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Three-level experience theory | Interpretation in the context of mobile phone design | Product features | Aspect word (example) | Number of explicit words | Number of implicit words |
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Instinct layer | Information and feelings that can be obtained before using a mobile phone or when using it lightly | Exterior | Color, border, and surface | 53 | 27 |
Screen | Display, quality, and clarity | 29 | 3 |
Sound | Sound quality, volume, and noise | 19 | 0 |
Price | Price | 21 | 14 |
Parameter | GB, memory, and chip | 22 | 0 |
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Behavioral layer | The experience of using most functions of the mobile phone | Performance | Black screen, game, and speed | 26 | 9 |
Battery | Battery, power, and battery life | 20 | 0 |
Photograph | Pixel, night scene, and beauty | 26 | 0 |
Communication | Internet speed, wireless, and signal | 31 | 0 |
Accessibility | Face recognition, fingerprint, and Bluetooth | 41 | 3 |
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Reflection layer | User perception of self-image and product image | Brand | Huawei, Xiaomi, and Apple | 30 | 0 |
Serve | Store, logistics, and after-sales | 51 | 1 |
User | Elderly, children, and girls | 34 | 0 |
Overall feeling | Technology, domestic production, and humanization | 26 | 31 |
Accessories | Headphones, data cables, and bracelets | 18 | 0 |
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