• Title/Summary/Keyword: Activity-Centered Design

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A Study on Application of Ethnography for the User Research in Designing Korean Express Train

  • Kim, Hyun-Jeong;Lee, Kyn-Pyo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.389-393
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    • 2000
  • Ethnography, a major research method in Anthropology, has been recently applied in human-centered design research. Since ethnography has empirical, naturalistic, holistic and eclectic characteristics, it is needed a guideline to apply ethnography into design research in accordance with a characteristic of project. Design project in which ethnography is applied can be categorized by two criteria; degree of newness of project goal(existing user-potential user) and limitedness of worksite(site-oriented-work-oriented). Among work-site activities, technology in use, and user group culture, it should be decided which content to content to focus more than others and thus what kinds of research techniques to apply in the ethnographic research.Case study was to design an interior of a Korean express train. This project is site-oriented and has an existing-potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity flow, and participant observation was applied to obtain statistical data of synchronous activities. Case study shows a concrete process example of how to apply ethnography into design research.

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A Triangularization Algorithm Solving for the Complex Design with Precedence Constraints and IDEF3 Modeling in Concurrent Engineering (전제조건과 IDEF3를 응용한 동시공학환경에서의 복합설계)

  • Cho, Moon-Soo;Lim, Tae-Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.7
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    • pp.742-752
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    • 2009
  • Engineering design involves the specification of many variables that define a product, how it is made, and how it behaves applied to computer, communication and control fields. Before some variables can be determined, other variables must first be known or assumed. This fact implies a precedence order of the variables, and of the tasks of determining these variables consequently. Moreover, design of complex systems may involve a large number of design activities. In this paper, the activity-activity incidence matrix is considered as a representation of design activity analysis which mainly focuses on the precedence constraint with an object of doing IDEF3 in process-centered view. In order to analyze the activity-activity incidence matrix, a heuristic algorithm is proposed, which transforms an activity-activity, parameter-formula, and parameter-parameter incidence matrix into a lower triangular form. The analysis of the structured matrices can not only significantly reduce the overall project complexity by reorganizing few critical tasks in practice, but also aims at obtaining shorter times considering the solution structure by exploring concurrency.

Development of Learner-centered Hybrid Project Learning Program (학생주도 창의융합 프로젝트 교육 모델 개발)

  • Shin, Sun-Kyung
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.53-59
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    • 2012
  • This article reviews the current issues of engineering education: engineering creativity, R&D 3.0 and Education 3.0 and comfirms need of refining quality of engineering education through learner-centered hybrid project learning. this article suggests the Global engineering project(GEP) program as an ideal hybrid project learning model that develop student's creativity and convergence capability. GEP program is learnner-centered interdisciplinary program that whole processes are managed by interdisciplinary students team aiming to global engineers who are globally competent and locally relevant so that they can function effectively in any country by local activity in developing country. The program consist of four main parts: 1)pre activity, 2)local activity from abroad, 3)design and producing prototype and 4)participating in the design contest or academic conference with the products. As a result, students' global competence, teamwork skill and capability of creative problem solving are remarkably improved.

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A Study on Residential Facility Based on the Characteristics of Behavior and Motion for People with visual Impairments (주거 공간 계획을 위한 시각장애인의 행위에 따른 동작특성에 관한 연구)

  • Kim, Min-Gyeong;Keum, Yo-Chan;Park, Yong-Hwan
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.99-107
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    • 2006
  • People with visual impairments are difficult to go to education facility by themselves, because of their limited visual ability, orientation, and usability field, so they prefer dormitories. Those dormitories playa role in living space, education, communication and culture function. Therefore those facilities planned more user centered design, since they are influenced by user actability and their values. User centered designs that match between the user and space are understood as well as their characteristics and behavior. Especially for understanding their activity, observation is conducted about their behavior in dormitories. Thus the purpose of this study is suggested to be a basic source that planning about residential facility for people with visual impairments through interview and observation investigation by analysis that they resident in space motion and performance.

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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Vector quantization codebook design using activity and neural network (활동도와 신경망을 이용한 벡터양자화 코드북 설계)

  • 이경환;이법기;최정현;김덕규
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.5
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    • pp.75-82
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    • 1998
  • Conventional vector quantization (VQ) codebook design methods have several drawbacks such as edge degradation and high computational complexity. In this paper, we first made activity coordinates from the horizonatal and the vertical activity of the input block. Then it is mapped on the 2-dimensional interconnected codebook, and the codebook is designed using kohonen self-organizing map (KSFM) learning algorithm after the search of a codevector that has the minumum distance from the input vector in a small window, centered by the mapped point. As the serch area is restricted within the window, the computational amount is reduced compared with usual VQ. From the resutls of computer simulation, proposed method shows a better perfomance, in the view point of edge reconstruction and PSNR, than previous codebook training methods. And we also obtained a higher PSNR than that of classified vector quantization (CVQ).

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A Study on the Data Collection and Analysis System for Learning Experiences in Learner-Centered Customized Education (학습자 중심의 맞춤형 교육을 위한 학습 경험 데이터 수집 및 분석 체계 연구)

  • Sang-woo Kim;Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.159-165
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    • 2024
  • This study investigates the comprehensive system for collecting intelligent learning activity data tailored to learner-centered personalized education. We compared and analyzed the characteristics of xAPI, Caliper analytics, and cmi5, which are learning activity data collection standards, and established a system that allows not only standardized data but also non-standardized learning activity data to be stored as big data for artificial intelligence learning analysis. As a result, the system was structured into five stages: defining data types, standardizing learning data using xAPI, storing big data, conducting learning analysis (statistical and AI-based), and providing learner-tailored services. The aim was to establish a foundation for analyzing learning data using artificial intelligence technology. In future research, we will divide the entire system into three stages, implement and execute it, and correct and supplement any shortcomings in the design.

Learning Process Monitoring of e-Learning for Corporate Education (기업교육을 위한 인터넷 원격훈련 학습과정 모니터링 연구)

  • Kim, Do-Hun;Jung, Hyojung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.8
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    • pp.35-40
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    • 2018
  • Purpose - The purpose of this study is to conduct a monitoring study on the learning process of e-learning contents. This study has two research objectives. First, by conducting monitoring research on the learning process, we aim to explore the implications for content development that reflects future student needs. Second, we want to collect empirical basic data on the estimation of appropriate amount of learning. Research design, data, and methodology - This study is a case study of learner's learning process in e-learning. After completion of the study, an in-depth interview was made after conducting a test to measure the total amount of cognitive load and the level of engagement that occurred during the learning process. The tool used to measure cognitive load is NASA-TLX, a subjective cognitive load measurement method. In the monitoring process, we observe external phenomena such as page movement and mouse movement path, and identify cognitive activities such as Think-Aloud technique. Results - In the total of three research subjects, the two courses showed excess learning time compared to the learning time, and one course showed less learning time than the learning time. This gives the following implications for content development. First, it is necessary to consider the importance of selecting the target and contents level according to the level of the subject. Second, it is necessary to design the learner participation activity that meets the learning goal level and to calculate the appropriate time accordingly. Third, it is necessary to design appropriate learning support strategy according to the learning task. This should be considered in designing lessons. Fourth, it is necessary to revitalize contents design centered on learning activities such as simulation. Conclusions - The implications of the examination system are as follows. First, it can be confirmed that there is difficulty in calculating the amount of learning centered on learning time and securing objective objectivity. Second, it can be seen that there are various variables affecting the actual learning time in addition to the content amount. Third, there is a need for reviewing the system of examination of learning amount centered on 'learning time'.

A Study on the indoor Plan of chinese Medicine Hospital (한방병원 실내계획에 관한 연구)

  • 김정진;진용녀
    • Korean Institute of Interior Design Journal
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    • no.18
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    • pp.74-80
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    • 1999
  • Chinese medicine hospital enables the users to expect more efficient cure result in the psychological stability and the comfortable indoor environment by supplying the functional and aesthetic cure space with the medical action of good quality Medical activity is to treat the human life. Thus, hospital must be more human-centered-place than other space. Thus study is establishment of space to be able to lead more rational and active participation than the conservative and passive image of the department of diagnosis and treatment for outpatients is desirable. This study is the indoor schedule to suggest the direction about the department of diagnosis and treatment for outpatients of Chinese medicine hospital of native image with more comfortable and positive approach on the basis of above points at issues as the schedule to fulfill the performance of medical function and the emotional and psychological satisfaction of users as the human being-centered-medical institution on the subject of the department of diagnosis and treatment for outpatients in Chinese medicine hospital. And, this researcher progressed as follows by being premised on this 1. Description of Goai, Range and Method of Study and Suggestion of Study Direction 2. Concept introduction as the Basic Approach of Theory which is necessary for Study 3. The Problems were recognized by grasping the present condition in Korea through the questionaines 4. establishment of Concept and direction which are necessary for planning the indoor of the department of Diagnosis and Treatment for Chinese Medicine Hospital 5. Progression of Design Plan attendant upon Concept 6. Analysis of the Conents attendant upon this, and Conclusiov.

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A Study on the Fashion Type of Design Activism for Social Roles (사회적 역할을 위한 디자인 액티비즘(Design Activism)의 패션유형연구)

  • Noh, Youn-a;Lee, Young-Jae
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.1-14
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    • 2017
  • As the design of the day focuses more on human-centered design, this shift creates value for society and also fulfills on a sense of social responsibility. In the area of fashion, the design activity is used as a type of fashion design to realize the social value of design in a changed society; this concept was defined as Fashion Design Activism. The objective of this study is to empirically research design activity as a practical value of the day when the social contributions of fashion design are rising in the overall society through the research on the practice of Fashion Design Activity which is adapting to changes in the fashion design paradigm. Regarding the study method, the literature research and case study were combined. We examined the meaning of social design by reviewing the literature related to this social paradigm, and we analyzed cases in which the effects of fashion design on society were realized through practical activities. Also, we defined the role of fashion design based on an analysis of design types based on previous research. This study divided the roles of fashion design in a pattern based on the social roles that design inhabited, in terms of how 'fashion design fulfilled on social responsibility', 'anthropocentric fashion design putting emphasis on users', and 'fashion design aiming for eco-efficient changes'. This study aimed to seek measures to develop fashion design that could promote changes focusing on society, humans, and the environment.