• Title/Summary/Keyword: 서비스디자인 방법론

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System Journey Map Based on Touch Point (터치포인트를 기반으로 한 시스템 여정 맵)

  • Yoo, Jae Yeon;Pan, Young Hwan
    • Design Convergence Study
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    • v.14 no.2
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    • pp.17-32
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    • 2015
  • The perspectives of customers and providers as for the services have the same objective; however, perspectives and objective are distinctly different. But the existing methodologies have mostly pondered only based on the customer-centric perspective or separately from the perspective of providers. It would be necessary to take these two perspectives as a whole by combining them into one perspective since they not only have differences but also common points. Therefore, in this study suggested the System Journey Map in terms of internal staff based on the customer's task in service. System Journey Map is consists of four parts : a customer journey map, thus the performance of internal staff, internal staff satisfaction evaluation, and finally the performance of internal staff assessment of the senior staff. After releasing a service, with customers and internal staff made a point of contact to identify specific behavioral patterns and whether any part of the problem so that this toolkit gives us an expectation to be a useful map, which is the intangible being placed in service, not just visualize and understand for identifying problems.

A Study on Applying Design Thinking to Serious Game for Sexual violence prevention (디자인씽킹을 적용한 성폭력예방 기능성 게임)

  • Jung, Hea-In;Yang, Yong-Chil
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.319-327
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    • 2017
  • This study was conducted with preliminary to develop the game contents for designing of sexual violence prevention serious game for school teachers. It is proposed to use of sexual violence prevention serious game with the analysis of the audience and a new approach. For this purpose, Gordon method and Service Blueprint method were applied in design thinking. The results from analyzing the audiences were to reflect the components of corresponding with the goal of the serious game, and interest and motivation for continuing education. Also, it was proposed to give the certificate of education participation to teachers attended in the serious game in-service education.

Applying Machine Learning in UX Design Process (UX 디자인 과정에서의 머신러닝 활용 방법)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.157-164
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    • 2019
  • This paper investigates applicable methods of using machine learning(ML) in design process that is currently at infant stage and discuss how designers can use machine learning in UX design process. This research is differentiated from design method for machine learning-based products or services. For this purpose, this paper conducted literature reviews and case investigation and discussed three categories of design method of combination with such as 1) UX design centered ML, 2) ML system centered UX, and 3) UX-ML matchmaking. With this investigation, the workshop was conducted with specifically applicable methods of 2) and 3) for designers. Throughout the workshop, this paper analyzed each method' process with pros and cons in details. Throughout the process, this paper suggests precise methods of applying ML into UX design process.

The I-Farmer Model Transformation Algorithm for Aspect Interface Specification Modeling of IMT-2000 NMS Agent at COM Environment (COM 환경에서의 IMT-2000 NMS 에이전트 Aspect Interface Specification 모델링을 위한 I-Farmer Model 변형 알고리즘)

  • Park, Soo-Hyun
    • 한국IT서비스학회:학술대회논문집
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    • 2002.11a
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    • pp.444-450
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    • 2002
  • 실세계의 사물을 다중측면에 의하여 분석한 후 개체노드, 측면개체노드, 균일성 개체 및 다중화 추상화라는 여러 개념을 이용하여 디자인할 수 모델인 I-Farmer 모델의 구현 방안을 제시하였다. 컴포넌트는 컴포지션에 의한 소프트웨어 블록 재사용성을 제공하며 컴포넌트는 이들의 수행하는 기능에 대한 명세를 나타내는 인터페이스 명세 모델이 반드시 필요하게 된다. 본 논문에서는 I-Farmer 모델링 방법론에 의하여 디자인되어진 시스템을 컴포넌트 기반개발의 인터페이스 명세 모델로의 변형(transformation) 메카니즘인 ITI 알고리즘 및 CORBA / JAVA RMI COM IDL과의 상호관련성을 제시한다.

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A Study on the User Participatory Design Methodology using Social Network Service for School Facilities (소셜네트워크서비스(SNS)를 활용한 학교건축의 사용자 참여디자인 방법론 연구)

  • Cho, Chang-Hee;Lee, Hwa-Ryong
    • Journal of the Korean Institute of Educational Facilities
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    • v.23 no.2
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    • pp.3-10
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    • 2016
  • The purpose of user participatory design is to project the images and demands of all the users of a school in person through their direct and active participation. Also, user participatory design is supposed to reduce the role of professionals who have led design to date and to expand the role of users and participants; thereby improving design quality in school construction. The study propose design realization methods using design camp courses and SNS based user participatory workshops. And The study propose on-offline based method and tool which are able to reflect diverse situations and purposes. Finally, the study proposed an application scenario for applying the above proposed methods efficiently in user participatory design. For the application scenario, the study proposed an SNS-based user participatory design method as the most appropriate for Korea.

A Study on the Brand Service Design for Measuring and Managing Indoor Air Quality (실내공기질 측정 및 관리를 위한 브랜드 서비스디자인 연구)

  • Kim, Seung-Beom;Kim, Hwoi-Kwang
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.325-333
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    • 2018
  • The quality of indoor air quality is facing a very serious situation due to the impact of the quality of the atmosphere in the atmosphere and the surrounding environment. While awareness of the danger of these populations is increasing, there is no way to detect the quality of the indoor air quality as well as the measures to detect the quality of indoor air quality as well as the countermeasures. The study drew a general problem with the design of the service design, the general purpose of the general office, and the use of the public facilities for the purpose of measuring the usage of indoor air quality, the general purpose of public facilities, and the interpretation of the current law. Based on this research, most of the general users' perception of the seriousness of the disease is not reflected in the perception that the dust and indoor air are accumulated in the eyes of the general public.

A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

A Study on Improvement of Residential Environment Service in Rural Village by Applying Service Design Methodology - Focused on Dosan 2-ri Village, Janggok-myeon, Hongseong-gun, Chungcheongnam-do - (서비스 디자인 방법론을 적용한 농촌 마을 주거환경 서비스 개선 연구 - 충청남도 홍성군 장곡면 도산2리 마을을 중심으로 -)

  • Yu, A-Hyeon;Cho, Kwang-Soo;Kim, Sang-Bum
    • Journal of the Korean Institute of Rural Architecture
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    • v.22 no.3
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    • pp.49-60
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    • 2020
  • The purpose of this study utilizes the service design methodology centered on the lives and experiences of rural residents, who are the main beneficiaries of the service, to derive specific problems and needs, and to propose a service improvement plan suitable for the rural residential environment. The study selected Dosan 2-ri Village, Hongseong-gun, Chungcheongnam-do as the target of the survey, used personas and Customer Journey map of service design method to derive specific core issues and insights from the village residents. By developing this, the final five service directions for 'Air care service', 'Self-driving garbage collection and treatment service', 'Emergency/disaster networking service', 'Contaminant removal service' and 'Mobility share service' were derived and presented according to each key keyword. This study is not just a study to grasp the actual conditions of the rural residential environment, but it focuses on the lives and experiences of rural residents and extracts elements that can respond to changes in the lifestyles and patterns of the residents. It can be used as a basic material for more realistic improvement of rural residential environment and service development research. Most of the existing studies on residential environments and spaces is focused on urban areas, and there is a limit to the use of rural areas in residential areas. Therefore, by making recommendations for improvement of residential environment services suitable for rural areas and by creating residential spaces and environments in rural areas in a comfortable and safe manner, it is thought that it is possible to contribute to improvement of satisfaction in rural areas and improvement of healthy housing welfare as well as to improvement of the quality of life of residents of rural areas.

Development of Nursing Students' Volunteer Activity for Goryeo-in Immigrants Based on Service Design (서비스디자인 기반의 고려인 이주민을 위한 간호대학생 봉사활동 개발)

  • Kim, Heeyoung
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.177-186
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    • 2020
  • The number of Goryeo-in immigrants has been increasing recently. National attention and active interactions are required for them to settle down with the identity of Koreans. The purpose of this study was to develop volunteer activity for Goryeo-in immigrants based on service design. The study was performed in G metropolitan city from October to November 2019. The participants were 33 Goryeo-in immigrants and 3 stakeholders. Data was collected through a survey and interviews of Goryeo-in immigrants and stakeholder interviews. In the field surveys and interviews, it was found out that the main problems faced by Goryeo-in immigrants were communication difficulties, maladjustment, job insecurity and smoking. The core issue was defined as 'How Goryeo-in immigrant women can improve their communicate ability in Korean'. In order to solve this problem we developed a program called 'Goryeo-in Han-gul ssugssug' for volunteer activities, and the program delivered through a storyboard and a role play. Using the service design process, a meaningful volunteer activity was designed considering lots of situation of Goryeo-in immigrants and nursing students in various ways. This study shows that the service design methodology is a useful way to reflect the needs of consumers and volunteers in developing volunteer work.

실시간 대응 프로세스에 포커스를 맞춘 서버사이드 봇 탐지 프레임워크 구현 사례

  • Kang, Byungtak;Yoo, Dongkyu;Choi, Hai Gil
    • Review of KIISC
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    • v.26 no.3
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    • pp.6-14
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    • 2016
  • 서버사이드 탐지 시스템은 온라인 게임보안 업계에서 필수와 표준이 되어가고 있다. 이에 따라서 탐지시스템의 실시간 대응능력을 더욱 높이고 탐지 룰을 시스템의 점검시간 없이 더욱더 다이나믹하게 조정할 수 있도록 효율성을 증가시키는 방법론과 시스템적 프로세스가 게임 개발사나 게임 서비스 제공자, 데이터 분석가들에게 요구되고 있다. 이 논문에서는 기존에 존재하던 서버사이드 탐지 시스템의 한계를 살펴보고, 이를 어떤 식으로 극복할 수 있을지 실제 게임에 반영한 사례를 통하여 새로운 구조와 디자인을 제안하였다.