• Title/Summary/Keyword: 앱디자인

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The Relationships among App Attribution, User satisfaction, Trust, and Continuous Use Intention: Focused on Mobile App of Bus Information

  • Choi, Myeong-Guk;Shin, Jae-Ik
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.165-175
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    • 2022
  • The objective of this study is to identify the relationships among app attribution(perceived usefulness, design, information quality, and mobility), user satisfaction, trust, and continuous use intention of bus information apps; The structural equation of AMOS 21.0 was used to test the hypothesis of this study. The results of the analysis are as follows. First, perceived usefulness, design, information quality, and mobility positively impact user satisfaction. Second, only mobility has a positive effect on trust, but the remaining perceived usefulness, design, and information quality have no effect at the significance level of 5%. Third, user satisfaction has a positive impact on trust and continuous use intention. Fourth, trust has a positive impact on continuous use intention. Therefore, it was confirmed that the characteristics of the bus information mobile app are important influencing factors for the improvement of user satisfaction, trust, and continuous use intention. Local governments and bus companies will be able to establish strategic directions for the activation of bus information mobile apps. The limitation of this study is that it is somewhat lacking in generalizing the study results, so future research needs to focus on improving this part.

Study on Active Learning & Facilitation Convergence Education Program for Enhancing Core Competency (4C) (핵심역량(4C) 증진을 위한 액티브러닝과 퍼실리테이션 융합 교육프로그램 연구)

  • Chung, Yoo Kyung
    • Smart Media Journal
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    • v.8 no.1
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    • pp.67-73
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    • 2019
  • This study investigates Active Learning and Facilitation Convergence Education Program which can improve core competency to cope with vocational education in the fourth industrial revolution era. I applied the integrated advantages of Active Learning which enhances 'problem solving skill' and those of Facilitation for creative thinking idea to application design process coursework and verified the effectiveness of such education method through student satisfaction survey. I also designed application contents for the students who are familiar with the mobile environments and UI contents for data visualization which can help those students to improve their skills in software. Every coursework was conducted as a team project. As a result, Active Learning and Facilitation Convergence Education Program is found to be helpful in improving the basic skills and competencies required in college education. I hope this work helps to reduce the educational gap between industry and professional colleges.

The effect of self-objectification through the user's postural habit analysis on the practice of correct posture: App service proposal through EMG sensors and wearable devices (사용자의 자세 습관 분석을 통한 자기 객관화가 바른 자세 실천에 미치는 영향: 근전도센서 및 웨어러블 기기를 통한 앱 서비스 제안)

  • Ye-eun Ko;Ye-jun Kim;Seon Kim;Jae-sun Yi
    • Industry Promotion Research
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    • v.8 no.1
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    • pp.11-22
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    • 2023
  • This study proposes service content that helps people stay in the right posture in their daily lives to manage the pain of musculoskeletal diseases. Resistance factors and induction factors were analyzed through a survey of 143 people and Ethnography. Based on this, we propose an app service that helps practice the right posture by using EMG sensors and wearable devices. This study is meaningful in alleviating musculoskeletal pain and further improving the quality of life by helping to practice and maintain the right posture with service content based on self-objectification through user posture habit analysis.

A Case Study on Design Classes using Blended Learning -Focused on Team Project and Smart Device App-based Learning- (혼합학습(Blended Learning)을 적용한 디자인 수업 실증사례 연구 -팀 프로젝트와 스마트디바이스 앱 기반 학습을 중심으로-)

  • Kim, Jin Hee;Kim, Hye Kyun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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    • pp.271-284
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    • 2021
  • This study presents the educational utility of blended learning by analyzing the effectiveness of learning after class by blending team project learning and smart device app-based learning methods. Qualitative analysis and survey analysis were conducted and the results were as follows. First, team project activities based on task resolution were conducted freely through detailed activities such as sharing roles, planning meetings, and coordinating opinions. Team activities were carried out with respect and consideration, team member bonding, and a sense of responsibility. Second, the smart device app is recognized as a medium for work and communication, and fast feedback has been made, making it highly impactful on classroom activities. Third, in terms of learning satisfaction, most learners showed an interest in the course and were satisfied with the project results. The smart device app was used as a learning and communication medium for personal and team activities and was analyzed as a blended method applicable to classes that conduct practical activities as an efficient tool to further activate project activities.

Empirical Research on Types and Service Attributes of Mobile Donation Applications (모바일 기부 앱의 사용 의도에 영향을 미치는 요인에 관한 실증 연구)

  • Kim, Mingyung;Choi, Uiju;Choi, Boreum
    • Information Systems Review
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    • v.18 no.2
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    • pp.107-125
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    • 2016
  • With the rapid growth of the mobile application market, mobile donation applications have emerged as a new type of application that enables users to donate without actual payments. To date, limited research has been conducted to provide guidelines on how to design new types of mobile donation applications. Using cause-related marketing theory as theoretical framework, this study aims to identify the features of mobile donation applications that increase the intention of users to use such applications. To achieve this goal, we conducted two experiments. The results of an ANOVA test in the first experiment showed that indirect mobile donation applications (i.e., applications without actual payment) have a stronger positive effect on perceived effectiveness and cause involvement than direct mobile donation applications (i.e., applications with actual payment). In addition, perceived effectiveness and cause involvement yield positive effects on the intention to use mobile donation applications. The results of the second experiment showed that indirect mobile donation applications with utilitarian functions have a greater positive effect on perceived effectiveness and cause involvement than mobile donation applications with hedonic functions. These results contribute to mobile application and donation research as well as provide guidelines for practitioners on the design of mobile donation applications.

Gas Safety Monitoring App. Development Design for Gas Workers (가스작업자를 위한 실시간 가스안전 모니터링 앱개발 디자인)

  • Lee, Joo ah;Kim, MI-Hye
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.61-67
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    • 2018
  • This study covers the results obtained after three years of development work of real - time gas safety monitoring app. In order to reduce the risk of accidents in the gas workplace, it is essential to provide information so that operators can recognize the location of dangerous substances, dangerous facilities, safety procedures, and the temperature and humidity of the workplace. Therefore, this study was conducted to develop a monitoring app that allows the main system to efficiently receive the information in the field where the information is continuously updated. As a result of quantitative and qualitative research and analysis on app scenarios based on the research done in the past and web screen of the main system, it was modified and improved in terms of ease of use, readability, and intuitiveness. Especially, we made many improvements at low depth, which is a sub-area of ease of use. As a result of conducting a user satisfaction survey on the finally derived app scenarios, the average score of 98.5 was obtained in terms of functionality, convenience and readability.

A Study on SW Development Process for Increasing Computational Thinking (컴퓨팅 사고력 신장을 위한 SW 개발 프로세스 탐구)

  • Yoo, In Hwan
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.2
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    • pp.51-58
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    • 2016
  • The importance of SW education is being stressed recent days, and the App Inventor is getting attention as a tool of SW education. In this study, I have developed an app Inventor instruction model, which is based on the Design Based Learning and integrated with elements of computational thinking. And I taught the student to apply this model. and then analyzed the app production process and the changes of student. In developing the app, students defined the problem and made a plan to resolve them. And this student had have a sense of accomplishment and self-confidence through practical experience to implement it in their own source code.

Devlopment of wearable and liked apps to improve chewing movement of children with developmental disabilities (발달장애 아동의 저작(씹는)운동 개선을 위한 웨어러블 및 연동 앱 개발)

  • Su-In Cha;Young-Min Go;Soo-Yong Choi;Jin-Young Kim;Jin-Young Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.988-989
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    • 2023
  • 본 논문에서는 발달장애 아동의 교육 및 치료에 있어서 감각, 인지훈련을 효과적으로 할 수 있는 웨어러블 기기 및 연동앱을 제시한다. 이를 위해 임베디드 하드웨어를 개발하고 이와 연동할 수 있는 앱, 앱 내 게이미피케이컨텐츠, 학습 내용 및 결과 리포트를 개발했다. 발달장애 아동의 특성을 고려한 하드웨어는 유아 친화적 디자인으로 설계해 아동이 쉽게 착용 가능하며, 주의집중을 위한 감각 훈련을 집중적으로 할 수 있도록 시각, 촉각 등의 자극 촉구 행동을 유도하며, 반복적 교육으로 인한 개선 효과를 제공한다. 개발한 기기 및 연동앱을 직접 교육현장에 적용해봄으로써 주의집중과 저작능력 향상을 위한 센터에서의 지속적인 실사용 가능성을 제고했다.

A Study on the Improvement for Bidet Product-Service Design for Seniors by PSS-based 4D Double Diamond Design Process Model (PSS 기반 4D 더블 다이아몬드 모델을 활용한 시니어를 위한 비데 제품-서비스디자인 개선방안 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.29-40
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    • 2022
  • This study uses the bidet 4D double diamond design process model to propose an improvement for "senior-oriented bidet product service design" that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a "smart application service for user-customized function setting guide" was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to "user-oriented product service interface" was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a "bidet care service linked with products and health/hygiene care" that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).

A Study On Learning Game Using An Unity 3D (Unity 3D를 이용한 학습용 게임 개발)

  • Yoon, Seok-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.327-332
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    • 2014
  • 본 논문에서는 Unity 3D 엔진을 이용하여 게임개발을 위한 학습용 앱의 구현 내용을 소개하였다. Unity 엔진을 이용하면 필드의 제작, 캐릭터 애니메이션 세팅, 스크립트 작성, Asset 관리, 레벨 디자인 등 많은 작업을 하나의 통합 환경에서 수행할 수 있다. 또한 컴파일 과정을 거치지 않아도 게임을 제작하는 도중 언제라도 실행해 볼 수 있기 때문에 개발에 걸리는 시간을 단축할 수 있다. 본 연구의 과정은 게임 앱 설계 관련 프로젝트의 수행이나 학습용 게임 개발의 학습 모형을 제시한 사례로 활용할 수 있다.

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