A Visual Tool for Brand Personality Development - 12 November 2009by Fan Lv and Jan P.L. Schoormans in Opinion
“Volkswagen is really down-to-earth.” “Nike is exiting.” These examples show that consumers use personality traits when they communicate about brands among each other. Brand personality is the set of personality traits that consumers associated with a brand. Brand personality is related to human personality theory that explains human behavior and preferences on the basis of personality traits. Personality traits are distinguishing characteristics of a person…
6-step process for planning a user test - 20 October 2009by Abid Warsi in Methods
Preparing for user testing requires a surprisingly large amount of planning. Here are the 6 key steps you should go through to get ready.
Predicting What Mobile Phones Will Do for us Next - 10 August 2009by Instrata in Case-Studies
In the fast moving world of mobile communications, innovation that truly enhances the users’ experience can be elusive. Handset designs based on technology push, network operator specification, and disparate design teams, can fail to respond to people’s lifestyles and miss out on a more engaging experience.
2009 Mobile Trends - (Part Two) - 27 July 2009by Fjord in Opinion
Microblogging will evolve from a naval-gazing toy to the Swiss army knife of social media. Its simplicity and openness make it very flexible and adaptable to user needs. It has the potential to combine messaging, sharing, news reading and search. The status field is the new search box.
2009 Mobile Trends - (Part One) - 21 May 2009by Fjord in Opinion
Nowhere in the industry can the future of mobility be seen as clearly as in Apple’s App Store. 2009 will be a year of wonderful digital bazaars full of innovative apps and services from developers around the world. Homebrew computing will be reborn.
Transforming Taiwan Aboriginal Cultural Features into Modern Product Design: A Case Study of a Cross-cultural Product Design Model - 23 September 2008by Rung-Tai Lin in Case-Studies
With their beautiful and primitive visual arts and crafts, Taiwan’s aboriginal cultures offer great potential for enhancing design value and becoming recognized in the global market. Evidence shows very high prospects for Taiwan’s local cultures to become crucial cultural elements in future design applications. The purpose of this paper is to explore the meaning of cultural objects from Taiwan’s aboriginal cultures and to extract their cultural features. The paper attempts to illustrate how, by enhancing the original meaning and images of these cultural features and by taking advantage of new production technologies, they can be transformed into modern products that meet the needs of the contemporary consumer market.
Driver Segmentation, New Technology and Safety - 4 September 2008by Pat Jordan in Case-Studies
This paper reports a study in which drivers were segmented according to attitudes and behaviours. The approach was based on a technique known as the Delphi method (Linstone and Turoff 1975) This involves interviewing experts in a particular field – in this case driving and driver behaviour – and coming to a conclusion based on the common ground between them.
Immersion in videogames - 15 August 2008by Paul Cairns in Case-Studies
User experience is a term that is widely used these days to refer to all sorts of
interactions between people and technologies. But when it comes to videogames, experience is the only sensible word to use. Games are pure experience. And the range of experiences they offer is huge from what it is like to land a 747 at Heathrow Airport to slaying space dragons with a team of like-minded warriors. Thus, when it comes to really understanding user experience in games, it can be hard to say anything that would apply in general. However, one expression that does seem to crop up regularly, and that gamers relate to, is that games are immersive: when people are having a good experience, they get lost or immersed in the game and the world outside the game fades into the background. So what is this notion of immersion? What causes it? And is it the heart of what makes a good game? These are the questions that I have been trying to answer, together with my colleagues and students, over the last few years.