• Title/Summary/Keyword: 접근가능한 디자인

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The Research on the Development Potential of Smart Public Facilities in Public Design - Focusing on examples of public facilities in smart cities - (공공디자인에서 스마트 공공시설물의 발전 가능성에 관한 연구 -스마트 도시의 공공시설물 사례를 중심으로-)

  • Son, Dong Joo
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.97-112
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    • 2023
  • Background: In modern society, the importance of Public Design has become increasingly significant in contributing to the enhancement of urban functionality and the quality of life of citizens. Smart Public Facilities have played a pivotal role in enriching user experience by improving accessibility, convenience, and safety, and in elevating the value of the city. This research recognizes the importance of Public Facilities and explores the potential of Smart Public Facilities in solving urban challenges and progressing towards sustainable and Inclusive cities. Method: The literature review comprehensively examines existing theories and research results on Smart Public Facilities. The case study analyzes actual examples of Smart Public Facilities implemented in cities both domestically and internationally, drawing out effects, user satisfaction, and areas for improvement. Through analysis and discussion, the results of the case studies are evaluated, discussing the potential development of Smart Public Facilities. Results: Smart Public Facilities have been found to bring positive changes in various aspects such as urban management, energy efficiency, safety, and information accessibility. In terms of urban management, they play a crucial role in optimization, social Inclusiveness, environmental protection, fostering citizen participation, and promoting technological innovation. These changes create a new form of urban space, combining physical space and digital technology, enhancing the quality of life in the city. Conclusion: This research explores the implications, current status, and functions of Smart Public Facilities in service and design aspects, and their impact on the urban environment and the lives of citizens. In conclusion, Smart Public Facilities have brought about positive changes in the optimization of urban management, enhancement of energy efficiency, increased information accessibility, User-Centric design, increased interaction, and social Inclusiveness. Technological innovation and the integration of Public Facilities have made cities more efficient and proactive, enabling data-based decision-making and optimized service delivery. Such developments enable the creation of new urban environments through the combination of physical space and digital technology. The advancement of Smart Public Facilities indicates the direction of urban development, where future cities can become more intelligent, proactive, and User-Centric. Therefore, they will play a central role in Public Design and greatly contribute to improving the urban environment and the quality of life of citizens.

Ubiquitous Context-aware Modeling and Multi-Modal Interaction Design Framework (유비쿼터스 환경의 상황인지 모델과 이를 활용한 멀티모달 인터랙션 디자인 프레임웍 개발에 관한 연구)

  • Kim, Hyun-Jeong;Lee, Hyun-Jin
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.273-282
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    • 2005
  • In this study, we proposed Context Cube as a conceptual model of user context, and a Multi-modal Interaction Design framework to develop ubiquitous service through understanding user context and analyzing correlation between context awareness and multi-modality, which are to help infer the meaning of context and offer services to meet user needs. And we developed a case study to verify Context Cube's validity and proposed interaction design framework to derive personalized ubiquitous service. We could understand context awareness as information properties which consists of basic activity, location of a user and devices(environment), time, and daily schedule of a user. And it enables us to construct three-dimensional conceptual model, Context Cube. Also, we developed ubiquitous interaction design process which encloses multi-modal interaction design by studying the features of user interaction presented on Context Cube.

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A Study on the Design Plan of UX for the Smart Healthcare for the Aged Society - Focused on IOT Technology (고령사회 스마트 헬스케어를 위한 UX 디자인방안 - 사물인터넷 기술을 중심으로)

  • Kim, Seung-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.462-474
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    • 2018
  • The development of bio-sensing technology made it easy to collect various biometric information that was only available in large medical devices. The miniaturization of sensors makes it simple to carry out various health checkups that It did in person to the hospital by improving the portability of diagnostic devices. It is able to combine sensors into portable devices such as Smartphones, apply advanced Internet of Things (IOT) technology, and create new form factors for medical devices such as ultra-small modules that can be inserted or attached to their bodies. The results can be checked immediately through portable information devices such as smart phones. Although commercialization is still slow in Korea, new technologies are being applied in various ways in countries such as the United States that have granted remote medical services. Medical demand, supply and cost in South Korea are growing ahead of a super-aged society. Under these circumstances, attention is focusing on whether smart healthcare, a new concept, can complement the existing medical system. This study identifies the technology trends associated with smart health care and categorizes various healthcare products in the UX design aspects. In addition, the UX design approach and guidelines for applying smart healthcare technologies to the elderly, the intended users, are presented. This research will provide a reference to a new social issue, the UX-design approach to solving the problems of the aged society.

A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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Developing the Design Guideline of Auditory User Interface for Domestic Appliances (가전제품의 청각 사용자 인터페이스(AUI) 설계를 위한 가이드라인 개발 연구)

  • Lee, Ju-Hwan;Jeon, Myoung-Hoon;Ahn, Jeong-Hee;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.1-8
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    • 2006
  • 본 연구는 가전제품의 제품군과 그 기능들에 따라 차별화 가능한 인지적, 감성적 '청각 사용자 인터페이스 디자인 가이드라인(Auditory User Interface Design Guideline)'을 마련하고, 가전제품의 작동기능 정보와 직관적으로 연합 가능한 청각신호(auditory signal)를 제작할 수 있는 지침을 제시하여 GUI 중심의 제품 설계에서 한 차원 확장되고 사용자의 다중감각적 특성이 적용된 디자인 방법을 실무에 적용하고자 하였다. 특히 AUI 에 대한 체계를 확립함으로써 브랜드 정체성(Brand Identity) 및 기업 이미지를 제고할 수 있다는 목적을 함께 고려하였다. 이러한 연구가 필요했던 이유는 가전제품에 대한 소비자의 심적 모형(mental model)과 감성 측면에서의 접근에 대한 요구 때문인데, 이는 AUI 의 체계적 적용이 아닌 임의적 연결(mapping)으로 인한 버저(buzzer) 청각신호의 짜증(annoying) 발생이 빈번한 사례들에서 출발한다. 또한 GUI 의 변화와 수준에 미치지 못하는 AUI 의 업그레이드 필요성과 가전제품에서의 감성 마케팅 경향을 반영하는 의미를 지니고 있다. 이와 함께 멀티미디어 환경의 급속한 확산으로 다중감각적 정보제시(multimodal display)가 요구되는 상황에 걸맞은 시도이다. 본 연구는 특정 가전제품이나 특정 기능이 지니고 있는 인지적, 감성적 차원의 속성을 청각신호(auditory signal)의 다양한 속성들로 유발하는 관계를 추출하고, 이를 형성하는 기본 메커니즘에 대한 경험적 자료를 제시하여, 가전제품의 AUI 디자인에 유용한 가이드라인을 제공하고자 하였다. 그러나 본 논문에서는 연구의 구체적이고 세부적인 결과보다는 전체적인 계획과 진행과정의 절차를 소개하여 관련분야 연구 진행의 참조적 틀을 마련하고자 한다.

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A Study of Weather App Based on Behavioral Economics (행동경제학 관점에서 날씨 어플리케이션 연구)

  • Yoon, Ji-Yeon;Kim, Bo-Yeun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.249-254
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    • 2019
  • As an alternative to the growing problem of weather anomalies, users are using mobile weather apps to predict the weather. Even though it provides clear information, the user makes mistakes in forecasting the weather. For this reason, The purpose of this study is to find elements that can be prepared for the volatile weather through mobile application. Jakob Nielsen's "heuristic" evaluation found weaknesses in the application. Then I proceeded to analyze it from a behavioral economics standpoint. As a result, the two applications had various functions and accurate information. However, user accessibility was low and focused on 'information delivery'.

A Study on User-Centered Emotional Illumination Design Using Color Temperature of Light (빛의 색온도를 활용한 사용자 중심의 감성조명 디자인 개발에 관한 연구)

  • Cho, Sung-Jo;Park, Jun-Hong
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.445-454
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    • 2018
  • The purpose of this paper is to present the direction of emotional lighting design of a new concept suitable for the user's living environment based on the experiment and the result of the recognition of the cognitive effect of the color of the lighting on the user's sensibility. As a research method, we collected meaningful results of color temperature and emotion of light through literature research and experimented with users in their twenties. Based on this, we presented the design direction of emotional lighting. As a result, we designed emotional lighting that can transform the shape of the four joints freely to realize the user's demand. We also derive the color temperature of light that can be optimized for the user's work and environment, Concentration, mood, and relaxation. The result of this paper is meaningful and worthy of suggesting emotional lighting design with user - oriented new perspective, deviating from previous method of planning lighting.

Space Marketing Strategy Reflecting Behavioral Experience at the Cultural Housing Building (주택문화관의 행동적 체험을 고려한 공간마케팅 전략)

  • Sin, Seul-Gi;Lee, Hyeon-Su
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.13-16
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    • 2008
  • 주택문화관은 소비자와의 접점으로 주택상품을 전시하고 판매하는 실질적인 공간이다. 따라서 주택문화관은 다양한 디자인을 통한 경험을 제공하고, 소비로 이어질 수 있는 마케팅 요소로써의 공간이 되어야 한다. 특히 행동체험은 신체적 경험을 유도함으로써 기억과 추억을 남기는 핵심적 공간마케팅 전략이다. 본 연구에서는 현실적 체험요소와 호기심 자극 체험요소를 제안하여 소비자들에게 은유적이고 장기적인 인식을 지원하며, 이것이 공간 마케팅 관점에서 반복적이고 지속적으로 접근 가능한 소비환경이 되는 전략을 제시한다.

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A Study on the Components of Library Services for Applying Universal Design (유니버설디자인 적용을 위한 도서관 서비스 구성요소에 관한 연구)

  • Kim, Bo-Il
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.3
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    • pp.5-16
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    • 2010
  • Libraries should offer their services to all users including those who find difficult to access knowledge information without any obstacles or discrimination. Therefore, this study, aiming at providing library services to all users by applying 'Universal Design' to libraries, extracted and presented five components in library services: universal convenience, which allows all users to use libraries; safety of services, which offers safety in library use; user-orientedness, which offers user-oriented library services; user request, which allows library services reflecting the needs of users; and economic feasibility of the services, which provide efficient and economic library services. The proposed five components will play the foundational role in implementing universal design on libraries so that all users can use library services.

A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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