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DOI :     Journal Korea Society of Visual Design Forum , Vol.67, No.0, 189 ~ 203, 2020
Title
A Study on the Application of Digital Signage (DS) in Clothing Stores through Participatory Design
맹소유 Meng Xiao Yu , 오용균 Oh Yong Kyun
abstract
Background With the advent of the evolutionary consumption era of the fashion industry, the question of whether the characteristics of digital signage could match the market characteristics of collaborating across producers 'and consumers' boundaries and use it as a design medium for participation in offline stores. This is the background that started. Therefore, this study is an interactive digital signage used in clothing stores to induce consumer participation in design (interactive) to explore the possibility of consumer participation design through the use of digital signage in clothing stores. We analyzed the relationship with participatory design. The purpose of this study is to summarize and analyze digital signage participation design elements in application characteristics, consumer interaction characteristics, and clothing stores, and to lay the foundation for future alternative research on the relationship between digital media and digital media technology and design. This is the purpose of the study. Methods Therefore, we analyze the elements of participatory design that can be applied to digital signage in a clothing store by market, technology, user, and design, and apply it to real cases to explore the applicability of participatory design to digital signage. . As part of the preliminary verification process, elements of each participant design are conducted as expert questionnaire methods using the two-round Delphi technique for feasibility and correlation analysis. In order to extrapolate the results of verification with precedent cases and theoretical background based on a deductive reasoning method, they are substituted into case analysis obtained by on-offline investigation and qualitatively analyzed characteristics with interactive elements in each case. The results of qualitative analysis are combined with the participatory design elements to obtain results in a hypothetical reasoning method that matches the arguments set as the scope of the study. Result As a result of selecting and analyzing seven representative cases that match the above research background and research method, the consumer and designer of fashion design can interact through digital media and the consumer can participate in the design, and this paradigm shift is judged that it is possible to create a virtuous cycle structure that can provide more positive consumer experiences to consumers by promoting brand value and sales as well as enhancing the value of technology. Conclusion Through the above results, it was confirmed that technology, equipment, market, consumer goals change and demand, and digital goals can be important means to participate in design. However, the consideration of user elements among the participating design elements should be central, and the evolution of other elements should be complementary.
Key Words
디지털 사이니지, 참여 디자인, 상호작용성, Digital Signage, Participation Design, Interactivity
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