Page 273 - DMGT552_VISUAL_MERCHANDISING
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Visual Merchandising




                    Notes          including cognitive psychology and perceptual psychology,  linguistics,  cognitive  science,
                                   architecture  and  environmental design, haptics,  hazard  analysis,  product design,  theatre,
                                   information design, information architecture, ethnography, brand strategy, interaction design,
                                   service design, storytelling, heuristics, technical communication, and design thinking.
                                   It primarily comprises:

                                      Dynamic experience: Utilise moving and charging audio visual elements.
                                      Static experience: They are formed that do not alter in any form.





                                      Task  Gather more information on dynamic experience vs static experience.
                                   Commercial context: In its commercial context, experience design is driven by consideration of
                                   the moments of  engagement, or  touch points,  between people and brands,  and the  ideas,
                                   emotions, and memories  that these moments create.  Commercial experience design is  also
                                   known as customer experience design, and brand experience. In the domain of marketing, it
                                   may be associated with experiential  marketing. Experience designers are often employed  to
                                   identify existing touch points and create new ones, and then to score the arrangement of these
                                   touch points so that they produce the desired outcome.
                                   Broader context: In the broader environmental context, there is far less formal attention given
                                   to the design of the experienced environment, physical and virtual — but though it’s unnoticed,
                                   experience design is taking place. Ronald Jones describes the practice as working across disciplines,
                                   often furthest from their own creating a relevant integration between concepts, methods and
                                   theories.  Experience  designers  design  experiences  over  time  with  real  and  measurable
                                   consequences; time is their medium. According to Jones, the mission of Experience Design is “to
                                   persuade, stimulate, inform, envision, entertain, and forecast events, influencing meaning and
                                   modifying human behaviour.”
                                   Within companies: Experience design can refer not just to the experience of customers, but to
                                   that of employees as well. Anyone who is exposed to the space either physically, digitally, or
                                   second hand (web, media, family member, and friend) may be considered in the application of
                                   XD. This includes staff, vendors, patients, visiting professionals, families, media professionals
                                   and contractors.

                                   Multiple dimensions: Experience design is not driven by a single design discipline. Instead, it
                                   requires a cross-discipline perspective that considers multiple aspects of the brand/business/
                                   environment/experience from product, packaging and retail environment to the clothing and
                                   attitude of employees. Experience design seeks to develop the experience of a product, service,
                                   or event along any or all of the following dimensions:
                                      Duration (Initiation, Immersion, Conclusion, and Continuation)
                                      Intensity (Reflex, Habit, Engagement)

                                      Breadth (Products, Services, Brands, Nomenclatures, Channels/Environment/Promotion,
                                       and Price)
                                      Interaction (Passive < > Active < > Interactive)

                                      Triggers (All Human Senses, Concepts, and Symbols)
                                      Significance (Meaning, Status, Emotion, Price, and Function)






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