• Title/Summary/Keyword: Design-centered Framework

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A study on the navigation methods according to the types of website and task (웹사이트 종류와 태스크 타입에 따른 사용자의 네비게이션 유형에 대한 연구)

  • 김소영;이건표
    • Archives of design research
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    • v.16 no.1
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    • pp.261-270
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    • 2003
  • This paper focuses on the navigation methods which users select in different websites or for different tasks. Identifying the preferred navigation methods used for each case would help developers to construct the structure of website more effectively and confidently. To achieve the goal, this paper presents a framework on the classification of links as S_link and C_link. Then experiment is designed in order to evaluate the type of preferred link in each case. For the experiment, two different types of prototype websites such as news sites and shopping sites were constructed for which two different types of tasks such as goal-centered tasks and process-centered tasks were given to users. Particularly, to minimize the effects of visual elements and technical difference, prototype websites were produced with only HTML, not JavaScript nor Shockwave Flash. The result showed dearly that type of tasks had more significant effects on users navigation patterns than type of website. And users are more dependent on the S_link in the goal-centered task and on the C_link in the process-centered task. These findings were more apparent at the Qualitative test which was conducted for the comparative analysis between prototype site and real site.

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A Study on the Application Methods Ethnography for human-Centered Design Research with an Emphasis on Understanding Food Culture in the Kitchen and Observing Usage Patterns of Microwave Oven (사용자 중심의 디자인 리서치를 위한 애쓰노그래피 적용방법에 관한 연구 -부엌에서의 식생활 문화와 전자레인지 사용 행태 관찰을 중심으로-)

  • 김현정;이건표
    • Archives of design research
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    • v.13 no.1
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    • pp.187-197
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    • 2000
  • This study was on the investigation of how to adapt Ethnography, main research methodology in Anthropology, to "User-Centered Design Research", which is a recently focused issue in design field. Thus, this paper has highlighted concrete application processes and methods which were adapted in the case study of developing a concept for the new microwave oven. This paper mainly consists of two parts. First, the basic concept of "Ethnography" is introduced based on secondary research, and the concept of "Culture" is defined as the favorable one to design field. This part was done for constructing knowledge basis which is needed in establishing thematicaJ framework of design research. Second, the application methods of Ethnography is demonstrated through the concrete case study of developing a new microwave oven. This second part was composed of three sub-sections, which are an introduction of conducting process of ethnographic deisgn research, a description of analyzed data of kitchen culture and various particularities of usage pattem of microwave oven, and finally, a discussion of the efficiency of ethnography through generating design implications for a new microwave oven. This demonstration of case study suggests the concrete idea of how to adapt ethnography to design research and will contribute to increase more effective ethnographic design research in the future.c design research in the future.

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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Study on Service Identity and Identity Framework

  • Kang, Hwa-Sun;Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.33-40
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    • 2012
  • Objective: Service industry has become the most important industry among various economic activities, as the percentage of service related industry in advanced nations is over 60% of their GDP and the percentage of service industry in South Korea, a traditional manufacturing nation, now takes up over 60% of the entire economy. Background: Such industry paradigm shift has changed consumers from those that simply purchased products into groups of people that evaluate the companies that manufacture products, thereby further intensifying competition among companies and increasing the importance of integrated communication between companies and consumers. However, the excessive existence of sub-identities that have been developed for integrated management of the existing corporate identities, as well as the undifferentiated general management strategies by companies are creating confusion not only for consumers but also for various corporate interest parties. In addition, service identity strategy has become the most important strategy than any other sub-identity strategies in forming corporate identity at the increased importance of corporate service in the era of service industry. However, the current domestic circumstance is that the concept of service identity has not been well established through specific related studies. Method: Accordingly, the existing academic and field studies on the corporate identity(CI), brand identity(BI) and product identity(PI) used for the communication with consumers were reviewed in this study to establish and summarize the concept of service identity(SI) that appeared at the service economization. Results: The purpose is to examine the kind of change that could be brought about by SI for the corporate integrated identity strategy developed through the existing corporate, brand & product image in order to present a new direct in corporate identity strategy according to the industry paradigm shift through a SI centered new corporate identity framework. Conclusion: For preparing the new era of service industry, the corporate integrated identity strategy must be integrate with concept of service identity and which is essential to differential from other companies. Application: The proposed concept and framework of service identity on this paper will help to understand and clearly define why service identity is important factor of the new idea of corporate identities.

A case study for application of design for affordance methodology using affordance feature repositories (행위유발 특징형상 리파지토리를 활용한 행위유발성 증진 디자인방법 적용 사례 연구)

  • Ro, Eun Rae;Noh, Ji Hye;Kim, Yong Se
    • Korea Science and Art Forum
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    • v.19
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    • pp.319-330
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    • 2015
  • The characteristics of products and services that induce natural activities of people, namely affordances, play critical roles in making interactions successful and meaningful. Earlier a methodological framework for design for affordances has been devised where repositories of affordance features are used. Affordance features are retrieved from the repository so that the new affordance feature is to be designed through an analogical reasoning. In two classes of Product-Service Systems Design education, this design for affordance method has been introduced in a tutorial setting for designing a hand carrier cart. This paper describes how the method was introduced and shows new affordance features in their design proposals with source affordance features retrieved from the repository. Implications obtained from this tutorial effort are discussed to enrich practical application of the design for affordance method. The study tries to suggest new product design method by using affordance feature repository.

Comparative Review of Design Guidelines of Hospice Facilities for Establishing Standards (호스피스 시설기준 수립을 위한 디자인 가이드라인 비교연구)

  • Lee, Sukyung;Yoon, Hungjin
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.25 no.1
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    • pp.51-60
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    • 2019
  • Purpose: This study aims to analyze design guidelines for hospice facilities in the US, UK, and Canada focused on design considerations and space requirements, and utilizes them as baseline data for establishing standards for Korean hospice facilities. Methods: Comparative review was carried out to investigate hospice care models, design consideration, and room sizes and requirements for design guideline of hospice facilities in United States, UK and Canada identified on electronic database and review articles, and to examine major characteristics and tendencies of hospice facilities. Results: The hospice care models characteristics in design guidelines is generally largely divided into hospital-based hospice facility, Nursing home-based hospice facility, and daycare hospice. The design considerations in hospice facilities focused on medical efficiency, flexibility, barrier-free environment, person-centered care, and stability. There is also a need for single resident room, rooms for the patient's family, and isolation room for infection control. Implications: it is recommended to establish standards for the installation and operation of required and recommended rooms and considerations when establishing the standards of hospice facilities in Korea. This Study is limited to a simple comparative analysis of the framework of guideline.

Design of service delivery for a child obesity prevention and management program using technology convergence (융합기술 기반 어린이 비만 예방.관리 프로그램 전달체계 설계)

  • Hwang, Ji-Yun;Park, Mi-Young;Kim, Kirang;Lee, Sang Eun;Shim, Jae Eun
    • Journal of Nutrition and Health
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    • v.47 no.5
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    • pp.374-384
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    • 2014
  • Purpose: Health professionals and policy makers confront the failure of provider-administered, conventional behavioral interventions in the fight against obesity epidemic. The aim of this study was to develop a tailored, cost-effective delivery system for a child obesity prevention and management program through technology convergence using Web-enabled smart cellular phones. Methods: Assessment of service needs and development of a delivery system for the program were based on a comprehensive literature review and expert reviews, and results from in-depth interviews and a need-assessment survey. Results: The user- and site-centered service delivery system using Web-enabled cellular telephones as the hardware platform for obesity prevention and management has been developed. A tailored informational service and intervention will be provided interactively between stakeholders through the platform. The potential legal issues associated with the service design have also been considered. Conclusion: The user-centered convergence design and platform based on principles of Transtheoretical Model and Stages of Change using the Health Promoting School framework could enable effective intervention and promote acceptance in the long-run.

User-Focused Package Contents Application System for Interactive IPTV Services (대화형 IPTV 서비스를 위한 사용자 중심의 패키지 콘텐츠 운용 시스템)

  • Kim, Kwang-Yong;Lee, Young-Il;Yoo, Jeong-Ju;Lyu, Won;Jeong, Jae-Gil;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2323-2329
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    • 2009
  • Recent IPTV services still remain as simple broadcasting services that cannot make the most of interactive features together with various content-associated data. So, IPTV providers are making efforts to break from monopolistic style, so as increasing the user's participation m service. However there is an interoperability problem because no common solution is employed across different providers. To solve this problem, there needs to be a framework for a framework for generating, sharing and distributing package contents. In this paper, we propose user-centered package contents application framework for interactive IPTV services. We also design a package content authoring and consuming system which plays core parts in the proposed framework.

A Study of the Characteristics of Cybernetics Exhibited in Fashion as a Media of Digital Environment (디지털환경 매체로서 패션에 나타난 사이버네틱스의 특성에 관한 연구)

  • Kim Hyun-Soo;Kim Min-Ja
    • Journal of the Korean Society of Costume
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    • v.55 no.4 s.94
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    • pp.79-94
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    • 2005
  • The goal of this research, contorted from the perspective of media aesthetics, is to uncover the ways how mechanical/cybersensual fashion products express aesthetic characteristics of cybernetics, by comparing them with digital products designed by an application of cybernetics. The other goal is to provide a cultural and design framework of cybernetics as d digital-environmental medium for fashion in which hightech and human sensibilities are fused. The results urged to explore two new contrasting perceptual possibilities for an understanding of digital technology application: negative and positive feedbacks. Cybernetic optimism, centered on technological dimensions, focuses on a concept of fashion that emphasize instrumental aspects-efficiency and convenience. In contrast, cybernetic pessimism focuses on digital fashion that expresses environmental destruction and the loss of human identity. A comparative analysis of the aesthetics of expression in digital fashion design and digital industrial products from a cybernetic perspective showed that in digital environment society, the combination of negative and positive feedbacks resulted in design products in which internal and external aspects of beauty complemented each other.

A Human-Centric Approach for Smart Manufacturing Adoption: An Empirical Study

  • Ying PAN;Aidi AHMI;Raja Haslinda RAJA MOHD ALI
    • Journal of Distribution Science
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    • v.22 no.1
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    • pp.37-46
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    • 2024
  • Purpose: This study aims to address the overlooked micro-level aspects within Smart Manufacturing (SM) research, rectifying the misalignment in manufacturing firms' estimation of their technological adoption capabilities. Drawing upon the Social-Technical Systems (STS) theory, this paper utilises innovation capability as a mediating variable, constructing a human-centric organizational model to bridge this research gap. Research design, data and methodology: This study collected data from 233 Chinese manufacturing firms via online questionnaires. Introducing innovation capability as a mediating variable, it investigates the impact of social-technical system dimensions (work design, social subsystems, and technical subsystems) on SM adoption willingness. Smart PLS 4.0 was employed for data analysis, and Structural Equation Modelling (SEM) validated the theoretical model's assumptions. Results: In direct relationships, social subsystems, technical subsystems, and work design positively influence firms' innovation capabilities, which, in turn, positively impact SM adoption. However, innovation capability does not mediate the relationship between technical subsystems and SM adoption. Conclusions: This study focuses on the internal micro-level of organisational employees, constructing a human-centric framework that emphasises the interaction between organisations and technology. The study fills empirical gaps in Smart Manufacturing adoption, providing organisations with a means to examine the integration of employees and the organisational social-technical system.