• Title/Summary/Keyword: 사용자 중심 디자인

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Desigining a Feedback for Exercises Using a Wearable Device (웨어러블 디바이스를 활용한 운동 중 피드백 방식 연구 - 근력 운동에 대한 멀티 모달 피드백 적용을 중심으로 -)

  • Yoo, Hyunjin;Maeng, Wookjae;Lee, Joongseek
    • Journal of the HCI Society of Korea
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    • v.11 no.3
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    • pp.23-30
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    • 2016
  • The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.

Designing Mobile Application for Korean Traditional Markets Based on O2O Service Platform (O2O 서비스 기반 전통시장 주문 모바일 어플리케이션의 설계 및 개발)

  • Bang, young sun;Yang, Seung Mok;Jeon, Hye Rin;Lee, Danielle
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1689-1697
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    • 2018
  • This paper explored how to design amobile application for Korea's traditional markets based on O2O service and data science technologies. In order to cover a broader scope of customers, diversify the ways to sell products, and increase the profits of Korea's traditional markets, the application bridges online customers with offline stores at traditional markets and augments both convenience and accessibility. Beyond the typical face-to-face interactions between customers and sellers at traditional markets, this application offers mobile payments and personalized recommendations of nearby stores and preferable products using Beacon and datascience technologies. Moreover, it offers multi-language support for foreign customers who are not familiar with Korea's traditional markets and the products sold there. In conclusion, using O2O service, which is a rising trend among prevalent platform technologies, this study proposed a new e-commerce model for Korea's traditional markets to promote market expansion.

An evaluation of the composition and elements in Korean traditional interior space - On Choosa-Gotack in the Chosun dynasty - (한국전통 실내공간의 구성방법과 요소 분석을 통한 의미 고찰 - 조선조 추사고택을 중심으로 -)

  • 천진희
    • Archives of design research
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    • no.16
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    • pp.101-110
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    • 1996
  • CHOOSA GORACK which is a typical example of traditional houses in the CHO SEON dynasty consists of the four terraced builfing group. Among those,SADANG CHAI are located in the highest level,and SADANG CHAI and SADANG CHAI are toward south direction.It means that building orientation and level were influenced by the distinction of social level and the idea of ancester worship. Floor and ceiling level in the same building is different which was caused by the distinetion of social level in the CHO SEON dynasty and an ariental dual as a variety of openings,exposed ceilings,and furniture against a wall were creating a typical Korean visual harmony. Although the furniture and equipments were very important elements in ONDOL BANG the occupance ratio of these were low because the free space in BANG should be utilized effectively to accommodate the space variation.Both an AN CHAI and SARANG CHAI were composed by the standard space module called KAN.And interior elements were established by several factors such as the human scale,the behavior pattern in traditional sitting life style, and the lumber size of post and lintel construction of Korean house.BANG and DAE GHUNG, composed of KAN,were expanded and arranged side by side so that the natural light and ventilation through them could be used in the result of the kind of lay out,traffic circulation was disturved.In conclusion,CHOOSA GOTACK was formed by the sirect effice of the KOREAN penisula. However this study was based on one sample. It may not enough to deduct soild conclusion.Therefore continuous and farher study is needed for the sestemane evaluation.

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Evaluation of Interior Factors in Gyunro-dang and Recommendations for Improvement -In 14 Facilities at Apartment Complex in Seoul- (경로당 실내환경 평가와 개선방안 -서울지역 아파트 단지 내 14개 시설을 중심으로-)

  • 천진희
    • Archives of design research
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    • v.17 no.3
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    • pp.353-362
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    • 2004
  • This research has been done to evaluate the interior environmental factors in Gyungro-dang to suggest the advanced recommendations for them. For this research, the essential interior elements influencing on elderly's behavior were examined with the developed checklist, the lighting and color conditions of main hall at 14 facilities in Seoul area were analysed, and 124 subjects staying at Gyungro-dang were participated in questionaire survey for color preferences. Results showed that 1.The average installation rate of 39 items in checklist was 59%, the mandatory items such as accessible dimension were considered, but several items related to mobility and safety were not properly installed. Therefore not only guiding handrail and floor block to destination but also elimination of obstacles should be reconsidered. 2.The average of illuminances was 289 Lux dose to standard 300 Lux, but lighting quality was too low to support the activities of elderly users. The lighting control devices, combined lighting sources, and suitable lighting techniques should be applied for those facilities. 3.Most facilities were predominantly in warm colors in hue, medium or high value, low saturation, and natural atmosphere with similarity harmony. The color applications in those facilities were not functional, but similar as color preferences for the elderly except overall atmosphere. It is recommendable to include contrast harmony with classic or romantic mood.

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Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

A Study on the Effect of Live Commerce Influencer's attributes on Consumer Satisfaction, Repurchase Intention and Flow - Focus on Taobao Service (라이브 커머스 인플루언서의 속성이 구매 후 만족, 재구매 의도 및 플로우에 미치는 영향에 관한 연구 - 타오바오를 중심으로)

  • Guo, Xiao-Yue;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.201-213
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    • 2022
  • This study attempted to identify the influencing factors of Taobao Online Live Commerce influencer's attributes on Taobao Live Platform users' post-purchase satisfaction, repurchase intention and flow, and addiction. Through previous studies, researchers set the live commerce influencer attributes into four categories: expertise, attractiveness, interactivity, and aesthetics, and examined the effects of these attributes on consumers' repurchase intentions, flow and addiction. As a result of the study, it was confirmed that among the attributes of Live Commerce influencer, professionalism, interactivity, and aesthetics had a significant effect on the utilitarian shopping value in consumer satisfaction, and four attributes, including attractiveness, had a positive effect on the hedonic shopping value. In consumer satisfaction, hedonic shopping value had a positive effect on utilitarian shopping value satisfaction. In addition, it was found that consumers' satisfaction after purchase affects repurchase intention and immersion. The effect of flow on repurchase intention and addiction was also confirmed. It is hoped that this study will help revitalize influencer marketing in the growing live commerce market and provide basic data to contribute to establishing marketing strategies.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

Characteristics of Environmental Color Image Vocabulary for Public Healthcare Facility (공공보건시설 환경색채이미지 어휘 특성)

  • Park, Heykyung;Oh, Jiyoung
    • Korea Science and Art Forum
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    • v.31
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    • pp.171-180
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    • 2017
  • The purpose of this study is to analyze the characteristics of color image for establishing the color environment contributing to the promotion of public health in the public health facilities and to utilize it as data of public health color plan and index development. For this purpose, the results of the previous precedent studies were integrated and public health facilities were classified into medical facilities (general hospitals), health facilities (public health centers), and sub - healing facilities (elderly care facilities). We visited 18 public health facilities in total, measured the environmental color of with a spectroscopic, compared the results and the precedent studies results, and identified color image characteristics and future supplement points. The results are as follows. First, the previous studies related to the environment color image vocabulary of the public health facilities, it prefer comfortable, bright and positive image. Second, as a result of direct measurement the environmental color of the public health facilities, it is found that most of them use the high brightness and low saturation color of Y series. Third, as a result of analyzing vocabulary of environmental color image of public health facilities, 'natural' image showed the highest frequency, and other images such as 'gentle' and 'decent' appeared. It was difficult to understand the characteristics of the color image vocabularies of public health facilities. This study is a convergence study of color science and environmental design, and it extends the scope of multidisciplinary research related to design and it will be helpful in environmental planning on user's emotion.

Brand Platformization and User Sentiment: A Text Mining Analysis of Nike Run Club with Comparative Insights from Adidas Runtastic (텍스트마이닝을 활용한 브랜드 플랫폼 사용자 감성 분석: 나이키 및 아디다스 러닝 앱 리뷰 비교분석을 중심으로)

  • Hanna Park;Yunho Maeng;Hyogun Kym
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.43-66
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    • 2024
  • In an era where digital technology reshapes brand-consumer interactions, this study examines the influence of Nike's Run Club and Adidas' Runtastic apps on loyalty and advocacy. Analyzing 3,715 English reviews from January 2020 to October 2023 through text mining, and conducting a focused sentiment analysis on 155 'recommend' mentions, we explore the nuances of 'hot loyalty'. The findings reveal Nike as a 'companion' with an emphasis on emotional engagement, versus Runtastic's 'tool' focus on reliability. This underscores the varied consumer perceptions across similar platforms, highlighting the necessity for brands to integrate user preferences and address technical flaws to foster loyalty. Demonstrating how customized technology adaptations impact loyalty, this research offers crucial insights for digital brand strategy, suggesting a proactive approach in app development and management for brand loyalty enhancement

A Checklist to Improve the Fairness in AI Financial Service: Focused on the AI-based Credit Scoring Service (인공지능 기반 금융서비스의 공정성 확보를 위한 체크리스트 제안: 인공지능 기반 개인신용평가를 중심으로)

  • Kim, HaYeong;Heo, JeongYun;Kwon, Hochang
    • Journal of Intelligence and Information Systems
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    • v.28 no.3
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    • pp.259-278
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    • 2022
  • With the spread of Artificial Intelligence (AI), various AI-based services are expanding in the financial sector such as service recommendation, automated customer response, fraud detection system(FDS), credit scoring services, etc. At the same time, problems related to reliability and unexpected social controversy are also occurring due to the nature of data-based machine learning. The need Based on this background, this study aimed to contribute to improving trust in AI-based financial services by proposing a checklist to secure fairness in AI-based credit scoring services which directly affects consumers' financial life. Among the key elements of trustworthy AI like transparency, safety, accountability, and fairness, fairness was selected as the subject of the study so that everyone could enjoy the benefits of automated algorithms from the perspective of inclusive finance without social discrimination. We divided the entire fairness related operation process into three areas like data, algorithms, and user areas through literature research. For each area, we constructed four detailed considerations for evaluation resulting in 12 checklists. The relative importance and priority of the categories were evaluated through the analytic hierarchy process (AHP). We use three different groups: financial field workers, artificial intelligence field workers, and general users which represent entire financial stakeholders. According to the importance of each stakeholder, three groups were classified and analyzed, and from a practical perspective, specific checks such as feasibility verification for using learning data and non-financial information and monitoring new inflow data were identified. Moreover, financial consumers in general were found to be highly considerate of the accuracy of result analysis and bias checks. We expect this result could contribute to the design and operation of fair AI-based financial services.