• Title/Summary/Keyword: 사용자 공감적 이해

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Persuasive Effects Depending on the Type of Creative Ads in Social Media and User Sensitivity and Empathy (SNS 미디어의 크리에이티브 유형과 사용자의 민감성 및 공감적 이해에 따른 설득 효과)

  • Kim, Jae-Young
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.145-154
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    • 2022
  • The purpose of this study is to investigate the difference in advertising effect of visual rhetoric type of Facebook ads depending on the user sensitivity and level of empathy. The experiment was designed as a between-subjects factorial design (visual rhetoric type) × 2 (brand sensitivity) × 2 (level of empathic understanding). The results of the experiment performed to analyze the strategies of Facebook ads for ads effectiveness can be summarized as follows: a three-way interaction effect for persuasive effects was found among the type of visual rhetoric, brand sensitivity, and empathic understanding for both types of visual rhetoric. Breaking down it by type of rhetoric, no interacting effect was observed between brand sensitivity and empathic understanding levels for the visual simile ads in most of the dependent variables. For the visual metaphor ads, however, the brand sensitivity and empathic understanding levels were found to have interaction effect in all dependent variables.

A Study on the Education of Computer Software in Industrial Design Curriculum - In the Basis of IBM PC Users (산업디자인 교육과정 중 컴퓨터 SOFT-WARE 교육에 관한 연구 - IBM사용자를 중심으로)

  • 이재호;변해석
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.20-21
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    • 1999
  • 산업 디자인은 시대와 환경에 의해 그 과정과 방식이 변화해 왔다. 또한 컴퓨터 관련 기술의 발전은 사람들의 사고와 생활방식에 많은 영향을 미쳤으며, 물리적이고 실체적인 제품개발에서 소프트웨어의 중요성에 대해서는 이미 각계의 많은 사람들이 공감하고 있지만 실제적인 디자인 워크에서 이러한 컴퓨터 소프트웨어에 의한 개발업무나 프로세스에 대한 이해가 부족하기 때문에 효율적인 진행이 이루어지고 있지 않은 실정이다.(중략)

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에너지절감량측정 및 검증방안과 예제(I)

  • 조성환
    • The Magazine for Energy Service Companies
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    • s.25
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    • pp.52-59
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    • 2003
  • 에너지절약 성과배분 계약의 핵심적인 요소인 에너지절감량의 예측 및 측정방안에 대하여 일반적인 ESCO사업현장에서 빈번히 사용되는 고효율 조명기기교체, 고효율 전동기교체, 고효율 보일러교체, 냉동기 성적계수 개선 및 인버터제어 설치의 예제를 2회에 걸쳐 제시한다. 제시된 에너지절감량 측정 및 검증방안은 일반적으로 사용되는 방안이므로 현장특성이 고려되지는 않았지만 ESCO사업을 진행함에 있어서 에너지사용자와 ESCO가 최소한 공감해야 하는 에너지절감량에 대한 이해를 높이고자 작성되었다.

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A Study on User Experience Development Based on Emotion-Experience (감성-경험 기반의 사용자 경험 디자인 개발 연구)

  • Han, Bomyi;Nah, Ken
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.627-636
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    • 2022
  • The purpose of this study is to maximize the development and utilization of digital innovation. First, analyzed the status of industrial development and digital innovation. Second, examined emotion and experience, looked into their types and properties. Third, attempted to develop a more creative and innovative user experience. The results of this study were presented as a theoretical basis, specification of research direction and research scope, and design analysis direction. It is expected to be used as a basic data that can help how to approach and interpret human emotions and behaviors in order to provide differentiated experiences by he essential concepts of emotions, experiences in various fields in the future.

A Study on the Role of Designer in the 4th Industrial Revolution -Focusing on Design Process and A.I based Design Software- (인공지능 시대에서 미래 디자이너의 역할에 관한 고찰 -디자인 프로세스와 디자인 소프트웨어를 중심으로-)

  • Jeong, Won-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.279-285
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    • 2018
  • The purpose of this study is to propose the role of future designers and capabilities to be developed in the age of A.I. Active and preliminary designers should prepare themselves to develop necessary capabilities. As a method of study, we investigated the meaning of design and the changing role of designers from the past to present. Additional research was conducted on generative design, design processes, and A.I based design software. Finally, based on the analysis, we proposed the role of future designers and their capabilities in the age of A.I. In conclusion, the role of future designer should lead social innovation through creativity by coworking with artificial intelligence based on understanding and empathy for users. Based on this research, designers are expected to develop unique humanities skills such as empathy and creativity and work with AI in response to $4^{th}$ industrial revolution.

Analysis of on the Effect of Share-House Service Quality on Trust, Commitment, and Reuse Intention - The Case of University Town in East North Area of Seoul - (쉐어하우스 품질이 사용자의 신뢰와 몰입 및 재이용의사에 미치는 영향 분석 -서울 동북지역 대학가 사례-)

  • Choi, Eui-Ran;Oh, Dong-Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.329-341
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    • 2022
  • The purpose of this study is to examine the influence of Share house quality, trust and commitment to reuse intention of share houses, which are used residences of the college students of South Korea, with a view to confirming whether such share houses can function as an alternative form of residence for college students and young generation. With this, it is intended to enhance the understanding of the current share house market and find implications in the reasonable supply of share houses in the near future and the improvement of the living environment. Literature reviews and empirical studies were conducted in this paper. The findings of this study can be summarized as follows; Regression analysis was conducted to see how tangibility, safety, empathy, reliability, and responsiveness of Share house quality affect trust, commitment, and reuse intension.

The Suggestion of Design Thinking Process and its Feasibility Study for Fostering Group Creativity of Elementary-Secondary School Students in Science Education (과학 교육에서 초·중등학생의 집단 창의성 함양을 위한 디자인적 사고 프로세스의 제안 및 타당성 검토 연구)

  • Lee, Dohyun;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.35 no.3
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    • pp.443-453
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    • 2015
  • In this study, we suggested the design thinking process that was possible to be introduced in science education and also examined the validity of the process in terms of group creativity. To do this, the design thinking process applicable to science education was selected from a variety of design thinking processes developed abroad, and then the process was modified and supplemented. We created the education program based on the developed design thinking process and applied it to high school students. The results revealed that we could offer the design thinking process through the five stages: 'understanding knowledge', 'empathy', 'sharing perspective', 'generating idea', and 'prototype'. With the results of the application of the program, we could confirm the relationship building and information seeking attributes in the understanding knowledge stage and the user-orientation, relationship building, and interpersonal understanding attributes in the empathy stage. We could also find the organization of the team attribute in the sharing perspective stage and the analytical strategic thinking attributes in the generating idea stage. Finally, the communication and analytical strategic thinking attributes in the prototype stage were confirmed. All of the key attributes of the group creativity found from skilled professionals were not confirmed from the students. However, we could ascertain the possibilities that the students should experience the process of group creativity and learn the relevant values through the developed design thinking process.

Development of Emotional Intelligence through A Maker Education Program Based on Design Thinking Process for Undergraduate Students in an University (디자인씽킹 프로세스 기반의 메이커교육 프로그램을 통한 감성지능의 향상 연구: 대학교 사례를 중심으로)

  • Ryu, Yeaeun;Kang, Inae;Jeon, Yongchan
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.163-175
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    • 2018
  • The age of the $4^{th}$ Industrial revolution characterized with artificial intelligence leads to increased interest in emotional aspects representing humanity as counterpart competence to the digital literacy, As the educational model to foster emotional intelligence, noticed is 'maker education based on design thinking process,' since it cultivates the spirits of empathy, intuitive thinking, collaboration, communication, sharing, and openness. In this context, this study aimed to examine relationship between the educational model and emotional intelligence. For this purpose, a case study has been conducted with 37 undergraduate students in an University general education class, and the results of data collection and analysis confirmed positive influences of the program in enhancing most components of the emotional intelligence.

User Experience(UX) Qualitative Evaluation of Dialogue e-learning contents (대화형 이러닝 콘텐츠에 관한 사용자 경험(UX) 질적 평가)

  • Lee, Youngju
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.623-631
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    • 2020
  • In the era of COVID-19 global pandemic, e-learning has become new standards and daily life in the name of 'new normal'. This study developed dialogue e-learning contents as opposed to monologue e-learning which is unidirectional and instructor centered and conducted qualitative user experience evaluation of dialogue e-learning contents. A total number of 20 adult students participated and were individually interviewed. Qualitative data analysis was performed. The findings include students' positive perceptions of dialogue e-learning contents such as empathy for various ideas and new format. With regard to personal preference, 55% of participants preferred dialogue e-learning contents because it enables them to focus and share real experiences. Meanwhile, in terms of learning effects, 60% participants selected monologue e-learning contents and mentioned adequate explanations of concepts and explicit information delivery. Based on the results, suggestions on the design and development of dialogue e-learning contents were presented.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.