With the advent of the experience economy era, people's life needs are constantly changing, so "experience" has become a new source of value. Nathan Shedroff in the "ExperienceDesign" book, for the first time gave the definition of experience design: experience design is to incorporate the consumer's participation into the design, the enterprise takes the service as "stage", product as "prop", environment As a "set", the design that enables consumers to experience a good experience in the course of business activities. For the modern children's amusement facilities system, the idea of ​​experience design should go through the entire design process. According to children's different stages of behavior characteristics, from the children's needs, create a good sensory experience and thinking recognition, thus enhance the perfect behavior Experience, triggering children's inner awareness, emotion, emotion and cognition is the core of the entire experience design.
I. Problems with children's amusement facilities
High-altitude, high-speed, and high-stimulus are key words in the current large-scale amusement facilities. On the one hand, it provides people with spiritual and physical enjoyment. On the other hand, there are also huge potential risks. According to statistics, in recent years, the accidents of large-scale amusement facilities at home and abroad have emerged in an endless stream and have shown an increasing trend. In terms of the types of accidents, mechanical injuries, high altitude stays, and high altitude falls are the main types of accidents, accounting for more than half of the total number of accidents. The reason for the accident is a large proportion of the equipment and human factors.
Undoubtedly, these data are not alerting us. Traditional rides do present significant security risks. Frequent accidents also tell us that high altitude and high speed will not be the development direction of future children's amusement facilities system design; from the perspective of human-computer interaction, traditional amusement facilities only stay in the primary stage, that is, people are under the control of the machine. Among them, it is clear that this single, passive interaction approach no longer meets the needs of the development of contemporary children; in addition, with the advent of the era of experience, the breakdown of the population, the need for recreational facilities for children in different stages also appears to be large Differentiating, therefore, the system of children's play facilities needs improvement.
Second, the psychological characteristics and needs of children aged 7-14
In general, roller coasters have strict height restrictions, ie, children under 1.2m are prohibited from riding. According to the characteristics of children's development at different stages, the general height of children over 7 years old is ≥1.2m, so the target population is mainly locked in school age. (7-14 years old) children. Children's characteristics at this stage are mainly manifested in; they begin to enter the school collective life and begin to have a certain social scope, and expand the consumption demand and consumption content. The independence has gradually increased, consumption has a blind obedience and comparison psychology, obvious convergence psychology and imperfect discerning ability, and the cognition of products needs to be improved.
According to the summarization and summarization of children's psychological characteristics, the analysis of children's preference for and interest in riding a roller coaster can be roughly divided into the following types, as shown in Table 1.
From Table 1, we can summarize the following two points:
1. Children's instinctive curiosity allows them to take an active interest in things. Struggling users are the main research objectives. Encouraging them to develop into interested users and excluding the psychological constraints of struggling users and disobedient users are the main goals and strengthen their focus.
2. Children's focus on riding a roller coaster is mainly on the sense of security, followed by fun, indicating that they need to accompany the game.
Third, children's roller coaster experience design research case
The roller coaster, also known as Roller Coaster, is an amusement ride that uses the principle of gravity and inertia to make trains travel along the winding track. It is mainly through maximizing the design of gaps, slopes, maneuvers, speeds and other methods that the participants can achieve stimulating experiences. However, according to the analysis of the psychological conditions of children in the first section, the design points of children's roller coasters should not pass the gradient, gradient, and speed. In order to strengthen irritability, the main goal should be to eliminate fear and psychological constraints. Here are two examples of irritating from another perspective.
1. Environmentally stimulating - The improved design of traditional roller coaster
The Manta roller coaster in San Diego Sea World (Fig. 1) is a launch roller coaster. The following main analysis of its design elements:
(1) From the product itself, the fully enclosed protective design of the car seat fully demonstrates its safety. The safety belt around the waist and the protective bar surrounding the body are strictly designed according to ergonomics. The theme color that echoes with the entire park increases the affinity of the product.
(2) In the design of the track, it continues the characteristics of the traditional roller coaster. The undulating drop, the rotation around the inverting state, and the launching mode of operation at the start-up all give people a direct sense of excitement. At the same time, the design focuses on the protection of people, adding guardrails at key node locations, and these details improve its security.
(3) The biggest highlight of the design is the creation of the environment in the previous period to enhance the stimulation, not through the design of the gap and slope. Through the warm-up of the visual effects of the animation and the auditory effects of the screaming, the participants are placed in it, integrated into the plot, and the heartbeat is accelerated, thereby creating a strong sense of excitement and tension and forming a profound experience.
2. Form to eliminate fear - virtual roller coaster
Virtual roller coaster is a virtual reality application product. It integrates a new generation of interactive multimedia entertainment experience projects such as artificial intelligence, dynamic seat platform, digital content stereo imaging, real effects and other high-tech technologies and aesthetic arts. According to the rhythm of the story, the experiencer shuttles between the three-dimensional scenes formed by the screen images and truly feels the overweight and weightlessness of the roller coaster in the rolling orbit.
Taking the "Simpson Virtual Roller Coaster" at Universal Studios (Figure 2) as an example, its design elements are mainly analyzed:
(1) Advanced technology. The high-definition digital projection screen brings a beautiful visual experience to the experiencer. With the setting of the story, the dynamic seat fluctuates, bumps, and spins, enhancing the immersiveness of the experiencer.
(2) Design security. Because children are riding on dynamic seats, there will be no real fall back and there is a great improvement in the sense of security. There is no doubt that many psychological restrictions have been lifted for struggling and disgusted children who want to experience overweight and weight loss.
(3) Simulation environment. Through the interaction with the simulation environment, children perceive and recognize the things they touch, thereby stimulating children's thinking and creating a simulation environment with logical information. Its greatest attraction comes from the immersive immersion and the fun of human-machine interaction.
(4) Story introduction. Before entering the virtual roller coaster, children will experience waiting in line for a long time. Designers set up a lot of stories about the role of Simpson in the early stages, and used stories such as painting, animation, and drama to describe the story and create an environment. To pave the way for children to understand their characters.
Fourth, children's amusement facilities design strategy
1. Facilities and environment safety
Safety is the foundation of the design of children's amusement facilities. Its safety not only manifests itself in the standardization of the facilities itself, but also in the level of children's intuitive perception of the products. From the perspective of the facility itself, in the design process, first, it is necessary to strictly implement regulations and standards for amusement facilities. Second, it is necessary to consider thoroughly the key elements such as the materials, structures, and scales of the facilities. Third, it is possible to consider the operation of the facility. The dangers that occur, thus ensuring the safety of the facilities environment.
2. People-oriented emotional experience design
Design should follow the principle of people-centeredness, advocate the balance between physical and psychological needs of the user, and achieve a harmonious unity of the material and spiritual aspects. In the design process, children’s sensory experience should be fully considered, and the emotional input of design should be emphasized to ensure the rationality of the design, function and scale of the design, and to increase the emotional factors of interest, challenge, and aesthetic appeal, leaving the space for children’s imagination. Generate interaction and resonance.
3. Comprehensive multi-element synesthesia stimulation
The sound that likes to beat objects is the child's instinct. By injecting audition information, children can be brought into more specific situations to experience the game itself, thereby enhancing the attraction of the game and forming a good interactive experience. Interaction and experience design is a very important content in product design. Whether it can make users interact well with the product itself and arouse the user's emotions is a very important indicator for judging the interest of a product, and it is also a future child. A development trend of amusement design.
4. Through the story to enhance the environment
Storytelling and listening to stories are basic human capabilities. For children, it is absolutely attractive. Through the introduction of stories, we can create an environment to promote and promote products, make the situation of the products more dramatic, and enhance the experience process.
V. Conclusion
In the era of experience economy, the traditional system of children's play facilities is no longer adapted to the development needs of contemporary children. Starting from the concept of experience design, through the analysis of various elements of experience design, the effective integration of object resources, the psychological satisfaction during the experience process, the support of the service, and the creation of the environment can enhance the quality of experience.
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