Browse > Article
http://dx.doi.org/10.7230/KOSCAS.2014.36.643

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk  

Kim, Hanjae (중부대학교 만화애니메이션학과)
Kwon, Jieun (상명대학교 일반대학원 감성공학과)
Publication Information
Cartoon and Animation Studies / v., no., 2014 , pp. 643-667 More about this Journal
Abstract
Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.
Keywords
Shooting Photograph; Funology; User Behavior Model; Persona;
Citations & Related Records
연도 인용수 순위
  • Reference
1 성하중, "정보전달 키오스크의 디자인 요소에 관한 연구", 서울산업대학교 산업대학원 석사학위논문 (2007, 8)
2 정지홍, "유비쿼터스 환경에서의 사용자 행태 분석 프레임워크", 홍익대학교 박사학위논문 (2009)
3 권지은.나건, 증강현실 옥외광고의 사용자 행동 모델에 관한 연구, 한국디자인지식학회, 2013, 2, 7, 홍익대학교. p.263
4 권지은.서지민, 사용자의 유희적 감성을 위한 공공 키오스크 디자인의 퍼놀로지(Funology) 요소분석, 한국기초조형학회, 2010, 6, 9, 홍익대학교. p15.
5 김태경, 류형곤, 김철수, 조현신, 제품 디자인에 있어서 재미(FUN) 요소의 특성에 관한 연구, 한국디자인학회 봄학술대회논문집, 2003, 5 pp72-73.
6 최은신.김현중, 엑스포 전시공간에서 유희의 표현 특성 연구, 기초조형학연구, Vol.14 No.3, 2013, p 338.
7 Dan Saffer, Designing for Interaction: Creating Innovative Applications and Devices, Voice That Matter, 2009.
8 Mark. A. Blythe, K. Overbeeke, A.F. Monk, P.C. Wright, Funology: From Usability to Enjoyment(Human computer Interaction Series), Kluwer Academic Publishers, 2003, p21.
9 Philip N. Johnson-Laird. Mental Models. Harvard University Press, 1986.
10 박진희, 공공정보디자인의 표현요소로 퍼놀로지(funology) 연구-미디어 폴을 중심으로, 한국디자인학회, 2009, 5, 20, 홍익대학교. pp84-85.