• Title/Summary/Keyword: 디자인선호

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User Preference for the Personification of Public Service Robot (공공서비스 로봇의 의인화에 관한 사용자 선호)

  • Kim, Ban-Seok;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.361-366
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    • 2020
  • The purpose of this study is to find out user preference on personification of the public service robot. Public service robot services in public places is increasing, which is expected to continue to increase. Proper anthropomorphism of robots has positive effect on user experience. On the other hand, when the level of likeness exceeds a certain point, it provokes strangeness and a sense of unease. Therefore, it is necessary to prepare standards for anthropomorphism required for public service robots. In order to find it, a survey and an in-depth interview were conducted. According to the analysis, people prefer verbal interaction with the robot, and the proper age for the voice is in their 20s and 30s. It is recommended that no biological signals appear on the robot and there is a need for personalized services. Through this research, it is expected that it will contribute to design of public service robots that enhance user experience.

Effect of Unplanned Haptic Experience on Product Evaluation (계획되지 않은 햅틱 경험이 상품의 가치 평가에 미치는 영향)

  • Park, Yong Bae;Park, JuHwa;Cho, KwangSu
    • Design Convergence Study
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    • v.14 no.5
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    • pp.47-56
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    • 2015
  • People often use haptic experience as a basis for their preference decisions and value judgments, assuming that haptic experience with a product results from the properties of the products. However, research has suggested that unplanned haptic experience, which does not arise from the properties of the product itself, can also influence people's preference and value evaluation (Ackerman, Nocera, & Bargh, 2010). In this study, in order to verify (1) if such unplanned or accidental haptic experience changes user's cognitive tendency and (2) if accidental haptic experience leads to misattribution of the cause of haptic experience, two hypotheses were suggested and empirically investigated. Participants of the experiment were exposed to certain products on a display of a tablet PC and asked to decide on the maximum price they were willing to pay for each product. The products displayed on the screen were made up of either soft material or hard material. Results of the experiment revealed that accidental haptic experience had an effect on participants' value evaluation of products via altering their cognitive inclinations. Possible applicability of accidental haptic experiences that occur in various situations were discussed.

A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.31-42
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    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.

A Market and Experimental Research on the Advancement of Bamboo Folkcraft Product Design (죽세품 공예디자인 발전을 위한 시장조사 및 실험연구)

  • 한선주
    • Archives of design research
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    • v.14 no.2
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    • pp.27-36
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    • 2001
  • This study examines consumer\` and manufacturers\` perceptions and preference on the bamboo industry and bamboo craft products made in Korea. Also, this study investigates the possibilities of modem bamboo blind production by applying various new materials, techniques, and design patterns. The results of the survey to consumers and bamboo product manufacturers were that ordinary Korean consumers evaluated negatively the quality of bamboo products, particularly the design of them and the manufactures themselves evaluated negatively the design of their products and eagerly desired to team new design techniques for their product improvements. The result of experimental study was that the combinations of fabric materials, natural dyeing, and design techniques in the development of bamboo blinds yielded modernized bamboo blind image that could be appealed by consumers. This study could be judged as a good example for the modem recreation of traditional art. This study proposes the product devolvement and commercialization of traditional culture through the collaborations between bamboo craft industry and Universities.

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Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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Building guidance-sign system to improve efficiency of waste separate collection at movie theatres - Focusing on Megabox Movie Theater in Seoul - (국내 영화관의 효율적인 쓰레기 분리수거 촉진을 위한 사인 디자인 체계 연구 - 메가박스 사례를 중심으로 -)

  • Paik, Jinkyung;Hwang, Sangmi;Chun, Eunyoung
    • Design Convergence Study
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    • v.14 no.4
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    • pp.53-64
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    • 2015
  • The purpose of this research is to examine and find solutions with garbage problems in movie theaters for the betterment of pleasant environment to customers. The object of investigation includes three most popular movie theaters in Seoul. Analyzing current status of separating garbage and guidance notice was carried out. Also investigation of awareness on separating garbage and guidance notice has been done. The findings on inquiry are as follows. Customers tend not to separate garbage and guidance notice was not as effective. Also, separate garbage collection was very ineffective especially the food garbage. We carried out investigation on placement of guidance notice regarding recycling bin. We tried to find solutions for this problem and proposed better design. This design is emphasized on the use of particular space only. In addition, this design is focused mainly on one the three movie theaters for integration of identity. Through this design, it ought to provide clean environment and reduces inefficiencies regarding financial and time.

A Study of Preference of Interior Design in Chinese Restaurant of Hotels - Focusing on 22 5-Star Hotels in Shanghai, China - (호텔내 중식당 실내디자인의 선호도 분석에 관한 연구 - 중국 상하이 지역 5성급 호텔 22개를 사례조사 대상으로 -)

  • Rui, Xu;Hong, Kwan-Seon
    • Korean Institute of Interior Design Journal
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    • v.19 no.2
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    • pp.163-175
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    • 2010
  • It is expected that the International Expo which will be held at July 10-13, 2010, in Shanghai, China, will stimulate the growth of hotel industry in the city. The aim of the present study is to examine in advance the preference of a large number of tourists, from domestic areas as well as foreign countries, to come to Shanghai over the restaurants of 5 star-level hotels and to provide the hotel interior design related industry with the resulting data, before the upcoming Expo takes place. To this end, we selected 22 Chinese restaurants of medium-sized 5 star hotels in Shanghai to survey opinions of the customers on their interior design. A questionnaire was prepared and distributed to a total of 30 native Chinese people and 30 foreigners, and their responses were analyzed using the SPSS program. As a result, we were able to evaluate the similar and different preference of the natives versus foreigners on the elements of the restaurant interior design. In 2010, the number of public and business people to visit hotel restaurants in Shanghai will increase, in consequence of the International Expo. Taking this into account, our result suggests that a design style combining 'naturality', 'modernity', and 'elegancy' to each other in harmony be considered for the interior design of the 5 star-level hotels in the city. On one hand, a restaurant could be designed primarily considering the taste which is specific to either native Chinese people or foreigners, based on their different fondness demonstrated in our study. On the other hand, a priority on the design could be given to their similar preference targeting both sides.

Investigation of women's Innerwear Purchasing Behavior and Preference - For women aged between 20's and 60's - (여성의 내의류 구매 실태 및 디자인 선호도 연구 - 20-60대 여성을 중심으로 -)

  • Park Hyun-Jung;Choi Jin-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.2
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    • pp.11-24
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    • 2005
  • The purpose of this study was to obtain and offer useful information on innerwear industry through an analysis of consumer purchasing behavior and preference of their between the 20's and 60's. From 310 questionnaires that were distributed, 310 with usable data were coded for further statistical analysis including descriptive statistics(frequency and chi-square test), by using SPSSWIN 10.0. The results were as follows: The results show that since the surveyed women's purchasing patterns were varied according to their ages it is necessary to develop new items and designs tailored for particular needs and wants of each age group. For those in their 20's, it is suggested that the innerwear design may consider reflecting the trend of the young women nowadays as characterized by a major fashion-led group who regard fashion as a way of expressing themselves and are not hesitant to wear clothing designed to be exposed their body. The innerwear products for women in their 30's and 40's should emphasize on the aspects of customizing and satisfying these women's different lifestyles. The study also reveal that for age groups of the 50's and 60's women these products should be developed in a way to intensify functions of thermal property and absorbency coupled with a classic design rather than daring styles. In conjunction with material developments it is necessary to establish a sizing system for the knitted innerwear products which reflect the specific characteristics of women's body type in their middle-and later years.

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A Research on the Design Preferences among and the Development of Functional Clothing Designs for Disabled Women (지체 장애인 여성을 위한 디자인 선호도 조사 및 기능성 의복 디자인 개발 연구)

  • Chung Sham-Ho;Lee Hyun-Jeong
    • Journal of the Korean Society of Costume
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    • v.56 no.6 s.105
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    • pp.58-71
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    • 2006
  • This research is aimed to develop the functional clothing designs for disabled women in the manner of investigating design preferences among them by means of questionnaire and interview with 150 disabled women as respondents and interviewees. The findings of this research are summarized as follows: 1. Regarding satisfaction with ready-made clothes, the respondents answered 'very satisfied' (1.6%), 'usually satisfied' (14.1%), 'moderate' (20.3%) and 'unsatisfied' (53.1%), suggesting that they had been generally unsatisfied with ready-made clothes. 2. There were more disabled women preferring to ready-made clothes with one-grade bigger (loose.) size than the actual one (53.1%) instead of completely fitted size (43.8%) when they purchased such clothes. This result indicates that they prefer to ready-made clothes with bigger size than the actual one because most of such clothes are made up of non-elastic materials which may be unfavorable for wearer's activities. 3. It was found that primarily worn upper garment among them was T-shirt (59.4%). The reason may be that T-shirt is favorable for using prosthesis and orthotics such as wheelchair, walking stick and crutches thanks to its remarkably high activity as well as simple to maintain, compared with other kinds of upper garments. 4. Regarding preferences to functional clothing designs, the primarily worn lower garment among them was trousers (85.9%); the reason was easiness to move. The main reasons of avoiding to wear a skirt included 'difficult to move' (40.6%) and 'exposed disabled region' (30.3%). Accordingly, functional clothing for disabled women should be developed in consideration for their individual characteristics of disability associated with the disabled region such as wheelchair user, crutch user or brace user, In addition, the designs should be made so that they are not different from those for non-disabled people.

Cognitive Analysis and Evaluation on Function Structure of Washing Machine for Usability (사용성 향상을 위한 세탁기의 기능구조에 대한 인지적 분석 및 평가)

  • Kwak, Hyo-Yean;Son, Il-Moon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.251-260
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    • 2006
  • Rapid development of electronic technology has made it possible to perform various function. But this technology made it increase it's complexity. Therefore, It was important to identify usability problem in interface design. The quality of interface to promote the efficient interaction should be evaluated with regard to users' cognitive characteristics. So, in this paper, washing machine, that is one of the most useful electronic home application was studied menu structure on interface and it's operational states transition. At first, an cognitive menu structure is identified with users' conceptual similarity of the main function of washing machine. Then three washing machines was selected to compare with the cognitive menu structure. And, we were analyzed how operational state of the washing machine was transfered. As a result, we can be revealed that menu operational method based on the cognitive structure was consistent with the user's preferred operational method during the experimental tasks and the users and designers had a different knowledge of an it's function structure. These results will be useful to design the washing machine interface.

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