02123nas a2200325 4500000000100000000000100001008004100002260001700043653003400060653002400094653002000118653002800138653001900166653001300185653002200198653002100220653002200241653002600263653002100289653001900310100001400329700001700343700001500360700001200375245007500387856015500462490000800617520115200625020002001777 2021 d bEDP Sciences10aIntangible cultural heritages10aBehavioral research10aUser experience10aSustainable development10aDesign concept10aPlanning10aExperience design10aEnergy resources10aConnection method10aEmotional experiences10aresearch methods10aUser behaviors1 aL. Nannan1 aL. Zhangping1 aL. Mingzhu1 aD. Ying00aDigital experience design of qinhuai lantern based on user journey map uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85100793878&doi=10.1051%2fe3sconf%2f202123605080&partnerID=40&md5=4c1136e96067b5929ba68cd7cb56d5e70 v2363 aThis research extends the design concepts and research methods of user journey maps to the field of intangible cultural heritage, and selects the typical lotus lantern material package in Qinhuai lanterns as an example to explore the digital experience design of lanterns. On-site research methods are used to understand users, define target users and build personas. AEIOU recording framework is used to record user behavior, analyze and reorganize user behavior with card classification, and summarize user behavior flow. The Likert Smiley Scale is used to ask children to evaluate specific behaviors, get emotional curves, and summarize design opportunities from the perspective of valley filling. Given the pain points in the experience of the target user children and the indirect user parents, the lotus lantern material package is digitally redesigned from four perspectives of materials, connection methods between materials, functions and storage to meet the users emotional experience. This research method and process have certain reference significance for experience design research on the same type of intangible cultural heritages. a25550403 (ISSN)