• Title/Summary/Keyword: 사용자 경험 디자인

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Basic Study for Selection of Factors Constituents of User Satisfaction for Micro Electric Vehicles (초소형전기차 사용자만족도 구성요인 선정을 위한 기반연구)

  • Jin, Eunju;Seo, Imki;Kim, Jongmin;Park, Jejin
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.41 no.5
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    • pp.581-589
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    • 2021
  • With the recent increase in the introduction of micro-electric vehicles in Korea, interest in micro-electric vehicle user satisfaction is increasing to revitalize related markets. In this paper, a basic study was conducted on the development of public services using micro-electric vehicle based on the constituent factors of user satisfaction. The survey includes: ① 'Analytic Hierarchy Process (AHP) for selecting the priority factors of user satisfaction of micro-electric vehicles', ② 'A survey of micro-electric vehicles image' to collect data in advance for providing users' preferences and transportation services for micro-electric vehicles, ③ In order to investigate the user satisfaction level of users who actually operated micro-electric vehicles, the order of 'user satisfaction survey of micro-electric vehicle drivers' was conducted. In the Analytic Hierarchy Process (AHP) analysis, it was found that users regarded as important in the order of 'user utilization data', 'vehicle movement data', and 'charging service data'. In the micro-electric vehicle image survey, users perceived micro-electric vehicles more positively in terms of "safety", 'durability', 'Ride comfort', 'design', 'MOOE (Maintenance and other operating expense)', and 'environment-friendly' when comparing micro-electric vehicles with electric motorcycles. In the survey on the user satisfaction of micro-electric vehicle drivers, the use of micro-electric vehicle did not directly affect work performance efficiency, and there was an experience of being disadvantaged on the road due to the size of the micro-electric vehicle, and driving in a cluster of micro-electric vehicle for outdoor advertisements. The city's public relations effect was great, but it was concerned about safety. In the future, based on the results of this study, we plan to build a user satisfaction structural equation model, preemptively discover feedback R&D for micro-electric vehicle utilization services in the public field, and actively seek to discover new public mobility support services.

A Proposal for User Experience Design for Domestic Bicycle Rider whom going Long Distance Trip -Focusing on App - (국내 장거리 자전거 여행자를 위한 사용자 경험 디자인 제안 -자전거 행복나눔 애플리케이션을 중심으로-)

  • Yun, Byung-Hun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.299-306
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    • 2018
  • This study is to measure traveling experience of bike riders whom going long distance trip. Bike paths and bike riding are crucial element for modern people's life style. At the same time, a bicycle trail is being developed by the National Bicycled-Oriented Chair Plan, which was established in 2009 by the National Bike Policy Master Plan. 13 million bike riders in Korea is keep on trying the long distance bike trip and its number is increasing every year. Accordingly, the Ministry of Public Administration and Security decides to promote the convenience of riders by developing bicycle app for long distance rider. The study attempted to assess usability of this app with 39 bike applications whom currently using the bike application. Afterwards, the researchers tests 11 hypotheses through in-depth interviews of six activated members. In sum, Bicycle travelers should be provided with bike trail guidance based on theme section skill, provided in-time speed distance related information, communicated with other bike riders, given tips for bike supplies and maintenance, and provided English language service. The study hopes to help find a customized service for bike travelers.

Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.535-541
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    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

A Study on Knowledge.Information Service with Electronic Culture Maps (전자문화지도를 활용한 지식정보서비스 연구 -조선족문화지도 중심으로-)

  • Kim, Dong-Hun;Kim, Sang-Hyeon;Moon, Hyun-Joo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1316-1320
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    • 2009
  • Since most information is readily available these days, the shear volume of the information simply overwhelms people, rather than helping them as a form of useful knowledge. Thus, the quantity of information someone owns doesn't possess much significance. The possibility to well-utilize the quality information is much more important these days. Electronic culture map service is being provided these days to introduce various cultural information to people around the world. But its service is limited to 'visualization, collection, and integration of the data.' Which means, electronic culture maps are no more than a simple data collector. The main purpose of this thesis is to develop a new kind of knowledge/information service method which overcomes these shortcomings. To achieve this goal, at first, the thesis will take a close look at the characteristics and functions of Chosunjock culture maps, and then, it will clarify the definition of data, information, knowledge of cultural resources. And secondly, nd thirdly, the thesis will look up the Wayfinding contents, User Experience Design, User Context, and Organic design for knowledge/information service. And lastly, the thesis will develop the knowledge/information service, specifically based on Chosunjock cultural resources.

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A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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A Study on the Color Environment of Preference Tendency in Public Library - Focused on Busan City - (공공도서관 환경색채의 선호경향에 관한 연구 - 부산지역을 중심으로 -)

  • Lee, Min Jae;Park, Hey Kyung
    • Korea Science and Art Forum
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    • v.24
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    • pp.321-332
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    • 2016
  • As functions of public library has become diversified, proper environment color plan enhancing a supporting environment of user based on a function of public library should be achieved by utilizing space chromatics which is a psychological environmental factor. Therefore, public library's color environment of each space functions should be understood and the foundation of color plan enhancing supporting environment of user should also be established under the premise that public library color environment which supports integrated functions to every local residents by meeting functional roles of library. As functions of public library expands, this study has its purpose to analyze color environment characteristics by mainly focusing on library of Busan region to study color environment supporting function of each space. Through a literature research, function and role of color, environment color have considered, and through a preceding research analysis on public library's present condition analysis and tendency of library color preference, theoretical background on library color environment has deducted. By researching present condition of environment color application at 9 public libraries located at Busan, the environment color characteristics of library has deducted through an image adjective analysis using color system, coloration analysis, IRI(Image Research Institute) color image scale. This study can be provided as a reference data for environment color plan based on spatial function to enhance supporting environment of public library user, and it is expected to utilize in the library facility plan which has been diversified.

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.

Branding for TV Channel Focusing on Well-being Lifestyle of Green Consumers (그린 소비자를 위한 웰빙 라이프 스타일 채널 브랜드 제안)

  • Kim, Ye Ji;Paik, Jin Kyung
    • Design Convergence Study
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    • v.15 no.3
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    • pp.117-131
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    • 2016
  • The introduction of comprehensive programming channels has led to a diversity in the viewers' tastes and excessive competition between TV channels. Demand for channels on well-being is also increasing, due to the well-being and green consumption trends. This study conducted a case study on domestic and international channel branding strategies as well as an analysis on Korean channels focusing on well-being and lifestyle and found that there are no TV channels which provides comprehensive well-being information on food, clothing and housing at the moment in Korea. This study further discovered that information on such topics are currently provided in a tidbit fashion via educational or entertainment programs. Therefore, this study presented strategies for a well-being lifestyle channel brand and designed the brand mark and a station ID for the channel. This study conducted a survey targeting 50 men and women over 20 who have participated in environment-related projects for an objective verification of the channel brand strategies and design. The survey showed that the respondents were generally positive towards the necessity of the channel and of the content presented by this researcher. Some of the respondents, however, pointed out that the readability of the brand mark needs to be improved. This was reflected in the improved design and a survey comparing the two designs showed positive results. The results of this study will contribute to the launch of a well-being lifestyle channel targeting green consumers in the future.

The Case Study of Emotional Marketing by Visual Design (감성디자인을 통한 감성마케팅의 실증적 사례 연구 - 마블 프라이팬 사례 조사를 통한 -)

  • Kang, Bum-Kyu;Go, Jung-Wook;Ye, Min-Ju
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.355-366
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    • 2007
  • The human's emotion has been used as a key factor in the design area and a marketing technique in a company. Therefore, a company is very interesting in human' emotional factor for the marketing and the design development recently. There have been very few studies carried out on enhancing how to use the emotional design and the emotional marketing in the kitchenware industry. Besides, almost all of the research works, which attempted to encourage how to use emotional factor for the design and the marketing, was carried out in the theory research level rather than a practical research. This research has been conducted both a qualitative research and a quantitative research in the field. The research methods were as follows; first, this research studied what is the emotional design and the emotional marketing through the previous literature research works. second, the researchers set up the hypothesis and research aims through the previous empirical research works from the researchers who are doing this research. Third, as the main body of this research, this research was conducted through the analysis of companies' data, the data come from the interviews by managers, and the data from questionnaire by the users. The results was produced after analyses of the above all the data. As a results, this research has introduced the successful case study which used the emotional design concept and the emotional marketing as a strategic level in the kitchenware industry. This research results would be able to help some one who wants to use the emotional design as a strategic level in order to increase their market share.

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IT Convergence u-Learning Contents using Agent Based Modeling (에이전트 기반 모델링을 활용한 IT 융합 u-러닝 콘텐츠)

  • Park, Hong-Joon;Kim, Jin-Young;Jun, Young-Cook
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.513-521
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    • 2014
  • The purpose of this research is to develope and implement a convergent educational contents based on theoretical background of integrated education using agent based modeling in the ubiquitous learning environment. The structure of this contents consists of three modules that were designed by trans-disciplinary concept and situated learning theory. These three modules are: convergent problem presenting module, resource of knowledge module and learning of agent based modeling and IT tools module. After the satisfaction survey of the implemented content, out of 5 total value, the average value was 3.86 for effectiveness, 4.13 for convenience and 3.86 for design. The result of the survey shows that the users are generally satisfied. By using this u-learning contents, learners can experience and learn how to solve the convergent problem by utilizing IT tools without any limitation of device, time and space. At the same time, the proposal of structural design of contents can be a good guideline to the researchers to develop the convergent educational contents in the future.