• Title/Summary/Keyword: 퍼소나

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A study on framework by sorting of persona characteristics (퍼소나 특성 분류를 통한 프레임웍에 관한 연구)

  • Kim, Yong;Jeung, Ji-Hong;Pan, Young-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.911-916
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    • 2009
  • Cooper 는 퍼소나를 구체적으로 만들수록 유연성이 사라지기 때문에 디자인 도구로써의 퍼소나는 더욱 더 강력해진다고 하였다. 하지만 정밀한 퍼소나가 중요함에도 생성 초기에 특성과 관련하여 각각의 필요성과 우선순위에 대한 복잡함, 시간 투자 대비 정밀함의 정도를 예측불가 등에 대한 문제점을 제기할 수 있다. 따라서 본 연구는 5 명의 기존 연구자들이 언급한 퍼소나 특성을 기반으로 KJ 법을 활용해서 특성을 재분류 하였다. 그리고 각 분류별 세부항목을 Pruitt 와 Adlin 의 '퍼소나 특성의 종류와 빈도'와 Brown 의 '특성 정보 양에 따른 세 가지 층'에 기반한 정밀성, 중요성, 신속성을 기준으로 분류하였다. 최종적으로 퍼소나 실무 관련 전문가의 평가를 거쳐 퍼소나를 생성하는 단계에서의 효율적인 특성 구축을 위한 $6{\times}6{\times}3$ 프레임웍을 제안하였다.

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UX Elements and Effects of Fashion Shopping Apps Based on Multipersona Characteristics of MZ generation (MZ세대의 멀티퍼소나 특성을 반영한 패션 쇼핑 앱의 UX 요소에 대한 연구)

  • Lee, Se-Yeon;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.123-129
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    • 2021
  • MZ Generation has multipersona and characteristics that create various egos depending on the situation, and fashion styling is also expressed differently by each persona. Thus, this study investigates how to provide a multipersona or characteristic user experience to fashion shopping applications. Traditional fashion shopping apps, which focus on items, colors, and advertisements, have difficulty solving the problems of MZ generation fashion, so it is necessary to actively utilize their characteristics. We investigate the definitions and characteristics of multipersona and generation MZ, and identify the shopping behavior of generation MZ through prior research. We also analyze cases and improvements that indirectly utilize multipersona in fashion shopping apps. Four UX elements were derived through user interviews to identify needs and It was possible to derive positive effects, such as providing a shopping experience by forming one's own fashion characters in a personalized fashion beyond the existing fashion recommendation frame, which helps to worry about styling and gives a different experience.

An Empirical Test for Applying the Rapid Persona Method for the Service Design (서비스디자인을 위한 래피드퍼소나 수립방법의 유효성 검정)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.210-218
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    • 2016
  • Recently, as service design was introduced to improve the quality of public service, there have been many attempts to improve various public service. In the process, various stakeholders including general citizens are participating in the design improvement activity through a method of design service but the parties are facing a difficulty in the progress because of a limitation of time and budget and a lack of professionalism among the member while the parties are planning the process and activities based on the professional service design method. Persona method that is usually used in the process of service design is encountering a limitation as well. Also, there are continuous attempts to understand the limitation of persona and apply an alternative research method among service and UX designers. For this reason, this thesis is to recognize the limitation in deduction method of traditional persona and suggests a fast and economical production method of Rapid Persona speaking for the goal of users and overcoming the limitation. Furthermore, by applying the suggested method of making Rapid Persona to an actual public service design project of National Statistical Office, the test through an empirical study was conducted. This was conducted with the purpose of progressing a discussion in the respect of actual application beyond a banal discussion. Through the research method suggested in this study, it is expected to overcome the limitation of time and a lack of professionalism and, based on these, can be used in the process of various service design and UX design as establishing persona in a fast and easy way.

Determinants of Safety and Satisfaction with In-Vehicle Voice Interaction : With a Focus of Agent Persona and UX Components (자동차 음성인식 인터랙션의 안전감과 만족도 인식 영향 요인 : 에이전트 퍼소나와 사용자 경험 속성을 중심으로)

  • Kim, Ji-hyun;Lee, Ka-hyun;Choi, Jun-ho
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.573-585
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    • 2018
  • Services for navigation and entertainment through AI-based voice user interface devices are becoming popular in the connected car system. Given the classification of VUI agent developers as IT companies and automakers, this study explores attributes of agent persona and user experience that impact the driver's perceived safety and satisfaction. Participants of a car simulator experiment performed entertainment and navigation tasks, and evaluated the perceived safety and satisfaction. Results of regression analysis showed that credibility of the agent developer, warmth and attractiveness of agent persona, and efficiency and care of the UX dimension showed significant impact on the perceived safety. The determinants of perceived satisfaction were unity of auto-agent makers and gender as predisposing factors, distance in the agent persona, and convenience, efficiency, ease of use, and care in the UX dimension. The contributions of this study lie in the discovery of the factors required for developing conversational VUI into the autonomous driving environment.

Study on Guideline of Application User Experience based on Persona and Scenario (퍼소나와 시나리오를 기반으로 한 어플리케이션 UX 설계 가이드라인에 관한 연구)

  • Gwon, Min;Park, Seok-Cheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.871-874
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    • 2013
  • 사용자 경험은 사용자가 제품을 사용 하면서 상호 작용을 통해 얻게 된 경험을 의미 하며 과정지향적인 인터랙티브 제품 일수록 보다 나은 경험을 위해 경험요소를 계획 하고 구성 하는 사용자 경험 디자인의 비중이 높다. 이는 어플리케이션의 기술적 완성도 및 상업적 성공 여부에도 영향을 미친다. 본 논문은, 인터랙션 디자인 분야의 사용자 모델 퍼소나(persona)와 이를 도입한 퍼소나 기반 시나리오 기법(Persona-Based Scenario)을 통하여 도출해낸 요구 사항을 토대로 기존의 사용자 경험 설계 연구 보다 사용자 중심적으로 향상된 인터랙션 프레임워크를 제공 하는데 목적을 두고 있다.

A Study of Dysfunctional Customer's Personality Information for Proposing 'Evil Persona' ('사악한 퍼소나' 제안을 위한 역기능적 소비자 성격 정보 연구)

  • Choi, Yeong Chae;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.6
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    • pp.43-58
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    • 2017
  • Recently, service failure from dysfunctional customer behavior has been observed in various service industries. Customers so-called 'Jaycustomer' can make bad influence to other customer's service experience which can be the obstacle of ideal service delivery. Therefore, approaching dysfunctional customer in service design perspective have became necessary, and modelling such customers through persona could be useful. For this purpose, we suggested the concept 'Evil Persona', and to find statements of personality trait which can make designers predict dysfunctional customer behavior, literature review and Q method analysis were performed. In result, dysfunctional customer behaviors were differed from service characteristics and were able to predict by combinations of statements. Based on this, more detailed customer information could be offered by presenting differentiated dysfunctional behavior information according to service characteristics. Since service design expanded its area, 'Evil Persona' can be valuable as criteria of verifying and compensating idea's vulnerability and limitation.

컨텍스트(Context)중심의 UX디자인 방법론

  • Park, Nam-Chun
    • Information and Communications Magazine
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    • v.29 no.7
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    • pp.56-61
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    • 2012
  • UX 디자인을 하는데 있어서 제품이나 서비스를 대하는 사용자의 컨텍스트(Context)를 파악하는 것은 매우 중요한 일이다. 다양한 사용자 리서치 방법들 가운데 사용자의 컨텍스트를 파악하기 위한 방법으로는 Contextual Inquiry, 사용자 관찰, Cultural Probes, Contextmapping등이 있는데, 사용자의 컨텍스트는 매우 역동적이고 상황에 따라 다양하게 표현될 수 있으므로 이러한 방법들을 적절하게 조합하여 사용하는 것 이 필요하다. 이렇게 파악된 사용자의 행동패턴과 컨텍스트 요소를 반영하여 UX모델을 만드는데, 사용자의 목표와 사용행태를 기술하는 퍼소나(Persona)가 대표적인 방법이다, 또한 퍼소나를 기반으로 제품이나 서비스에 대한 아이디어와 디자인을 이끌어 내는데 활용하는 '사용자 시나리오(User Scenario)'는 미래의 혁신적인 사용자 경험을 제안하기 위한 유용한 방법이다.

Service Design Guideline for Maker Space (메이커 스페이스를 위한 서비스 디자인 가이드 라인)

  • Kwak, Sojung;Baek, Yuncheol;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.389-397
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    • 2019
  • The purpose of this study is to present guidelines for service design for efficient operation of Maker Space due to the proliferation of Maker Movement. First, we investigate the literature survey and prior research on the definition and status of Maker space. Second, we performed video ethnography, participant observation and in-depth interview on maker space service by qualitative survey method. Third, we analyze the surveyed contents and present guidelines such as Persona or Blueprint for maker space. We classify Maker space into general lab and professional lab, derive Persona from each Maker space, and establish Blueprint to provide guidelines for design and operation. It is expected that the Maker space service design presented in this study can be used as a guideline to help the service improvement of the existing Maker space and the planning, design and operation of the new Maker space.

Developing Scenario for Elderly Residents' Behaviors at Home Using Persona-based Scenario Method (퍼소나 기반 시나리오 방법론을 적용한 주택에서의 노인 행위 시나리오 개발)

  • Kwon, Oh-Jung;Lee, Yong-Min;Kim, Dong-Sook;Lee, Ok-Kyung;Yim, Ji-Soo
    • Journal of the Korean housing association
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    • v.28 no.3
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    • pp.65-74
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    • 2017
  • An analysis of elderly behavior at home needs to be meticulously understood in order to build a spatial environment where the elderly can live safe and independent lives. To this end, the following study analyzed elderly behavior that occurs in the home, constructed personas, and developed persona-based scenarios of elderly behavior at home. Persona was composed of behavioral characteristics, spatial characteristics, and personal characteristics (gender, age, disease etc) that have a direct effect on living activities in the home, so it was intended to express a more real persona. The study developed six personas based on the behavioral and mobility characteristics of the elderly, and scenarios for each persona developed bsed on the following eight behaviors: toilet use, bating/Shower, washing and grooming, having meal, sleeping, dressing/undressing, laundering clothes, and getting out of home). Through this, the study determined the characteristics and difficulty level of various sub-behaviors and actions that occur in elderly behaviors at home. It also determined characteristics related to the use of physical elements such as equipment and furniture that are a part of those sub-behaviors. The behavior scenarios developed in this study can be utilized to understand the difficulties involved in elderly behavior, and to present a spatial plan and remodeling direction that alleviates such difficulties. This study is also significant that it investigates the applicability of persona-based scenario method on residential architecture.

A Study of Negative Interaction Between Customers for Proposing 'Evil Persona' ('사악한 퍼소나' 제안을 위한 소비자 간 부정적 상호작용 연구)

  • Choi, Yeong Chae;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.2
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    • pp.223-238
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    • 2017
  • Due to recent increasing of tour, leisure industries, customer's usage of service became more grouped and customer-to- customer interaction became more important. Under these service environment, it is easy to find cases of damaging other customer's service experiences by some customers who use service in selfish manner. Customers called 'Jaycustomer' usually happen in low frequency, but they are serious service failure because they can deliver bad service experience. It seems previous service design tools couldn't handle these cases enough. So it will be good to reinforce to handle these incidents. This study was based on the empirical insights of service design case study by using 'evil persona'. Literature review and survey were performed to find out proper servicescape for 'evil persona'. From analysis, the service environmental factors which affect frequency of negative customer-to-customer interaction were selected. Also, many cases of such negative behavior were gathered and sorted to find types and patterns which affected by selected service environmental factors.