{"title":"体验设计背景下以用户为中心的品牌设计研究——以中国宠物用品行业为例","authors":"Cunyuan Yang, Ken Nah","doi":"10.46248/kidrs.2023.3.9","DOIUrl":null,"url":null,"abstract":"The pet supplies industry in China has experienced rapid growth in recent years, leading to intensified market competition. Consequently, brands are in need of a new dimension of experience that focuses on understanding user needs and issues while building brand loyalty and trust. This study proposes a user-centered brand design model consisting of three phases: user needs discovery, issue definition, and scenario development. Employing the MEOWMO brand and the E-MOW value system as a case study, the model combines quantitative and qualitative research methods, including surveys and user experience scenarios, to help brands precisely define user needs and convey brand value. The research identifies a trend where users tend to trust brands that align with their psychological cognition and concepts. Therefore, constructing user experience scenarios aids in recognizing user expectations, goals, and issues, encouraging user participation in co-creation and ultimately enhancing brand loyalty. This model provides brands with a new direction to bolster their impact and user loyalty in the pet supplies industry. It also offers theoretical support for user-centered brand design, aiding brands in survival and value enhancement in a fiercely competitive market.","PeriodicalId":35082,"journal":{"name":"Journal of Design Research","volume":"42 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Study on User-Centered Brand Design from the context of Experience Design: Focused on Pet Supplies Industry in China\",\"authors\":\"Cunyuan Yang, Ken Nah\",\"doi\":\"10.46248/kidrs.2023.3.9\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The pet supplies industry in China has experienced rapid growth in recent years, leading to intensified market competition. Consequently, brands are in need of a new dimension of experience that focuses on understanding user needs and issues while building brand loyalty and trust. This study proposes a user-centered brand design model consisting of three phases: user needs discovery, issue definition, and scenario development. Employing the MEOWMO brand and the E-MOW value system as a case study, the model combines quantitative and qualitative research methods, including surveys and user experience scenarios, to help brands precisely define user needs and convey brand value. The research identifies a trend where users tend to trust brands that align with their psychological cognition and concepts. Therefore, constructing user experience scenarios aids in recognizing user expectations, goals, and issues, encouraging user participation in co-creation and ultimately enhancing brand loyalty. This model provides brands with a new direction to bolster their impact and user loyalty in the pet supplies industry. It also offers theoretical support for user-centered brand design, aiding brands in survival and value enhancement in a fiercely competitive market.\",\"PeriodicalId\":35082,\"journal\":{\"name\":\"Journal of Design Research\",\"volume\":\"42 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Design Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.46248/kidrs.2023.3.9\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Engineering\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Design Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.46248/kidrs.2023.3.9","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Engineering","Score":null,"Total":0}
A Study on User-Centered Brand Design from the context of Experience Design: Focused on Pet Supplies Industry in China
The pet supplies industry in China has experienced rapid growth in recent years, leading to intensified market competition. Consequently, brands are in need of a new dimension of experience that focuses on understanding user needs and issues while building brand loyalty and trust. This study proposes a user-centered brand design model consisting of three phases: user needs discovery, issue definition, and scenario development. Employing the MEOWMO brand and the E-MOW value system as a case study, the model combines quantitative and qualitative research methods, including surveys and user experience scenarios, to help brands precisely define user needs and convey brand value. The research identifies a trend where users tend to trust brands that align with their psychological cognition and concepts. Therefore, constructing user experience scenarios aids in recognizing user expectations, goals, and issues, encouraging user participation in co-creation and ultimately enhancing brand loyalty. This model provides brands with a new direction to bolster their impact and user loyalty in the pet supplies industry. It also offers theoretical support for user-centered brand design, aiding brands in survival and value enhancement in a fiercely competitive market.
期刊介绍:
JDR is an interdisciplinary journal, emphasising human aspects as a central issue of design through integrative studies of social sciences and design disciplines. Originally published as an electronic journal publishing articles including multimedia applications and hence allowing visual knowledge transfer, it is now also available in print. Topics covered include Expertise in design Design learning strategies and design pedagogy Design as a social process Gaming and simulation in design Designing user interfaces The role of visual techniques in the design process Design tools Sustainability.