• Title/Summary/Keyword: 경험 디자인

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A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout- (효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로-)

  • Chung, Seung-Jae;Lee, Younjoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.395-401
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    • 2021
  • In the digital era, Korean universities are using real-time remote lecture platforms as a tool for learning. However, it is confusing due to low usage experience problems, and usability studies are needed. The purpose of this study is to measure, analyze, and propose gaze tracking and learning experiences according to the UI design layout of ZOOM. A total of 30 subjects were selected to conduct eye tracking and survey when learning. The experiment showed that grid layouts have a higher emotional realism and learning satisfaction than other layouts. Furthermore, it turns out that participants focused the most attention on grid layouts. Therefore, for high learning experience, grid layouts and layouts that visually highlight participants and induce communication are needed.

Research on the Practical Design Process of Lady Bags Through Big Data (빅데이터를 배경으로 한 여성 가방 실용 디자인 프로세스 연구)

  • Wang, Yao-Hua;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.191-199
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    • 2021
  • Based on survey and data analysis, this paper established a separate and hierarchical design process for lady bags. The design process is divided into four parts: survey, concept extraction, separation and hierarchy design and detail improvement. In light of the influence value grade of lady bag design elements, the data of key elements of lady bags were analyzed, and elements related to new product design were extracted to form conceptual elements, and integrated into design experiments at different levels. Then, their usable proportion in design was measured and applied in design to complete the design of new products. Through the experiment, this design process can provide designers with a new design perspective and improves the timeliness and practicability of fashion design.

The comparative study of user satisfaction on various implant engine system (다양한 임플란트 엔진 시스템에 대한 사용자 만족도 비교)

  • Lee, Du-Hyeong;Lee, Kyu-Bok
    • Journal of Dental Rehabilitation and Applied Science
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    • v.30 no.1
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    • pp.9-15
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    • 2014
  • Purpose: Implant engine system is composed of the handpiece, micromotor, control box and foot switch. The aim of this study was to evaluate the satisfaction of the implant engine systems in terms of convenience-design and to examine the relation with the experience of implant surgery. Materials and Methods: Three implant systems were evaluated: SurgicXT/X-SG20L, INTRAsurg300/CL3-09, XIP10/CRB26LX. For this comparative study, 30 dentists were included and the satisfaction was measured using a structured questionnaire. One-way analysis of the variance (ANOVA) and multiple regression analysis were used within and between the groups. Results: Total satisfaction differed from each other (P < 0.05). The convenience score was more associated with the total satisfaction than design score. Moreover, the implant surgery experience affected several assessments. Conclusion: Collectively, in a cross-sectional study model, the design of implant system significantly affects its total satisfaction and the surgery experience can be influential factor in the evaluation of implant engine system.

Research on User Experience Under the New Retailing Mode: Using the interactive marketing mode of the Estee Lauder POP-UP store as an example (새 소매 모델 방식에서의 사용자 경험 연구: 에스티로더 팝업스토어에서 인터랙티브 마케팅을 예로 들어보자)

  • Liang, Lan;Pan, Young-Hwan
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.343-353
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    • 2021
  • The beauty industry of China POP-UP store service, has entered the peak development period. This paper takes China Estee Lauder POP-UP store as an example, based on the user experience of interactive marketing mode in Beauty POP-UP store under the new retailing model. The paper aims to establish a system interaction design process integrating online and offline to help enterprises complete the sustainable development of marketing services. To achieve this goal, this study uses questionnaires to investigate the key elements of user experience, customer journey map to determine the user pain points, and completes the design of the new system process. This process can provide designers with a new perspective through experimental verification, with high timeliness and practicability. It also promotes the collaborative optimisation and upgrading of physical retail and online retail and provides theoretical support and practical basis for other enterprises.

A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.185-201
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    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.

A Study on the Flexible Application of Ethnographic User Research according to characteristic variables of Design Project (디자인 프로젝트의 특성에 따른 가변적 에쓰노그래픽 리서치 활용에 관한 연구)

  • 김현정;이건표
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.18-19
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    • 2000
  • 인간 중심의 디자인을 노력의 일환으로 최근 여러 디자인 프로젝트에서 에쓰노그래픽 사용자 리서치의 방법을 적용하고 있다. 에쓰노그래픽 리서치 방법의 정수는 디자인 될 결과물 지향에서 벗어나, 현장에서 사용자가 실제로 무엇을 하는가에 대한 사람들의 경험에 리서치의 초점을 맞추는 것이라고 할 수 있을 것이다. (중략)

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Study on the experiential Hanbok culture and user experience (한복체험 놀이문화의 사용자 경험에 관한 연구)

  • Kim, Minjung;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.339-345
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    • 2019
  • This study explores the Experiential Theory of John Dewey and Donald Norman's definition of user experiences to analyze the new cultural experience of trying on Hanbok among the young generation. In order to find out the demographic characteristics, the survey was conducted online. An in-depth interview was held among six women in their 20's who were randomly selected to obtain diverse consumer's opinions. According to the interview, rather than recognizing the traditional beauty of Hanbok, the interviewers recognized the aesthetic sensibility of modernized Hanbok. In addition, the uniqueness of wearing Hanbok which has become the non-ordinary culture and the desire to share the experience is analyzed through characteristics such as particularity. In order to develop cultural contents that are highly marketable, consistent analyzation and research of the fluctuating desire of customers are essential since users perceive their experience to be special.

A Study on the Holistic Spatial Design Elements for Service User Experiences in Healthcare Facilities (의료 서비스 환경에서 서비스 사용자 경험 디자인 요소에 관한 연구)

  • Chun, Sookyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.3-13
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    • 2015
  • For last decades, the interests and efforts to enhance healthcare facility users' experience is focused on improving facility environments for healing (Delvin, 2003) and servicescapes in order to meet the users' needs (Becker, 2008; Seunghee, 2011). In the emerging experience economy, customer want experiences and they're willing to pay for the experiences and memories not goods. (Pine, J. & Gillmore, J., 1999). It is important to identify what supports customer experiences and how they perceive the experiences in healthcare environments and it will provide important information for healthcare planners, managers, architects, and interior designers. This study examines the service user experience design elements from a User Experiences design perspective. It focuses on healthcare facilities as user experience elements and build up a conceptual framework that outlines service user experience design elements in healthcare facilities. Literature review and case studies were conducted to build the service user experience design elements according to affordance theory. Findings from this study shows that service user experience design elements were introduced and newly developed which can be categorized into three factors; 1) Functional experiences in the physical environments (safety, accessibility, self-directiveness), 2) emotional expression and cognitive experiences (identifiability/clarity, natural features/pleasant environment, aesthetic elements/playful space, media richness), 3) social relational experiences(closeness, privacy, communication with staff, integrated system). These service user experience design elements will help healthcare facility designers to understand what customer experiences, how they increase the satisfaction, and how they improve facilities for modeling the industry's best practices.

A Convergence Study on the Direction of Consumption Process of Medical Marijuana in Korea (한국 의료용 대마 사용자의 소비 프로세스 방향성에 대한 융합적 연구)

  • Noh, Soo-Hyang;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.463-470
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    • 2019
  • Currently, the consumption process of Medical Marijuana is complicated, so it is necessary to provide patient-centered services. This study defined the consumption process of Medical Marijuana as three steps and five procedures for the user-centered consumption process direction study, and created a consumption journey map through user interviews with experience of purchasing Medical Marijuana to find the pain point in the consumption process. Then, based on the case studies of the United States and Canada, three scenarios applicable to Korea were presented according to the scope of implementation. It is meaningful that it is a user-centered study based on the experience of Medical Marijuana consumers and it is expected to be used as reference data in improving the consumption process in the future.

A Study on the Children's Hospital Waiting Room Environmental Graphic Design to Ease Phobic Psychology (심리적 공포 완화를 위한 아동병원 대기공간의 환경 그래픽 디자인 연구)

  • Yin, Xiang-Hua;Zhang, Chao;Yoo, Woo-Jong
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.401-412
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    • 2022
  • Children will present phobic psychology in the special environment in hospital. Therefore, children's psychological emotions should be taken into account in the construction of the hospital environment. After that, the three stages and seven emotional factors which stimulate children's emotions will be summarized and applied to the graphic performance in children's hospitals, so as to alleviate children's fear. Plus, through the analysis of domestic and foreign cases, the graphic representation types of children's hospitals are divided into modern design, illustration design, three-dimensional design, interactive design, and these emotional factors are integrated into the graphic representation for evaluation. Here comes the evaluation results: there are little or no emotional factors in modern design; there are less emotional factors in illustration design and three-dimensional design due to less feelings and experiences. However, the results show that children feel much better from all aspects because there are more emotional factors with the help of interactive design. Based on the above evaluation results, here comes the graphic design guidelines for children's hospital waiting room.