Changes in standards of values regarding products based on time and space, in accordance with an evolving products and changing social environments, have had effects on changes in standards of values about human beings. And, It simultaneously happened...
Changes in standards of values regarding products based on time and space, in accordance with an evolving products and changing social environments, have had effects on changes in standards of values about human beings. And, It simultaneously happened that human beings began designing with making and using tools. Humans make a stark difference from animals in that they have evolved by creating tools, making drastic improvements in their lives. And, under such concept, humans have evolved at the same time when tools, humans' products, were developed. The development has ranged from the developing process of such tools, to evolving one of those.
It is 'Digital Revolution' that is one of the most typical examples. The development of digital technologies have led 'Analogue' products to render "Digital" ones, and relevant data have been also digitalized, getting a major value as information. And, the contemporary have also increasingly ushered in another revolution. With the era of 'one computer per a person', emerging, all computer users have rapidly exchanged much information through a rapid internet, building 'digital environment'.
The research theme has pinpointed the ongoing situations of blindly following the convenience from the leading high-tech industry, and new technologies. And, the theme has made a conceptual analysis on the obvious reality - it is disregarded that changing trends of products have been correlated with human beings. And, it has understood about subjects of selecting process, examining how nature and users have responded. Especially, the theme has focused on finding out roots of digitalized products called " Digital or Information Revolution", exploring their relations with human beings, and studying what is consisted of inter-complementary elements.
Previously, consumers used to regard the awareness of functions and qualities in purchasing products, as important. But, they have just begun to asked enterprises and designers for 'soft aspects' that products take on. Now, the changing era from 'function' to 'meaning' has been appearing.
The general consumers tend to have a sense of the more satisfaction in sensational sentiment than excellent quality of products.
Offering sensational added value and new images, product designs with recreational sentimental elements will be discussed in the research. They can be related to a great satisfaction toward self-realization in terms of sentimental motives, not in terms of Needs, which satisfy humans' basic daily needs. Unique and fresh designs should be made, so that products could make an effective approach to consumers, in competitive market climates, and they could be developed under the condition of creating corporate profits. The value of products is worth, enough once it gives an insight and a satisfaction to consumers. It is so as the value takes on a very abstract and intricate notion in different efficacy such as social, informational, and emotional values, as well as physical values of products.
Against the backdrop, the research theme has conducted its study on the basis of the following sequences and scopes.
The prologue of the chapter 1 accounts for perspective methods of research by finding solutions to current situations, where consumers are sentiment-oriented, in the era of one personal computer per one person.
"The Interpretations And Uses Of Recreational Sentimental Emotion", of the chapter 2, deals with the understanding of the sentimental emotion, and determinants related such emotion.
"The Cases and Analysis Of Applied Recreational Sentimental Emotion" of the chapter 3, conducts a study and an analysis of examples in each section, and tests them based on such determinants.
"The Understanding Of Desktop Speakers of the chapter 4, puts forward ways of how designs will evolve, in the process of making comprehensive understanding about current speakers, and market trends. And, it makes a study and research on given tasks in following section, in terms of product-developing process.
Focusing on current desktop speaker-users, the "Study Of Users" of the chapter 5, raises a problem of speakers, shedding light on directions of new product developments. The study of the chapter is conducted through a survey.
“The Designs Of Desktop Speakers" of chapter 6 makes an analysis by singling out many design elements for speakers, and presents designs based on such elements, with the study of current design trend.
"The Conclusion" of chapter 7, punctuates how results of the research will be produced, with the emphasis of perspectives indispensable for sequent research. And, the study of the chapter is dominated with validity of the research hypothesis and case study.
As above-stated, the research theme proposes to devise recreational sentiment-oriented new Desktop Processes, and notes how they will be improved, through relevant case studies.