Issue |
MATEC Web Conf.
Volume 176, 2018
2018 6th International Forum on Industrial Design (IFID 2018)
|
|
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Article Number | 02020 | |
Number of page(s) | 5 | |
Section | Design Education and Design Innovation Development | |
DOI | https://doi.org/10.1051/matecconf/201817602020 | |
Published online | 02 July 2018 |
Discuss the application of innovative service thinking in the design of qualia goods---Take the case of The One South Garden as an example
1
School of Jewellery, West Yunnan University of Applied Sciences
2
Graduate School of Creative Industry Design, National Taiwan University of Arts
In recent years, aesthetics is rising rapidly accompanied by the knowledge economy, and the government has also begun to put forth effort to carry out the concept of designing service industry chain, and its emphasis is on how to add value of design creativity in culture, achieve design industry, and form an aesthetic economy. The creative life industry refers to the "core knowledge" that integrates the life industry with creativity, providing life industry of “deep experience” and “high-quality aesthetic feeling”. It emphasizes that because of adapting to the trend of cultural economy and experience economy, it shall take customer experience as the core, through “products”, “services”, “activities” and “fields” to satisfy the consumer’s life proposition, create a unique taste of life, and form a life style recognized by the consumer and through innovative service thinking to attract consumers’ attention and maintain consumers’ deep moving. The creative life industry has the characteristics of cultural life and industrial culture. Facing the trend of experience economy, it is an important issue to be discussed in depth how the creative life industry uses “experience” to develop customer experience values, thereby create economic benefits and deeply cultivate cultural values. Therefore, this study discusses how to use “perceptual fields” and “qualia products” through the case of The One South Park to strengthen and deeply cultivate the moving of consumers, to simulate how to transform from an invisible qualia experience into a tangible creative product, and to provide a reference for enterprises that want to enhance their industrial competitiveness with a qualia experience.
© The Authors, published by EDP Sciences, 2018
This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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