• Title/Summary/Keyword: 사용자참여디자인

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A Study on the User Experience of Food Waste at Home (가정에서의 음식물류 폐기물 처리에 대한 사용자 경험 연구)

  • Jeon, Eun-Ha;Yang, Sung-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.79-87
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    • 2020
  • The environmental problems caused by food waste have been a steady social issue, and the severity of the problem emerged as the 2013 London Convention banned the marine emissions of waste water. The government implemented measures related to food waste, but prior studies showed that it lacked continuity and lacked strategies for each area of occurrence, and emphasized that citizens' participation is important to implement effective reduction policies. Therefore, this study proposed a food waste disposal machine through user experience analysis as a way to induce civic participation. To this end, the design development direction was outlined in this study after the pre-research and user survey stages through FGI and user journey maps. Based on this, the proposed treatment machine facilitates the frequent discharge of waste and simplifies the process of food waste in the home. In addition, the moment of direct contact between the user and waste is only the point at which the waste is released to the handler, thereby minimizing the negative experience the user has experienced.

Towards to Collective Design Activity through Mass Collaboration: A Review of Relevant Websites and Articles (인터넷을 활용한 대중협업에 의한 디자인 가능성 연구 - 사용자 참여 웹사이트와 문헌 연구 -)

  • Kim, Dae-Eop;Lee, Kun-Pyo
    • Journal of the HCI Society of Korea
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    • v.6 no.2
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    • pp.11-20
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    • 2011
  • The mass collaboration, one of the newest solutions for web-related tasks, has been recognized to be an effective tool for the R&D sectors of the corporates, since the key advantages of crowdsourcing is that the industrial challenges can be shared with the public entities to find proper solutions. This research approaches to the possibility of the design adoption with participation thorough the Internet will positively effect to its process. This research tried to look around the current trend of web 2.0 based services which support the Mass Collaboration method and results of paper related to the Crowdsourcing and design integration. Following to the analysis of web research, we meet the conclusion as just a small number of users' opinion has helped designing new product and service. And we compared it to the conventional design process detail functions, less number of websites support it. However, the result of paper research shows optimistic results of collective design activity. Several cases emphasize that participants were very active to support their thoughts, memories and novel design idea, therefore designer and researchers got enormous help from them and it was better than conventional participatory design in some perspective.

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Development of User Decision Support System for Leisure Kayak Model Design (레저용 카약 디자인 설계를 위한 사용자 의사결정 지원 시스템 개발)

  • Seong, Hyeon-Kyeong;Choi, Yong-Seok;Park, Byeong-Ho;Park, Chan-Hong;Lim, Lee-Young
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.227-235
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    • 2014
  • The change from people's work-centered values to their leisure-centered values leads into the change in their life styles. In the circumstance, people's participation into sports activities seems to be an important means to improve their quality of life. Along with the change of the times, more people take part in water leisure sports including kayak. As a result, people's needs for various designs of water leisure goods are on the rise. In this sense, it is necessary to come up with strategies to actively respond to such a change. In this paper, we proposed a user decision-making support system for designing kayaks for leisure. Based on the previous studies and literatures and a questionnaire survey with consumers, it chose the sensitivity related to design. By conducting factor analysis and evaluation, it drew sensitivity and proposed kayak design layouts in the aspect of customer sensitivity preference. It is expected that the result of this study will be used not only for kayak design, but as a design guide for the equipment of water leisure sports, and will be applied for user-friendly design.

피지컬 인터페이스의 구현에 관한 연구

  • 오병근
    • Archives of design research
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    • v.16 no.2
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    • pp.131-140
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    • 2003
  • The input for computer interaction design is very limited for the users to control the interface by only using keyboard and mouse. However, using the basic electrical engineering, the input design can be different from the existing method. Interactive art using computer technology is recently emersed, which is completed by people's participation. The electric signal transmitted in digital and analogue type from the interface controled by people to the computer can be used in multimedia interaction design. The electric circuit design will be necessary to transmit very safe electric signal from the interface. Electric switch, sensor, and camera technologies can be applied to input interface design, which would be alternative physical interaction without computer keyboard and mouse. This type of interaction design using human's body language and gesture would convey the richness of humanity.

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A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

Design of an Experience Monitoring and Sampling System for Context-aware Mobile Applications (상황 인지형 모바일 애플리케이션의 사용자 경험 모니터링 및 수집 시스템의 디자인)

  • Seo, Jung-Suk;Lee, Seung-Hwan;Kim, Ho-Jin;Lee, Gee-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.834-840
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    • 2009
  • This paper discusses about an empirical study to design a suitable experience monitoring and sampling system for mobile phone applications. We designed a new experience sampling method (ESM) research system iteratively. The research system is characterized by context-aware experience sampling, real-time data management, supporting data analyzing tools, and integrating ESM with ex-situ diary. From literature review, we derived initial design of the ESM research system. With the first system, we held the first experiment that evaluates three applications. From the experiment, we found that more functions are required, thus we improved the ESM system. Finally, we propose an ESM system design goal for the third iteration with experience of two experiments.

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Design and User Experiences for Wordpress Theme Community Service: Theme Ttack (워드프레스(Wordpress) 테마(Theme) 커뮤니티의 디자인과 사용자 경험에 관한 연구)

  • Lee, Hyun Jhin
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.452-462
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    • 2017
  • This study proposes community based web service for contents providers and web designers to provide user-centered approach on Wordpress theme search and customizstion process. The contents and structure of theme information is analyzed and online communities on programming and Wordpress are studied to development of community based, theme contents service scenario. As a result, I launched 'Themettack' web service, I took beta testing with 20 users for 2 weeks, and found that theme template image and ideal theme contest services are the most satisfactory experiences. Various community contents which tested in this study and user participation data provided proper directions of Wordpress theme service as open source platform.

Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.65-72
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    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.

A Case Study on the Planning Process of ′'A′ Kindergarten′s Playground Applied User Participatory Design (사용자 참여디자인에 의한 ′A′유치원 놀이터 계획과정에 관한 연구)

  • Choi Mock-wha;Choi Byoung-sook
    • Journal of the Korean housing association
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    • v.15 no.4
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    • pp.87-97
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    • 2004
  • The purpose of this study is to introduce the design process for the 'natural-friendly' kindergarten playground using participatory design method. The 'A' kindergarten in Daejon was selected as a case study. The concept of the design was decided by the user's needs which draw out the pictures of children, owner's educational philosophy, and request of the teachers. As a result, the concept approached to 'our neighborhood (Korean traditional village)' image, and was planned with a focus on open space, which allows rich in natural elements(earth ground, trees, flowers vegetable farm, animals, water and sand etc.) and various play activities. And a user participatory design method proved that it was proper to design a kindergarten playground.

A Study on the Planning of Outdoor Playground Space Open to the Community through the Participatory Design Method (사용자참여 디자인을 통한 열린 놀이터 만들기 - 서울 삼양초등학교 옥외공간을 중심으로 -)

  • Reigh, Young-Bum
    • Journal of the Korean Institute of Educational Facilities
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    • v.12 no.3
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    • pp.22-32
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    • 2005
  • This paper is to propose a design possibility that incorporates participatory process and also to emphasize the participatory process applied to the planning of outdoor playground space open to the neighboring community. Community design based on the participation method can be understood as an attitude about a force for change in the creation and management of environments for people who are the major users of them. Planning for outdoor space is an integral part of school education and a vital component of child development. For the design of outdoor space of Samyang Elementary School it first needs to examine the current and emerging needs of students, teachers and parents as community residents through the participatory design method. A series of workshops and interviews are taken to identify dreams and ideal spaces of each group. An assessment of existing school spaces and design possibility of reprogrammed outdoor spaces are proposed to match the major demands of participants. Selected outdoor places are chosen and designed to accommodate options for various play settings and to make the school pleasant places where members of the neighborhood can gather for relaxation in restful surroundings.