Design, Innovation and Emotional Experience in Virtual Worlds

    Project: Research

    Project Details


    :: How does individual entrepreneurship and user-driven innovation possibilities drive the market  by answering to existing needs and offering new solutions with new technologies?      

    :: What can be the new tools & criterias for effective design processes (and products) in Second Life?

    :: What can virtual worlds offer in terms of design methodology, market research, usability, authenticity and innovation?

    :: How do user-product interactıon and users’ emotional experiences with the artifacts function in Second Life’s social structure?

    :: Should we categorize Second Life’s designed artifacts as contemporary objects of product design and architecture, or interaction and graphic design? Or both?

    Effective start/end date05/01/200905/11/2012


    • <ingen navn>


    • Design
    • User-driven innovation
    • Virtual Worlds