Mixverse platform strategy that experienced a mixture of real and virtual worlds. For analysis, four pop-up stores with outstanding character use were selected, and experience elements of senses, emotions, cognition, behavior, and relationships were derived from the experience theory of previous researchers, and experience and world view elements were redefined, and then analyzed by suggesting them as an analysis model. As a result of the analysis, the experience scale was high in the order of behavior, cognition, and relationship, and the sense and sensitivity were relatively low, indicating that the experience factors that induce active change and interaction of experienced people who want to participate in the world view were superior. Based on the analysis results, first, it is necessary to establish various platform strategies to strengthen the experience by focusing on all people's activities so that voluntary participation can take place. Second, experiences provided for stories and interactions that can be empathized, immersed, and enjoyed should be planned with an emphasis on personalization and customization. Third, it is necessary to establish and support a community for participation and relationships so that interest and knowledge can be formed in a good direction through positive perception. Finally, a flexible operation plan that collaborates with various fields, expands diversity, and increases the frequency of events for creative communication should be established. This study has limitations in categorizing due to the small number of samples in the analysis, but the experience for sustainable growth and operation of the theme space based on character IP can also be used as basic data to confirm the direction of improvement.
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26

李, 静. "Design of the Open Residential District to Experience the Local Culture." Design 02, no. 03 (2017): 17–22. http://dx.doi.org/10.12677/design.2017.23003.

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27

马, 嘉阳. "The Impact of Microinteraction Usability and Emotionality on User Experience Design." Design 08, no. 03 (2023): 1459–66. http://dx.doi.org/10.12677/design.2023.83175.

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28

郑, 可. "Consumer Participation and Experience in Fashion Design in the Digital Era." Design 08, no. 04 (2023): 3391–96. http://dx.doi.org/10.12677/design.2023.84417.

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29

单, 婧瑶. "Research on the Design of Car Trunk Based on Camping Experience." Design 08, no. 04 (2023): 2440–50. http://dx.doi.org/10.12677/design.2023.84296.

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30

杨, 洋. "Design of Immersive Experience for Fire Exercise Based on Headwear Devices." Design 09, no. 03 (2024): 975–82. http://dx.doi.org/10.12677/design.2024.93407.

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31

Spychalska-Wojtkiewicz, Monika, and Monika Tomczyk. "Design thinking in customer experience management." Marketing i Rynek 2019, no. 9 (September 20, 2019): 34–40. http://dx.doi.org/10.33226/1231-7853.2019.9.4.

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32

Neuhofer, Barbara, Krzysztof Celuch, and Thuy Linh To. "Experience design and the dimensions of transformative festival experiences." International Journal of Contemporary Hospitality Management 32, no. 9 (August 10, 2020): 2881–901. http://dx.doi.org/10.1108/ijchm-01-2020-0008.

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Purpose In the emerging transformation economy, there is a shift from staging memorable experiences for many to eliciting life-transformative events for one. This study aims to understand how transformative experiences can be guided and what prerequisites are needed to elicit human transformation when designing experiences. This study borrows positive psychology as a theoretical lens to explore festivals as a prime context for liminal transformative experiences in the hospitality context. Design/methodology/approach A constructivist qualitative research design was used through 31 in-depth interviews. To ensure experience recollection, memory formation and integration of the experience into long-term transformative effects, all interviewees had attended an electronic dance music festival in the past 12 months. Findings Guided by the positive emotions, engagement, relationships, meaning and accomplishments (PERMA) model, the thematic analysis revealed a series of psychological and contextual dimensions around PERMA and liminality that need to occur for transformative experiences, personal growth and self-transcendence to happen. Practical implications This study provides a guideline for event organisers and experiences designers to intentionally design and occasion positive human experiences in temporal and spatial liminal hospitality consumption contexts. Psychological and contextual dimensions are identified as critical factors in facilitating human transformation. Originality/value This paper bridges the emerging transformation economy, experience design and positive psychology. Grounded in PERMA, the study offers a novel theoretical model that serves as a framework for both transformative experience research and practical experience design.
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Thwairan, Nahla Saleh Diab. "Design Intelligent Interactive Algorithms to Achieve a Personalized Design Experience." International Journal of Religion 5, no. 10 (June 21, 2024): 1595–607. http://dx.doi.org/10.61707/5re7r118.

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This research is considered an important contribution to the field of personalized educational design and seeks to achieve a personal and effective educational experience using smart interactive algorithms. It aims to develop smart interactive algorithms that aim to achieve a personalized personalized design experience, as the research focuses on developing interactive design customization techniques that rely on artificial intelligence and computing technologies. The cloud and the Internet of Things through these algorithms that allow improving the learning experience by providing personalized education that adapts to the needs of each student based on his preferences and performance, and through technologies such as the Internet of Things and artificial intelligence, where interactivity and communication are enhanced in educational environments, where cloud computing technologies and big data contribute to Enhancing the quality of online education and achieving a more personalized learning experience. Intelligent interactive algorithms are an integral part of modern education and learning design to achieve effective, engaging and personalized learning experiences.
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Qi, YuZhe, ZiXiang Wang, and KieSu Kim. "사용자 경험 디자인에서의 서프라이즈 요소에 대한 퍼지 평가 분석." Korea Institute of Design Research Society 9, no. 1 (March 30, 2024): 23–34. http://dx.doi.org/10.46248/kidrs.2024.1.23.

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In today's fiercely competitive market environment, experience design has become a crucial factor for businesses to acquire user satisfaction and gain a competitive advantage. This study aims to explore the elements of surprise in experience design, facilitating designers to comprehensively understand the relationship between user expectations and surprise design. Firstly, grounded theory is employed to conduct research analysis on users, resulting in seven main categories and three core theories. Secondly, the fuzzy comprehensive evaluation method is adopted to comprehensively consider users' emotional and cognitive feedback, quantifying and assessing the impact of surprise elements on user experience. The research findings indicate that users have three core categories in experience design: user expectations and emotional experiences, the novelty and individual differences of experiences, and social influence and brand identity. Among them, the top three categories in terms of comprehensive weight are emotional experiences (0.227), unexpectedness and novelty (0.178), and expectations and anticipation (0.169). By deeply understanding user expectations, providing surprise elements, and implementing personalized design, designers can better meet customer needs, create enjoyable and memorable user experiences, thereby enhancing the competitiveness and market value of products or services.
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35

袁, 思宇. "Research on the Design of New Elderly Fitness Club in Community Based on Experience Design." Design 09, no. 01 (2024): 363–72. http://dx.doi.org/10.12677/design.2024.91043.

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36

张, 亿豪. "Research on User Experience Evaluation of Portable Audio Based on AHP Method." Design 09, no. 02 (2024): 447–54. http://dx.doi.org/10.12677/design.2024.92231.

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37

刘, 羽琪. "Research on Interactive Experience Design in Urban Public Art under Gamified Thinking." Design 09, no. 01 (2024): 197–205. http://dx.doi.org/10.12677/design.2024.91024.

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38

濮, 依. "Kunshan Urban Pocket Park Design Based on Gestalt Spatial Visual Perception Experience." Design 09, no. 02 (2024): 267–76. http://dx.doi.org/10.12677/design.2024.92211.

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39

America, Pierre. "POOL: design and experience." ACM SIGPLAN OOPS Messenger 2, no. 2 (April 1991): 16–20. http://dx.doi.org/10.1145/127070.127072.

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40

Rutter, Bryce G. "MEASURING THE DESIGN EXPERIENCE." Design Management Journal (Former Series) 7, no. 4 (June 10, 2010): 72–76. http://dx.doi.org/10.1111/j.1948-7169.1996.tb00632.x.

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41

Biles, Kevin. "Notes on experience design." ACM SIGGRAPH Computer Graphics 28, no. 2 (May 1994): 145–46. http://dx.doi.org/10.1145/178951.178979.

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42

McEwen, Everett E. "Integrated Capstone Design Experience." Journal of Professional Issues in Engineering Education and Practice 120, no. 2 (April 1994): 212–20. http://dx.doi.org/10.1061/(asce)1052-3928(1994)120:2(212).

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43

Yujia Zhong and KyungSook Nam. "Visitors' Experience Design Satisfaction in Experience Exhibition Space Based on Interaction Design." Journal of Korea Intitute of Spatial Design 14, no. 3 (June 2019): 115–26. http://dx.doi.org/10.35216/kisd.2019.14.3.115.

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44

YAMAZAKI, Kazuhiko, Mami ISONO, and Manabu SASAJIMA. "Design Method for User Experience Design (4)." Japanese journal of ergonomics 41, Supplement (2005): 200–201. http://dx.doi.org/10.5100/jje.41.supplement_200.

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45

Sasajima, Manabu, Mami Isono, and Kazuhiko Yamazaki. "Design Method for User Experience Design (5)." Japanese journal of ergonomics 41, Supplement (2005): 202–3. http://dx.doi.org/10.5100/jje.41.supplement_202.

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ISONO, Mami, Manabu SASAJIMA, and Kazuhiko YAMAZAKI. "Design Method for User Experience Design (6)." Japanese journal of ergonomics 41, Supplement (2005): 204–5. http://dx.doi.org/10.5100/jje.41.supplement_204.

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47

Hsieh, Yen-Hao, and Soe-Tsyr Yuan. "Using System Dynamics to Analyze Customer Experience Design." International Journal of Service Science, Management, Engineering, and Technology 1, no. 3 (July 2010): 84–99. http://dx.doi.org/10.4018/jssmet.2010070105.

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Today, customer experience design is an emerging research direction in the experience economy where good customer experiences can lead service providers to achieve their business goals. Customer expectation, another key point for designing service experiences, affects how customers really feel during service experience delivery, while service operation is another important factor must be taken into account. System dynamics, as an analytic tool, can provide designers with a different way of thinking by integrating these factors for customer experience design. Accordingly, this study not only models the process of customer experience design by using causal loop diagrams and stock and flow diagrams, but also analyzes how the feedback and time delay factors influence customer experience design based on the simulation results of system dynamics. According to the macro viewpoint of system dynamics, this paper analyzes these important factors within customer experience design.
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48

王, 晨雪. "Research on the Design of ASMR Sleep Aid Products Guided by Auditory Experience." Design 09, no. 02 (2024): 45–53. http://dx.doi.org/10.12677/design.2024.92181.

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曹, 亚丽. "Research on the Design of Diversified Interactive Experience in Cultural and Creative Books." Design 08, no. 04 (2023): 3001–5. http://dx.doi.org/10.12677/design.2023.84369.

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Bacha, Jeffrey A. "Mapping Use, Storytelling, and Experience Design." Journal of Business and Technical Communication 32, no. 2 (December 13, 2017): 198–228. http://dx.doi.org/10.1177/1050651917746708.

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Framed around three different antenarratives about system development, this article builds on established user-centered theories to present a mixed-method approach to user experience (UX) design. By combining network theory, storytelling, and process mapping, this article provides a practical method of including users’ experiences during the predevelopment stages of building workplace-specific digital technologies. Specifically, this article argues for the collection of user-generated antenarratives as the first step in UX product development and demonstrates how to use those experience-based stories.
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