• Title/Summary/Keyword: 사용자 중심 디자인

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Analysis of the key Factors that Influence Emotional Web Design and its Effects on Brand Attitude - focus on Fastfood WebSites - (웹에서의 감성디자인이 브랜드태도에 미치는 효과와 영향요인 분석 - 패스트푸드 사이트를 중심으로 -)

  • 윤다연;이현주
    • Archives of design research
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    • v.17 no.1
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    • pp.153-162
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    • 2004
  • This paper focused on the effect of Kansei design on the web in branding as well as its influence factors. As a key of this research, it classified web users' Kansei into five categories; 1) functional Kansei, 2) sensoryKansei, 3) psychological Kansei, 4) relational Kansei and 5) cultural Kansei, and organized relevant factors. Online surveys were conducted on seven websites of the fast food brands in Korea (Lotteria, Mcdonald, BurgerKing, Popeyes, KFC, Pizza Hut, Domino's) which are targeting 463 male and females in 20s. As a result, an average of 58% responded that they had a positive Kansei experience and could enhanceits brand preference. Of the sensory Kansei, visual design factors were the one that gave the greatest effect on brand preference enhancement. Regarding the functional Kansei satisfaction, such as user convenience and access speed were also one of the most crucial variables for the whole Kansei satisfaction. Moreover, the preference enhancement brought not only a positive effect on its reliability but also its brand image and consumers' purchasing desire. Based on the survey results, the additional FGI (Focus Group Interview) had been conducted and determined \circled1 what kind of major Kansei that users wanted to have satisfied, \circled2 what type of design can give strong Kansei appeal to its users, and \circled3what design factors gave an effect on sensory emotion. In the course of this research, Itried to renew the awareness of the web importance as a major channel in non-mass interactive marketing, and suggest the effect and its possibility of emotional branding through Kansei design in the web as well as design principles of strategic Kansei design.

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Real-time Montage System Design using Contents Based Image Retrieval (내용 기반 영상 검색을 이용한 실시간 몽타주 시스템 설계)

  • Choi, Hyeon-Seok;Bae, Seong-Joon;Kim, Tae-Yong;Choi, Jong-Soo
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.313-322
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    • 2006
  • In this paper, we introduce 'Contents Based Image Retrieval' which helps a user find the images he or she needs more easily and reconfigures the images automatically. With this system, we try to realize the language of (motion) picture, that is, the Montage from the viewpoint of the user. The Real-time Montage System introduced in this paper uses 'Discrete Fourier Transform'. Through this, the user can find the feature of the image selected and compare the analogousness with the image in the database. This kind of system leads to the user's speedy and effective retrieving, Also, we can acquire the movement image of the user by Camera Tracking in Real-time. The movement image acquired is to be reconfigured automatically with the image of the user. In this way, we can get an easy and speedy image reconfiguration which sets to the user's intention. This system is a New Media Design tool(entertainment) which induces a user enjoy participating in it. In this system, Thus, the user is not just a passive consumer of one-way image channels but an active subject of image reproduction in this system. It is expected to be a foundation for a new style of user-centered movie (media based entertainment).

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A Study of Fintech Platform for Senior Users: Mainly with Analysis on 'Kakaopay' and 'Toss' (시니어 사용자들을 위한 핀테크 플랫폼 연구: 카카오페이와 토스를 중심으로)

  • Tack Hyeong Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.175-183
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    • 2024
  • The purpose of this study is to derive a UX that can help the use of fintech applications by senior users in their 60s or older, which has naturally increased with the increase in the elderly population. The study extracted five factors commonly considered important in fintech applications and was conducted based on a survey of general users and in-depth interviews with senior users. The research factors were extracted through a literature review into three general user experience research factors and two senior user experience research factors. After a survey targeting general users, in-depth interviews were conducted with senior users. As a result, we found notable differences in concerns about responsiveness and perceived usefulness between general and senior users. Based on the characteristics derived from the results of this study, we designed UX to help senior users use fintech applications.

An Explorative Research for Possibility of Digitalwear Based on Motion-detective Input Technology as Apparel Product and a Suggestion of the Design Prototypes (I) (동작인식형 (Motion-detective) 디지털웨어(Digital Wear)의 의류 상품화 가능성 탐색과 디자인 프로토타입 (Design Prototype)의 제안 (I))

  • 박희주;이주현
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.366-372
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    • 2002
  • 본 연구는 제 1보와 2보로 구성되었으며, 본 연구의 목적은 1) 동작 인식형 입력기술에 기반한 디지털웨어(이하, DMDI로 약칭함)의 의류상품화 가능성을 탐색하고, 2) 소비자의 잠재적 수요에 기초하여 DMDI의 디자인을 개발하는 것이다. 제 1 보에서는 소비자의 DMDI 에 대한 잠재수요를 고찰하기 위하여, 디자인 에스노 그래피적 견지에 기초하여 개발된 심층면접 방식 및 범주분석 방식을 취하였다 그 분석 결과를 토대로 하여, DMDI를 위한 7가지의 가능성있는 애플리케이션 영역과 DMDI의 6가지 디자인 방향이 제안되었으며, 이를 토대로 디자인 프로토타입 개발을 위한 기본형 디자인을 제시하였다. 제 2보에서는 제 1보의 결과를 토대로 하여 DMDI의 디자인 프로토타입을 개발하였다. 본 학술발표는 제 1보의 내용을 중심으로 하여 DMDI에 대한 소비자 수요의 분석결과와 DMDI를 위한 기본형 디자인을 주요 내용으로 구성하였다.

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Archival Platform for Everyone : Archival Design with Social Media Platform Based on User Experience Design (모두를 위한 플랫폼 사용자 경험 디자인을 중심으로 한 소셜미디어 플랫폼 기반 일상 아카이브 설계)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.66
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    • pp.157-201
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    • 2020
  • This study started with the question "Shall we apply the existing record management method to our trivial daily records?" For the general public, we focus on media that thinks more about daily recordings and suggests a better method, suggesting a 'social platform' as a plan, and using the user's visual approach through UX design methodology. The social archive proposed in this study aims to be a 'square' where various people can gather and communicate and share. A space that can record daily life using 'record' as a basic body Purpose It aims to provide the basis for basic research in various fields, and aims to function as a space for communication of various research things such as researchers and researchers, researchers and producers. In order to maintain, focus on the prerequisites of the existing construction, the items to be researched when constructing the daily archive are 'creative methodology to change research items when building a paradigm', 'network with related organizations', 'service plans for persistence', and characteristics of social media. We discussed the possibility of social media as a social archive platform. Finally, while looking at the user experience design process, I designed some features of the social archive and suggested things to do in UX design.

A Study on User Experience Design of Personalized OTT Content Preview (개인 맞춤형 OTT 콘텐츠 미리보기의 사용자 경험 디자인 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.283-287
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    • 2021
  • The purpose of this study is to analyze personalized contents and previews of OTT service based on user experience and to suggest the improvements of the preview viewing experience. Current domestic OTT mobile applications were researched to find out how services are offering content. Plus, the 20s-30s were recruited to analyze user experience. An online survey and in-depth interview were conducted by using Stephen P. Anderson's Creating Pleasurable Interface Model. As a result, preview help users to select content but it doesn't suit their taste. Also, the preview is hard to watch however they want. Therefore, it can be inferred that the preview requires the function for improving efficiency, preference, and accessibility. This study is expected to be used as research material on user experience or preview experience of OTT content.

Requirements Analysis of Manufacturing Industry for the Development of Support System based on Cognitive and Affective Information (인지 및 감성 정보 지원 시스템 개발을 위한 제조업체 요구사항 분석)

  • Huh, Jung;Yoo, Hoon Sik;Ju, Da Young
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.10
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    • pp.549-564
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    • 2016
  • Due to high cost of domestic production structure, steep growth of China's manufacturing business, and increase in oversea's production, building integrated system to support user-centered product design system based on cognitive and affective information is required to restore development of domestic manufacturing business. This paper put purpose on analysing requirements of end users, especially on information equipment business which works as a major industry in manufacturing businesses, and planning system design direction, prior to constructing user-centered product design support system based on cognitive and affective information. Research was conducted to identify current manufacturing process, application data on manufacturing, availability of cognitive and affective information data and its method of use, and necessity of user-centered product design support system based on cognitive and affective information, by carrying out in-depth interview with 6 related manufacturing companies. Need for user's character information was deducted from the interview, especially cognitive and affective information which is demanding for small to medium manufacturing business to research on its own.

Icon Design Analysis of Both Desktop Web and Mobile Web - about the icons on the portal sites - (데스크탑PC웹과 모바일웹의 아이콘 디자인 분석 - 포털사이트를 중심으로 -)

  • Song, Su-Jin;Kim, Sehwa
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.129-131
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    • 2010
  • 최근 복합적인 기능을 가지고 있는 스마트폰의 확산으로 모바일 웹 시장이 빠르게 확장되고 있다. 모바일 웹은 데스크탑PC 웹과는 달리 화면이 작고 사용자가 손으로 아이콘을 선택하기 때문에 사용자들이 데스크탑PC 웹에서 사용하던 아이콘을 그대로 모바일 웹에 적용하여 사용하기에 모바일 웹서비스를 위한 GUI디자인의 연구의 필요성이 제기되고 있다. 본 연구에서는 데스크탑PC 웹과 모바일 웹의 아이콘 분석을 위하여 이론적 고찰과 함께 국내 포털사이트 5곳-구글, 네이버, 다음, 야후, 파란-을 대상으로 데스크탑 PC 웹과 모바일 웹의 아이콘을 내용방식과 표현방식으로 비교 분류하였다. 아직 모바일 웹의 아이콘을 데스크탑PC 웹에서 사용하고 있는 아이콘을 그대로 사용하는 포털사이트들이 많았지만 몇몇 포털에서는 모바일 웹 사용자를 고려하여 아이콘을 별도로 제작하는 사례들을 볼 수 있었다. 즉 모바일 웹의 사용성을 높이기 위해서 사용자가 작은 화면에서 아이콘을 보고 선택하는 사용 환경을 고려한 GUI디자인이 필요하다는 것을 알 수 있었다.

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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.

Flexible display interface design for user experience (사용자 경험을 위한 플렉시블 디스플레이 인터페이스 디자인)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.287-292
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    • 2018
  • The digital multimedia environment, centered on Information and Communications Technologies (ICT) technology, has transformed our imagination into a diverse experience. The flexible display, which was born as a means of human-machine communication required in a highly information-oriented society, It is creating a new market by linking with Internet of things. ecause the interface of a flexible display can provide a physical form as a result of input or output, user-centered interface design is paramount. Therefore, the researchers of this paper have studied the physical deformation and characteristics of flexible display by user manipulation through literature and case studies. Therefore, the authors of this paper studied the physical deformations and characteristics of flexible displays by user manipulation through literature and case studies. This research suggests the following guidelines for a flexible display interface design for the user experience. First, it must be designed to provide the functionality that users need in a variety of display environments. Second, in using the interface, external factors should be removed from the viewing angle of multi-users. Third, all possible user actions should be considered on flexible displays other than touch and contact. Fourth, flexible design of flexible display requires changing interface design for user experience.