• Title/Summary/Keyword: 사용 중심 디자인

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A Study on the Factors Affecting the Purchase of Healthcare Smart Bands (헬스 케어 스마트 밴드 구매에 영향을 미치는 요인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.175-181
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    • 2017
  • The purpose of this study is to investigate what factors buyers buy in smart band purchasing. Especially, The study was conducted the perception of smart bands, focusing on personal healthcare, which is one of the biggest concern of today's people, and investigating the needs of users. SmartBand is the product with the highest market share in the wearable device market. It is an indicator of how much modern people are interested in their healthcare. Therefore, this study investigates non-users who are not currently using smart bands, and what factors to consider when buying smart bands. As a result, it was found that the design of the product and the hardware performance are more important than the smart band's personal health care function in purchasing the smart band, and fundamentally, the smart band itself was not needed. Especially, people aged 20-30 years have been burdened with using smart bands continuously.

An Improvement of the Public Library Application Service -Focused on the Young-In Si Library Application Service- (시립 도서관 애플리케이션 서비스 방안 연구 -용인시 도서관 애플리케이션을 중심으로-)

  • Kim, Da-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.301-306
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    • 2017
  • With the popularization of smart-phone, a variety of application service user is a rising trend now. In contrast, studies concerning library application service that cast a long shadow over the life of students and citizens still lacking in many ways. This study evaluates user experience of Young-in Si public library application service, and investigates user requirements. I searched the real user reviews about Young-in Si library application both App store and Android market. As the final outcome, I found inconveniences and improvements of this service. The application is intuitive, but requires consistent design, strong identity and customizing main page. It will be suggested specific guidelines for the public library mobile services in other areas.

Study on fear-inducing factors in game - Focused on the compositions and camera angles (게임의 공포 유발 요소에 관한 연구 - 카메라 각도와 구도 중심으로)

  • Zhu, Jia-Li;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.221-228
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    • 2018
  • This study mainly focused on horror movies and horror games. Camera angles of horror movies and compositions of horror games are main factors that can cause fear in people's minds. Through analyzing four kinds of factors, including sensual, expectant, restrictive and executive fear elements, in horror games, and combining with the patterns of camera angles and film techniques that Alfred Hitchcock applied in his horror movies, this research investigated certain types of compositions and concluded ones that were more effective on growing fear in players' minds and enhancing their involvement. In conclusion, only the combination of factors in horror-game compositions, like diagonal composition, dual-diagonal composition and inverse triangle-line composition, with visual elements enables player's growing sense of fear and the increase in involvement. Therefore, future works should apply more of these fear-inducing compositions.

Effect of Mid-span Gusset Plates on the Behavior of Multi-Story X-Braced Frames (중앙부 거셋플레이트의 다층 X-형 가새골조 거동에 미치는 영향)

  • Yoo, Jung Han
    • Journal of Korean Society of Steel Construction
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    • v.25 no.2
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    • pp.179-186
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    • 2013
  • Steel braced frames are commonly used because braced frames are one of the most economical and efficient seismic resisting systems. However, research into the behavior of multi-story X-braced frame systems with mid-span gusset plates, as used in practice, is limited. As a result, their seismic performance and the influence of connection design on this performance are not well understood. Detailed nonlinear computer analyses of the frame were performed prior to building the test specimens and were used to aid the design and to predict the system performance. These analyses suggested significantly different behavior for the midspan gusset plate than that noted for the corner gusset plate connections. This paper summarizes the results of a full scale, 2-story braced frame analysis and test on concentrically braced frames.

A Study on US Consumers' Loyalty to Online Shopping Mall : Focused on Group Buying Social Commerce (미국 소비자의 온라인 쇼핑몰 충성도 연구 : 공동구매형 소셜커머스를 중심으로)

  • Cho, Yun-Jin
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.75-84
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    • 2019
  • The purpose of this paper is to examine the factors influencing on loyalty in US online shopping malls. The study proposed a model to investigate the relationship among quality of sites, satisfaction, attitude, and loyalty. The hypotheses were examined by analyzing a structural equation model. 280 US samples were used for the final analysis. The results show that this model demonstrates good fit for the samples. The ease of use was found to be a significant variable in their satisfaction, while it did not have the direct effect on attitude toward the sites. The information quality was found to be a crucial variable in consumers' satisfaction and attitude toward the site. Satisfaction directly affected attitude as well as loyalty, and attitude also directly affected loyalty. Thus, the structural relationship among the variables of customers' loyalty was verified. This research provides practical insights into US consumer behaviors that would be beneficial to marketers when they make decisions for the US e-commerce market.

A Study on works converging Found objects: Focusing on how to mix the media (파운드 오브제(Found object)를 융복합한 작품연구: 매체의 활용방식을 중심으로)

  • Park, Kyungjoo
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.227-233
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    • 2021
  • Ready-made products produced in the industrialized consumer society after the 20th century have been adopted by artists as a new material called "Found object," and are reinterpreted in a broad sense in their works. The method of giving new meaning using this creates a new paradigm that is expanded conceptually as well as expression style. After Pablo Picasso's in 1912, when the Found object was used for the first time in contemporary art, we examine the development of objects through Dadaism, Surrealism, and Pop Art, and the expression of Found objects in the late 20th century. In this study, the artists and their work are analyzed by dividing it into three types: 'Unprocessed objects', 'Transformed objects', and 'Tenant objects', depending on how the Found object is mixed in works. Through this study, I pay attention to the fact that a work incorporating a Found object not only develops the object materially, but also allows the practice of free concept art to escape from the traditional norms of art.

A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.

Community-based career education app development for university students (대학생을 위한 공동체 기반 진로교육 앱 설계)

  • Oh, Dongju;Kim, Jin Suk;Park, Su-Hong
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.387-403
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    • 2021
  • The purpose of this study is to design a community-based career education app for college students. Currently, career education in universities has various problems. First, career education is not systemized, second, satisfaction of participating students is not high, and third, competency-based career education is not conducted. Designing a community-based career education app for college students will solve the problem of lack of college career education instructors and increase the satisfaction of students participating in career education. To this end, core values were derived through the results of demand surveys, literature analysis, and network text analysis for college students, and a prototype of the app was devised according to the design of the rapid prototype. The career education program to be used in the app was designed by dividing online and offline activities so that university students can execute them in units of learning communities. Through the first and second usability evaluation and expert evaluation, the final prototype was designed and the app screen was designed.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

A Study on the correlation between a streetscape image and a signboard density - Focused on roadside buildings occupation density of signboard in the business area - (가로경관이미지와 간판밀도와의 상관관계에 관한 연구 - 상업지역 연도건물의 간판 점유밀도를 중심으로 -)

  • Kim, Yun-Hee;Rhee, Jae-Won
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.287-296
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    • 2005
  • The street image in a business area is so much affected by Facade that the front side of a roadside building makes. Recently, for the indiscreet and intemperate advertising signboard of the front side of roadside buildings, a streetscape becomes more disordered than before, so now we need to do research about signboards of roadside buildings for a streetscape image. In this research, we focused on a streetscape with difference of occupation density of signboard in the business area via investigation and analysis about occupation density of signboards of the front side of roadside buildings, and we suggested optimum occupation density of signboards for supporting the road image positively. An object of research is the street in the business area that has many pedestrians and active passing zone of cars. We investigated and analyzed how to feel street images on the rate of occupation density of roadside building's signboards of in the chosen street. As a result of using an adjective that we use for estimating street view images for extraction of street images, we could know 2 factors. We named that one is the image of recognition, and the other is the image of feelings. We knew that signboard density of street of heavily recognized images is from 20% to 30% and, signboard density of street of heavily feeling images is from 50% to 60%. We also could know that people feel both images of recognition and images of feeling in specific density, 30 to 50%. Through this result of research, we can suggest Facade on signboard density with the recognition and the feeling and use images of the street view as materials to be more specific and more special.

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