• Title/Summary/Keyword: 접근가능한 디자인

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Visitors' Evaluation of the Forest Trail Facilities by Applying Universal Design Concepts (유니버설디자인을 적용한 숲길 보행시설에 대한 이용객 평가)

  • Cho, Woo;Yoo, Ki-Joon;Choi, Song-Hyun
    • Korean Journal of Environment and Ecology
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    • v.23 no.1
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    • pp.78-89
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    • 2009
  • As 'design for all' and 'adaptable design', universal design is highly demanded to be adopted in neighborhood forest trail. The research areas were Mt. Doeum in Pohang, Gyeongsangbuk Province and Mt. Anma in Chuncheon, Gangwon Province which were equipped based on 7 principles of universal design. The purpose of this research is providing baseline data for effective formulation of forest trail using universal design through visitors' evaluation on forest trail facilities by importance-performance analysis. Visitor's evaluation was achieved through questionnaire survey, and total 247 pieces of subjects were used for the analysis, 114 pieces from Mt. Doeum in Pohang and 113 pieces from Mt. Anma in Chuncheon. The residential areas of the respondents were mainly near each mountain - Mt. Doeum and Mt. Anma. According to the responses, nature study and education were the biggest reasons for the respondents' visits to Mt. Doeum, and so was the health to Mt. Anma, which are representative types of visiting behavior to nearby forest trails. The mean of importance was shown to be 3.87 while that of performance was 4.04, being a little higher than importance's, in importance-performance analysis of Mt. Doeum. This result suggests that the responders placed positive value on the forest trail applying universal design. It is necessary to improve the safety and convenience of guidance-safety handrail, make information sign easy to understand, and introduce an interpretive sign meeting the visiting purposes of visitors. Also, the management to make the road surface flat is in demand for the accessibility to forest trail. The mean of importance was 3.92 and that of performance was 3.99 in Mt. Anma, which suggests the necessity of improvement in safety of pavement material and boundary safety facilities.

A Study of Game Money Control in Online Games (온라인게임의 게임통화 관리모델 연구)

  • Shin, Jeong Yeop
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.5-18
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    • 2013
  • The Management of Game Money in online game is considered as a crucial factor for successful game business as well as balancing game economy. The generation and flow of game money have a strong relationship with game contents, entertainment factors, game planning and level design. This paper explores online game economy in various ways especially the matter about managing & controlling game money in this context through theoretical and practical perspectives. It also examines how this management makes an effect on 'Free to Pay' policy and Sales revenue. Finally, this paper draws conclusions about the Management of Game Money which can be considered to be practically useful for game development and management. I hope that the study helps further studies and researches and can be served as a foundation regarding the issue.

An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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The Performance of the National Authorization System of Private Qualification (강건설계방법을 활용한 창의적 문제해결 실습과정)

  • Kim, Tai-Oun
    • Journal of Engineering Education Research
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    • v.11 no.1
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    • pp.64-75
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    • 2008
  • A new product development and product realization process (PRP) is a circulating and feedback process by generating ideas through creative problem solving process. The early stages of PRP correspond to conceptual design and product development, in which a large portion of product life cycle cost can be saved. The optimal design method for this stage is a robust design suggested by Taguchi. Quality must be 'engineered in' since it can not be 'inspected out.' A robust design is an engineering methodology to improve the quality of a product by minimizing the efforts of variations without eliminating the causes. The objective of this study is to propose a scheme and a case study of robust design for exploring design parameters, and introduce a creative problem solving process. Major research subjects include a creative problem solving process, robust design procedure and their implementation. For the experiment of Taguchi method, a toy catapult is adopted. For the creativity development, a short project is assigned to devise a similar tool with the toy catapult. A reference model is suggested to compare and evaluate their ideas.

Proposed Application Design for Community-Based Rehabilitation Services Access in Community Care System: Occupation and Activity Based (커뮤니티케어 제도 내 지역사회중심재활 서비스 접근을 위한 애플리케이션 디자인의 제안 : 작업과 활동 중심으로)

  • Bae, Seong-Hwan;Jang, Yeon-Sig;Baek, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.325-335
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    • 2021
  • Chronic diseases have been increasing recently as the average life expectancy of humans has been extended, and this trend has caused problems such as the widespread demand for health and rehabilitation services and rising medical costs. In order to solve this problem, the community-based rehabilitation has been developed and strengthened in Korea and gradually promoted since 2019. It is important to secure access to clients who want to use services to revitalize community-based rehabilitation. So in this study, as part of the community-based rehabilitation, intends to devise smartphone applications designs and develop a prototype to secure access to community-based occupational therapy services based on occupation and activities. For Occupational Therapy Practice Framework (OTPF), International Classification of Functioning, Disability and Health (ICF), and Allen Diagnostic Module-2 (ADM-2) were used to devise and categorize occupation and activity based application content, and link OTPF, ICF, and ADM-2 through prior research analysis and expert meetings. The derived content was visualized through literature review and activity analysis, and was implemented to enable direct playback within the application using the YouTube API, and finally developed a prototype application. The Android Studio 3.5.2 for Windows 64-bit was used to build the application prototype. In further research, converging various digital technologies for user convenience and additionally researching community-based occupational therapy service providers opinions and service user satisfaction will improve accessibility to community-based occupational therapy services for clients who have difficulty occupational performance in the community.

A Proposal on an Edu-Game Mechanism for Effectively Knowledge by using Hierarchical Configuration (계층적 지식전달을 위한 효과적인 에듀게임 체계제안)

  • Park, Eun-Young;Park, Young-Ho;Hwang, Sin-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.83-90
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    • 2008
  • An on-line game is growing of very fast through characters of the interactive Computing and internet environment. In addition, an edu-game combing the advantages of the game and the education increase gradually. The paper proposes an edu-game system for providing knowledge through the hierarchical structure. The system differs from existing ones that combine a game and an on-line education. There are three different goals as follows. First, the paper proposes three-level of knowledge hierarchies. The method enables users to understand more easy and systematic and interesting education. Second, the graphic interface of a puzzle type is able to contact more conveniently and it provides beauties and functionalities. Third, Among them, specifically the knowledge hierarchy is not forced to users and the method also can study in detail and users can enjoy systematically e-education by using the general type of a puzzle game.

Development of the Guidelines for Expressing Big Data Visualization (공간빅데이터 시각화 가이드라인 연구)

  • Kim, So-Yeon;An, Se-Yun;Ju, Hannah
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.100-112
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    • 2021
  • With the recent growth of the big data technology market, interest in visualization technology has steadily increased over the past few years. Data visualization is currently used in a wide range of disciplines such as information science, computer science, human-computer interaction, statistics, data mining, cartography, and journalism, each with a slightly different meaning. Big data visualization in smart cities that require multidisciplinary research enables an objective and scientific approach to developing user-centered smart city services and related policies. In particular, spatial-based data visualization enables efficient collaboration of various stakeholders through visualization data in the process of establishing city policy. In this paper, a user-centered spatial big data visualization expression request method was derived by examining the spatial-based big data visualization expression process and principle from the viewpoint of effective information delivery, not just a visualization tool.

Designing a Universally Accessible Shower Booth to Enhance Bathing Safety for Elderly and Patients with Mobility Impairments (노인 및 거동 불편 환자들의 안전한 목욕을 위한 유니버설 디자인의 샤워 부스 개발)

  • Jung-Hyun Kim;Jin-Hyun Kim;Jun-Ho Pyo;Jae-Hun Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.984-985
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    • 2023
  • 노인 및 거동 불편 환자들이 목욕 중 낙상 사고 등을 당하는 비율은 매년 증가하고 있다. 특히 국내 65세 이상 1인 가구 197만 가구는(22년 기준) 가족의 돌봄 없이 혼자 생활하고 있어, 이들이 목욕 중에 사고를 당하는 경우, 빠른 구호가 어려운 상황이다. 이에 본 논문에서는 독거노인의 증가와 낙상 사고의 위험성에 초점을 맞추어 거동이 불편한 환자라도 혼자서 목욕이 가능한, 모든 사용자로부터 접근성을 높인 샤워 부스를 개발 및 연구한다. 요양보호사 두 명과 인터뷰를 하여 실제 상황에서의 문제점을 파악한다. 인터뷰 내용을 바탕으로 사용자의 안전을 1순위로 고려하고, 사용 편의성 및 청결을 유지하는 방안을 고려한다.

A Study on the Potential Use of ChatGPT in Public Design Policy Decision-Making (공공디자인 정책 결정에 ChatGPT의 활용 가능성에 관한연구)

  • Son, Dong Joo;Yoon, Myeong Han
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.172-189
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    • 2023
  • This study investigated the potential contribution of ChatGPT, a massive language and information model, in the decision-making process of public design policies, focusing on the characteristics inherent to public design. Public design utilizes the principles and approaches of design to address societal issues and aims to improve public services. In order to formulate public design policies and plans, it is essential to base them on extensive data, including the general status of the area, population demographics, infrastructure, resources, safety, existing policies, legal regulations, landscape, spatial conditions, current state of public design, and regional issues. Therefore, public design is a field of design research that encompasses a vast amount of data and language. Considering the rapid advancements in artificial intelligence technology and the significance of public design, this study aims to explore how massive language and information models like ChatGPT can contribute to public design policies. Alongside, we reviewed the concepts and principles of public design, its role in policy development and implementation, and examined the overview and features of ChatGPT, including its application cases and preceding research to determine its utility in the decision-making process of public design policies. The study found that ChatGPT could offer substantial language information during the formulation of public design policies and assist in decision-making. In particular, ChatGPT proved useful in providing various perspectives and swiftly supplying information necessary for policy decisions. Additionally, the trend of utilizing artificial intelligence in government policy development was confirmed through various studies. However, the usage of ChatGPT also unveiled ethical, legal, and personal privacy issues. Notably, ethical dilemmas were raised, along with issues related to bias and fairness. To practically apply ChatGPT in the decision-making process of public design policies, first, it is necessary to enhance the capacities of policy developers and public design experts to a certain extent. Second, it is advisable to create a provisional regulation named 'Ordinance on the Use of AI in Policy' to continuously refine the utilization until legal adjustments are made. Currently, implementing these two strategies is deemed necessary. Consequently, employing massive language and information models like ChatGPT in the public design field, which harbors a vast amount of language, holds substantial value.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.