• Title/Summary/Keyword: Digital life satisfaction

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Development of a Personal Clothing Recommendation System that Reflects Individual Temperature Sensitivity (개인별 체감 온도를 반영한 개인 소장 의류 추천 시스템 개발)

  • Jeong, Byeong-Hui;Kim, Woo-Seok;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.357-363
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    • 2021
  • In general, people choose clothes to wear when they go out, referring to real-time weather and temperature. However, it is difficult for an individual to use real-time weather information and his or her temperature sensitivity information to choose the right clothes from among the clothes he or she owns. Existing clothing recommendation systems developed to help with these problems have problems recommending clothes that are not clearly set in the clothing category and are not in the possession of the user. In addition, user-specific temperature sensitivity is not taken into account, resulting in inappropriate clothing recommendations for users. To solve these problems, this study developed a system that determines and registers clothing categories for the clothing owned by the user, and recommends customized clothing for each user by considering temperature sensitivity and real-time weather information. In the case of weather information, not only weather information such as temperature and wind direction, but also clothes based on temperature sensitivity were recommended based on the calculation of temperature sensitivities. A satisfaction survey of 65 university students was conducted to assess the system. As a result, 80% of the respondents were satisfied with the recommended clothing, indicating that the satisfaction of the system was good. Therefore, it is expected that this system will be highly utilized in real life as it will be recommended based on clothes owned by individuals, reflecting individual temperature sensitivity.

A Study on Preference of Salinity and Temperature of Soups Served in the Institutional Foodservice Establishment (급식업체에서 제공하는 국류의 적정 염도와 온도에 관한 연구)

  • Cho, Mee-Hee;Kim, Sun-Joo;Lee, Kyung-Hee
    • Journal of the East Asian Society of Dietary Life
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    • v.18 no.4
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    • pp.601-607
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    • 2008
  • This study was examined the preferred temperature and salinity of soup in various demographic groups in order to establish the desirable serving renditions of soup for customers' satisfaction and health. Temperature and salinity were measured in August and November in order to determine the seasonal variation in preference using a digital salinity-temperature measuring device. Four demographic groups totaling 530 were from foodservice establishments in elementary schools(ES: male 68/female 59), middle-high schools(MHS: 62/69), universities(UNIV: 72/67) and companies(COM: 69/64) in Seoul. Various thin or thick soups which are typically served in foodservice establishments were served hot(below $90^{\circ}C$) and warm(below $40^{\circ}C$) in a 50mL portion: salty(1.2%) and less salty(0.4%) at $55{\pm}2^{\circ}C$. The preferred salinities and temperatures of the soups were found to be 0.74%, 0.82%, 0.64% and 0.67% and $49.65^{\circ}C$, $54.24^{\circ}C$, $57.56^{\circ}C$, $58.81^{\circ}C$ for the ES, MHS, UNIV and COM groups, respectively. The preferred temperatures of the soups were increased depending on the age, so the positive correlation was shown between temperature and age. However the preferred salinities of soups were not effected. There was no consistent tendency between men and women in temperature. For salinity, men preferred $0.04{\sim}0.12%$ higher than women in the ES, MHS and UNIV groups. There is no consistent tendency between thin and thick soup in temperature. All groups preferred higher salinity in the thick soup than in the thin soup. Most of the customers preferred a higher temperature and higher salinity in November than in August.

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The Usability Evaluation of Kiosks for Individuals with Low Vision (저시력 시각장애인의 키오스크 사용성 평가 연구)

  • Kyounghoon Kim;Yumi Kim;Sumin Baeck;Jeong Hyeun Ko
    • Journal of the Korean Society for information Management
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    • v.41 no.3
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    • pp.331-358
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    • 2024
  • In the rapid digital transformation era, kiosks have become a common element in daily life. However, their widespread deployment has introduced new challenges for socially marginalized groups, including individuals with disabilities and the elderly. This study aims to evaluate the usability of kiosks for individuals with low vision and propose improvement strategies. The study was conducted with eight low-vision university students from A University in Gyeongsangbuk-do and four non-disabled university students from Daegu. Usability was assessed through experiments involving a self-service certificate issuance kiosk and a fast-food restaurant kiosk, using Jakob Nielsen's five usability evaluation criteria: learnability, efficiency, memorability, error prevention, and satisfaction. The results revealed that individuals with low vision faced significant difficulties with small text size, low contrast, no physical buttons, and lack of screen zoom functionality. To address these issues, the study recommends enhancements such as increasing text size and contrast, incorporating physical buttons, adding zoom functionality, ensuring consistent UI design, and providing auditory feedback. This study provides foundational data for enhancing information accessibility for individuals with low vision. It offers critical insights into kiosk design and policy recommendations, thereby contributing to the mitigation of the digital divide.

UX Methodology Study by Data Analysis Focusing on deriving persona through customer segment classification (데이터 분석을 통한 UX 방법론 연구 고객 세그먼트 분류를 통한 페르소나 도출을 중심으로)

  • Lee, Seul-Yi;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.1
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    • pp.151-176
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    • 2021
  • As the information technology industry develops, various kinds of data are being created, and it is now essential to process them and use them in the industry. Analyzing and utilizing various digital data collected online and offline is a necessary process to provide an appropriate experience for customers in the industry. In order to create new businesses, products, and services, it is essential to use customer data collected in various ways to deeply understand potential customers' needs and analyze behavior patterns to capture hidden signals of desire. However, it is true that research using data analysis and UX methodology, which should be conducted in parallel for effective service development, is being conducted separately and that there is a lack of examples of use in the industry. In thiswork, we construct a single process by applying data analysis methods and UX methodologies. This study is important in that it is highly likely to be used because it applies methodologies that are actively used in practice. We conducted a survey on the topic to identify and cluster the associations between factors to establish customer classification and target customers. The research methods are as follows. First, we first conduct a factor, regression analysis to determine the association between factors in the happiness data survey. Groups are grouped according to the survey results and identify the relationship between 34 questions of psychological stability, family life, relational satisfaction, health, economic satisfaction, work satisfaction, daily life satisfaction, and residential environment satisfaction. Second, we classify clusters based on factors affecting happiness and extract the optimal number of clusters. Based on the results, we cross-analyzed the characteristics of each cluster. Third, forservice definition, analysis was conducted by correlating with keywords related to happiness. We leverage keyword analysis of the thumb trend to derive ideas based on the interest and associations of the keyword. We also collected approximately 11,000 news articles based on the top three keywords that are highly related to happiness, then derived issues between keywords through text mining analysis in SAS, and utilized them in defining services after ideas were conceived. Fourth, based on the characteristics identified through data analysis, we selected segmentation and targetingappropriate for service discovery. To this end, the characteristics of the factors were grouped and selected into four groups, and the profile was drawn up and the main target customers were selected. Fifth, based on the characteristics of the main target customers, interviewers were selected and the In-depthinterviews were conducted to discover the causes of happiness, causes of unhappiness, and needs for services. Sixth, we derive customer behavior patterns based on segment results and detailed interviews, and specify the objectives associated with the characteristics. Seventh, a typical persona using qualitative surveys and a persona using data were produced to analyze each characteristic and pros and cons by comparing the two personas. Existing market segmentation classifies customers based on purchasing factors, and UX methodology measures users' behavior variables to establish criteria and redefine users' classification. Utilizing these segment classification methods, applying the process of producinguser classification and persona in UX methodology will be able to utilize them as more accurate customer classification schemes. The significance of this study is summarized in two ways: First, the idea of using data to create a variety of services was linked to the UX methodology used to plan IT services by applying it in the hot topic era. Second, we further enhance user classification by applying segment analysis methods that are not currently used well in UX methodologies. To provide a consistent experience in creating a single service, from large to small, it is necessary to define customers with common goals. To this end, it is necessary to derive persona and persuade various stakeholders. Under these circumstances, designing a consistent experience from beginning to end, through fast and concrete user descriptions, would be a very effective way to produce a successful service.

Direct Share: Photo Management System Based on Round-robin Concept-driven User Preference Feedback

  • Song, Tae-Houn;Jeong, Soon-Mook;Kim, Hyung-Min;Kwon, Key-Ho;Jeon, Jae-Wook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.7
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    • pp.1346-1367
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    • 2011
  • As the size of camera modules is decreasing and as the computing performance of portable devices is improving, taking photos has become a part of daily life. However, existing photo management programs and products that manage such photos still require extensive user effort to facilitate the sharing and browsing of images. It is especially difficult for novice users to manage and share photos. In this paper, we develop a round-robin concept-driven user preference feedback mechanism for achieving direct photo sharing, instant display, and easy management using optimized user controls and user preference-driven classification. Compared with commercial photo management systems, our proposed solution provides new features: optimized user controls, direct sharing and instant display, and user preference feedback driven classification. These new features boost the round-robin concept-driven user preference feedback. This paper proposes a photo finder that automatically searches for photos in storage spaces or cameras. The proposed photo finder relies on user preference feedback to share photos by leveraging user preferences, and the round-robin connection transmits photos to the family's digital photo frame or web album by arbiter. The proposed method saves time and spares users the effort required for photo management. Moreover, this method does not merely direct photo sharing and simple photo management, but it also increases the satisfaction level of users viewing the photos.

3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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Class Conflict and Empathetic Society in Korea: Crisis Management in the COVID-19 Era (한국 계층갈등의 지형과 공감사회: 코로나 시대의 극복방안)

  • Suh, Moon-Gi
    • Journal of the Economic Geographical Society of Korea
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    • v.23 no.3
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    • pp.197-208
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    • 2020
  • This study attempts to identify the structure of class conflict in Korea and to suggest an alternative framework for a empathetic society. The objective and subjective level of satisfaction with life and class consciousness are in direct proportion, and status consistency signifies polarization. Distorted distribution structures and cultural values make income disparity and property disputes widen, which in turn lead to educational divides and status fixations, refracting or blocking the possibility of social mobility. By overcoming the COVID-19 crisis, it is not appropriate to go back to the past but to correct wrong consciousness and practices in the past, and the consistency between the state and members of society must be re-established. Through the process of innovation at the economic, global, and digital level, a major transformation is required in the new normal era, which prioritizes social development for human values. The conflict resolution depends on the solidarity of the community as a social foundation, since an empathetic society needs the trust and communication of the members of the society.

AR Motion based game contents research for user healthcare (사용자의 헬스케어를 위한 AR기반 체감형 게임 콘텐츠 연구)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.53-64
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    • 2018
  • The digital era opens with the changing times and many parts of life has become convenient. With this convenience of living, the obesity rate of people is gradually increasing, and the necessity of exercise is emerging. However, many studies have shown that many people do not exercise or stop exercising in three to six months. In this paper, we have designed and developed a "Walking Pet" prototype, a healthcare-inspired AR game, based on the theoretical background of exercise and the precedent studies to verify these facts. The developed "Walking Pet" provides exercise data to motivate the person to exercise and apply the pet system to eventually enjoy the exercise. In order to verify the effectiveness of the "Walking Pet" prototype developed in this paper, we surveyed 100 males and females in need of health care applications and surveyed the satisfaction of pure functional aspects.

A Study on Player's Immersion by Difference of Input Control Devices in Computer Games (컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구)

  • Yang, Shin-Duk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.35-45
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    • 2010
  • This study sets a hypothesis on that the use of input control devices, which are similar to what we experience in real life, to control activities in games increases players' immersion rate, and compares general input control devices with dedicated input control devices in order to show appropriate results. Accordingly the process of the study is derived and the hypothesis is substantiated by understanding the relationship between game controlling activities and immersion rate. Overall satisfaction survey result on the use of dedicated devices shows that most players responded that they felt immersed enough in games when used dedicated devices and were highly satisfied. The use of the dedicated devices had positive impact on the increase of immersion rate in general. In order to increase immersion rate with controlling activities in games, the use of input control devices that are easy to handle and enable precise control is required, which shows that it will bring more fun and more increased immersion rate.

A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.566-568
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    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

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