A Study on Playful Experiential Elements of Space to Enhance Creativity - Focused on Hyundai Card Library Space -

Ye-Jin Nam, Ji-Eun Kim
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Abstract

Creativity is a key factor in proposing new ways to leverage data and solve problems as they arise. Therefore, the purpose of this study is to focus on creativity and physical space, paying attention to the aspect of playfulness in the development of creativity. The goal is to extract the experiential characteristics in a playful space. The research methodology involves investigating the correlation between creativity and physical space through theoretical considerations and deriving the characteristics of creative development. Subsequently, the relationship between creativity and playful spaces is examined through the study of playful spaces, and the experiential factors in playful spaces are identified. Finally, the experiential factors derived from the study will be analyzed in the context of the Hyundai Card Space, examining how they manifest in real physical spaces. The experiential factors in playful spaces derived through the research are as follows: First, shared experience. Second, escapade experience. Third, stimulus experience. Fourth, choice experience. There are a total of four factors. Through case analysis, the results of analyzing actual expressions indicate that playful experiences can fulfill the environmental factors influencing creativity during adulthood. It requires careful consideration of how the space can engage the participants and influence their behaviors. Additionally, efforts should be made to create scalability, potential, and possibilities that can generate infinite outcomes. Shared experiences require a space that narrows the physical distance between participants and allows for programmatic support. Escapade experiences emphasize even small changes that differentiate them from everyday life. They enable individuals to experience something new and become aware of being exposed to a new environment. Stimulus experiences encourage participants to maintain and repeat actions, engaging their senses and creating a sense of tension. In the case of choice experiences, even small variations in elements can generate a multitude of possibilities. The outcome of the experience varies greatly depending on the position and options chosen by the participant.
空间趣味性体验元素提升创意研究——以现代一卡通图书馆空间为例
在提出利用数据和解决问题的新方法时,创造力是一个关键因素。因此,本研究的目的是关注创造力和物理空间,关注创造力发展中的可玩性方面。我们的目标是在一个有趣的空间中提取体验特征。研究方法包括通过理论思考来调查创造力与物理空间之间的关系,并推导出创造力发展的特征。随后,通过对游戏空间的研究,考察了创造力与游戏空间之间的关系,并确定了游戏空间中的体验因素。最后,将在现代卡空间的背景下分析从研究中得出的经验因素,考察它们如何在真实的物理空间中表现出来。通过研究得出的游戏空间的体验因素如下:第一,共享体验。第二,冒险体验。第三,刺激体验。第四,选择体验。总共有四个因素。通过案例分析,分析实际表达的结果表明,游戏体验可以满足成年期影响创造力的环境因素。它需要仔细考虑空间如何吸引参与者并影响他们的行为。此外,应该努力创造可伸缩性、潜力和可能性,从而产生无限的结果。共享体验需要一个空间,缩小参与者之间的物理距离,并允许项目支持。冒险体验强调的是与日常生活不同的微小变化。它们使个人能够体验新事物,并意识到自己置身于新环境中。刺激体验鼓励参与者保持和重复动作,调动他们的感官并创造紧张感。在选择体验的情况下,即使是元素的微小变化也能产生多种可能性。体验的结果取决于参与者所选择的位置和选项。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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