• 제목/요약/키워드: 사용자참여디자인

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The Development of Strategy for Educational Program and Curriculum Based on Understanding New Design Paradigm of Future Knowledge-Information Age (미래 지식정보시대의 새로운 디자인 패러다임 구조파악과 교육프로그램 전략 및 커리큘럼 개발에 관한 연구)

  • 민경우;이순종;이건표
    • Archives of design research
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    • v.15 no.1
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    • pp.399-406
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    • 2002
  • There have been diverse discourses arguing that new design has been emerging in the 21 st century. However, there have been very few trials to identify systematically the characteristics_of new design paradigm and to develop new design educational program based on them. Thus, this paper aims at development of strategy of new design educational program according to the characteristics of new design paradigm. At first, design is viewed as part of 'culture'and the structure of culture is identified: 'Artifact', 'Value', and 'Basic Assumptions'. Similarly, design is found to comprise of three fundamental attributes: 'Function', 'Aesthetics','Symbolic'. These levels are shown to be in the relation of mutually recycling influences. These structural framework is used to understand the design methods and qualification of designers over the development of design paradigms: vernacular design, machine age, and information-knowledge age. The result leads the list of requirements of new educational design program: 'Human-Centered','Situation-Based','User-Participatory', and 'Intangible'. The model of strategy of new educational design program is developed and proposed.

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Opportunity Capturing Strategy of Venture Company in the Context of Dominant Design Competition: focused on compare with hardware and software industry (지배적 디자인 경쟁 환경에서 벤처기업의 업종별 기회포착 전략에 관한 연구: 하드웨어와 소프트웨어 산업 비교를 중심으로)

  • Moon, Ji-Yong;Ko, Young-Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.2
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    • pp.27-42
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    • 2015
  • The aim of this research is to investigate the difference in the capturing opportunities for each type of venture companies in the industry undergoing competition of a dominant design and then figure out the reason why they can be successful. Existing studies on venture companies are focused on the way to enhance a firm's competencies by acquiring and combining its resources. However, it is important for startups which have a lack of resources and capabilities to capture the opportunity to survive by understanding a changing environment. This study is focused on opportunity capture and strategic response to a changing environment and attempts to select and observe startup companies which are able to capture the opportunity and enter the market in the industry undergoing dominant design competition. In order to find out its difference in different types of business, we select one case from hardware startups and the other from software startups. According to the result of this study, the hardware startup focuses on market extension by lowering their prices and the software startup strives to induce more users to participate by the universalization of enabling technology so as to extend and standardize their technology in the environment undergoing dominant design competition. This feature of environment leads the difference in the approach for successfully capturing opportunity and thus hardware firms need to recognize the opportunity with profit potential from relationship with a number of cooperative firms while software firms need to identify the opportunity for extension of enabling technology which can be used by many users.

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Study on the Cases and Features of Chair Design Inducing the Participation of Users - Focused on the cases of chair design from 1966 up to now - (사용자 참여를 유도하는 의자디자인의 사례와 특성에 관한 연구 - 1966년부터 현재까지 디자인된 의자디자인의 사례를 중심으로 -)

  • Kim, Jin-Woo
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.262-269
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    • 2007
  • The blur phenomenon obscuring the boundary between the field of designers and that of users may be the key paradigm in the 21st century. However, we observed a number of chair design cases that could be considered as the results of blur pheonomenon in the furniture design field from mid 1960s. The backgrounds include the repulsion against the uniform functionalism, deliberation on the life in the future and the development of plastic materials and their processing methods. Under such backgrounds, the designers pursued the new and futuristic furniture design. In that process, what is about the "freedom" that the consumers as well as the designers should have in using the furniture was the important concept. This concept enabled the creation of chair design inducing the participation of consumers. They created various kinds of shapes, functions and structures that the consumers became interested in as if they had fun with toy blocks by mainly using the new material "plastic". In a formative aspect, the entire shape is classified into the organic shape and geometric shape. The unit types are divided into two kinds; type that the unit of simple shape is repeated only with size difference and irregular combination type of the units comprised of more than two shapes. In the functional aspect, some cases showed the transformation and expansion of the function more variously. Other cases changed the function of chairs to tables, cabinets, or objects. In the structural aspect, on the basis of the method assembling each unit, one method is to assemble using the hardware and the other is to assemble only with intrinsic units of chair. The chair design created by the blur phenomenon between the designers and the users as described above causes the blur phenomenon between the furniture and the space where the furniture is installed. Accordingly, it is expanding the furniture design sphere including the case that the furniture is not selected as the rifle article depending on the characteristics of interior space but it becomes the element leading the characteristics of space. This study aims to estimate the change of interior space and the furniture that my cause the blur phenomenon by examining the cases above appropriate for the paradigm of the 21st century. Furthermore, this study will enable the discussion oil the directions of future furniture design based on its results.

Comparison of Recommendation Techniques for Web-based Design Personalization Service (웹기반 개인화 디자인 서비스를 위한 효과적인 추천 기법의 비교 연구)

  • Seo, Jong-Hwan;Byun, Jae-Hyung;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.179-185
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    • 2006
  • This study examines and compares various recommendation techniques which have been used successfully in other fields and seeks for opportunity to improve design personalization service more effectively. Throughout the literature study, several major recommendation techniques were identified, namely 'contents-based filtering', 'collaborative filtering', and 'demographic filtering'. In order for finding out relative advantages and disadvantages, a case study was carried out by applying different techniques. The result showed that in general, demographic filtering was evaluated least efficient among the techniques. Content-based filtering showed the best efficiency among them. Another significant finding was that the collaborative filtering had a better efficiency as the number of test subjects is increased. In conclusion, we suggest that design recommendation services can be improved by applying contents-based or collaborative filtering for better efficiency of recommendation. And, if the number of test subjects is large enough, it may be possible to remarkably improve the efficiency of design recommendation services by using collaborative filtering.

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A Study on web interface design to enhance internet usage of elderly in aging society-focus on Internet navigation of shopping pages (고령화 사회에서 노인의 인터넷 사용 활성화를 위한 포털 사이트의 웹 인터페이스디자인에 관한 연구)

  • Bae, Yoon-Sun;Lee, Hyun-Ju
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.215-222
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    • 2005
  • Gaining information via the internet is becoming pivotal in today's society as the internet is becoming the center of knowledge and information. The goal of this study is to present the guideline of web interface design for the elderly who are alienated in gaining information from the Internet. If the internet were more user friendly to the elderly, they would be able to spend more time in doing what they enjoy and also in self development, with the information gained on the internet. This study investigated current portal sites to understand the present situation, surveyed and interviewed the elderly, and researched literatures on how the elderly perceive various stimulants and also researched documents for previous guidelines on interface design for them. This study investigated internet sites which the elderly use to gather information about products and which entice their purchasing desires. The conclusion is that the usability can be improved by eliminating visual dizzy elements in the pages, simplifying the layout and the menu designs which represent the information architecture.

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Understanding Users' Help-Seeking Intention & Willingness to Use Weight Management Apps: Interaction Effects of Stigma Based on Thinking or Feeling AI Types (체중조절 앱에 대한 도움요청과 활용의지의 이해: 이성적 또는 감성적 타입에 따른 낙인효과의 상호작용을 중심으로)

  • FAN XUE;Kwon, So-Yeon
    • Informatization Policy
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    • v.31 no.3
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    • pp.72-87
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    • 2024
  • The recent COVID-19 pandemic has witnessed the rapid growth of the fitness app market, with weight management apps occupying a substantial market segment. In connection, a growing body of research has been conducted to examine design elements aimed at fostering user motivation and long-term engagement, without considering user characteristics, which are critical to understanding user responses to weight-loss apps. Therefore, to fill this research gap, this research focuses on the weight stigma of users and strives to examine what affects such user characteristics have on the weight-loss apps. The main findings of this study is that higher help-seeking intention and willingness to use weight management apps among those who show high weight stigma consciousness than those with low consciousness. This study further shows the interaction effects between weight stigma consciousness AI types of service. This research provides new insights on how to design elements of weight-loss apps targeting both non-stigmatized and stigmatized users. It shows that in designing public applications, feeling-based AI that considers the psychological needs of users may be more effective for individuals with weight stigma.

Research on Multiple Participatory Video System using Mira (미라(Mira)를 활용한 다중 참여형 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.531-539
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    • 2014
  • Recent studies of multiple participatory interactive media designs hows that the key element to this area is the participation of the audience. Due to this matter, this paper discusses the categories of the phase and looks into the characteristics of participatory matters to clarify the distinction. The categories that has been mentioned in this paper are multiple participatory types and active participatory types. Based on this matter, research practicing the Mira has been conducted in two separate groups - video and sound, and suggests the solution to the problems that has occurred during the process of implementing the final video system called 'The 360 Project'. The fact that the paper suggests a small range of participatory categories and hasn't come up with a certain analysis to the final outcome appears as a limit. The inadequacy will be supplemented throughout the following paper, hoping there will be improved versions of multiple participatory researches.

A study on the role and policy guidelines of public design in architecture and the built environment (도시건축에서 공공디자인의 사회적 역할과 제도화 방안 -영국 도시건축위원회(CABE)의 사례를 중심으로-)

  • Reigh, Young-Bum
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.7
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    • pp.2654-2660
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    • 2010
  • The purpose of this paper is to organize the issues regarding the necessary components of public design in order to provide an outlook of policy guidelines on urban design based on the concept of publicity and user participation. This paper includes an in-depth analysis of CABE in order to suggest communal notions and the values of public design that would enhance the quality of public design. Thus, it can be used as a reference when catalyzing public design regulations and policies in the future. It analyzes the design review and supportive tools for good decision-making of suggested in the CABE case in order to provide an integrated model of public design to overcome the difficulties presented by current approaches of public design. The unity of values, methods, subjects, issues, and places suggested in this paper is the key notion that emphasizes the importance of the integrated model of public design through the cooperation and communication between gents involved in public design process.

Smart IoT Service Users' Compliance with Personal Information Protection Behavior: An Empirical Study on the Message Design Features to Induce Installation of Software Updates (스마트 IoT 서비스 사용자의 개인정보 보호 행동 준수: 소프트웨어 업데이트 유도를 위한 메세지 디자인 특성에 관한 실증 연구)

  • Lee, Ho-Jin;Kim, Hyung-Jin;Lee, Ho-Geun
    • Informatization Policy
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    • v.31 no.2
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    • pp.82-104
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    • 2024
  • Smart home services are growing rapidly as the development of the Internet of Things (IoT) opens the era of the so-called "Connected Living." Although personal information leaks through smart home cameras are increasing, however, users-while concerned-tend to take passive measures to protect their personal information. This study theoretically explained and verified how to design effective software update notification messages for smart home cameras to ensure that users comply with the recommended security behavior (i.e., update installation). In a survey experiment participated in by 120 actual users, the effectiveness of both emotional appeals (i.e., security breach warning images for fear appeals) and rational appeals (i.e., loss-framed messages emphasizing the negative consequences of not installing the updates) were confirmed. The results of this study provide theoretical interpretations and practical guidelines on the message design features that are effective for threat appraisals (i.e., severity, vulnerability) of smart home camera users and their protection motivation.

A Study of Software Development Method with Visual Presentation Language - Case Study Architecture Total Solutional Software (시각적 언어를 사용한 소프트웨어 개발 프로세스에 관한 연구 - 건축 통합 솔루션 소프트웨어 개발을 중심으로)

  • 김성곤
    • Archives of design research
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    • v.15 no.3
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    • pp.103-114
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    • 2002
  • Recently, it is more important to do part of software designers for developing user-centered software. They produce visual document for helping communication between developers and visual diagram for analyzing user need factors based on user scenario. Case study of architecture real dispatch service can show developing samples. It is important to produce visual document for one combined opinion between developers in process of defining of development boundary, main concept development, selecting of development system. And visual document process with visual language by software designer is step for recognizing of user need factors before developing interface design in process of collecting design factors of user and environment and analyzing design factor by user scenario. Also, in process of interface and prototype development, it need visual document for peaceful and concord process between developers. Those visual documents with visual language could help to define developers role and duty, user-centered concept development and various interface development proposal during software developing.

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