• Title/Summary/Keyword: 서비스디자인 플랫폼

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A Research on the Interior Furniture Model of Mass-Customization Recreational Vehicle Using Product Architecture System (프로덕트 아키텍처 시스템 이론을 활용한 대량 맞춤형 캠핑카 내부 퍼니처 모델 연구)

  • Park, Sung-Hum;Kim Tae-Wan
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.159-175
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    • 2023
  • Mass production has long been the most important production paradigm in establishing a company's strategy as a method of producing various products. However, mass production cannot now be the most important paradigm as companies' competitive environment and consumer needs diversify. In particular, consumers' needs are becoming more diverse and rapidly changing, making it difficult for companies to respond to consumers' needs. Mass customization is the most notable paradigm reflecting this trend, and mass customization aims to produce a variety of products tailored to the needs of customers at a low cost. In this study, the theory and concept of a product architecture system were used to specify a method of realizing mass-customized services, and a case study was conducted focusing on the internal furniture model of a camping car. In particular, unlike previously when companies developed product platforms and modules focusing on productivity, a method of developing and configuring product platforms and modules was suggested by reflecting consumer requirements first, and its effectiveness was considered. As a result of the study, it was confirmed that it was effective in replacement, recyclability, line-up, and chargeability by designing through internal factors of the product architecture system and verifying the effectiveness of the results with external factors. It is expected that further empirical research will be led through a design process using a product architecture system in the future.

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 Review of Empirical Research on Citizen Participation in Government Crowdsourcing Platforms: Lessons for Government Leaders and Managers (시민의 정부 크라우드소싱 플랫폼 참여에 관한 실증연구 검토: 정부 지도자와 관리자를 위한 교훈)

  • Lee, Jooho
    • Informatization Policy
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    • v.29 no.1
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    • pp.3-23
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    • 2022
  • As a form of online co-production, government crowdsourcing platforms have received growing attention from scholars and practitioners as a means of enhancing government-citizen co-production. This research aims (1) to introduce government leaders and managers to recent empirical research examining real-world cases of government crowdsourcing from different countries, (2) to systematically organize, analyze, and discuss the findings and implications of recent government crowdsourcing empirical studies, and (3) to provide government practitioners with evidence-based insights that could encourage informed decisions about how they design, implement, and evaluate government crowdsourcing platforms effectively and inclusively. Literature review is limited primarily to empirical works that rigorously examined real-world cases of government crowdsourcing. By focusing on a review of empirical research on crowdsourcing co-design and crowdsourcing design/government delivery platforms, this study discusses the key findings systematically and offers some insights and implications for leaders and managers seeking effective and inclusive design and implementation of government crowdsourcing platforms.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

A Study on the Effect of HMD VR Technology on Design Application: Focusing on 3DEXPERIENCE Platform VR (HMD VR 기술이 디자인 활용에 미치는 영향에 관한 연구: 3DEXPERIENCE 플랫폼의 VR을 중심으로)

  • Lee, Kyoung-Soon;Yoon, Jeong Shick
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.49-55
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    • 2020
  • Recently, companies are growing by introducing rational and optimized technology for all processes, including design. In particular, the emergence of ICT-based cloud platforms has given rise to solutions that are equipped with all the necessary business services in corporations and schools, affecting technical education and corporate growth that have not been experienced thus far. The virtual reality technology and convergence of HMD devices utilizing this platform is a new turning point in corporate development. Therefore, this study tested the VR functions used in design based on 3DEXP and HMD VR devices. Second, design utilization and this issue were examined through a survey based on the experimental data. The results showed that 3DEXP and HMD VR technologies are closely related in terms of design utilization and have demonstrated their mediated effects through statistical analysis. Nevertheless, it is not enough to generalize some engineering students as a result of the study. On the other hand, the introduction of HMD VR technology is one of the pillars of education and the implementation of virtual reality technology.

Volumetric Capture data-driven Real Object-Virtual Space Adjustment and Virtual Reality Contents Design (볼류메트릭 캡처 데이터 기반 실사-가상공간 정합 및 VR 실감 미디어 콘텐츠 디자인 설계)

  • Ryoo, Miohk;Yoo, Sanghyun;Yun, Kugjin;Kim, Myoungha;Kim, Sanghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1-3
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    • 2022
  • 코로나 19 팬데믹으로 인한 4차 산업혁명이 앞당겨지고 초현실, 초실감, 초연결 사회 등의 키워드가 대두되고 언택트(Untact) 시대가 일상생활에 불가항력적으로 접목되면서 몰입감과 흥미성, 유희성을 목적으로 한 콘텐츠들이 다양하게 활성화되었다. 특히, 메타버스(Metaverse) 플랫폼이 빠르게 진화하면서 물리적 현실과 디지털 가상성을 융합한 다중 사용자에게 다양한 경험이 가능한 서비스가 주목받고 있다. 메타버스는 다중 사용자 플랫폼에서 원활한 커뮤니케이션과 대규모 멀티플레이가 가능한 온라인 비디오 게임, 오픈 게임 월드, AR 협업 공간과 호환되는 사회적, 몰입감이 있는 VR(Virtual Reality) 플랫폼 서비스 중 하나이다. 우리는 메타버스 플랫폼 개발 시 필요로 하는 요소기술 및 3D 데이터 획득을 통한 VR 콘텐츠를 설계하고 구현하고자 한다. 1) 콘텐츠 시나리오 및 사용자 인터랙션 설계; 2) 볼류메트릭 캡처를 활용한 실사 기반의 동적(Dynamic) 데이터 생성; 3) 컴퓨터 그래픽 기반 가상공간 설계 및 정적(Static)데이터 요소기술 개발; 4) 가상 현실 공간 데이터와 볼류메트릭 캡처의 실사 데이터 정합; 5) 공간 데이터 시각화 생성 및 모듈형 공간 이동 제어 기능 개발; 최종적으로 6) VR 환경에서의 콘텐츠 구현을 목표로 한다.

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A Study on Consumer's Technology Acceptance Intention for P2P Car-Sharing Service Platform: Focusing on the TAM Model (P2P 차량공유서비스 플랫폼에 대한 소비자의 기술수용의도에 관한 연구: TAM 모델을 중심으로 )

  • Kim, Yong-Hwan
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.347-359
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    • 2021
  • This study was intended to conduct a prospective study on the P2P Car-sharing service, which will be established as a new business model in the future, by identifying consumers' intention to accept the technology for the P2P-based Car-sharing service that will be introduced and spread in earnest in the future. The main results are as follows. First, the quality characteristics of the P2P Car-sharing service all have a statistically significant positive(+) effect on the perceived usefulness and ease of use of users, and among the quality characteristics, the service characteristics have a relatively strong effect on the perceived usefulness and ease of use, respectively. Second, both perceived usefulness and ease of use had a statistically significant positive(+) effect on users' intention to use P2P Car-sharing service, and ease of use was more dependent on intention to use P2P Car-sharing service. Third, the ease of use of the P2P Car-sharing service had a strong positive(+) effect on their perceived usefulness. As a result of this study, the most important factor to consider in establishing a P2P-based Car-sharing platform is to be constructed in the form of a universal design that prioritizes user convenience rather than usefulness and various functions of the service. It was suggested that UX design should be made, considering the surrounding clues, which are service environment elements.

Effect of Social Platform Influencer Characteristics on Attachment and Brand Loyalty (소셜 플랫폼 인플루언서 특성이 애착과 브랜드 충성도에 미치는 영향)

  • Eunhye Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.557-567
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    • 2023
  • The rapidly evolving social platform marketing landscape has led businesses to increasingly rely on social platform influencers for brand and service promotion. Despite growing interest in these influencers, there remains a dearth of empirical research examining the impact of their characteristics on consumer attachment and brand loyalty. This study, therefore, investigates the relationships between social platform influencer characteristics, consumer attachment, and brand loyalty. An online survey targeting Chinese consumers was conducted, and a total of 360 responses were analyzed using SPSS and AMOS software. The findings reveal that among the various social platform influencer characteristics, reliability, professionalism, and intimacy significantly influence consumer attachment. Furthermore, it was confirmed that higher attachment to a social platform influencer leads to increased brand loyalty.

Analysis of Video Advertisement Production Direction based on Generation Z Lifestyle and SNS Status (Z세대 라이프스타일과 SNS 현황을 바탕으로 한 영상광고 제작 방향 분석)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.539-544
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    • 2023
  • In this study, several important aspects were studied in producing video advertisements based on the lifestyle and SNS status of Generation Z. Generation Z highly values participation and interaction due to the nature of SNS, so SNS advertisements should be produced in a way that induces active interaction with viewers and accepts feedback. Here's a summary of the main parts. It prefers various content formats of Generation Z that consume information. Advertisements should be produced in various formats such as text, images, and videos, and should have flexibility suitable for various platforms. Because each SNS platform has its own characteristics due to platform specialization, this study suggests that advertisements analyze the characteristics of the platform and use the appropriate content strategy for the optimized platform. As an emphasis on value proposition, we propose an advertising format setting to focus on what value the product or brand provides. It is important to clearly emphasize the advantages and intrinsic value of a product or service in video advertising, and in conclusion, we propose to focus on the case of increasing interest by adopting modern and trendy design of storytelling as an attractive and unique design method of aesthetic design and visual effects. Considering these factors comprehensively, the research value of this paper will be able to establish an effective SNS marketing strategy by producing video advertisements that match the lifestyle and SNS usage characteristics of Generation Z.

A Study on the Factors Affecting Users' Willingness to Pay, Flow and Addiction for OTT Service: Focusing on China's OTT Service Platform iQIYI (OTT 이용자의 지불의도와 몰입, 중독에 이르는 영향요인 연구 - 중국 OTT 서비스 플랫폼 아이치이를 중심으로)

  • Li, Ting-Ting;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.167-178
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    • 2022
  • This study attempted to confirm the effect of the user's characteristics on perceived ease of use, perceived usefulness, willingness to pay, flow and addiction to OTT service platform iQIYI users. Researchers believe that as the number of OTT service users who are willing to pay increases, research on the influencing factors and the cause of addiction is needed. As a result of the study, first, it was found that perceived usefulness affects willingness to pay, second, use intention and willingness to pay affect flow, and third, willingness to pay and flow affect addiction. This study considered that it has theoretical and practical value in that the route to flow and addiction of OTT service users was set and tested with intention to use and pay. Researchers hope that the study will expand in terms of willingness to pay and use experience of OTT services in the future.