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왕밍선,유보현 한국상품문화디자인학회 2024 상품문화디자인학연구 Vol.78 No.-
관광 상품은 관광문화의 중요한 구성 요소이자 관광 수입의 핵심 원천이다. 팬더믹 이후, 중국 관광객들의 관광수요가 증가 하고 있음에도 불구하고, 관광 상품의 디자인은 창의성과 독창성이 부족하여 관광객들의 요구를 충족시키지 못하고 있으 며, 이로 인해 관광 상품에 대한 구매 의지가 낮아지고 있다. 본 연구의 목적은 중국 관광지의 관광 상품에 대한 사용자의 주관성 선호 유형을 분석하여 선호 유형에 적합한 관광 상품 개발을 통해 관광 상품에 대한 관광객의 만족도를 높여 관광 산업을 활성화하는 전략을 제안하는 데 있다. 본 연구는 관광 상품을 선택하는 사용자들의 수요와 선호도를 조사하기 위하 여 주관성 연구방법론(이하 Q방법론)을 통해 연구 결과를 도출하였다. 이를 위해 31개의 Q 진술문을 추출하여 31명의 P 표본을 대상으로 Q진술문에 대한 인터뷰와 소팅을 진행하였으며, 이 진술문들을 바탕으로 관광 상품에 대한 네 가지 주요 선호 유형을 도출하였다. 제1유형으로는 문화가치 지향형, 제2유형은 향토적 지역 가치지향형. 제3유형은 관광 상품의 가 성비와 품질을 중요하게 생각하는 그룹으로 실용적 가치지향형. 제4유형은 교육 중심 가치지향형으로 명명하였다. 이 네 가지 유형은 관광상품의 개발, 디자인 및 마케팅 전략 수립에 있어 중요한 참고 자료로 활용될 수 있다. Tourism products are a crucial part of tourism culture and a key source of revenue. Despite the rising demand for tourism among Chinese travelers in the post-pandemic era, the design of tourism products lacks creativity and innovation, failing to meet the needs of tourists. This has led to a decline in tourists’ willingness to purchase these products. The aim of this study is to analyze the subjective preference types of users regarding tourism products at Chinese tourist destinations and propose strategies to revitalize the tourism industry by developing products that cater to these preferences, thereby enhancing tourist satisfaction. The study utilized Q methodology, a subjectivity-based research approach, to explore the needs and preferences of users in selecting tourism products. A total of 31 Q statements were identified, and interviews and Q-sorting were conducted with 31 participants (P-samples). Based on the analysis, four main preference types for tourism products were identified: (1) “Cultural value-oriented,” (2) “Local and regional value-oriented,” (3) “Practical value-oriented,” which emphasizes cost-effectiveness and quality, and (4) “Education-centered value-oriented.” These four types provide valuable insights for the development, design, and marketing strategies of tourism products.
왕밍선,무더란,유보현 한국상품문화디자인학회 2025 상품문화디자인학연구 Vol.81 No.-
In the era of rapid cultural development and changing consumer lifestyles, the design of interior decoration cultural and creative products (ID-CCPs) involves balancing commercial interests, cultural connotations, and users' emotional values, forming a complex product design system. This study aims to explore optimization methods for ID-CCPs and proposes a systematic design optimization model. Data collection was conducted through interviews and social media comment analysis, identifying four key consumer demand factors: health awareness, high-quality products, smart home functionality, and personalized design. Using the Analytic Hierarchy Process (AHP), the relative importance of each design factor was assessed through pairwise comparisons, and the results were incorporated into a Fuzzy Cognitive Map (FCM) model. The FCM model employed dynamic simulations to analyze interactions among these factors, particularly the impact of dynamic changes in users' emotional needs on design expression. Ultimately, the study proposes a design optimization strategy that integrates cultural connotations, user needs, and market trends, offering new insights and decision support for the innovative design of ID-CCPs.
무더란,왕밍선,유보현 한국상품문화디자인학회 2025 상품문화디자인학연구 Vol.81 No.-
With growing societal awareness of environmental conservation, natural history museums are increasingly recognised as vital platforms for disseminating scientific and cultural knowledge, as well as hubs for regional cultural engagement. As public interest and expectations continue to rise, these institutions are being called upon to move beyond static displays and embrace interactive, educational, and participatory exhibition strategies. In response to this need, the present study adopts a user-centred approach to optimise interactive exhibition design in natural history museums. Focusing on the National Natural History Museum of China, the study first analysed visitor behaviours and needs through empirical investigation. These user needs were then translated into corresponding design features. The Entropy Weighting Method was employed to determine the relative importance of each need, followed by the application of the Quality Function Deployment methodology to map needs onto interactive design features via the House of Quality. This process produced absolute weight values for each feature, enabling a prioritised evaluation of design strategies. The findings identified 13 key design features, with hierarchical guidance, interactive experience, and environmental integration ranking highest in terms of combined user importance and satisfaction weightings. These features demonstrated strong alignment between user expectations and effective design responses. The study thus provides a structured, data-driven framework for enhancing interactive exhibitions, offering both practical design guidance for the National Natural History Museum of China and a replicable model for other natural history institutions seeking to improve public engagement and educational outcomes.