The Ministry of Public Safety and Security plans to expand fire safety education infrastructure to provide customized fire safety education, spread fire safety culture and develop a tailored fire safety education system as a part of the 2016 Citizens' Safety Improvement Policy. This study has also been designed to improve safety problems in the Republic of Korea. Even though safety education has been given, citizens aren't still able to experience a close-to-real situation. In addition, their understanding and satisfaction with the curriculum are very low. Therefore, this study offers VR fire-extinguishing experience education contents as an effective alternative. With a goal of having the participants experience fire extinguishing and evacuation drill in a virtual space, this program has the following advantages: i) safe fire-extinguishing experience; ii) UI to create fun ; iii) useful in fire-extinguishing education; iv) budget saving. we configure the VR fire experience system structure and hardware by applying UX design methodology. We also develop for VR-specific motion recognition plug-in and controller that can be feeling in HMD environment.
This study investigates the examples of memorials in which participants can communicate and interact. Memorials as an urban public space provide various information and experiences to the visitors. The purpose of this study is to investigate the types of participants' experience and the characteristics of memorial space. The 9 examples of the memorials are selected and analyzed by the experience type of participants. This study summarizes the characteristics of spatial representation of memorials as follow; first, the interactions and communications of participants are main considerations in designing memorials. This study defines three types of participants' experience in memorials as educational, emotional and daily urban experiences. Second, the memorial space providing educational experience has narrative characteristics which are explanatory, representational, hierarchical and figurative. Memorials represent historical events and individuals in figurative ways. Participants in memorials learn the event, mourn for the dead and cure the grief through walking the guided route. Third, the memorial space providing emotional experience is indeterminate and open-ended characteristics which are contemplative, symbolic, and abstractive. While participants try to find the way to walk through and understand the meaning of the abstract forms by themselves, they interface the event and the victims in private and individual ways. Fourth, the memorial space providing daily urban experience is the familiar urban facilities embedded remembrance such as memorial square, bridge and fountain. Symbolism of memorials and effectiveness of urban facilities are engaged into the memorial design. They have functional, participatory, interactive and recreational characteristics. People experience the memorials involuntarily and casually during their daily lives. The memorials with urban facilities can be related to the present and the future of the city as well as the past of the city.
Chung, Seung Eun;Yoon, Young Sun;Lee, Ram;Lim, Yeon Sun;Choi, Ho Jeong;Ryoo, Han Young
Design Convergence Study
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v.15
no.2
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pp.301-317
/
2016
Flexible display interface is capable of creating new user behaviors based on its characteristics of outstanding surface representation and display transformations such as bending, rolling, and folding. Thus, it is being discussed that the newly emerging flexible display interface can offer a different user experience that the previous flat display couldn't. However, as it is hard to find studies that identify the general attributes of user experience in the area of flexible display research, this study was intended to identify and label experience that users expect in a flexible display interface. For this purpose, this study first investigated literature reviews about user experience in previous digital media interface and flexible display interface and conducted interview research in order to reflect the users' perception, collecting 52 items that represent user experience. In addition, these items were used as measurements to deduct different types of user experience, and 308 interviewees participated in the interview research process. As a result, 10 types of user experience were developed from the results of the survey: functionality, understandability, pleasure, convenience, familiarity, stimulation, adaptability, collectivity, reality, and aesthetic.
The aim of this research is to develop communication model and tools that would help in incorporating user experience into information appliance product development. To do so, this research suggested three major modelling techniques, including user-experience model, design strategy model and experience product model. Using these modelling tools, any members in design teams (investigator and designers) will be able to communicate their own ideas and research results each other at any period of the product development process. Each tools have distinct factors that would help identify elements in the user research stages, idea generation stages and product development stages. To verify the efficiency of these models, the case study was conducted with final year students at their studio class. As a result, the benefit of using these tools were identified as 1) these tools accelerate the communication between user researchers, designers and engineers and 2) evaluation process of the product is much more dearer that before. and 3) various user research techniques can be explored.
Proceedings of the Korean Institute of Interior Design Conference
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2006.05a
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pp.173-178
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2006
An increase in the proportion of Korean population in older age is much faster than the rest of the world. Along with rise of nuclear family due to rapid industrialization, informatization and materialization, ageing, on current situation in Korea that a reality of being diminished consciousness involving the sense of filial piety, and of respect or honor for the elders, does mean that such topics in ageing have become sociocultural issues that a nation should get more deeply involved in caring later life of the elderly population in an official and obligatory manner. Under this circumstance, an exhibition space in the hall intended for experiencing the later life of the elderly will surely play the role of locomotive in the respect of education to understand aging adults, and to promote development of health and welfare industry, especially for older population, also in creating and developing a positive and desirable culture and environment. To implement design project concerned with the space for the elderly population in a more careful and effective manner, the features of the Old Age Experience Hall that will satisfy the requirements thereof and the space compositions as well as characteristics of three exhibition halls having already been operated were analyzed examining closely the current facing issues in this aging society and also investigating the aging process related to physical functions of older adults. Based on those analyses, this study was aimed to prepare an efficient and systematic theoretical foundation for planning space composition of the Old Age Experience Hall further having extracted basic directions for design from, which should be meticulously considered and reflected so as to make the Old Age Experience Hall function properly.
As the online food market is becoming major channel and fragmented, online premium food market is also emerging and growing. The purpose of this study is to clarify the experience factors of consumers in online premium food market and define the differences with offline. It is suggested that the online premium food market should be differentiated in terms of providing contents and services by revealing the differences in experience of cognitive, aesthetic and emotional experience with offline premium food market. In addition, the channel that consumers use in the online premium food market has a combination of online and offline experiences, so it is necessary to provide a consistent experience to the consumers. The consumer experience derived from this study is intended to be used as a basic data for providing content and services from the consumer perspective in the service design of online premium food market.
This study is aimed to examine the characteristics of library space, in which user experiences and social networking are central in its design. Today, a library is a place to provide diverse accesses and experiences to information networks, where various individuals and user groups come and share mutual understanding and experiences. Library users developed social ties and a sense of community through library experiences. As a multipurpose space of a community, a library has the characteristics of urban public space like sidewalks and plazas. The eight case studies of libraries are analyzed from the viewpoint of each factor of library experience, including landscape, sidewalk, and plaza experience. The study drew its conclusions as follows. First, a library is a regional landmark for the users. Thus, it tends to be designed to allow transparency on its surface which introduces inner and outer landscape into the inside of the building. Second, the users experience a library similarly as they experience an urban street where they interface, browse, and interact with people and information. As they interact and share experiences, they develop solidarity and social ties among them. A library is designed to preserve continuity to adjacent streets, which increases accessibility to the building and hosts street activities into the building. Third, a library today is designed to be a flexible open space with information networking as well as community networking which allows library users diverse activities within it. For example, a multipurpose grand stairs in the middle of the main circulation of a building allows the users diverse activities. A large open stack with reading areas gives the users the feeling of an urban plaza where they can move vertically and horizontally. In conclusion, all findings of this study imply a user-oriented design for a library building.
The purpose of this study is to maximize the development and utilization of digital innovation. First, analyzed the status of industrial development and digital innovation. Second, examined emotion and experience, looked into their types and properties. Third, attempted to develop a more creative and innovative user experience. The results of this study were presented as a theoretical basis, specification of research direction and research scope, and design analysis direction. It is expected to be used as a basic data that can help how to approach and interpret human emotions and behaviors in order to provide differentiated experiences by he essential concepts of emotions, experiences in various fields in the future.
The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.
Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.
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