体验吸引地图:实体零售中用户体验设计的辅助工具

Paulo Eduardo Hauqui Tonin, Elton Moura Nickel
{"title":"体验吸引地图:实体零售中用户体验设计的辅助工具","authors":"Paulo Eduardo Hauqui Tonin, Elton Moura Nickel","doi":"10.54941/ahfe1003217","DOIUrl":null,"url":null,"abstract":"The growth of online shopping is a recognized phenomenon and its strength has become even more evident during the Covid-19 pandemic. Despite the ease and speed of digital retail, one cannot lose sight of the physical store, responsible for ensuring the vitality of urban centers and promoting a more humane shopping experience. Current market and consumer movements call for a “Phygital” reality, an expression designed to represent the intersection of physical (offline) and digital (online) commercial environments.Design is about people. According to Lowdermilk (2018), you cannot create products for users without going to them. User-Centered Design (UCD) emerged from Human-Computer Interaction (HCI) and essentially consists of a design methodology based on people's true needs and interests, developing products and services that are easy to understand and use. Deep knowledge of the public is the reason for the success of brands commonly associated with good commercial performance, after all, everything is created with the intention to be bought and thus become part of people's daily lives.An intrinsic relationship is found between Cognitive Ergonomics and User-Centered Design. Cognitive Ergonomics comes from Cognitive Psychology and its studies are linked to memory, concentration, attention, reasoning and decision-making processes. User Experience (UX), one of the focuses derived from User-Centered Design, addresses the entire experience that the user has with a product or service, including physical and emotional reactions (LOWDERMILK, 2018).Cognitive and behavioral methods, such as the focus group, have their original foundation in the disciplines of psychology and are strong allies of User-Centered Design and UX. These user assessment methods or techniques provide information about individuals' perceptions, cognitive processes and potential responses. The information obtained is perceived through sensory systems, which influence the way the user interacts with the task, his decision making and also satisfaction. Through these methods, users are placed at the center of the entire process of designing experiences (WICKENS, 1992).For Stanton (2006), no single method can, by itself, collect all the information necessary to conduct an effective research and, therefore, to achieve factual results, it is advisable to use a combination of methods. In the case of research involving retail, such methods can be personalized and related to the brand, its target audience and commercialized products. To facilitate users' understanding and ensure greater participation during a focus group session, for instance, a design thinking tool can be incorporated: the Experience Compelling Map. In this tool, accessed by Tonin during a “Design Thinking for Better Business” workshop held at The New School-PARSONS in 2018 and conducted by Melissa Rancourt, volunteers are invited to share insights from a structured exercise that sequentially maps the experience into five moments: 1-attraction, 2-entry, 3-engagement, 4-exit, 5-extension.In order to illustrate the benefits of using the tool as a support to the user experience design process in physical stores, the present study presents an experiment in which the Experience Compelling Map is used during focus group sessions involving 25 volunteers equally divided between the 5 different generations they belong: Silent Generation, Baby Boomers, Generation X, Generation Y and Generation Z. Based on the results obtained through the experiment, it is possible to propose guidelines to improve the consumer experience in physical retail. The guidelines presented are divided into 14 categories and are a synthesis of the insights collected from users, showing that the tool can not only be a great ally when applying cognitive-behavioral methods, but is also capable of significantly contribute to user experience design.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"79 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Experience compelling map: an auxiliary tool for user experience design in physical retail\",\"authors\":\"Paulo Eduardo Hauqui Tonin, Elton Moura Nickel\",\"doi\":\"10.54941/ahfe1003217\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The growth of online shopping is a recognized phenomenon and its strength has become even more evident during the Covid-19 pandemic. Despite the ease and speed of digital retail, one cannot lose sight of the physical store, responsible for ensuring the vitality of urban centers and promoting a more humane shopping experience. Current market and consumer movements call for a “Phygital” reality, an expression designed to represent the intersection of physical (offline) and digital (online) commercial environments.Design is about people. According to Lowdermilk (2018), you cannot create products for users without going to them. User-Centered Design (UCD) emerged from Human-Computer Interaction (HCI) and essentially consists of a design methodology based on people's true needs and interests, developing products and services that are easy to understand and use. Deep knowledge of the public is the reason for the success of brands commonly associated with good commercial performance, after all, everything is created with the intention to be bought and thus become part of people's daily lives.An intrinsic relationship is found between Cognitive Ergonomics and User-Centered Design. Cognitive Ergonomics comes from Cognitive Psychology and its studies are linked to memory, concentration, attention, reasoning and decision-making processes. User Experience (UX), one of the focuses derived from User-Centered Design, addresses the entire experience that the user has with a product or service, including physical and emotional reactions (LOWDERMILK, 2018).Cognitive and behavioral methods, such as the focus group, have their original foundation in the disciplines of psychology and are strong allies of User-Centered Design and UX. These user assessment methods or techniques provide information about individuals' perceptions, cognitive processes and potential responses. The information obtained is perceived through sensory systems, which influence the way the user interacts with the task, his decision making and also satisfaction. Through these methods, users are placed at the center of the entire process of designing experiences (WICKENS, 1992).For Stanton (2006), no single method can, by itself, collect all the information necessary to conduct an effective research and, therefore, to achieve factual results, it is advisable to use a combination of methods. In the case of research involving retail, such methods can be personalized and related to the brand, its target audience and commercialized products. To facilitate users' understanding and ensure greater participation during a focus group session, for instance, a design thinking tool can be incorporated: the Experience Compelling Map. In this tool, accessed by Tonin during a “Design Thinking for Better Business” workshop held at The New School-PARSONS in 2018 and conducted by Melissa Rancourt, volunteers are invited to share insights from a structured exercise that sequentially maps the experience into five moments: 1-attraction, 2-entry, 3-engagement, 4-exit, 5-extension.In order to illustrate the benefits of using the tool as a support to the user experience design process in physical stores, the present study presents an experiment in which the Experience Compelling Map is used during focus group sessions involving 25 volunteers equally divided between the 5 different generations they belong: Silent Generation, Baby Boomers, Generation X, Generation Y and Generation Z. Based on the results obtained through the experiment, it is possible to propose guidelines to improve the consumer experience in physical retail. The guidelines presented are divided into 14 categories and are a synthesis of the insights collected from users, showing that the tool can not only be a great ally when applying cognitive-behavioral methods, but is also capable of significantly contribute to user experience design.\",\"PeriodicalId\":409565,\"journal\":{\"name\":\"Usability and User Experience\",\"volume\":\"79 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Usability and User Experience\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.54941/ahfe1003217\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Usability and User Experience","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1003217","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

网上购物的增长是一种公认的现象,在新冠肺炎大流行期间,其力量更加明显。尽管数字零售方便快捷,但人们不能忽视实体店,它们负责确保城市中心的活力,促进更人性化的购物体验。当前的市场和消费者运动要求“数字”现实,这一表达旨在代表物理(离线)和数字(在线)商业环境的交集。设计是关于人的。根据Lowdermilk(2018)的说法,如果不去用户那里,你就不能为他们创造产品。以用户为中心的设计(UCD)起源于人机交互(HCI),本质上是一种基于人们真实需求和兴趣的设计方法,开发易于理解和使用的产品和服务。对大众的深入了解是品牌成功的原因,这些品牌通常与良好的商业表现联系在一起,毕竟,创造一切都是为了购买,从而成为人们日常生活的一部分。认知工效学与以用户为中心的设计之间存在着内在的联系。认知工效学来自认知心理学,它的研究与记忆、注意力、推理和决策过程有关。用户体验(UX)是源自以用户为中心的设计的焦点之一,它涉及用户使用产品或服务的整个体验,包括身体和情感反应(LOWDERMILK, 2018)。认知和行为方法,如焦点小组,在心理学学科中有其原始基础,并且是以用户为中心的设计和用户体验的强大盟友。这些用户评估方法或技术提供了有关个人感知、认知过程和潜在反应的信息。获得的信息是通过感官系统感知的,这影响了用户与任务交互的方式,他的决策和满意度。通过这些方法,用户被置于整个体验设计过程的中心(WICKENS, 1992)。对于Stanton(2006)来说,没有一种方法可以单独收集进行有效研究所需的所有信息,因此,为了获得事实结果,建议使用多种方法的组合。在涉及零售的研究中,这些方法可以是个性化的,与品牌、目标受众和商业化产品相关。例如,为了促进用户的理解并确保在焦点小组会议期间更多地参与,可以结合设计思维工具:体验引人注目地图。Tonin于2018年在新学院-帕森斯学院举办的“设计思维促进更好的商业”研讨会上使用了这个工具,由Melissa Rancourt主持,志愿者被邀请分享从结构化练习中获得的见解,该练习将体验依次划分为五个时刻:1-吸引,2-进入,3-参与,4-退出,5-扩展。为了说明使用该工具支持实体店用户体验设计过程的好处,本研究提出了一个实验,在25名志愿者参加的焦点小组会议中使用体验引人注目地图,这些志愿者平均分为5个不同的世代:沉默的一代,婴儿潮一代,X一代,Y一代和z一代。根据实验得到的结果,可以提出改善实体零售消费者体验的指导方针。所提出的指导方针分为14个类别,并综合了从用户那里收集的见解,表明该工具不仅可以在应用认知行为方法时成为一个伟大的盟友,而且还能够为用户体验设计做出重大贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Experience compelling map: an auxiliary tool for user experience design in physical retail
The growth of online shopping is a recognized phenomenon and its strength has become even more evident during the Covid-19 pandemic. Despite the ease and speed of digital retail, one cannot lose sight of the physical store, responsible for ensuring the vitality of urban centers and promoting a more humane shopping experience. Current market and consumer movements call for a “Phygital” reality, an expression designed to represent the intersection of physical (offline) and digital (online) commercial environments.Design is about people. According to Lowdermilk (2018), you cannot create products for users without going to them. User-Centered Design (UCD) emerged from Human-Computer Interaction (HCI) and essentially consists of a design methodology based on people's true needs and interests, developing products and services that are easy to understand and use. Deep knowledge of the public is the reason for the success of brands commonly associated with good commercial performance, after all, everything is created with the intention to be bought and thus become part of people's daily lives.An intrinsic relationship is found between Cognitive Ergonomics and User-Centered Design. Cognitive Ergonomics comes from Cognitive Psychology and its studies are linked to memory, concentration, attention, reasoning and decision-making processes. User Experience (UX), one of the focuses derived from User-Centered Design, addresses the entire experience that the user has with a product or service, including physical and emotional reactions (LOWDERMILK, 2018).Cognitive and behavioral methods, such as the focus group, have their original foundation in the disciplines of psychology and are strong allies of User-Centered Design and UX. These user assessment methods or techniques provide information about individuals' perceptions, cognitive processes and potential responses. The information obtained is perceived through sensory systems, which influence the way the user interacts with the task, his decision making and also satisfaction. Through these methods, users are placed at the center of the entire process of designing experiences (WICKENS, 1992).For Stanton (2006), no single method can, by itself, collect all the information necessary to conduct an effective research and, therefore, to achieve factual results, it is advisable to use a combination of methods. In the case of research involving retail, such methods can be personalized and related to the brand, its target audience and commercialized products. To facilitate users' understanding and ensure greater participation during a focus group session, for instance, a design thinking tool can be incorporated: the Experience Compelling Map. In this tool, accessed by Tonin during a “Design Thinking for Better Business” workshop held at The New School-PARSONS in 2018 and conducted by Melissa Rancourt, volunteers are invited to share insights from a structured exercise that sequentially maps the experience into five moments: 1-attraction, 2-entry, 3-engagement, 4-exit, 5-extension.In order to illustrate the benefits of using the tool as a support to the user experience design process in physical stores, the present study presents an experiment in which the Experience Compelling Map is used during focus group sessions involving 25 volunteers equally divided between the 5 different generations they belong: Silent Generation, Baby Boomers, Generation X, Generation Y and Generation Z. Based on the results obtained through the experiment, it is possible to propose guidelines to improve the consumer experience in physical retail. The guidelines presented are divided into 14 categories and are a synthesis of the insights collected from users, showing that the tool can not only be a great ally when applying cognitive-behavioral methods, but is also capable of significantly contribute to user experience design.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信