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브랜드 사이트에서 인포테인먼트 재미요소 적용을 위한 연구

Title
브랜드 사이트에서 인포테인먼트 재미요소 적용을 위한 연구
Other Titles
A study on Applying Fun elements for Infotainment at Brand Sites : Focused on Anycall and Cyon Mobile Phone Brand Site
Author
이보영
Alternative Author(s)
Lee, Bo-Young
Advisor(s)
김헌
Issue Date
2007-02
Publisher
한양대학교
Degree
Master
Abstract
최근 경제성과 효율성에만 치중되어왔던 정보디자인의 방향에서 좀 더 나아가 인간의 경험적인 측면에서 웹사이트의 환경이 인간에게 보다 의미 있고 풍부해지기를 원하는 방향으로 변화하고 있다. 즉, '정보(Information) 오락(Entertainment)'- 인포테인먼트(Infotainment) 디자인 연구의 필요성이 대두 되고 있다. 이를 인식하고 브랜드 사이트를 이용할 때, 목적을 가지고 정보를 찾는 측면뿐만 아니라 정보를 찾는 과정 자체도 사용자에게 보다 설득적인 메시지로 브랜드 정보를 느끼고 재미를 경험할 수 있는 측면까지도 고려해야한다고 본다. 브랜드의 기능적인 경험과 감성적인 경험이 잘 조화된 인포테인먼트에 중요한 재미요소는 앞으로 정보전달 과정에서 웃음과 즐거움을 선사하는 유용한 척도로 제공 되어질 것이다. 더욱 많은 인포테인먼트 연구의 기준과 역할에 대한 설계가 다루어져야 한다.; It is important to consider two way -communications showed from the information design of the web sites, Always, information design should be designed focusing on the user-centered contents to be suitable for two way- media. It has focused on the economical feasibility and efficiency so far. Web site environments are, however, changing into affluent and meaningful contents for human beings from human experienced aspect. That is to say, 'Information and Entertainment'- Infotainment is regarded as one of the most important design studies. A brand site should be considered as a persuasive message for the users , not only for the process that the users look for information but also for information research with a purpose so that they can be experienced in a brand information and can be feel funny when using a brand site. Therefore, as a tool that flows into information, infotainment aims at understanding necessity through conception such as the sensory stimuli of physical factors, the interest satisfaction of mental factors, the recognizant interest of structural factors based on them. This article prepared for eight funny factors based on prerequisite theories. They were limited into indirect experience, curiosity, imagnation, humor, unpredictabilities, behavioral interaction. existence, and challenge, accomplishment. It showed the effective funny factor of Infotainment, and indicated for 'users- centered' useful standard concentrating on mobile phone sites through a case that applied interesting stories. As an extracted case analysis was the structural factor of infotainment, this thesis focused on studying the design and contents of infotainment funny factor for the situation interest of recognizant fun and mental factor. Based on the results, it extracted brand characteristics compared with infortainment experiences and skills showed from anycall or cyon. Moreover, it had access to two way, infotainment and brand image, for the results the users leading a brand site. It is thought that important factors of Infortainmen produced with functional and emotional experiences should furnish the user with enjoyment and laugh from informative communication processes. and all of the researchers should design a standard or role and lead many studies on infotainment.
URI
https://repository.hanyang.ac.kr/handle/20.500.11754/149672http://hanyang.dcollection.net/common/orgView/200000406017
Appears in Collections:
GRADUATE SCHOOL OF DESIGN[E](디자인대학원) > DEPARTMENT OF IT DESIGN(IT디자인학과) > Theses (Master)
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