• Title/Summary/Keyword: 어포던스 디자인

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A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

A Study on Deriving the Principle of Naoto Fukasawa's Without Thought Design Theory (후카사와 나오토 Without Thought 디자인 이념의 원칙 도출에 관한 연구)

  • Lu, Han-Yi;Seo, Han-Sok
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.475-484
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    • 2019
  • At present, in the field of design research, the systematic research on Without Thought design is still insufficient, and it is used in conjunction with the concept of Affordance. Therefore, based on Naoto Fukasawa's design ideas of 'Without Thought' and related unconscious theory, this study will define the concept of 'Without Thought design'. Briefly, Without Thought design is to enable users to complete the unconscious interaction with objects and give users a feeling of "just right". Besides, by reviewing Naoto Fukasawa's works, papers, speeches and related literature, this study derives five Without Thought design principles: continuity of behavior, clarity of semantics, commonality of cognition, design for living situations and design for natural needs. Then, the content this study could be an origin that be helpful to define the concept of Without Thought in a more systematic way, looking forward to serving as the basic data for the process development of Without Thought design.

A Study on the Significance and the Types of User's Participation in Space Design (현대 공간디자인에 있어 사용자 참여디자인의 의의와 유형에 관한 연구)

  • Lee, Jeong-Min;Hong, Eui-Taek
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.89-100
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    • 2006
  • This paper researched social, cultural background, psychological bases, design method and design types with regard to user's participation in space design. This issue of user's participation became one of major paradigms of 21st century not only for space design but also for every other cultural phenomenon. First chapter is an introduction. Second chapter tried to assert the fact that user's participation will be the important aspect for future space design by proving the correlation between user's participation in space design and the important social changes. It also tried to prove the psychological reasons why the users' participations affect the level of user satisfaction. It can be explained by Behaviorism which insisted that our outer behaviors affect our inner attitudes and preferences. Third chapter explained the affordances in design which works as a means of inducing user's participatory behaviors. Fourth chapter proposed the types of participatory space designs classified by the users' behavioral features and their characteristics, intending that they will verify the realization of the theories which we discussed in the former chapters regarding the users' participation in space design. The fifth chapter is a conclusion which says that outwardly, those participations are simply making external changes in design. but actually, they are reflecting more profound social changes and making important psychological effects on users.

A Study on the Characteristics of Indeterminate Program based on the Philosophical Concept of Relationship in Post Structuralism (후기구조주의적 사유체계로서의 관계성에 기초한 현대건축공간의 비결정적 프로그램의 특성에 관한 연구)

  • Kim Yun-Jung;Park Chan-I1
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.37-46
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    • 2005
  • This study is focused on the indeterminacy of the contemporary social structure based on the philosophical concept of relationship. The purpose of this study is to present the index of the space planning that the contemporary society demands through analysis of a characteristics of the indeterminate program. As the result, we got a characteristic and a design method of the following indeterminate programs. (1)The characteristic of the interior space programs are in such cases as combined, the continuance, the pile, the juxtaposition, mixing and interference etc. (2) The characteristics of space planning are multiple changes of the space occupation, various sight experiences, folding structure, expansion of flow space, the insertion of a between spates etc. (3) The characteristic of space design expression is addition of various functions tv unification of a structural element and an element of furniture.

Direction of Touch Gestures and Perception of Inner Scroll in Smartphone UI (스마트폰 UI에서 터치 제스처의 방향성과 이너 스크롤의 인지)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.409-414
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    • 2021
  • In this paper, we investigated the touch gestures of the scroll direction of a small and long UI due to the characteristics of a device in a smartphone environment that has become popular and used. Touch gestures are touched and directed by triggers such as metaphors and affordances based on past experiences. Different types of touch gestures are used depending on the type of navigation, motion, and transformation gesture, but scrolling is the most frequently used among them. In general, the scroll is vertically scrolled, but recently, a design pattern that can be scrolled left and right inside is arranged to cause cognitive dissonance of users. In the use of an inner scroll that can scroll left and right by covering a part of the right content, the mixing of a non-scrollable design pattern becomes a factor that requires attention to the user. Therefore, it was found that the use of triggers and the use of consistent design patterns can enhance the user experience even in the inner scroll environment.

A Study on the Feasibility Analysis of AI CARE Design Graphic Planning through Modern Design Trend Analysis -Focusing on AI CARE BED part-by-part analysis and design proposal- (현대 디자인 트랜드 분석 통한 AI CARE 디자인 그래픽 기획에 관한 타당성 분석에 관한 연구 -AI CARE BED 파트별 분석과 디자인 제안을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.599-604
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    • 2021
  • In an era where AI artificial intelligence converges into each field, design of AI-CARE function and UI UX design are in the spotlight. The application of shape design and the trend of color are important for visual effects to match new features. In this paper, we would like to use this to present an example of the arrangement and application of form trends and to present design directions. In the introduction, the latest design environmental factors were analyzed and studied in the direction of the new proposal. In the text, the design direction and consideration of the design in the planning were studied by separating the functional design form, and the direction of the design work was presented. At the stage of form and color, a plan was proposed to match the flow of minimalism, universal design, and affordance design. A study method based on case practice is a consideration of how to consider content on shapes and colors specialized in the partial design work, and proposed to enable graphic production of new areas of UI UX in content images to be feasible. Through this study, the design direction and planning of the derivative method of shape and color was reached by suggesting design directionality and validity for each AI CARE bed PART.

A Study on the Holistic Spatial Design Elements for Service User Experiences in Healthcare Facilities (의료 서비스 환경에서 서비스 사용자 경험 디자인 요소에 관한 연구)

  • Chun, Sookyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.3-13
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    • 2015
  • For last decades, the interests and efforts to enhance healthcare facility users' experience is focused on improving facility environments for healing (Delvin, 2003) and servicescapes in order to meet the users' needs (Becker, 2008; Seunghee, 2011). In the emerging experience economy, customer want experiences and they're willing to pay for the experiences and memories not goods. (Pine, J. & Gillmore, J., 1999). It is important to identify what supports customer experiences and how they perceive the experiences in healthcare environments and it will provide important information for healthcare planners, managers, architects, and interior designers. This study examines the service user experience design elements from a User Experiences design perspective. It focuses on healthcare facilities as user experience elements and build up a conceptual framework that outlines service user experience design elements in healthcare facilities. Literature review and case studies were conducted to build the service user experience design elements according to affordance theory. Findings from this study shows that service user experience design elements were introduced and newly developed which can be categorized into three factors; 1) Functional experiences in the physical environments (safety, accessibility, self-directiveness), 2) emotional expression and cognitive experiences (identifiability/clarity, natural features/pleasant environment, aesthetic elements/playful space, media richness), 3) social relational experiences(closeness, privacy, communication with staff, integrated system). These service user experience design elements will help healthcare facility designers to understand what customer experiences, how they increase the satisfaction, and how they improve facilities for modeling the industry's best practices.

Product Modeling Design and Evaluation Research Based on Affordance Theory (어포던스 이론에 기반한 제품 모델링 디자인 및 평가 연구)

  • Chen, Zizhu;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.390-397
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    • 2022
  • Affordance is a kind of mental physiology, used by psychologist Donald A. Norman as a design idea, defined as "the property that something can directly and essentially provide something to a person or animal". This idea of returning to the essence and providing properties intuitively has a new guiding effect on product design. The purpose of this thesis is to take the theory of affordance as the basis of design concept, and redesign the shape of desktop lamps in small home appliances, so as to optimize the product shape. A product styling design method based on the concept of affordance is established through four major classifications of affordance, and a styling design scheme is completed using a tabletop luminaire in small home appliances as an example, and then a product styling design evaluation system is used to evaluate the new tabletop luminaire styling design scheme and the existing styling, and the evaluation results are analyzed. Finally, it is concluded that a new product styling design method based on affordance is constructed, and the feasibility and effectiveness of this method are verified, which provides ideas and theoretical basis for product styling design.

A Study on Affordance by Abstract Form in Product Design (제품디자인에 있어서 추상적 형태에 의한 어포던스에 관한 연구)

  • Kim, Young Ho
    • Journal of the Korea Furniture Society
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    • v.28 no.4
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    • pp.362-370
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    • 2017
  • To improve usability and recognition of product, the term, Affordance, started to be known in the design world by US recognitive psychologist, Donald A. Norman, has the meaning of providing, Act inducement, Act motivation, Expectancy or what environment provides, etc., thus as one of Mental Model, providing ever more importance not only to the everyday life goods but to the time like these days when products for information overflow. Particularly, this study is oriented toward providing basic study framework on Affordance-like approach in pursuing psychological approach in design for changing the limitless phenomena involved in environment and human body and further for inquiring into source of idea from abstract form hint latent in act and further from the act conducted everyday while peoples are unconscious.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.