• Title/Summary/Keyword: 플랫폼 디자인

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A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
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    • v.17 no.2
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    • pp.425-436
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    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

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A Study on User Experience on Ant Insurance Claims China's Mobile Insurance Platform -Focused on Alipay- (중국 모바일 보험 플랫폼 개미 보험청구에 관한 사용자 경험 연구 -알리페이 중심으로-)

  • Son, Young-Ho;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.317-322
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    • 2021
  • This study focuses on user experience of Ant Insurance Platform(insurance product of Alibaba) and provides insights and improvement advises based on the survey conducted. Given that insurance claim is the most controversial part during the whole process, it is essential to conduct corresponding research from users' prospective. Some Chinese users between their 20's and 40's, who are major users of mobile insurance platforms, were selected as a sample group. Questionaire survey, which was made based on measurement items from Information systems success model, as well as in-depth interview was conducted within the group. According to the result, health, among all kinds, is the most difficult insurance to claim, which was mainly cause by security and information concerns. In order to enhance security, more options should be given to users. As for information, complains should be delt carefully and transparently. This study is expected to be used as referential material for mobile insurance platforms and user experience of insurance claims.

Archival Platform for Everyone : Archival Design with Social Media Platform Based on User Experience Design (모두를 위한 플랫폼 사용자 경험 디자인을 중심으로 한 소셜미디어 플랫폼 기반 일상 아카이브 설계)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.66
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    • pp.157-201
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    • 2020
  • This study started with the question "Shall we apply the existing record management method to our trivial daily records?" For the general public, we focus on media that thinks more about daily recordings and suggests a better method, suggesting a 'social platform' as a plan, and using the user's visual approach through UX design methodology. The social archive proposed in this study aims to be a 'square' where various people can gather and communicate and share. A space that can record daily life using 'record' as a basic body Purpose It aims to provide the basis for basic research in various fields, and aims to function as a space for communication of various research things such as researchers and researchers, researchers and producers. In order to maintain, focus on the prerequisites of the existing construction, the items to be researched when constructing the daily archive are 'creative methodology to change research items when building a paradigm', 'network with related organizations', 'service plans for persistence', and characteristics of social media. We discussed the possibility of social media as a social archive platform. Finally, while looking at the user experience design process, I designed some features of the social archive and suggested things to do in UX design.

Public Service Design for the SME Innovation Products (중소기업 혁신제품 개발 지원을 위한 공공 서비스 디자인)

  • Lee, J.K.;Choi, J.H.;Choi, H.J.;So, W.S.;Song, K.S.;You, J.J.
    • Electronics and Telecommunications Trends
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    • v.28 no.6
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    • pp.217-230
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    • 2013
  • 본 논문은 열악한 환경의 중소기업들이 제품개발에 있어서 쉽게 접근, 활용할 수 있는 중소기업 기술지원 서비스로써 소셜매뉴팩처링플랫폼 구축을 위한 공공 서비스디자인에 관한 내용이다. 중소기업들이 안심하고 편리하게 구축된 각종 인프라들을 활용하여 글로벌 시장을 선도할 수 있는 혁신제품을 개발할 수 있는 환경을 제공하는데 그 목적이 있다. 특히, 중소기업이 가장 어려워하는 부분인 상용화 아이템 발굴, 제품디자인 및 시제품제작, 시험 검증 등을 지원하는 크라우드소싱 기반의 소셜매뉴팩처링플랫폼 등을 활용한 토털솔루션으로 기업기술지원용 공공 서비스 디자인 모델을 제시한다. 본 논문은 고객의 관점에서 사용자 친화적인 경쟁력을 갖도록 고객의 요구사항이나 행동패턴을 관찰, 분석하여 미래에 일어날 수 있는 서비스 형태와 기능을 디자인하여 고객 및 제공자에게 효율적이고 매력적인 서비스를 제공하도록 하였다.

A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

A Study on User Experience of the Security in Online Trading of used goods -Focused on Danggeun Market and Bungae Jangter- (중고거래 온라인 플랫폼의 보안을 위한 사용자 경험 연구 -당근마켓, 번개장터 중심으로-)

  • Park, Ga-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.313-318
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    • 2021
  • The purpose is to measure user experience in security-related services, focusing on Danggeun Market and Bungae Jangter, which are representative services in Korea among online trading of used goods. Using mobile applications, qualitative and quantitative research by conducting task experiments and surveys and in-depth interviews. As a result of the study, active interfaces are needed to make it easier for users to recognize safety and security services within current used trading platforms, a secure settlement method that benefits sellers, and services being provided to enhance security also need to consider graphical elements. This study is expected to help the continued development of safe used trading platforms considering security aspects on C2C-type platforms where buyers become sellers.

Study on Customized Theme Travel Guide Services through the Platform (플랫폼을 통한 맞춤형 테마 여행 가이드 서비스 연구)

  • Kim, Seung-In;Lee, Kaha
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.97-103
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    • 2019
  • The purpose of this study is to identify the needs of domestic and overseas tourists in the growing travel industry and platform industry and propose a customized matching platform service. A survey was conducted on a total of 106 people from domestic teenagers to 60s or more and case studies with domestic travel related and expert matching application. According to this survey, It was possible to identify the inconveniences and necessary needs during the trip. As the aging society is on the way, It propose a local guide matching platform service that can cover not only 20s and 30s but also 40s ~ 60s, which will be a competitive platform service in the age of 100 years. However, since this study have studied a somewhat comprehensive age range from 20 to 60 years or older, future studies will require intensive research on subjects aged 40 to 60 years or older.

Platform Implementation for Cooperation and Visualization of Emotional Research Data in the Adjacent Field (인접한 감성 연구 데이터의 상호 연계와 시각화를 위한 플랫폼 구현)

  • Lee, Sang-Tae;Jeong, Myeong-Su;Choe, Gi-Seok;Heo, Tae-Sang
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.58-61
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    • 2008
  • 융합과 사용자 중심의 학문을 지향하는 현대 과학의 연구 흐름을 감성과학 분야에 적용하기 위해서는 감성 데이터의 생산, 정제, 관리, 시각화, 공유를 표준화된 플랫폼으로 제공할 필요가 있다. 이를 통해 인접 분야의 감성데이터를 손쉽게 연동하여 해석하고자 한다. 시각화 플랫폼을 통하여 외부 자극에 대한 실험참여자의 정서 데이터베이스와 분석 도구를 구축하고 이를 역 방향으로 진행시켜 자신의 의지대로 정서를 변화시키기 위하여 외부 자극을 선택할 수 있도록 돕는 것이 구축중인 플랫폼을 통한 감성 측정과 표현에 대한 디자인 목표이다.

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A Study on the Development of a Module-specific Design Platform for a Bathroom Using Universal Design (유니버설디자인을 적용한 욕실의 모듈별 디자인 플랫폼 개발에 관한 연구)

  • Lee, Dae-Hyun
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.466-476
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    • 2019
  • This study suggested a way to compose a flexible environment capable of meeting the needs of various users from the aged people to challenged people, and ordinary people by applying the concept of universal design. The purpose of this study was to develop a more convenient environment by deriving the best size and color for each subject and constructing a detailed design platform for each module. For this, the concept of universal design as well as the current bathroom designs were examined and various users were analyzed prior to developing the design. A virtual environment was prepared based on the results and its usability was evaluated in two phases with various users including the aged people, challenged people, and ordinary people. As a result, it received quite a favorable evaluation from users, over 90 out of 100 in average, which can be regarded as a proof that it is differentiated from existing bathrooms. This study may lead to the change in the paradigm of bathroom in residential space, development of safer and comfortable domestic environment, and the enhancement of the quality of healthy life through the development of a design platform for each module that provides new experiences to various users. It is hoped that these modular systems are continuously studied not only for bathrooms but also for various residential spaces where people can stay.