Abstract
At the merchandise development phase, product vendors make their own strategy in the market. Few of them use existing technology and function, but others make their own technology and function to develop novel product. Despite they have invested vast amount of money, time, and effort, unfortunately most of them don’t fall short of their expectations. Then they might decide budget reduction, and it would destroy a virtuous circle in the long run. It means companies which can afford to set the budget will be able to step further, but the others will not afford to do that. Functions and technologies are loaded on devices, and it interacts with user. Therefore, interaction between user and device is important to mitigate the problem above. This paper focuses on notions of ‘Nudge’ and ‘Affordance’ in the interaction. ‘Affordance’ is inherent in device to show how user can use it without instructions, and ‘Nudge’ can make person who made device possible to induce users’ conduct. It makes an element named TRIGGER defined to lead users’ behavior and vitalize using device. Furthermore, if its characteristics are found in detail, TRIGGER will be able to apply on device.
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Min, KB., Jung, EC. (2013). TRIGGER: Maximizing Functional Effect of Using Products. In: Marcus, A. (eds) Design, User Experience, and Usability. Web, Mobile, and Product Design. DUXU 2013. Lecture Notes in Computer Science, vol 8015. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39253-5_42
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DOI: https://doi.org/10.1007/978-3-642-39253-5_42
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