It is understood that 80% of the amount of information accepted by humans corresponds to visual information. In the modern society, competition between brands is accelerating day by day due to the overheating of product supply, and consumers are leading the era of purchasing gems and services to satisfy their needs. In addition, in a competitive market where the quality of competitive products is leveled with technological advances, brand experience through consumers' total experience is a decisive factor in purchasing. Most brands use a variety of visual components to effectively communicate information for the purpose of consumers' cognition, memory, and purchase decisions. In order to meet changes in competitive markets and consumer needs, companies must not only think about what products and services to provide, but also what kind of relationship they will have with customers. It is necessary to choose whether it will be recognized as a brand for a temporary transaction that simply sells and buys goods, or whether to form lasting bonds by providing the total and sensuous experience that consumers want. In order for a brand to be remembered as an experience rather than a transaction, it is necessary to change its perspective on the customer experience. Products or services are, after all, part of the customer experience that customers prefer. Since consumption begins with visual information processing, cognitive and memory structures and visual information characteristics must be understood and utilized from the perspective of emotional memory. If a design is developed so that memory stimulation factors act as a brand experience (BX) factor to form a friendly image by facilitating brand recognition and memory, this can serve to reinforce customer brand loyalty. Therefore, the brand experience (BX) design should be a strategic design that can provide an impressive visual experience tailored to the needs of consumers and eye level.
목차
Abstract 1. Introduction 1.1 Questioning and Research Background 2. Theoretical Consideration 2.1 Characteristics of Visual Information 2.2. Visual Information Processing 2.3 Memory Information and Memory 2.4 Memory Stimuli Factors - Experience 2.5 Case Study: Nike and Starbucks 3. Brand and Experience 4. Consumer Experience 5. Conclusion 5.1 Conclusion and Recommendations of the Study References
키워드
Visual Information ProcessingMemory InformationBrand Experience (BX)Consumption Experience
저자
Yoseph, Park [ Completion of Ph.D. in Department of Visual Design, Hongik University ]
Soo Ah, Kang [ Completion of Ph.D. in Department of Visual Design, Hongik University ]
Corresponding Author
국제문화기술진흥원 [The International Promotion Agency of Culture Technology]
설립연도
2009
분야
공학>공학일반
소개
본 진흥원은 문화기술(Culture Technology) 관련 산·학·연·관으로 구성된 비영리 단체이다. 문화기술(CT)은 정보통신기술(ICT), 문화적 사고 기반의 예술, 인문학, 디자인, 사회과학기술이 접목된 신융합기술(New Convergence Technology, NCT)로 정의한다. 인간의 삶의 질을 향상시키고, 진보된 방향으로 변화시키고, 문화기술 관련 분야의 학술 및 기술의 발전과 진흥에 공헌하기 위하여, 제3조의 필요한 사업을 행함을 그 목적으로 한다.
간행물
간행물명
International Journal of Advanced Culture Technology(IJACT)
간기
계간
pISSN
2288-7202
eISSN
2288-7318
수록기간
2013~2025
등재여부
KCI 등재
십진분류
KDC 600DDC 700
이 권호 내 다른 논문 / International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 4