• Title/Summary/Keyword: 참여디자인

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A Study on the Influence of Consumer Type on Consumer Intention to Purchase Eco-friendly Vehicles in the Service Management of Convergence Industry (융복합 산업의 서비스경영에서 소비자 유형이 소비자의 친환경자동차에 대한 구매의도에 미치는 영향에 관한 연구)

  • Yim, Ki-Heung
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.221-232
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    • 2017
  • In recent years, the development and market participation of major makers of next-generation eco-friendly vehicles has been accelerating. Consumer interest has also increased. Consumer characteristics, consumption type, characteristics of next-generation eco-friendly vehicles, and government policies on next-the results of this study are as follows. As a result of this study, it was found that the characteristics of consumers (by sex, age, monthly average income), types of consumers (price value pursuit type, individual value pursuit type), There was no significant difference between the consumers, and the purchasing intention was not significantly different by gender, age, and monthly income, but there was a significant difference in purchase intention according to the type of consumer. The positive effects of consumer purchase behavior on brand image, color, design, etc, have positive (+) effect on eco - friendly vehicles. And social environment value seeking type among consumer types are significant in relation to purchase intention. To have three support the government's carbon dioxide (per ton of 5,000 won, per ton of 10,000 won), national or local government vehicle price support directly gasolin tax, disel tax, carbon taxes, such as fuel-related tax relief, etc. was found to have positive effect.

Effectiveness of "Village Image Construction Tool Kit" in the Residents Workshop of a Housing Improvement Area (주거지 정비지역 주민 워크샵을 통한 마을이미지 맵 제작도구의 효용성 연구)

  • Lee, Yeun-Sook;Kim, Ju-Suck;Jung, Eun-Jung
    • Journal of the Korean housing association
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    • v.21 no.1
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    • pp.67-77
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    • 2010
  • Citizen participation in local redevelopment has recently been regarded as essential, since progress in democracy and diversified public interests have contributed to more importance being placed on citizen participation in the implementation of public policies. While the importance of resident participation has been increasingly emphasized in principle, in reality more effort is still required in its application. We need to develop practical strategies of collecting community opinion in order to reflect it in public policy, if we are to achieve a resident and citizen-centered society. The purpose of this study is to develop an image map construction tool that can be applied to the "Maul-Mandulgi" projects as a visualized method to facilitate the exchange of opinions and work toward agreements. The tool is intended to assist public discussion by visualizing policies and plans and reducing the possibility of misunderstanding, so that residents can properly respond to the plans. Second, this study will verify the effectiveness of the tool in the application to local community workshops. The main research method is participant observation method and field study. Major findings are as follows, First, every resident who had participated in previous workshops gathered together, used the tool and represented their opinions unusually more than once. Each resident tried to make sure that other participants appropriately understood his or her opinion. The workshop finished when all participants agreed and produced a consensus. The workshop took much less time, which is in stark contrast to previous workshops in which it took significantly more time to collect opinions. Second, it proved that residents in the redevelopment area can strike a broad agreement by themselves on a method and direction for residential improvement. In previous workshops, conflicts between residents developed over the choice between the two methods, of local improvement and total demolition prior to multi-housing construction. In this study, opinions of residents were not limited to the two methods by finding a winwin solution. Third, the use of the tool kit for image map became efficient for inactive residents to develop their own opinions in regard to the direction and orientations of the residential improvement process. In addition, for those who have either no or a slight understanding of the residential improvement projects, the tool can provide access to information and knowledge. This study concludes that the developed tool for imaging of the redevelopment projection like a design game, rather than using forms of text and speech, can be a useful tool in collecting opinions and forming an agreed opinion for forthcoming residential improvement plans.

The Study on the Interface Design for supporting the Exhibition Viewing (전시환경을 위한 전시관람 지원 인터페이스 디자인에 관한 연구)

  • Choi, Ji-Eun;Jung, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.81-88
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    • 2006
  • With the introduction of the digital technology in the exhibition environment, the information of the exhibit has come to be transmitted through diverse media. The visitors desire has been increased from the simple viewing of the exhibition to the active participation in the exhibition viewing and the utilization of the exhibit information. Subsequently, the study on the service to effectively support the viewing experience and provide the information by utilizing the internet and mobile device for visitors in movement has become important in terms of the exhibition environment. Accordingly, in this study, the current condition in studying the service supporting the exhibition environment and the exhibition viewing, which are being changed into a digital network environment, was examined through the literature and case studies. In order to find out the viewing situation and viewing type of visitors, the visitors behaviors of viewing the exhibition were observed. By analyzing the contents observed, the viewing type and keyword were drawn in accordance with the visitors behaviors of viewing. On the basis of this, visitors needs and problems occurring in case of the exhibition viewing were found out via in-depth interview. The service factors of supporting the exhibition viewing were proposed on the basis of the factors by which visitors needs and problems could be solved via interface in the circumstance when visitors would move round the exhibition hall and view the exhibition. In terms of the service factors, the method to resolve was presented on the basis of the relationship between the exhibit and the space in case of selecting and viewing the exhibit. This was applied into the mobile PDA with the example of the exhibition environment in the national museum. Through the scenario of using, the usefulness of the service proposed and the relevant possibility of utilization were reviewed.

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A Study on the Landscape Design for Sunchon National University Cultural Park (순천대학교 문화공원 설계)

  • Kim, Youn-Jin;Han, Sun-Ah;Kim, Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.75-83
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    • 2010
  • College campus landscape plans once focused mainly on campus functionality and aesthetically pleasing buildings. Yet now, after the rise of greater emphasis on afforestation and eco-friendly planning, building spaces for the local culture and community has become the core of the plan. This study analyzed the design strategies and details of the landscape plan that was selected through the contest to select a design plan for the cultural park at Sunchon National University. The key considerations for the landscape Design for the cultural space at Sunchon National University areas follows. First, the design plan sought ways to reach out to the local community, going one step beyond just opening up campus facilities. This means more than just the opening of physical facilities and environments. It was designed to serve as a base to organize diversified programs by generations and groups with an aim to share the history and culture of the college, the local community and the region. Second, shapes and colors were designed to establish a unified image between buildings and outdoor facilities. "Three Books" was selected as the key motif as books were believed to be the most representative symbol of colleges while 6 straight lines, hexagons and circles inspired by the shape of three books were used in the design. In terms of colors, reddish-brown was used for buildings to enhance visibility along with harmony and esthetic appreciation. For facilities, black and blue were used as dominant colors and white and yellow as point colors to promote the image of Sunchon City. Third, with an aim to overcome the limitation of the overall college campus as a closed space, it was designed to be a barrier-free space, remaining open to everyone and encouraging visits and experiences for active communication with the local community.

The Study of Designer's Approaching Procedure by Applying Value Evaluation Method to improve Degree of Owner's Satisfactions in Design Phase (설계단계에서 건축주 만족도 증진을 위해 가치평가방법을 활용한 설계자 접근절차에 대한 연구)

  • Lee, Do-Hyung;Park, Chan-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2006.11a
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    • pp.117-122
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    • 2006
  • In spite of various approaching method to satisfy with the owner's requirements in schematic design phase, it is insufficient to evaluate intermediate process of design arithmetically with participating in design process. So the numerous changes of design after completion of design development cause a lot of loss to the design company. The designer arranges owner's requirements to prevent from this loss at the initial stage of schematic design phase systematically and lets owner and stakeholder to evaluate the value of schematic design to satisfy with owner's and stakeholder's requirements. If the evaluated value for schematic design is above a definite value index, the next design phase should be advanced. By this method, the design company can reduce the additional expenses remarkably by preventing with re-design which is occurred by not reflecting owner's intention or by changing owner's intention. Also the designer have the owner to evaluate the result of design and construction. The designer let the owner know whether the owner's requirement should well have been reflected on drawing or not. There is a strong point to be able to minimize the criticism which can be occurred after completion of construction by evaluating for owner's satisfactory degree and by having owner and designer confirm the result of design and construction arithmetically. This paper presents that the loss of design company can be minimized by going over at next step if the value is over a definite value index after evaluating value for each design from design process.

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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.

A Study on the Direction of the Third Phase New Town Development in Seoul Metropolitan Area through expert survey method (전문가 설문조사를 통한 3기 신도시의 계획지표 및 개발방향설정 연구)

  • Yoon, Jeong Joong
    • Land and Housing Review
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    • v.10 no.3
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    • pp.43-55
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    • 2019
  • The purpose of this study is to derive indicators and development directions to be considered when planning new towns in the Seoul metropolitan area as new towns are planned to be built. To this end, the following implications were derived after analyzing the survey data of experts in each field using Frequency Analysis and Analysis of Variance(ANOVA) technique. First, the assessment results of the existing first and second phase new towns showed that there were many negative assessments of citizen participation and information sharing, smart technologies and services, social and cultural diversity and inclusion. Regarding the third phase new town, experts said that the most important indicators are accessibility and convenience of transportation, environmental comfort, quality and service of residence. In addition, experts cited the superiority of landscape/design, jobs/self-sufficiency and social/cultural diversity as important indicators. Second, after examining whether the perceptions and assessments of experts differ depending on individual characteristics such as gender, age, occupation, and professional field, the first and second phase new towns showed significant differences only in "gender", and the third phase new town had significant differences in "gender" and "professional field". Third, experts thought that changes in population structure, industry and jobs, quality of life and diversity, environment and climate change, and social and residential welfare should be considered important in the planning of third phase new town. In addition, experts considered expanding park and self-sufficient land as important in the land use plan, and ranked eco-city as a desirable type of the city, and public transportation facilities, park areas and education facilities as the most important living infrastructure.

Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

Fostering Primary Pre-service Teachers' Computational Thinking through Self-Assessment (초등예비교사를 위한 컴퓨팅 사고력 자기평가 방법)

  • Kim, Misong;Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.61-70
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    • 2018
  • It is urgent in the context of the Fourth Industrial Revolution that students become creative and integrative thinkers. In this vein, in the last few years, drawing upon constructivism as an innovative learning paradigm, new coding curricula using MIT's Scratch have been introduced in the number of countries to enhance computational thinking (CT). However, constructivism encouraging collaborative and active learning may not be explicitly utilized in instructional design focusing mainly on learning to code as technical skills - some of which exist today in large numbers of school and after-school code activities. To respond to such a misleading way of developing CT through coding, the present study aims to propose the benefits of CT self-assessment rubrics for primary pre-service teachers within a CT course entitled "Problem Solving by Computational Thinking". Our findings show how meaningful collaborative CT self-assessment in a group impacts their learning of CT. We end this paper with the discussion of implications of our findings for CT assessment towards a new paradigm in education.

Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.