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Research On Experiencing Design Of ERDOS Brand Clothing Stores

Posted on:2009-10-22Degree:MasterType:Thesis
Country:ChinaCandidate:J ZhangFull Text:PDF
GTID:2189360245951865Subject:Art of Design
Abstract/Summary:PDF Full Text Request
Along with the arrival of experiencing economic ages, the production and consumption of the people have already been changing: That is developing new products, new activities on the basis of experiencing; Emphasizing the communications with the consumers, and trying to touch their internal feelings and emotions; Attracting consumers by creating experience personally, and adding additional value to its products; Obtaining the approbation from consumers by establishing a brand, trademark, the image and culture of products. The main influence of consumption patterns on the designing of the brand clothing monopoly store shows like this: The consumer market influence the contents and style of brand clothing monopoly store's design; The consumption patterns influence the taste and style of the brand clothing monopoly store's design. The management of consumer market influences the quality and service level of the brand clothing monopoly store. Meanwhile, the design of brand clothing monopoly store plays huge retroaction to consumption style. It guides and promotes consumer, increases the ability of appreciating beauty and the taste of consumers, consumers are involved in the design: service as its"stage", products as its"tools", space as its"background". It satisfies consumers both materially and spiritually.The thesis consists of four chapters:Chapter 1 is the detailed explanation of"Experiencing Economy","Experiencing Design","Brand","Brand Monopoly Store"etc, and analyzing the present situation of ERDOS Brand Clothing Store's design.Chapter 2 analyzes the consumers'mentality and behaviors, as well as the developing trend of ERDOS Brand Clothing Store's design. And it also proves that Experiencing Design is applicable for design of ERDOS brand clothing stores. Chapter 3 explains with the real case and tally up the rules and methods of applying experiencing design for ERDOS brand clothing stores.The conclusion part points out that design is a kind of experience, understanding to human beings and expression of life experiences. Under the condition of experiencing economy, it doesn't simply spread the brand information, creating brand image and stereoscopil advertisement, but also includes user's personal experience. In order to create the harmony between man and the environment, the design of brand monopoly stores provides consumers with another experience of the space. The purpose of ERDOS brand clothing store's design emphasizes the consumer's understanding of the brand, enjoying the service brought by the culture of brand, leading the culture of brand into people's life, and experiencing the value of brand's service.With the globalization of the economy, experiencing consumption will become the main stream. How to make the design of ERDOS brand monopoly stores keep up with the change of consumption patterns, and how to make the design, have both international and local characteristics are my main research subjects. In order to spread the image of the brand better, we must investigate the present situation of the local politics, economy, geography and culture before we design for brand clothing monopoly stores, so that the spread of the brand image will be easily accepted. The research tries to carry the objective of experiencing into the whole process of monopoly store design, and create a pleasant shopping environment, and make the consumers feel the good service of the brand culture.
Keywords/Search Tags:Brand, Monopoly store, Consumption patterns, Experiencing design
PDF Full Text Request
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