Recent network environment, combined with the wireless network and smart devices is facing a period of the explosive changes. This change takes place, with the social phenomenon and expedite the changing role of the user. At the heart of the change is...
Recent network environment, combined with the wireless network and smart devices is facing a period of the explosive changes. This change takes place, with the social phenomenon and expedite the changing role of the user. At the heart of the change is ubiquitous and the web 2.0 environment, user participation in ubiquitous environment is closely related to the network. web 2.0 and SNS in ubiquitous environment is shown to the user participation's value of experience as an content that is being reborn as an essential element.
Ubiquitous content generated by participation of the user is on/off line are linked and depending on user experience in participating in the conduct of its value is determined. Thus the content is generated by users to changes in the environment, designer must be adapt. Based on understanding of the user, designer should be create overall planning and the environment about user experience. Now to create the user experience that will quotient the role of the designer.
In addition, content change like flow of changes in the digital environment and user's role in the content changed as a producer from audience. As a result, personal experience stories from the bottom to the public everyday is getting sympathy. Currently information content involve Converged functional information and personal daily stories so Gained sympathy to the general public.
In such a changing environment, experience space that is very important Because lead to offline Interactions. Also, like the concept of ubiquitous environment, experience space as the link between online and offline is more meaningful. Historically in our country has existed network space named as Sarangbang until now. If network space within current network and digital technology have led to the involvement & experience of the user. So Content is created and that are accumulated to form a new cultural values and content areas, and to strengthen the will.
The purpose of this study is experience-based network space can be able to experience Kwangjangmarket's On/off line contents and induce content creation and sharing. This space will give the opportunity to Kwangjangmarket's content will be an re-enable and make content through off line Participation. As a result, network space change the living space by sharing content implemented. In this context, the configuration of the study were the following 5 sections.
Chapter 2 describes the research carried out recently for the background and environmental changes in the network environment and examines its features. The current network environment is Web 2.0 and ubiquitous environments, represented by user participation. You can participate in network any time, any place you want to connect to the network, thereby user participation being reborn as a content producer that has been described. Chapter 3 also emphasizes and explains the importance of the UI and UX. UX became important in design, designer lead to the user environment predicting the overall experience, experience in planning and the created environment. And Chapter 4 have been talking about the traditional market. Check on the status of traditional markets was under threat by continues to grow strongly Large discount stores. In this chapter, Confirm IT environment of traditional market and IT design environment that can give some benefits to traditional market. Chapter 5 is the subject of the research On/off line experience related on contents experience to happen Find out about space. After figuring out On/off line experience based on network space, confirming the role of network space through 'Sarangbang'. After that, find out the concept of experience, properties of experience space, confirm the meaning of the experience space from previous research case.
Chapter 6 Design Experiential Network Space by On/off Line Coordinated Contents on base of the previous information. Prior for design, Examine Experience-based network space that the content of Kwangjangmarket's On/off line linked contents and Design Sarangbang space that create new content and shared. The elements of Sarangbang is the existing Kwangjangmarket's content and create content through smart devices is also available. And created contents in Sarangbang is shared Kwangjangmarket's web site and If the opposite is the same. The conclusion of the last six chapters of this study, organize the content ahead of the story and speak for the expected effect about Kwangjangmarket Sarangbang. User generated content, through the act involved through the network when it is let out in the world that is worth higher. Later expanded Kwangjangmarket Sarangbang develop to create and share content of Dongdaemun Commercial Area, If so sould expect to build a local identity. Futher this Sarangbang linked by network of market at exist around the world develop serves as a place to share the contents, storymarket look forward to building a global network of markets.