Det virtuelle loppemarked : et digitalt oplevelsesprodukt

Studenteropgave: Speciale (inkl. HD afgangsprojekt)

  • Jonas Syversen Kring
4. semester, Oplevelsesdesign, Kandidat (Kandidatuddannelse)
The purpose of this thesis is to investigate the potential of employing experiential properties to a digitally driven fleamarket. The thesis seeks to bridge a gap in existing knowledge about the experience of physically and digitally driven flea markets, and hereby validate the creation of an experience-based virtual flea market.

Thus, the thesis will document the creation of an experience-enhanced design concept based on an empirical approach combined with theory about experiences and design. A case study provides the framework by joining insights from analyzed field data concerning both physical and digital markets. By employing both pragmatic and theoretical qualities to the design the concept is created from a manifold of methods, models and frameworks.

The result of this process takes form of a virtual and conceptual design, aimed at expanding a positive user experience. This is done by binding the qualities of a physical market with the possibilities of a digital platform. In the design process, both pragmatic and hedonic attributes are taken into consideration in order to engage the user on an individual level.

By using Hassenzahl’s model of user experience to address the needs of the users, the main contribution of this thesis is the conceptualization of an experience-enhanced virtual flea market that connects users on an emotional level.

As the design at this stage only takes a conceptual form, it mainly exists as a foundation of further prototypical designs.
SprogDansk
Udgivelsesdato1 jun. 2015
Antal sider71
ID: 213383935