• Title/Summary/Keyword: 서비스경험디자인

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A Study on the Improvement of User Centered Public Service Design - focused on Sung-Nam local tax bills (수요자 중심의 공공서비스 디자인 개선방안 - 성남시 지방세 고지서 디자인 개선안을 중심으로)

  • Park, Jinhee
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.381-389
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    • 2016
  • I conducted this study, trying to improve the methods of Sung-Nam city local tax bills, which was based on my previous study where I suggested methods into developing redesign of tax bills. Local tax bills are labeled to be very intricate and puzzling experience to tax payers. To resolve this issue, several local governments have redesigned their tax bills for citizens; however, it was not effective. Therefore I apply the methods to protect their privacy on tax bills and provide checks on their pay bills. Also I design to distinguish between different taxes and change into a better layout for their legibility and better understanding on tax bills. From my previous study, I utilized suggestions into Sung-Nam local tax bills which changed flaws into improvements and easier understanding of the tax payers. I believe the improvements in Sung Nam local tax bills will pursue the public interest of the community through public service design innovations.

A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

레저보트디자인에서 엔지니어와 협력을 위한 디자인 방법에 관한 연구

  • Lee, Han-Seok;Ryu, Gwan-Hyeon;Jeon, Seul-A;Gang, Yeong-Hun
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2018.05a
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    • pp.156-157
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    • 2018
  • 본 연구는 레저보트의 디자인과정에서 디자이너가 보트 제작자 혹은 엔지니어와 정보교환이나 협력을 통해 창의적인 디자인 안을 산출할 수 있는 디자인프로세스와 디자인방법을 제시하는 것이 목적이다. 연구내용으로는 제품디자인 및 환경디자인에서 널리 사용되는 서비스디자인을 바탕으로 한 디자인프로세스를 제안하고 이 과정에서 엔지니어와 정보교환과 협력이 자연스러우면서 체계적으로 이루어질 수 있는 단계별 디자인방법을 제안한다. 다음으로 이 디자인방법을 레저보트의 하나인 하이드로포일보트의 디자인에 직접 적용하여 최종 디자인 안을 산출하고 이 디자인에 참가한 엔지니어가 직접 경험한 디자인방법을 평가하며 그 후에 최종 디자인 안과 디자인방법에 대해 전문가 평가를 실시한다.

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Designing learning service in real life contexts using smart device - focused on science learning - (스마트 디바이스를 활용한 일상생활 속 맥락 기반의 학습 서비스 디자인 - 과학 학습을 중심으로 -)

  • Choi, Hojeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.4
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    • pp.151-167
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    • 2015
  • This research suggests scenarios of learning in real life contexts with smart devices and provides user interface prototypes to show their characteristics more effectively. For this, literature review was conducted to understand the strength and limitations of current learning in which real life contexts are used. Then, the characteristics of smart devices as a support tool of learning service was reviewed. With such understand, a user research was executed to establish 10 design guidelines for learning service in real life contexts. Finally, this paper suggested two scenarios that shows learning in real life contexts as case studies and their detailed user interface protypes.

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.

The Scenario Development of User Experience to Expand Seniors' Social Communication using the Service Design (서비스 디자인을 활용한 고령자의 사회적 소통 확장을 위한 사용자 경험 시나리오 개발)

  • Yoo, Hoon-Sik;Kim, Yong Ki;Pan, Young-Hwan
    • Journal of The Korean Digital Architecture Interior Association
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    • v.13 no.4
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    • pp.87-94
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    • 2013
  • While the society becomes older, the quality growth on the service adequate to seniors is required. The service design is highlighted as a measure to improve the quality of service. And actually, success cases through the service design in various areas are globally introduced. In this study, a research is conducted to develop a service scenario to expand seniors' communication by applying the service design methodology. To analyze seniors' behaviors related to the communication, profiles are established by performing interviews with professionals and the qualitative survey to seniors. And based on the profiles, an idea workshop is conducted with multi-disciplinary experts to develop ideas for seniors' communication. The representative service is drawn by refining ideas. And the detailed service scenario and the video prototype are developed by concentrating one service scenario. The developed service scenario is anticipated to be utilized as a base material to develop services to expand seniors' communication in the future.

The Development of Customer Experience Management Competency Scale in the Manufacturing industry - Top Plan DNC Customer Experience Management Casestudy - (제조업의 고객경험관리 평가지표 개발연구 - Top Plan DNC 고객경험관리 사례를 중심으로 -)

  • Kim, So Hui;Kim, Yong Se
    • Korea Science and Art Forum
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    • v.20
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    • pp.135-146
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    • 2015
  • The purpose of this research is to highlight the importance of customer experience relating to servitization of manufacturing and to develop an index to analyze customer experience management. It occurred that customer experience management analysis should perform in diverse dimensions to get higher customer satisfaction. Following to this idea, new idex is designed : CEMC(Customer Experience Management Competency scale). CEMC includes three parties which are internal expert, external expert and customer, as evaluators of the appraisal. Each evaluator participates in the inspection about customer experience management through a questionnaire which composed four sections : Product and service, Business process, Culture and Asset. Researchers apply this index to one small manufacturing business and analyze the state of customer experience management. The result would be a reference for building strategy and align inside organization.

Development of IoT Smart Mobility Service Design for People with Disabilities in the Era of Digital Transformation (디지털 트랜스포메이션 시대 교통약자를 위한 IoT 스마트 모빌리티 서비스 디자인 개발)

  • Lee, Woong-Hee;Kim, Jung-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.1
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    • pp.163-173
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    • 2021
  • In the era of digital transformation, the transportation underprivileged remains as an underprivileged class without the benefits of technological advances. Electric assist devices for the People with disability are inadequate to provide services suitable for the current traffic environment, although the mobility of the People with disability is improved. In this paper, we develop IoT smart mobility by deriving essential elements through user satisfaction surveys to efficiently move physical distances based on the experience of users using existing electric assistive devices. Based on the data collected through user satisfaction survey, quantitative analysis using TF-IFD and qualitative analysis based on QFD are performed to determine the importance of user requirements. For the evaluation of IoT smart mobility design results reflecting essential functions, usability verification is conducted by forming an expert evaluation team in various fields. In the future, we plan to conduct a service design study that can improve mobility convenience and provide mobility service solutions by designing to provide efficient public services by utilizing IoT smart mobility to the People with disability.

Barrier-Free Subway Service System Scenario : Comparison Between Korea and China (한국과 중국의 비교를 통한 무장애 지하철 서비스시스템 시나리오 제안)

  • Jia-Xing Long;Sung-Pil Lee
    • Journal of Service Research and Studies
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    • v.11 no.3
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    • pp.55-74
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    • 2021
  • In the global era, the tourism industry is a major profitable business, and the state and local governments are making various efforts to provide quality tourism experiences. The purpose of this study in a variety of tourism contents is to study barrier-free subway services in line with the global era, and to expand from the existing rapid, safe, and ordered transportation to the provision of high-quality comfort and all-round service experiences. This study compared and analyzed the subway service systems of Korea, China and both countries through the service design method, and presented a barrier-free subway service system to improve the user's satisfaction with the subway service system by improving the user's service experience. As a result, research results showed that 20 attractive quality attributes in 17 fields, such as convenience facilities, language issues, security equipment, and riding environment, play an important role in improving the quality and experience of subway services. In addition, through the construction of a Service Spatial Scenario, an optimized subway service system can be visualized to help understand this so that it can be used as a reference for creating a strategic application.

A Study on Evaluating Serviceability of Rewards App - Designed around elements of GUI - (리워드 앱의 사용성 평가에 관한 연구 - GUI디자인 요소를 중심으로 -)

  • Choi, seul-a;Noh, hwang-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.205-206
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    • 2016
  • 현재 리워드 앱은 스마트폰을 이용해 부가적인 혜택을 누릴 수 있는 인기 앱 서비스로 지속적인 성장과 함께 서비스의 범위가 확대되고 있어 사용성을 고려한 디자인의 연구가 필요하다. 본 연구는 리워드 앱 상위 4개를 사용자경험을 바탕으로 한 GUI디자인의 사용성 평가를 디자인전공자 30명의 설문으로 진행하였다. 리워드 앱 GUI구성요소에 따른 사용성 평가 결과는 5점 만점에 '캐시슬라이드' 3.97로 가장 높고, '허니스크린' 3.18, '넥슨플레이' 3.07, '라떼스크린'2.9 순으로 나타났다. 본 연구가 향 후 경쟁력있는 리워드 앱의 GUI요소 개발에 도움이 되기를 기대한다.

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