2020
DOI: 10.3837/tiis.2020.09.006
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E-customized Product: User-centered Co-design Experiences

Abstract: The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by de… Show more

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Cited by 2 publications
(4 citation statements)
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References 30 publications
(53 reference statements)
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“…The given colour value (darkness or lightness) also influences consumers' visual perception on the products' weight and density (Hagtvedt, 2014). In particular, both colour matching and the products' exterior design can influence consumers' customisation experiences (Li and Liu, 2020). The visual aesthetics (formality, appeal) of websites directly impacts customer satisfaction and purchase behaviour (e.g., Wang et al, 2011).…”
Section: Visual Perceptionmentioning
confidence: 99%
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“…The given colour value (darkness or lightness) also influences consumers' visual perception on the products' weight and density (Hagtvedt, 2014). In particular, both colour matching and the products' exterior design can influence consumers' customisation experiences (Li and Liu, 2020). The visual aesthetics (formality, appeal) of websites directly impacts customer satisfaction and purchase behaviour (e.g., Wang et al, 2011).…”
Section: Visual Perceptionmentioning
confidence: 99%
“…Apparel customisation involves developing a customised design, selecting sizes, styles, fabrics, assembling, and personal adjustment (Cho and Fiorito, 2009). Consumers can be integrated into the clothing co-design and customisation process (Li and Liu, 2020;Shi et al, 2022). Using a 3D body scanner, the customised garment can be adopted by disabled people who are afflicted with scoliosis, that designers and consumers can collaborate to work easily (Hong et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
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“…As shown in Table 3, the participants' ages, occupations, living conditions, and familiarity with IoT products were different. The participants were divided into the following two groups: group 1 (G1), who had a high familiarity with digital products; and group 2 (G2), who had a low familiarity with digital products [25]. The research process was conducted in the participants' homes via two weeks of in-depth observation.…”
Section: Participantsmentioning
confidence: 99%