The state pays more and more attention to the protection and inheritance of intangible cultural heritage.As the main force of intangible cultural heritage protection,inheritance and dissemination,teenagers play an important role in intangible cultural heritage.The combination of research,learning and intangible cultural heritage is conducive to cultivate teenagers’ cultural self-confidence and promote the sense of mission of inheriting intangible culture.However,the current research,learning and tourism activities in the market tend to be "tourism",and the traditional research and learning activities are not perfect Learning tour mode,low coverage,low sustainability of cultural output.In response to these issues,the author explores the current research situation at home and abroad and the significance of developing research tours,explains and analyzes the concept of intangible cultural heritage,and defines the concept of intangible cultural heritage,in the information age,the use of Internet technology can better spread the intangible cultural heritage,the spread of mobile communication tools,but also led to the development of intelligent tourism.In this context,the experience design research for the youth intangible heritage research and study tour APP is carried out.First,the theoretical combing and research on the intangible heritage,user experience,and the cognitive psychology of adolescents.The second is a three-step analysis.The first step is to study the existing research on the market.You APP conducts case analysis.The second step is to investigate and analyze the target user youth,conduct questionnaires and interviews to establish a user model,and the third step is to analyze the development,dissemination,and inheritance of the design content of Quanzhou’s intangible cultural heritage.Facing the research of user experience above,using the five-layer design method of user experience,with youth as the user center,Quanzhou intangible cultural heritage as the content,and research and study tour as the way,to develop the target strategy level,clarify the demand range level,and build the functional structure.Level,establish the design framework level and finally test its usability satisfaction.From the user needs of the three links before,during and after the tour,create a virtuous cycle of online and offline youth intangible heritage research and study tour experiential exploration learning platform "Research" The "Carp" APP continuously outputs the learning needs of intangible cultural heritage guarantee tours after crossing the physical space barriers,and better cooperates with institutions,schools,museums,etc.to organize offline research and study tours to promote the all-round development of young people and strengthen their cultural self-confidence.At the same time,broadening the ways of spreading and inheriting intangible cultural heritage can give non-genetic inheritors more opportunities to display,enhance the value of non-genetic inheritors,and provide design references for the development of intangible cultural heritage research and study tours. |