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CAPTURING CONSUMER PREFERENCE THROUGH EXPERIENTIAL CONJOINT ANALYSIS

机译:通过体验性联合分析捕获消费者偏好

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Traditionally, consumer preference is modeled in terms of preference for the aesthetic and functional features of a product. This paper introduces a new means to model consumer preference that allows for the experience of and interaction with a product to account for not only for how a product looks and functions, but also how it feels to use it. Traditional conjoint-based approaches to preference modeling require a user to judge preference for a product based upon a 2D product representation or a feature list. While the aesthetic forms and functional features of a product are certainty important, the decision to buy or not to buy a product often depends on more, namely the experience or feel of use. We introduce the concept of experiential conjoint analysis, a method to mathematically capture preference for a product through experience-based preference judgments. Experience-based preference judgments are made based upon the use, or simulated use, of a product. For many products, creating enough physical prototypes to generate a preference model is cost prohibitive. In this work, virtual reality technologies are used to allow the subjects an interactive, immersive, and realistic product experience, provided at little investment. The results of this work show not only that preference judgments of the interaction of a 3D virtual product representation can be used to generate accurate preference models, but that non-experiential judgments of the same product's 2D forms lead to the generation of different preference models. Further, the virtual reality experience is found to provide an advantage in the form of confidence, information, and/or realism. Such experiential-based preference models provide previously unavailable design insight with which to inform the design generation process.
机译:传统上,消费者偏好是在产品的偏好方面进行建模和产品的审美特征。本文介绍了模拟消费者偏好的新方法,允许与产品的经验和互动,以便不仅用于产品的外观和功能,还要如何使用它。基于传统的基于联合的偏好建模方法需要用户基于2D产品表示或特征列表来判断对产品的偏好。虽然产品的审美形式和功能特征是确定性的重要性,但购买或不购买产品的决定往往取决于更多,即使用的经验或感受。我们介绍了经验性联合分析的概念,通过基于经验的偏好判断来数学捕获对产品的优先考虑的方法。基于经验的优先判断是基于产品的使用或模拟用途制作的。对于许多产品,创造足够的物理原型来生成偏好模型是成本令人望而却的。在这项工作中,虚拟现实技术用于允许受试者提供的互动,沉浸性和现实的产品经验,以少量投资提供。该工作的结果不仅可以使用3D虚拟产品表示的相互作用的偏好判断来产生准确的偏好模型,而是相同产品的2D形式的非经验判断导致不同偏好模型的产生。此外,发现虚拟现实经验以置信,信息和/或现实形式提供优势。这种基于体验的偏好模型提供了以前不可用的设计洞察力,用于通知设计生成过程。

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