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Practical Research On User Experience "sweet Spot" In Consumer Electronics Product Design

Posted on:2022-01-26Degree:MasterType:Thesis
Country:ChinaCandidate:Y S LiangFull Text:PDF
GTID:2512306536458274Subject:Art and design
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With the continuous development of the economic level and scientific technology innovation in the Internet era,people's basic life have been improved a lot,the demand for high-end products has risen to deeper emotional and spiritual level.This requires designers to make a new definition of the user experience concept in the context of the new era.The concept of“Sweet zone” refers to the best power point and best hitting position on the racket.The concept in the user experience “Sweet zone” is the user's best subjective feeling when using.That is the most touching experience which break the original stereotype.Since there is no basic theoretical support related to the“Sweet spot” of user experience,this article starts with user experience,which includes sociology,experience economic theory,design psychology,and other multidisciplinary cross-border knowledge.The three levels of emotional experience in design psychology,the instinct level,the behavior level,and the reflection level,are extended into the sensory level,the behavior level,and the cognitive level respectively.It aims to establish a framework that is more in line with user needs and easy to understand.The article splits user experience elements,and combines specific case analysis to define the scope of user “Sweet spots” at these three levels.What aspects “Sweet Zone” needs to meet the user experience?“Sweet zone” helps designers and researchers find the most appropriate design method,obtain users' information,and use suitable methods to improve user experience of the product.This thesis explores the application and practice“Sweet zone”in consumer electronics through the research on the revolution and changes of instruments.At last,the article summarizes the innovative design methods based on the sensory level,behavior level,and cognitive level,and derive practical research results.
Keywords/Search Tags:User experience, “Sweet spot”, Product design, Music player
PDF Full Text Request
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