• 제목/요약/키워드: Developer and User

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공동주택 모델하우스 비평을 위한 평가모델 개발에 관한 연구 (A Study on Developing an Evaluation Model for Criticizing the Model house of Multi-family Housing)

  • 전경화;홍형옥;김정근
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 1999년도 춘계학술발표대회 논문집
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    • pp.133-136
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    • 1999
  • This study intends to develop an evaluation model which could be used as an effective tool for criticizing the model house of multi-family housing. The evaluation model has been developed based on the theoretical framework suggested by previous results of research related on hosing design, which comprises the following four components: 1) the paradigm of future home and life-style, 2) marketing effects of housing developer, 3) goals and principles of housing design, and 4) results of user-preference study. In this study, an evaluation model was suggested as a preliminary form which would be modified in detail after series of tests in the field. The evaluation model will be used provide standardized criteria for the quality of model houses, and eventually help to improve the quality of multi-family housing design by balanced information from theorist, user and developer.

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가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석 (Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR))

  • 박지혜;김민철
    • 유통과학연구
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    • 제17권2호
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

개발방법론이 개발직무의 동기유발성에 미치는 영향에 대한 분석 (Analysis of how Development Methodologies Influence the Potential Motivation of Software Developers)

  • 황순삼;김성근
    • Journal of Information Technology Applications and Management
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    • 제17권2호
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    • pp.1-18
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    • 2010
  • The Agile methodology is a new trend in software development. Nowadays enterprises have been adopting the agile methodology in an effort to deal effectively with rapidly changing user requirements. In most cases, much improvement was accomplished in the software development. Some studies have mentioned that the motivation of software developers is a contributing factor on the improvement. However, it is not known yet what aspects of the agile methodology get them to be motivated. The aims of this study are the comparison between the traditional methodologies and agile methodology and look into potential motivation of software developer and their jobcharacteristics. For the empirical analyzing, research data were collected by 77 developers of 4 domestic IT companies. The analysis shows that there is significant differences on developer's potential motivation according to what kind of methodology is used. Agile developers to be more motivated than others methodologies developers. It also shows in detail that what kinds of job characteristics of developer are different among them depending on methodologies.

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개발자와 사용자의 정보시스템에 대한 인지차이 연구 (Perception difference between developer and user on information system)

  • 여현진
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2014년도 추계 종합학술대회 논문집
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    • pp.347-348
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    • 2014
  • 정보시스템 성공 모형은 1992년 DeLone and McLean의 D&M 모형이 2003년 개선모형에 이르기 까지 이커머스, 교육시스템등과 같이 다양한 분야에 적용되어 사용되어왔으며, 메타분석이 이루어 질 정도로 그 적용 연구의 수 또한 많지만, 이는 최종사용자(End-user)기준으로 이루어졌으며 사용자가 어떠한 요인들을 정보시스템의 성공 선행요인으로 인지하는지에 대한 결론을 줄 수 있으나 개발자(Developer)가 이를 적용하기에는 자신들의 인지하는 품질과 양적인 비교가 불가능하기 때문에 어떤 부분을 얼마나 노력해야 하는지에 대한 연구가 필요하다. 그러므로 본 연구에서는 A은행의 정보시스템 개발자와 사용자를 대상으로 D&M 정보시스템 성공 모형을 적용하고, 다중집단 구조방정식모델을 사용하여 그 차이를 설명하고자 한다.

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EUCAS : 동적인 상황인식서비스 정의를 위한 사용자인터페이스 개발 (EUCAS : Development of the User Interface for Dynamic Context-aware Service Definition)

  • 강기봉;박정규;이긍해
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.346-350
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    • 2009
  • 정보통신기술의 발달로 우리의 생활에는 많은 서비스들이 등장하였다. 이런 서비스들은 우리의 삶은 편리하고 안전하게 하지만 서비스의 증가와 비례하여 우리가 이를 인식하고 활용하는데 필요한 관심과 노력도 증가하게 되었다. 상황인식서비스는 이런 문제를 해결하기 위해 사용자 주변 상황을 스스로 인식하고 적시적소에 자동으로 제공되는 서비스이다. 기존 상황인식서비스에 관한 연구들을 살펴보면 상황인식서비스는 주로 개발자에 의해 정의된다. 개발자에 의한 상황인식서비스 정의는 사용자 주변 환경이나 개개인의 생활패턴을 반영할 수 없다는 중요한 문제를 가진다. 본 논문에서는 서비스의 필요성을 느끼는 사용자 스스로가 상황인식서비스를 직접 정의할 수 있게 하는 사용자인터페이스인 EUCAS(by End-User, Context-Aware Service development)를 소개한다. EUCAS는 사용자가 상황인식서비스를 직접 정의할 수 있게 하기 위해 주변 상황정보와 실행 가능한 서비스들을 객체의 형태로 표현하고 이를 쉽게 조작할 수 있는 사용자인터페이스를 제공한다. EUCAS는 사용자가 자신이 필요한 상황인식서비스를 직접 정의하고 관리할 수 있게 함으로써 개인화된 상황인식서비스 환경구축을 가능하게 한다.

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감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로- (A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience-)

  • 김민선;김진영
    • 패션비즈니스
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    • 제26권1호
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

품질기능전개 기법을 이용한 패키지 소프트웨어의 품질 평가 (Quality Evaluation of Package Software using QFD)

  • 유영관;이종무
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2001년도 춘계학술대회
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    • pp.167-171
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    • 2001
  • In this paper, the QFD(quality function deployment) technique is used to acquire the quality requirements of package software which is sold in a commercial software shop. To select the principal quality characteristics of package software, an user survey was conducted for a quality model developed based on the international standards and the previous research. The software user is divided into three groups:the general user, the expert, and the developer. The method of QFD is applied to choose the software quality attributes which have strong correlation with the selected quality characteristics.

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사용자 중심의 사용성 속성 도출과 사용자 그룹과 개발자 그룹 간의 속성 비교: 모바일 트레이딩 시스템 중심 (Elicitation of User-Centered Usability Attributes and Comparison of Attributes between User Group and Developer Group: Focus on Mobile Trading System)

  • 이운교;김자희
    • 한국전자거래학회지
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    • 제26권4호
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    • pp.53-79
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    • 2021
  • 비대면 거래 활성화로 증권사 간 영업점포 규모나 거래 비용면의 차별성은 줄어들고 증권거래 시스템에 대한 중요성이 높아졌다. 특히 개인 투자자들이 많이 사용하는 모바일 트레이딩 시스템의 거래 비중 증가와 코로나19 이후 개인 투자자의 증가로 모바일 트레이딩 시스템은 더욱 중요해졌다. 하지만 모바일 트레이딩 시스템에 관한 사용성 연구는 문헌조사나 설문조사방법으로 진행되어 사용자 중심의 사용성 연구는 부족하다. 이에 본 연구에서는 사용자 중심의 사용성 속성을 알아보기 위해 사용자의 경험적 인식을 찾아내는 레퍼토리 그리드 기법을 사용하였다. 사용자 관점의 모바일 트레이딩 시스템 사용성 속성을 도출하고 사용자 그룹과 개발자 그룹간의 빈도와 중요도 측면에서 사용성 속성 차이를 확인하였다.

현업실무자 중심의 지식관리시스템도입을 통한 생산성 향상 (Productivity Improvement Through the Knowledge Management System Focused on End-user)

  • 정한욱;이창호
    • 대한안전경영과학회지
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    • 제2권3호
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    • pp.37-46
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    • 2000
  • A company needs low cost and high efficient S/W tools to improve the white color productivity in daily operation, These needs may be satisfied by end-user knowledge management system to be suggested in this paper. We suggest that the end-user knowledge management is not made by specialized developer but directly made by end-users of some related managers using company-wide DB and department DB. We expect that this end-user knowledge management system will increase the efficiency of end-user daily operation and minimize the total life cycle cost of end-user computing system in industry. The suggested end-user knowledge management system has been tested in some companies through the training course.

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소규모의 웹 응용 개발을 위한 역할 분담 (Individual Roles for Small-sized Web Application Development)

  • 이우진;조용선;정기원
    • 한국전자거래학회지
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    • 제6권3호
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    • pp.209-225
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    • 2001
  • This paper Proposes the individual roles for developing small web application systems based on the Client/Server architecture with the activities and artifacts of each role and cooperation. The roles of Web Server part (i.e. User Interface Designer, Web Designer, HTML Writer), the roles of Application Server part (i.e. Domain Expert, Application Developer, Tester) and the roles of DB Server part (i.e. Database Administrator, Data Designer) are described. Furthermore, the role of the Development Leader that participates in development and manages all works in project and finds the solutions of problems in project, is also discussed. The Domain Expert analyzes the domain of the application in order to send the artifacts to the Application Developer. Then the Application Developer analyzes, designs and implements the application based on the artifacts of the Domain Expert and integrates the implemented program modules. Roles are related each other in this way, and cooperate until the application development is completed. Finally, we analyzed and compared these roles with the roles of RUP(Rational Unified process) and web wave. Suggested roles in this paper turned out to be efficient compared to the roles of the existing large-scale methodology.

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