• 제목/요약/키워드: Digital Design Education

검색결과 664건 처리시간 0.032초

UX design strategy for Education Mobile app based on User Value (사용자 가치 기반에 의한 교육용 모바일 앱의 UX디자인 설계전략)

  • Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제21권7호
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    • pp.1386-1392
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    • 2017
  • With the active usage of digital media, the importance of and the interest in User Interface (UI)/User Experience (UX) have been increasing. This study proposes the development of design evaluation model to utilize the quality analysis model as a basis if there were to be a development of mobile education application. Main factors of the design evaluation model, which is based on User Value analysis, influence users' attitudes and intentions in continuing their uses of a mobile education application. The employment of the design evaluation factors onto the existing agile method's development stage, therefore, would provide an optimal UX environment for the application. This application not only will increase the satisfactions of consumers, but also will have positive impacts on their intentions in continuing their uses of a mobile education application.

Smart Tourism Design: A Semiotic Affordances Approach

  • Chulmo Koo;Jaehyun Park;William C. Hunter
    • Journal of Smart Tourism
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    • 제3권2호
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    • pp.15-21
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    • 2023
  • This paper presents a conceptual approach to Smart Tourism Design based on semiotic affordances theory. This conceptual approach repositions smart tourism from a techno-centric perspective that frames a seamless connection between the device and its software, to a more human-centric perspective that favors the user's needs, desires as perceived through the senses. An updated Smart Tourism Design emphasizes the aesthetic dimension of smart tourism that presents the objects of the travel experience as destination specific rather than universal, through representations as digital artifacts. This theory is based on an empirical and objective understanding of representations and how they can be identified as useful in the digital augmentation of travel experiences. Using Peirce's sign systems and Gibson's theory of affordances, smart tourism can transcend a prefabricated device-oriented experience to a closer dynamic and direct interaction between the user and the travel destination. Researchers and developers can use semiotics as a structural approach to recognizing objects as sign-types, and they can use affordances to better identify the immediacy of digital artifacts and purpose-driven by users' spontaneous and immediate motives.

Physical and Digital Environments: Engaging Fashion Design Students in Archival Research

  • Evans, Claire;Allen, Claire;Shah, Karen
    • International Journal of Costume and Fashion
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    • 제14권1호
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    • pp.63-73
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    • 2014
  • With the rapid development of digital technologies potential exists to expand upon the accessibility of fashion archives and increase their use as a pedagogical tool for research. At present this is compromised due the three-dimensional, tactile nature of the objects being viewed and the fact that they are not necessarily replicable in a digital format. The aim of this paper is to examine art and design students physical object research skills and discuss how they are positioned in relation to creative tools and strategies they use to produce outcomes such as they own collections and design responses. Findings and conclusions are drawn from projects concerned with the development and use of physical and virtual archives and inform the methodology used. Traditional methods and tools within higher education are discussed together with students increased use of digital resources and innovative ways to engage students. The academic challenge of supporting student engagement in archival research across digital and physical dimensions is explored. The papers findings indicate a need for further research considering the impact of digital technology on students' physical integration with archives and the need for more structured support surrounding student physical and digital research investigations.

Human Right Requirements in the Metaverse Era

  • Alkhiri, Talal Agil Attas
    • International Journal of Computer Science & Network Security
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    • 제22권8호
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    • pp.67-74
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    • 2022
  • This study is a theoretical account of HRs requirements in educational institutions in light of the growing influence of digital technology on human rights. It intends to reveal prominent human and civilizational values encapsulated in modern human rights regulations. It dwells on educational and societal requirements for educational inclusion in the school and university curricula in light of changes that have taken place in HRs in the digital age. Relying on the descriptive documentary research design, the study concluded that HRs are inherently moral duties and fixed values. They include the importance of tolerance, freedom, peace, justice, science, work, and equality. Because education is arguably based on human and civilized values, educational foundations require intake of awareness, systematic integration and responsibility from all academic and community institutions, including family and media institutions. The article closes on a note of how technology has impacted human rights in the digital age. It provides implications and recommendations to pedagogies accordingly.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • 제21권4호
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

  • BonJin KOO;HoSung WOO
    • Journal of Research and Publication Ethics
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    • 제5권1호
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    • pp.19-27
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    • 2024
  • Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO's 'Comprehensive Sex Education Guidelines'. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.

A Proposal for the Development of Online Graduate School for Lifelong Education (평생교육을 위한 온라인 대학원 발전방안 제안)

  • Kwon, Arum;Kim, Seung-In
    • Journal of Digital Convergence
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    • 제20권3호
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    • pp.415-422
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    • 2022
  • This study requires a new paradigm for universities in line with the global pandemic and the 4th industrial revolution. Accordingly, we propose an educational plan for the H university online graduate school in Korea. As a research method, the implications of scholars and experts on future education were synthesized, and the cases of overseas universities using it were analyzed to propose an online graduate school education plan. As a result of the study, online graduate school needs diversity as a venue for providing new opportunities as lifelong education, and to realize this, they use a microcredit. Blockchain technology is introduced so that microcredit can be transparently verified. In addition, to correspond to various convergence major programs and further develop them, problem-solving-oriented teaching methods enhance students' convergent skills as well as active learning and interaction. More detailed curriculum research at online graduate schools is needed in the future, and we hope that you will contribute to the development of online graduate school education based on this study.

Significance of Developing an Analog Contents Design as a Part of Digital Contents Design Education (디지털콘텐츠디자인 교육 과정에서 아날로그콘텐츠 제작의 유의성)

  • You, Si-Cheon;Han, Ji-Ae
    • The Journal of the Korea Contents Association
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    • 제10권5호
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    • pp.124-134
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    • 2010
  • This study has began to develop a method for the student major in visual communication and media design to allow them approach to digital contents design developing process in easier and more effective way. The aim of this study is to investigate the potential significance of developing analogue contents design as one of the preliminary works in the digital contents design developing process. The results revealed that designing analogue contents as one of the preliminary works of the digital contents design is: Firstly, it reduces students' mental pressure in organizing the structure of overall information clusters at the phase of information architecture. Secondly, it helps students to find out the object and the preferable form of information design intuitively in the process of information design. Lastly, it is helpful for students to understand the characteristics of digital contents design through clarifying the differences between analogue contents design and digital contents design.

A Study on the Effect of Multimedia Online Learning Contents on Learner's Performance (멀티미디어 온라인 학습 컨텐츠의 특성이 학습자의 학습 효과에 미치는 영향에 관한 연구)

  • Bae, Soon Han;Kim, Ji Hoon;Lim, Yang Whan
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제5권1호
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    • pp.127-139
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    • 2009
  • Recently a rapid development of Information Technology including Internet have brought new way of education such as Distance education, Cyber University, Home Schooling and so on. This change of education have also brought about the change of a tool and medium for education. It is a using multimedia contents in education. Using the multimedia learning contents on line education is considered as one of new way of education and expected to bring learner's better performance. Therefore, it's necessary to research online education contents and its design. In this paper, we discussed how the multimedia contents should be designed to help to reinforce what the learner have learned and researched a critical factor of online contents to effect on learner's better performance.

Designing public service design education program to strengthen public service competencies -Focused on the case of workshop for policy providers- (공공서비스 역량 강화를 위한 공공서비스디자인 교육 프로그램 설계 -정책공급자 대상 워크숍 사례를 중심으로-)

  • Kim, Sun-Ah
    • Journal of Digital Convergence
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    • 제20권4호
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    • pp.101-110
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    • 2022
  • The purpose of this study is to design public service design education to strengthen the public service competencies of policy providers necessary in the changing service administration era and to confirm the effectiveness through empirical cases. Based on the theoretical research of public service and public service design, an educational program linking public service competency elements with public service design methodology was designed, and the effects through case studies and surveys demonstrated through workshops were confirmed. Team activities and practice-oriented methods and tools based on the contents of the public service design project were particularly effective in strengthening collaboration and communication competencies, and overall satisfaction was confirmed. The educational program model of this study is meaningful by presenting and demonstrating practical education linking public service competencies for policy providers, and future studies will subdivide and verify the effectiveness of competency-based education model design.