• Title/Summary/Keyword: Design Psychology

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Neural Correlates and Electrodermal Activity Produced by Humor and Joy (유머와 기쁨에 따른 뇌 활성화와 말초의 피부전기 반응)

  • Suk Ji-A;Jang Eun-Hye;Lee Ok-Hyun;Lee Young-Chang;Sohn Jin-Hun
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.373-376
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    • 2005
  • 본 연구에서는 뇌의 반응과 말초신경계의 변화를 통하여 유머와 기쁨의 긍정적인 정서의 구분이 가능한가를 밝히고자 하였다. fMRI와 말초신경계 반응 측정 실험 각각을 수행하는 동안, 유머와 기쁨정서를 유발하는 동영상 자극(2분)이 제시되었고, 실험이 끝난 후 심리적인 평가도 함께 수행되었다. fURI 실험은 boxcar design으로 한 session 내에 두 block으로 구성되었다. 말초신경계 반응실험에서는 안정상태와 정서상태에서의 피부전기 반응을 측정하였다. fMRI 결과, 유머자극과 기쁨자극 제시 시 공통적으로 precentral Cortex, temporal Cortex, precuneus 가 활성화 되었고, 유머자극은 기쁨자극에 비하여 우측 middle temporal cortex, 우측 inferior frontal cortex, 좌측 middle frontal cortex 에서 큰 활성화를 보였다. 피부전기 반응(EDA) 분석 결과 두 정서 모두 안정상태에 비하여 유의하게 증가하였고, 유머자극은 기쁨자극에 비하여 피부전도수준(SCL)과 피부전도반응의 수(NSCR)에서 유의하게 증가하는 것으로 나타났다.

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UI, Supporting Old Age's Prospective Memory (노인의 미래기억을 보조하는 UI)

  • Yoon, Yong-Sik;Lee, Seung-Yong;Lee, Kyung-Soo;Yoon, Jong-Sung;Song, Sun-Mi;Oh, Chang-Young;Sohn, Young-Woo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.655-660
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    • 2006
  • 노인들은 연령에 따라 기억력의 저하가 일어나면서 일상생활을 영유하는데 많은 불편함을 겪고 있다. 정해진 시간에 약을 복용하는 것을 기억하거나 가스 불에 물을 끊인 후 끄는 것을 기억하는 것 등 의도한 행위를 실제로 수행하거나, 진행 중인 행위와 미래에 수행하여야 할 행위 등을 기억 (미래기억; prospective memory) 해야 하는 데 부담을 갖는다. 특히 노인은 시간-의존 미래기억(time-based PM)에서 다른 미래기억보다 연령에 따른 낮은 기억 수행을 보였다. (Einstein & McDaniel, 1995) 본 논문은 인터뷰와 설문을 통해 노인의 일상생활의 패턴을 파악하고, 일상생활과 비슷한 상황에서 노인의 시간-의존 미래기억(time-based prospective memory)과 노인의 자율성(autonomy)을 높이기 위한 몇 가지 UI 방식을 알아보고자 하였다. 실험 결과, 노인 실험 참가자는 사건의존 미래기억에서 의도와 연합된 '맥락 단서'를 제시하는 방식을 더 선호하였으며, 시간의존 미래기억 실험에서는 대학생 집단보다 미래기억 수행 시 외부 도구에 대한 강한 의존도를 보였다. 이는 적절한 미래기억 보조도구가 제시된다면 더 높은 수행을 보일 수 있음을 확인하였다.

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Research on Analytical Method of fun Generating Factor of Product (제품에서 Fun감성이 유발되는 요인의 분석방법에 관한 연구)

  • 강정원
    • Archives of design research
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    • v.16 no.3
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    • pp.221-230
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    • 2003
  • In product design, many designers incorporate psychological aspects to express the "fun" factor. If so, is it possible to apply the fun inducing mechanism utilized in psychology to product design and are there any problems in the application\ulcorner Psychology defines the sense of fun as the result of relief to a situation that causes a mental accumulation through the discovery of a due. The psychological extraction of fun inducing mechanism tends to lean too much to the cognitive aspect. Therefore, when dealing with product design, psychology's particular disposition is inadequate in explaining the important perceptive factor of fun. This study hypothesizes that perceptive aspect of should be induced along with the cognitive aspect in order to rationalize fun in product design. In order to understand the perception of fun, this study will introduce the amusement aspect within Kitsch products. Methods of developing a humorous form will be studied and these methods will be applicable to perceptive aspects. This paper hypothesizes that through the theoretical basis of internal characteristic of cognitive factors and external characteristic of perceptive factors, the mechanism of fun can be determined.etermined.

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A Study on Silver Town Space Design Based on Visual Experience (시각적 체험을 기반으로 실버타운 공간디자인에 관한 연구)

  • Yuan, Si-Zhou;Zhang, Hui
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.281-289
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    • 2022
  • As the aging of our society gradually deepens, the quality of the elderly care environment based on the elderly care model of the Silver Town space is gradually becoming the focus of everyone's attention. This study mainly studies and discusses the visual and behavioral characteristics of the elderly. In order to pay more attention to the special needs of the elderly in order to optimize the spatial environment, the design of visual experience design in the living environment of the elderly in Silver Town is designed. explore in depth Through this, the environment of the space is optimized so that the elderly can enjoy their old age in a comfortable environment. This study is based on visual psychology, environmental psychology, gerontology and other theories. Through the collection of related literature and field research on the elderly, the function and overall combination of the living environment of the elderly in Silver Town is studied, and the environment is organized. Based on the behavioral and visual needs of middle-aged and older people, a design method was proposed to strengthen the visual connection in space. In terms of visual experience, the lighting, colors, and materials of the environment are studied. Through a combination of theory and research and experiments, it is concluded that the elderly prefer plants with warm colors, high brightness colors, and geometric patterns. The design principle and design method of the visual experience in the Silver Town space are summarized.

Jeonnam Medical College's Interior Design - Harmony in Space - (전남의대 업무공간을 위한 실내디자인 - 공간 조화 -)

  • Choi, Sun-Hee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.10a
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    • pp.235-236
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    • 2005
  • A medical college is faculty which performs frequent experiments and holds lots of seminars for these reasons, this place was designed to exchange its concentration, taking its spatial psychology convenience and its functions into consideration. This space has been built up as the technological and multi-functional space to encourage it to accomplish special functions required by each of facilities, such as the president room, a main center of administration in the medical college, an audience chamber, an attached room, the room for alumni, preventive medicine and Micro biological diseases, a legal medicine lecture room, the room for basic medical science and a conference room.

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A Study on Efficient Animated Character Based on the Hunlock Effect

  • Chen, Ye;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1268-1278
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    • 2021
  • Combined with expert interviews and questionnaire investigations, this paper aims at analyzing the different characteristics of the animated characters Spider-Man from Spider-Man: Into the Spider-Verse based on Hunlock Effect, in order to provide appropriate guidance for animation characters designers and limited inspiration for creative practices. First, Spider-Man: Into the Spider-Verse is chosen as the case to analyze 6 Spider-Man with different personalities, who appear at the same time. Then, Spider-Man's characteristics are analyzed through interviews with experts. At last, the key study focuses on the influence of environmental factors on the formation of Spider-Man's roles in the theory of Hunlock Effect, in light of the principle of personality formation in psychology. From the perspective of psychology, interdisciplinary study on animated characters provides scientific and effective support for animation character design, and increases the fascination of animation characters' personalities.

A Study on UI/UX design of mobile application of Mindfulness (마음챙김 훈련을 위한 모바일 인터페이스 디자인)

  • OH, Jun-yep;Ma, Jung-Yi;Kyu, Mam-Sang;Gim, Wan-Suk;Lee, Joo-yeop
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.179-192
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    • 2018
  • The purpose of this study is to research the design solutions that should be taken into consideration when developing mobile applications of Mindfulness Training. We aim to provide basic UI / UX design guidances for being effectiveness of mobile application of Mindfulness Training. For this purpose, We research in various aspects. Base on this, We select an approach and apply the application screen prototypes. We suggest some points for to be considered in the development of UI / IX design for mobile applications for Mindfulness Training based on obtained knowledge through this research process.