• Title/Summary/Keyword: 사용자참여디자인

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Development of Collaborative Filtering based User Recommender Systems for Water Leisure Boat Model Design (수상레저용 보트 설계를 위한 협력적 필터링 기반 사용자 추천시스템 개발)

  • Oh, Joong-Duk;Park, Chan-Hong;Kim, Chong-Soo;Seong, Hyeon-Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.413-416
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    • 2014
  • Recently, demand for various leisure sports gradually increases, as people's sense of values changes into leisure-centered one according to the change of given social circumstance and the change of customer needs all over the world. The actual condition is that an interest and participation rate especially in water leports during the summer increases. And needs for various hull design of standardized boat for water leisure increase. Therefore, this paper is intended to develop a recommendation system to design a boat for water leisure by using the collaborative filtering technique in order to make it possible to actively cope with the change of various customer needs for hull design. To this end, emotion relating to kayak design was selected through consumer survey, and emotion was derived by factor analysis and assessment, and then a kayak design layout in the aspect of customer's emotional preference was presented. Besides, an analysis was made according to the elements such as hull, body, and propulsion system of kayak in order to select emotional words according to the kayak design reflecting user's preference, and then a boat model for water leisure in conformance with user's preference was presented.

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Proposal of Collaborative Sharing Services and Applications for the Treatment of Children with Developmental Disabilities (발달장애 아동의 치료를 위한 협업 공유 서비스 및 애플리케이션 제안)

  • Han, Ji-won;Kang, Jeannie
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.22-38
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    • 2022
  • Recently, due to the temporary closure and isolation of facilities for developmental disabilities due to the prolonged COVID-19, the pain suffered by consumers is getting worse, and there is no clear solution due to the lack of information on inpatient services. Therefore, there is a need for a service system that can prevent institutional and psychological problems for consumers. The purpose of this study is to provide systematic inpatient treatment guides, post-discharge management, and correct education for children with developmental disabilities and their guardians. After deriving the needs and improvement factors of consumers through domestic service case analysis, we conducted co-creation with end-users using the double diamond methodology. A possible service concept was derived. Accordingly, a collaborative sharing app service was proposed, and the usefulness of the service was confirmed through the usability evaluation and verification of various stakeholders. It is expected that the results of this study will be utilized in the development of an assistance system for the developmental disability ward based on user experience.

A Study on Methodology of Scenario-Based Interface Design - with an focus on Scenario Collection and Verification method through Web Survey (시나리오 기반 인터페이스 디자인 방법론에 관한 연구 - 웹 서베이를 통한 시나리오 수집과 검증 방법을 중심으로)

  • 김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.395-404
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    • 2003
  • As scenario-based design is expanded to various fields of design, it is introduced to HCI(Human Computer Interaction) in order to figure out user information & tasks. However, scenario based design methods that is focused on collecting scenarios regarding users'needs, is mainly utilized conceptual design stage for system itself. There is a gap between users'need scenarios to interface design of HCI system. In this study, web survey is suggested as scenario based interface design method in order to connect scenario collecting to task specification and to menu structure design of home-network controller. The degree of users'need for specified tasks was verified to various kinds of users through web survey and it decideddepth and order of menu structure. Tasks also was categorized to situation mode and users can make their own menu structure by selecting menu contents or even mode itself, because degrees of need for specified task situation were varied by lifestyle of user group. Finally, it is found that web survey method can be applied to collect and database various scenarios of. various users when a questionnaire is well designed for collection.

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The type analysis of interactive web pages - Centering around a layout (인터렉티브한(Interactive) 웹 페이지(Web Page)의 유형분석-레이아웃(Layout)을 중심으로)

  • 최선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.566-574
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    • 2004
  • Recently, common users are familiar with the various dynamic displays and interfaces owing to the developments of web browser and Flash. As Flash also has become popular, it has attracted more application of many users, which nowadays makes them focus on the unique characteristics of web - the interactive and dynamic design. Therefore, this dissertation performs the type-analysis of the layouts and the understanding of the actual condition for the existing interactive-sites, followed by the considering of the design-related methodology and the utility of Flash program.

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Automated Selection of Test Questions using MVC Model (MVC 모델을 적용한 자동 문제 출제 시스템)

  • Lee Seon-Sook;Park Moon-Hwa
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.253-255
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    • 2006
  • 학습자가 중심이 되고 선생님과 부모님들은 조력자 역할을 하는 자기주도 학습이 주로 이뤄지는 E-learning 환경에서 학습도구의 한가지인 자동 문제 출제 시스템의 역할은 매우 중요하다. 이런 학습 환경에서의 학습자의 참여도는 학습내용은 물론이고 화면구성이나 디자인에 따라서도 크게 좌우된다. 그러므로 화면구성과 디자인은 학습자의 관심과 흥미를 지속적으로 유지할 수 있도록 주기적으로 변경하여 학습자의 호응도를 높일 수 있게 구성하는 것이 바랑직하다. 하지만 기존에 연구된 자동 문제 출제 시스템은 디자인과 프로그램이 분리되어 있지 않아 잦은 사용자 인터페이스의 변화에 대처하는데 많이 비용이 소요될 수 있다. 본 논문에서는 SUN의 J2EE Patterns Catalog의 일부인 MVC 모델을 적용하여, 디자인과 프로그램을 분리하여 유지관리가 편리한 자동 문제 출제 시스템을 설계하였다.

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A study on the application of legal design methodology for commercialization of security tokens

  • Sangyub Han;Hokyoung Ryu
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.7
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    • pp.117-128
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    • 2024
  • In this paper, we propose a process for deriving priority tasks using the legal design technique in a situation where there is high uncertainty in the market and legal system regarding the commercialization of security tokens based on blockchain and distributed ledger technology. To issue and distribute securities tokens, we conducted a legal design workshop with participants who applied for innovative financial services (financial regulatory sandbox). During the workshop, participants harmonized their interests and deliberated on readiness, considering both legal and technical factors. The aim was to ascertain the feasibility of identifying prioritized objectives for future endeavors. The legal design technique facilitates consensus-building among stakeholders in an uncertain environment by confirming and adjusting differing perspectives and disagreements based on mutual understanding. The key stages include the empathetic process called "Family Therapy," the "N whys" for problem definition, and the speculative scenario design for problem-solving. This approach distinguishes itself from user-centered design thinking. Given the diverse stakeholders involved, effective facilitation by the facilitator is crucial during the legal design workshop preparation and execution.

Architectural Design using Visual and Tactile Guide in the Virtual Table (가상테이블상에서 비쥬얼 및 택타일 가이드를 이용한 건축 디자인)

  • 이선민;최수미;권두영;김명희
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.189-198
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    • 2004
  • As display devices evolve, computer-based work environments are also becoming better suited to actual application tasks. This paper discusses the development of an architectural design system using the virtual table, which is a table-type projection system. It consists of the interactive VR modeler, the hybrid tracker and the architectural interpreter. The interactive VR modeler offers visual and tactile guide such as grid interaction, a tangible transparent prop and reference objects, so that a user can design architectural 3D models more easily and intuitively on the virtual table. The hybrid tracker includes two types of tracking methods for viewpoint according to the user's view and hand interaction: namely, vision-based tracking and magnetic tracking. The architectural interpreter automatically transforms simple 3D masses into a basic construction form that has architectural knowledge. The proposed system has advantage in the sense that it is suitable for collaboration among several users, allowing them to view graphical objects in stereoscopic view with direct 3D manipulation. Thus, it can be effectively used for architectural simulation and user-participated design.

A Study on the Design Guideline of Multi-purpose Space in Elementary and Middle Schools through Utilization of User Participation Method (참여디자인 기법을 활용한 다목적 공간의 계획방향에 관한 연구)

  • Lee, Kyung-Hoon;An, Eun-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.17 no.2
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    • pp.3-12
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    • 2010
  • The purpose of this study was to provide the planning guideline for the multi-purposed classroom in the elementary school and middle school using questionnaire and user participation method. As the user participation method, the design workshop in the study contains participation techniques, community action planning, and participation game. The design workshop used the design kit as a communication tool. Four user groups, selected from teachers and child in the elementary school and middle school, to be reconstructed, participated in a design workshop with design kit, and each group produced their own plans. The result of this study is as follows; (1) Teachers wanted multi-purposed classroom to be used by two classes. (2) The size of the multi-purposed classroom was preferred 1.5 times(30 py.) of the regular classroom. (3) By considering the characteristics of students it was required the open space in elementary, but required it to be separated from the regular classroom in middle school. (4) Through the analysis, we could grasp the processes that the users' needs were practically applied to design. Our design workshop method should be hereafter modified and advanced, but showed the usefulness in many aspects.

A Study on Utilization for the Worship Space as a Multifunctional Space (다목적 공간으로서의 예배공간 활용에 관한 연구)

  • 이진영;한영호
    • Korean Institute of Interior Design Journal
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    • no.19
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    • pp.151-159
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    • 1999
  • 종교 공간으로서의 교회 건축물은 각 지역 단체생활의 정신적, 물질적으로 다양한 활동을 공급하고 있는 장소이다. 그러나 오늘날 변화무쌍한 현대 사회의 도심 교회들은 그 참여수가 점차 줄고 있는 젊은 세대들에게 충분한 만족을 주고 있지 못한 실정이다. 대부분의 영국 도심 교회가 변화가 어려운 예배당 공간 하나로, 각기 다른 기능을 요구하는 이용자들에게 다기능 공간을 공급하고 있으며, 과거에 잠재적 기능을 고려하지 않고 디자인된 대부분의 한국 도심교회들도 비슷한 조건의 문제 발생으로, 현 이용자들에게 또 다른 요구사항들과 불편함을 주고 있다. 이것은 이용자가 공간을 사용함으로 즐거움과 감흥을 얻기가 어렵게 구성되어 있음을 보여주고 있다. 오늘날, 젊은이들의 생활 패턴이 바뀌어 가고 있음으로 그 실태는 더욱 심각하게 나타나고 있다. 본 연구는 먼저 도심교회 공간의 전형적인 문제점과, 연령별 이용자 그룹의 우선권을 조사하고, 각기 다른 조건의 종교적 공간 사례 조사를 통해 이용자들 및 공간 디자인의 요구사항을 분석하고 있다. 이어서, 각 공간에 따른 문제 해결 방법을 성공적 공간디자인 사례자료를 토대로 정리한 후, 어떠한 종교적 공간에서도 적용 가능하도록 통합적으로 설정된 디자인목표를 바탕으로, 세가지 다른 방법의 계획서들을 제시하고 있다. 마지막으로, 이용자들의 응답을 통해 계획서를 평가하여, 그것에 근거한 결론적인 종합적 디자인 계획서를 제안하고 있다. 본 연구는 교회가 필요로 하는 기능에 따라 변화가 가능한 예배공간을 활용할 수 있는 디자인을 제시하는 데에 그 목적을 두고 있으며, 기존의 교회건물이 더욱 더 많이 사용자의 요구에 만족할 수 있도록 만들어질 수 있는가에 대한 방향이 제시되고 있다.

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An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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