A multidisciplinary study on the relationship between design elements and affordances of social live streaming service - Focusing on viewers in 20s and 30s -

2021 ◽  
Vol 39 (4) ◽  
pp. 33-51
Author(s):  
Min Gi Kwak ◽  
Su Ji Choi ◽  
Su Bin Park ◽  
Minuk Hwang ◽  
Sang Won Lee
2020 ◽  
Vol 4 (3) ◽  
pp. 50
Author(s):  
Minjeong Ham ◽  
Sang Woo Lee

V Live is a live-streaming service made by South Korean IT company in August 2015. The service provides diverse video contents specific to entertainment content. Most of V Live users are K-pop fans, and they actively express emotions on V Live content by writing comments, pressing “hearts”, and sharing video content. Based on Uses and Gratifications theory, this study investigated why people use live streaming service, and the factors influencing users’ viewing behavior in live streaming. We conducted an in-depth interview with V Live users. Based on the results of the interview, an online survey was conducted. As a result, six factors—“Interpersonal relationship motivation”, “Social presence motivation”, “Celebrity support motivation”, “Celebrity presence motivation”, “Social interaction motivation”, and “Differentiation motivation”—were derived as motivations to use V Live. While “Social presence motivation” and “Differentiation motivation” among V Live use motivations that have been shown to mediate the relationship between fans’ fanship and V Live viewing time, all motivations using V Live have been shown to mediate the relationship between fans’ fanship and V Live viewing participation.


2020 ◽  
Vol 12 (5) ◽  
pp. 1784 ◽  
Author(s):  
Minjeong Ham ◽  
Sang Woo Lee

Naver V Live, a South Korean live-streaming service, showcases video contents specific to the entertainment industry, such as K-pop and music. On V Live, K-pop stars and their fans can interact directly in a natural way, and V Live provides high-quality video content with novel topics. This study has identified key characteristics of video content that affect its popularity. A total of 620 video contents of five leading Star channels were classified on the basis of production company, type of video content, and whether it was live-streamed or not. The popularity of video content was measured by the number of comments, hearts, and views. To control potential bias, additional variables were set as control variables—such as the number of channel subscribers, mini-album sales, if the video content was previewed, and cumulative number of days since the video content was uploaded. For analysis, a hierarchical linear regression was conducted. The findings suggest future directions in video content planning.


2020 ◽  
Vol 23 (3) ◽  
pp. 353-367
Author(s):  
Yuanyuan Zhou ◽  
Bin Tian ◽  
Tingting Mo ◽  
Zhuoying Fei

Previous research has mainly focused on the determinants of consumers’ complaint channel choices. Little attention has been paid to the behavioral consequences of different complaint channels, particularly different complaint devices. Drawing on spatial crowding perception theory, this study finds that in an online complaint context, consumers’ complaint intensity is shaped by complaint devices that differ in screen size. Crowding perception produced by visually restrictive tension mediates the relationship between the screen size of the complaint device and the complaint intensity. The results of secondary data confirm that consumers’ complaint intensity is higher while complaining through a small-screen device (as opposed to a large-screen one). Three scenario-based experiments are conducted to examine the role of perceived spatial crowding in producing a more intense complaint behavior when complaints are submitted through smaller screen devices (as opposed to larger screen devices). The fourth experiment reveals that crowding perception can be lessened by adjusting certain design elements of the interface, ultimately mitigating the intensity of the complaint submitted through a small-screen device. Our research identifies the specific causality and underlying mechanism of the influence of device type on consumers’ postconsumption behavior, thus contributing to clarify some ambiguities in the literature.


Author(s):  
Chul Woo Kim ◽  
Jungchul Park ◽  
Myung Hwan Yun ◽  
Sung H. Han ◽  
Hee-Dong Ko

The objective of this study was to develop a product evaluation method applicable to virtual prototypes and to apply the method to automobile interior design. Considering that virtual reality-based product prototypes could represent design alternatives comparable to physical prototypes, prototypes developed in virtual reality environments were employed as design alternatives. After a procedure to evaluate virtual prototypes was developed specifically for a virtual reality environment, the procedure was applied to the problem of automobile interior design. 34 subjects evaluated 32 different virtual prototypes generated from the combination of design element variations. Four categories of subjective impression were used to evaluate the 32 virtual prototypes: luxuriousness, comfort, harmoniousness, and controllability. ANOVA and multiple linear regression analysis were performed to specify design elements critical to customer preference and to interpret the relationship between design elements and subjective impressions. As the result, the shapes of frontal area including crash pad and center fascia, door trim and steering wheel were selected as important variables related to subjective impressions. The proposed evaluation method for virtual prototypes could be utilized as an alternative way of identifying the relationship between subjective impressions and design elements.


First Monday ◽  
2019 ◽  
Author(s):  
Kristine Ask ◽  
Hendrik Storstein Spilker ◽  
Martin Hansen

What characterises the relationship between users and platforms? How are use and users configured by platform design, and in turn, how do users accept or reject such efforts? Using the live-streaming platform Twitch, this paper explores the user-platform relationship to answer these questions. Twitch is a highly popular live-streaming platform with an emphasis on gaming, whose rise to fame has been far from streamlined or expected. Based on qualitative analysis of design, discourse and user practices, the paper draws on script theory from science and technology studies and platform theory from Internet studies, to unpack the configuration of use and users. By tracing the development of the platform, we identify a pattern of frequent interaction between platform owners and users, and consequent course changes, which we label co-scription. Finally, we analyse the current Twitch script and propose five dimensions of co-scription that determine the user-platform relationship: 1) Sociality: community or individual use; 2) Audience: specific or general; 3) Moderation: strictly moderated or laissez-faire; 4) Content: user-generated or commercial; and 5) Scope: specialised or multi-feature.


Author(s):  
Antonio Cvetkovski ◽  
Sofija Sidorenko

As a fundamental science of forms and their order, geometry contributes to the process of composing and designing of products. Geometry is able to make a contribution to these processes by dealing with the geometric figures and forms as design elements as well as the relations between them. Finding the general principles of successfully combining those elements was a research aim of many designers, such as those in the modernist era. Influencing the industrial design in a revolutionary way, the Modernism became significant artistic movement of the 20th century, thus giving us the most iconic and timeless product designs. In this scientific paper, the relationship between geometry and design in the Modernism is described and explored through examples, with emphasis placed on De Stijl and Bauhaus products. Direct comparison is applied, focusing on the similarities and differences in the products’ geometry. Learning about the geometry and how it relates to the designs is not to be used as a substitute for the creative process, but rather as a means of obtaining a deeper understanding of it. 


Author(s):  
Adem Özgür ◽  
Arif Altun

Multimedia learning materials (MLM) play an important role in learning. Engagement is a state that contributes to care of and positive approach to MLM, to pay attention to and deep processing of it, to do activities in it while preventing learners from quitting MLM. The quality of MLMs and students' characteristics are important in the engagement process. Cognitive theories provide valuable principles when designing MLMs, whereas the emotional design of the MLMs and the affective responses they evoke in students remain in the background. The emotional design ensures students' engagement with MLMs, and their interpretation of the knowledge and their learning can be manipulated. In this chapter, student engagement has been elaborated within scope of MLMs. Secondly, the relationship between emotional processes and engagement was examined. It was focused on organizing students' emotional process using emotional design elements and their effects on learning outcomes. Finally, suggestions were made for maintaining interaction with MLM and engagement for learning.


2020 ◽  
Vol 9 (4) ◽  
pp. 483-501 ◽  
Author(s):  
Dheyaa Hussein

PurposeThis study aims to provide a method to assess the perceptual impact of the visual complexity of building façades.Design/methodology/approachThe research identifies the number of design elements and the variation in their position and colour as variables of visual complexity. It introduces the concepts of vertices and corners as atomic indicators on which the measurement of these variables is built. It measures visual complexity and its variables in images of building façades and analyses their relationships with participants' reactions. It reports on the effect of visual complexity on preferences, the adequacy of different methods in measuring visual complexity and the perceptual impact of each of its variables.FindingsThe research demonstrates that visual complexity can be assessed through the measure of its variables and their statistical mapping to users' preferences.Originality/valueThe manuscript provides the foundation for a planning/assessment tool for the visual control of the built environment using computer systems based on the preferences of residents through the examination of the relationship between the users and their environment. It creates a paradigm, which introduces a robust concept in the visual analysis of urban design.


2014 ◽  
Vol 505-506 ◽  
pp. 49-52
Author(s):  
Hua Zhao ◽  
Mao Jin Lei ◽  
Shui Gen Peng

Aimed at the feature of expressway subgrade drainage facilities in typical red sandstone areas in Jiangxi province and based on the importance of the structure, damage conditions, service requirements and the current specification requirements related to various types of ditches, the designed repetition period of rainfall and proposed safety depth values for drainage facilities were put forward by considering reasonably the key design parameters to regional drainage facilities. The relationship between prerequisite of discharging sediment in ditches or conduits and minimum longitudinal gradient was discussed. Combined with the characteristics of red sandstone subgrade drainage with high requirements, the design elements of red sandstone area expressway subgrade drainage system were obtained, which can provide beneficial references for the subgrade drainage design in red sandstone areas.


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