‘Re-Seeing’ three dimentional space through images —— the experience in retail store
This project discusses the impact of social media on the retail space experience, and observe and think about changes in the space from a flaterning perspective.
First of all, I do research about the motivation of people’s purchasing behavior. The factors that affect people’s purchasing decisions are not entirely rational, but are affected by the surrounding environment or advertsing. Then the environment and experience in the retail store have become extremely important. Under the control of the experience economy, the retail store is no longer a trading place, but an experience place with multiple functions. However, under the influence of social media, our cognitive and behavioral patterns have changed. The flatening cognitive and “sharing” behaviors have changed the experience patterns in traditional retail spaces. The potential connection between the two-dimensional image and the three-dimensional space was focused on and used as the design method of the project. Under the influence of prosumerism, the mode of experience actually tends to active participation in experience , which is an important mode of spatial experience in this project. However, the potential impact of social media on people is not entirely positive. Therefore, in the project, I imagined two different experience forms included in the spatial experience of retail stores. In addition, The project uses IKEA as the object of experimentation and exploration, and reconstructs the space by taking pictures and making collages of images from different angles in the space.
Now, the experience economy is immature. Experience is the added value of goods. People will buy goods in physical stores because of an experience. Even many experience designs still exist in theaters, amusement parks and other places. The traditional way of experience is still the main design method in the store. However, in the future, we may pay for a special experience in a retail store or commercial space instead of a commodity. Under the influence of social media, our shopping experience in physical stores may change. We see things around us in a flat cognition-led way, even relying on images more than ever. This two-dimensional visual experience avoids the limitations of mobile phones for immersion, and puts us in a seemingly “unrealistic” screen environment. The environment we see may be chaotic and partial. However, due to the advent of technology, two-dimensional and three-dimensional, physical and virtual have long been merged, and there is no difference. We need to accept this mixed zone. Meanwhile, We also need to be critical of these technologies and be aware of their impact on our space and other aspects. Although the use of digital technology and the spread of social media can attract countless consumers, this approach is to some extent a degradation of the product and our awareness. Therefore, the main purpose and significance of the project is not to stimulate the desire of consumers to make them consume, but to revisit and observe the product and the environment in a way that we are used to.