• Title/Summary/Keyword: Affordance Design

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An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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Analysis of Kitchen Products for Sustainable Living of the Elderly Using Five Universal Design Principles (노인의 지속가능한 삶을 지원해주는 부엌제품의 유니버설디자인 특성 분석연구)

  • Lee, Yeunsook;Lee, Soo-Jin;Min, Byoung-A;Kwon, Hyun-Joo;Oh, So-Yeon
    • KIEAE Journal
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    • v.6 no.4
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    • pp.57-67
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    • 2006
  • With the coming demographic avalanche as the number of elderly aged 65 and older is expected to double in 20 years in South Korea, the concept of retirement living will be changed in a whole new way. The newest design principles as environmental affordance system for them need to be considered. This study started with the premise that 'Aging in Place' might be the most desirable alternative for the elderly and if so, they may be at greater challenge of living in the home, especially in kitchen. The purpose of this study is to analyze various universal design kitchen products according to five Universal Design criteria with physical or mental characteristics of aging. The five Universal Design principles are 'Supportiveness', 'Adaptability', 'Communicability', 'Pleasantness' and 'Accessibility', which were developed from the previous research. The profile and the trends of the universal design kitchen products were identified with the concrete design examples. The results will be expected to make contributions to developing universal design guidelines for kitchen products, to understanding the nature of universal design paradigm, and to establishing directions for sustainable living of the elderly.

Aspect of Human-Centered Design in Contemporary Design of Time and Change : Focus on Analysis of Affordance and Psychological Bases (현대 시간성 디자인의 인간중심 디자인적 측면 : 어포던스에 의거한 행태지원 측면 분석을 중심으로)

  • Hong, Eui-Taek;Lee, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.91-102
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    • 2007
  • Post-modern period differentiates itself from Modern period in many aspects. One of these is the emphasis on phenomena which are ephemeral and changing. This paper looks at the psychological bases of these expressions of time & change in contemporary design and their affordances on human behavior. It also analyzes the types of time & change design on the basis of the behaviors they afford. This will lead us to the understanding of how the design including time & change expresses the spirit of the age and how it can play positive roles in human psychology.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

A Study on the Stay affordance for Visual Perception factors in Experience Exhibition Space - With Focus on Gyeonggi Children Museum - (체험전시공간 시지각적요소의 체류지원성향상을 위한 연구 - 경기도 어린이박물관을 중심으로 -)

  • Song, Jeong-Hwa
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.195-204
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    • 2013
  • Today, the children's museum evolved from place of exhibition for seeing and feeling, to that of exhibition for searching and touching, or so-called the hands-on exhibition. This will allow for grabbing the interest from children and provide an opportunity for learning by an actual experience at this intellectual and benign environment. But in this modern society that constantly undergoes evolution even as we speak, it is not an easy task to bring our children to museums, because they are vastly exposed to various media. Moreover, if the children who visited museums carelessly bypass the specific areas intended for exhibition, the educational purpose of "enhanced learning effect with hands-on experience" is easily underachieved. According to children's visual stimuli, their behavioral charactoristics are appeared to freewill curiosity but they show shorter elapsed time(impermanence), intensity(stubbornness), frequent occurrence(frequentness) and changeable (translatability). So, We need Improvement of visual image affordance through the measurement of stay time. Firstly, five factors are extracted by factor analysis on twenty questions based on visual image factors; Color accessability and Satistaction(factor1), brightness and color harmony(factor2), feeling on harmonization of color and stay time(factor3), simplex & complex of space(factor4), feeling on scale(factor5) Secondly, the following result are derived through a distribution chart on an exhibition room of K-museum. As shown above, this study based on various analyzed aspects proposes the directions of a color image plan to improve stay time in exhibition space of children museums with a hope to support educational goals of experience education-focused children museums.

Design of the Multi-Modal Media Art Contents using Touch Screen based on Affordance Theory (어포던스 이론 기반 터치 스크린을 이용한 멀티 모달 미디어 아트 콘텐츠의 설계)

  • Lee, Gang-So;Choi, Yoo-Joo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.36-37
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    • 2015
  • 본 논문에서는 전시 공간에서 전시 콘텐츠를 그냥 지나치거나 적극적으로 상호작용하려 하지 않는 관람객의 관심과 흥미를 이끌어 내기 위하여 어포던스(affordance, 행위 유발성) 특성을 반영한 인터랙티브 아트 콘텐츠 설계에 관한 내용을 다룬다. 이를 위하여, 우선, HCI 나 인지심리 영역에서 다루고 있는 어포던스 이론을 고찰하고, 특히 전시 공간에 나타나는 어포던스의 요소를 연구한 기존 연구들 분석하였다. 이를 기반으로 사람들의 행동과 흥미를 유발 시킬 수 있는 전시공간에 적합한 어포던스 기반 멀티 모달 인터페이스 설계 방향을 제시하였다. 또한, 제시된 멀티 모달 인터페이스 설계 특성을 반영하여 터치 스크린을 이용한 멀티 모달 미디어 아트 콘텐츠를 설계 제작하였다.

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Applying the Theory of Affordance to the Design of Water Purification Facilities : Focusing on the Case of Binh Dinh in Vietnam (정수시설 설계에 대한 어포던스 이론 적용 연구: 베트남 빈딘 사례를 중심으로)

  • Park, Hye-Rin;Hwang, Yeo-Kyeong;Kim, Seul-Gi;Lee, Jun-Min;Hwang, Jun-Seok
    • Journal of Appropriate Technology
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    • v.6 no.1
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    • pp.28-36
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    • 2020
  • Sustainable appropriate technology requires user-centered design with consideration of the political, cultural and environmental aspects of the area. However, in the preparation of appropriate technology, there is a limit to the prior grasp of the user's intention and experience leading to the actual behavior of the user after the dissemination. As a result, appropriate technologies are often inconvenient for practical use or used for other purposes, contrary to the designer's intention. This study analyzes the case of appropriate technology with an analysis framework that reflects Maier's affordance theory, and proposes a design solution that can overcome the limitations of existing design. Affordance theory is the theory of factors that cause the user to identify and use features through interpretation based on prior knowledge and experience about things. The analysis cases in this study are the interviews with the designers, management education materials, and manager interviews for water purification systems at three of six schools in Binh Dinh Province, Vietnam, from August 2015 to January 2018. The case was attempted to be improved by periodic installation, maintenance, and inspection, but similar problems continued to occur. First, the facility inspections and manager interviews are compared with manager training materials distributed at the time of installation to find inconsistencies. Next, we analyze the designer's intended affordance and the affordances that actually influenced the management behavior. And then, we propose design solutions based on commonly found problems and affordances. This study suggests that it is necessary to apply the design considering the user's behavior before distributing the appropriate technology, and this study will be precedent in the process of finding the improvement through the analysis framework based on the affordance.

A Study on Deriving the Principle of Naoto Fukasawa's Without Thought Design Theory (후카사와 나오토 Without Thought 디자인 이념의 원칙 도출에 관한 연구)

  • Lu, Han-Yi;Seo, Han-Sok
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.475-484
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    • 2019
  • At present, in the field of design research, the systematic research on Without Thought design is still insufficient, and it is used in conjunction with the concept of Affordance. Therefore, based on Naoto Fukasawa's design ideas of 'Without Thought' and related unconscious theory, this study will define the concept of 'Without Thought design'. Briefly, Without Thought design is to enable users to complete the unconscious interaction with objects and give users a feeling of "just right". Besides, by reviewing Naoto Fukasawa's works, papers, speeches and related literature, this study derives five Without Thought design principles: continuity of behavior, clarity of semantics, commonality of cognition, design for living situations and design for natural needs. Then, the content this study could be an origin that be helpful to define the concept of Without Thought in a more systematic way, looking forward to serving as the basic data for the process development of Without Thought design.