• Title/Summary/Keyword: 사용자참여디자인

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Service Design Proposal for 'f:Lover', a donation platform based on transparency and trust (투명과 신뢰를 기반으로 한 기부 플랫폼 '플러버' 서비스 디자인 제안)

  • Jeong, Kwang-Ho;Park, Hae-Lim
    • Journal of Service Research and Studies
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    • v.14 no.3
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    • pp.231-250
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    • 2024
  • This research aims to enhance donor engagement by increasing the transparency of nonprofit donation platforms. Donations are primarily based on social trust, and a lack of transparency on these platforms can significantly reduce donor motivation. To address this issue, the study analyzes the user experience of existing donation platforms, identifies problems, and explores potential improvements. The research began with a literature review to examine the social need for donations and their effectiveness. The findings indicate that donors place a high value on transparency and are less willing to donate when this element is lacking. Specifically, when donors can clearly see how their contributions are being utilized, they experience greater psychological satisfaction and are more likely to continue donating. The study analyzed various platforms to identify issues causing user discomfort and compared elements aimed at enhancing transparency. By employing the KJ affinity method and the Double Diamond process, the study aimed to understand the problem's nature and propose solutions considering the interactions between donors and nonprofits. A key conclusion is the critical importance of making information more accessible and intuitive. The findings suggest that greater transparency can help build donor trust, improve nonprofit efficiency, and contribute to a more robust giving ecosystem. Additionally, platforms with increased transparency facilitate ongoing communication between donors and nonprofits, fostering an environment where donors become more actively engaged in their giving. This strategy is expected to play a vital role in promoting a sustainable culture of giving based on mutual trust.

A Study on the Development of Design Indicator and User Participation Design for Green Remodeling of School Facilitiess (학교시설의 그린리모델링을 위한 디자인지표 개발 및 사용자참여설계 활용에 관한 연구)

  • Kim, Eun-Hee;Ryu, Soo-Hoon
    • Journal of the Korean Institute of Educational Facilities
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    • v.24 no.3
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    • pp.3-13
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    • 2017
  • This study has developed a design indicator required to promote green remodeling in school facilities. And, implemented the green remodeling pilot test on the school facilities that are planning actual remodeling. This pilot test suggested user participation design methodology such as verification of the developed design indicator, design goal setting, evaluation and adjustment of design proposal. The Green Remodeling Design Indicators were classified into 3 large categories of architectural performance, usability, and design through analysis of cases related to 'green buildings' and 'remodeling'. We have developed nine middle categories such as architectural and structural performance, facility performance, environmentally-friendly, circulation, space, amenity, harmony with surroundings, form and symbolization. In addition, 42 detailed indicators were developed for each category, including general, functional, and special indicators. For the verification of this study, two green remodeling design workshops were conducted for Gwangju J elementary school. The first design workshop presented the importance of the design indicator and set the goal of the design plan of green remodeling for project. And, the second Workshop presented the evaluation of the satisfaction with the design and the direction of future adjustment for project. The design indicator developed in this study can be utilized as a design indicator of design quality management and decision system for the school green remodeling in the future. In addition, by accumulating information on the Green Remodeling Project, it is necessary to spread green remodeling and construct a sustainable building environment.

A Study on the fire safety guide for notifying how to cope with the fire in the subway. - Focus on TOKYO BOUSAI safety guide in Japan - (지하철 화재 안전 가이드 방안 연구 - 일본의 도쿄방재 안전 가이드를 중심으로 -)

  • Park, Mi-Seon;Kim, Seung-In
    • Journal of Communication Design
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    • v.57
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    • pp.398-407
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    • 2016
  • This thesis is about how to let people be aware of the importance to raise awareness of the safety by offering User-center guide line instead of staff-center guide line. That's why it is important to make clear and be aware of how to prevent and how to cope with accident because it can lead to casualties which might be a tragic. For all that the guide for the fire accident is posted on the web site of each metro administration without any standard of information or coherence. Therefore it is urgent to make and provide new User-center guideline and to make it better we need to keep the following principles. First of all, the principles of Universal design should be applied to all the User-center guide line for fire accident at the subway station based on the comprehension of public design. Secondly, every metro administration need more communication to organize one coherence in designing instead of unilateral advertisement. Lastly, campaigns and training should be expanded in everyday life, so the citizen can raise awareness of the accident by themselves.

Hi, KIA! Classifying Emotional States from Wake-up Words Using Machine Learning (Hi, KIA! 기계 학습을 이용한 기동어 기반 감성 분류)

  • Kim, Taesu;Kim, Yeongwoo;Kim, Keunhyeong;Kim, Chul Min;Jun, Hyung Seok;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.24 no.1
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    • pp.91-104
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    • 2021
  • This study explored users' emotional states identified from the wake-up words -"Hi, KIA!"- using a machine learning algorithm considering the user interface of passenger cars' voice. We targeted four emotional states, namely, excited, angry, desperate, and neutral, and created a total of 12 emotional scenarios in the context of car driving. Nine college students participated and recorded sentences as guided in the visualized scenario. The wake-up words were extracted from whole sentences, resulting in two data sets. We used the soundgen package and svmRadial method of caret package in open source-based R code to collect acoustic features of the recorded voices and performed machine learning-based analysis to determine the predictability of the modeled algorithm. We compared the accuracy of wake-up words (60.19%: 22%~81%) with that of whole sentences (41.51%) for all nine participants in relation to the four emotional categories. Accuracy and sensitivity performance of individual differences were noticeable, while the selected features were relatively constant. This study provides empirical evidence regarding the potential application of the wake-up words in the practice of emotion-driven user experience in communication between users and the artificial intelligence system.

User Innovation Empowerment in Open Market Systems: A Case Study on Participatory Game Communities (오픈마켓 시스템에서의 사용자 혁신 위임: 참여적 게임 커뮤니티에 대한 사례연구)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • Information Systems Review
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    • v.12 no.3
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    • pp.75-88
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    • 2010
  • Business models in open market systems targeting smart phone users are determined by several important factors. First, by providing developers efficient technical platforms, it contains a setting for developers to learn, apply and improve the skills relating to the product category easily while they stay beyond a corporate boundary. Second, by the first condition, a huge population of talented developers becomes to join a specific open market where will invite more customers to use their applications. Hence it will attract more and more developer participants who will finally give a rise to a persistent market growth. Third, the evaluation system between platform providers and application producers, and one between application producers and application users may underlie the trust relationships between them. The research conducted a multiple embedded case study to test the success factors of open market based business models. It focused on smart phone game communities that have installed user evaluation, and feedback systems. The user innovation empowerment model within the social game networks has highlighted the theories on the roles and characteristics of lead users, and lead user network behaviors for future NPD participations.

Development of Remote Usability Evaluation Guidelines for Children (아동 대상 원격 사용성 평가 가이드라인 개발)

  • Jung, Tae-Won;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.121-130
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    • 2021
  • The increased competition in service development in various industrial sectors highlights the importance of producing high-quality services that provide a positive user experience. Although usability evaluation is recognized as an important method of verification of high quality service and utility, the general usability evaluation method has limitations of not taking the characteristics of various participants due to its uniform composition to account. As the following flaws can reduce evaluation efficiency, developing a new guideline seems to be the next step. Thus, this study focused on criteria on how to evaluate the usability for children and proposed non-face-to-face remote usability evaluation configurations and progress guidelines to increase the effectiveness. The following usability evaluation experiment was conducted based on the proposed guidelines and in this process, the effectiveness of the guidelines was verified and the items that needed to be supplemented were derived. It is expected that the non-face-to-face remote usability evaluation guidelines proposed through the study will be used as the basis for designing usability evaluations of services developed for children.

The Direction for Developing a User Participation-based Media Skin by a Paradigm Shift of Digital Media and its Application (디지털 미디어 패러다임 전환에 따른 사용자 참여기반 미디어 스킨 개발 방향 및 적용)

  • Jeon, Bien Il;Park, Jae Wan
    • Design Convergence Study
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    • v.14 no.5
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    • pp.87-102
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    • 2015
  • Today, our digital media environments are shifting from a new biological paradigm that can be characterized by "personalization", "interaction", and "kinesis." According to this paradigm shift, the change of media skin is needed, which plays an important role on our urban environments. Thus, this research aims to propose a new media skin that supports user participation based on a new digital media paradigm. For this study, we begin by extracting the essential factors from the characteristics with personalization, interaction, and kinesis through exploring the theories related to the new digital media paradigm. Based on the extracted factors, we investigated the limitation of emerging media skins and proposed a new media skin in order to overcome it. The module-based media skin proposed in this study enables users to quickly and easily design and arrange their own form that they want and display diverse contents through intelligent interaction between modules. This research contributes to providing the framework for guiding designers when they design their media skins.

A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.

A Study on the Inter-constructive Design Dictionary through the Internet. (인터넷을 통한 상호구축적 디자인 용어사전의 연구)

  • 김태균
    • Archives of design research
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    • v.14 no.4
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    • pp.25-33
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    • 2001
  • With the increasing access to the internet, the number of designers who rely on internet to use information on design is on the rise. Therefore common dictionary of design terminology need to be formed and shared among designers. To do so, internet is very useful medium. However as relating terminology increases rapidly through interactivity among designers, it will be far from taking full advantage of features of internet to set up and provide such information unilaterally on internet. This indicates that providing data on the internet, not via traditional books, requires in-depth study on process of establishment of database structure and appropriate interface design. Thus this study will show design terms database model that harnesses internet feature that enables establishment of information spontaneously through user's interactivity, departing from a model that conveys information unilaterally. This report summarized and analyzed various models and suggested classification system in accordance with user's learning cognition. Problems on existing dictionary of design terminology were identified and new methods addressing such problems were exploited. In a word, this report is intended to propose user oriented inter-constructive database model that highlights high level of openness and interactivity by enabling changes of text in the cyber space and encouraging user to participate in making design dictionary.

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An Empirical Test for Applying the Rapid Persona Method for the Service Design (서비스디자인을 위한 래피드퍼소나 수립방법의 유효성 검정)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.210-218
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    • 2016
  • Recently, as service design was introduced to improve the quality of public service, there have been many attempts to improve various public service. In the process, various stakeholders including general citizens are participating in the design improvement activity through a method of design service but the parties are facing a difficulty in the progress because of a limitation of time and budget and a lack of professionalism among the member while the parties are planning the process and activities based on the professional service design method. Persona method that is usually used in the process of service design is encountering a limitation as well. Also, there are continuous attempts to understand the limitation of persona and apply an alternative research method among service and UX designers. For this reason, this thesis is to recognize the limitation in deduction method of traditional persona and suggests a fast and economical production method of Rapid Persona speaking for the goal of users and overcoming the limitation. Furthermore, by applying the suggested method of making Rapid Persona to an actual public service design project of National Statistical Office, the test through an empirical study was conducted. This was conducted with the purpose of progressing a discussion in the respect of actual application beyond a banal discussion. Through the research method suggested in this study, it is expected to overcome the limitation of time and a lack of professionalism and, based on these, can be used in the process of various service design and UX design as establishing persona in a fast and easy way.