• 제목/요약/키워드: Experience Design

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사용자 경험, 욕구파악을 통한 유저인터페이스 디자인 (User Interface Design through the User Experience and Understanding of Desire)

  • 김진곤;백용재
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.59-63
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    • 2006
  • 본 연구는 유저인터페이스 디자인에서의 정량적 사용성 분석방법과 정성적 사용성 분석방법을 혼용하여 개발한 방법론의 소개를 통해 사용자 심층적 경험과 욕구파악의 중요성을 강조하고 이의 적극적 활용을 제안하고자 한다. 본 연구방법론은 People, Prototype, Product에 대한 조사범주 및 3단계 순환과정의 반복과 탐험적 과정을 통해 사용자의 잠재된 경험과 욕구를 발견하고 이를 유저인터페이스 디자인에 반영 가능하도록 한다는 데 의의가 있다.

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현장체험에 터한 u-PBL 교수지원시스템의 핵심가치 및 설계전략 연구 (Study of u-PBL Support System Core Value and Design Strategy based on Field Experience Learning)

  • 김두규;박수홍
    • 수산해양교육연구
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    • 제24권2호
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    • pp.180-202
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    • 2012
  • The purpose of this study was to extract an u-PBL support system core value and design strategy based upon field experience learning. To accomplish this the study, first of all, analyzed the core values, design strategy which was selected after needs analysis and literature review of theories and cases regarding the PBL, e-PBL, blended-PBL, Field experience learning based on ubiquitous environment, and learning model based on ubiquitous technology. This study identified the three core values as; systemic support for instructional activity, just in time support for instructional activity and support for interaction facilitation. As further research areas, it might be useful to develop u-PBL instructional support system based upon the model designed from this study. Also, research concerning the verification of the model based upon implementation of the program case might be necessary.

친환경건축의 매개공간에 있어서 공간체험에 관한 연구 (A Study about spatial experience on Intermedia Space of Eco-Architecture)

  • 도규환
    • 한국디지털건축인테리어학회논문집
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    • 제9권1호
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    • pp.19-29
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    • 2009
  • The architectural space is the involuntary place where man lives and experiences, and as a 3 dimensional space through the continuous experience with the concept of 4th dimension of time, it provides the observers with the dramatic space imagery These kinds of space experiences are experienced mentally and perceptively through the physical elements of inner and outer space of the architectural buildings, and this space imagery is created here by all the space composing elemensts of the building. These space experiences are caused by the changing processes of the space characteristics, and the observers perceive the changes in space characteristics. The present building is going with Eco-Architecture. When 2008 sees the building,,Eco-Architecture design which hits appears. There is a possibility of seeing 16 kind types from that place. And From here examined the spatiality which is expressed. These changing processes of inner and outer space, space versus space, and unit space, which are perceived by the observer. It's way to help in architectural design and wishes.

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Research of Character Design in Side-scrolling Horror Puzzle Games

  • Yi, Qi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.77-82
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    • 2022
  • The third-person side view game perspective of side-scrolling games makes playing such games a completely different gaming experience from other traditional games. Nowadays, many game elements are combined with each other, and horror and puzzle elements are often combined to appear in side-scrolling games, bringing players a unique gaming experience. In such games, players seem to be watching their own manipulation of characters. The performance is the same as a stage play, so how to let players better experience such a horror and puzzle-solving stage play through the design of the characters is a key point. However, it is often difficult to accurately classify only from game elements, so first of all, the author will explain the game division of the side scrolling horror puzzle game. After that, this article will analyze the character designs in the three works with high sales and good reputation on Steam, and then draw conclusions.

개인의 배경적 특성에 따른 어촌체험휴양마을 선호도 분석 (Analysis of Preference for Fishing Village Experience Recreation Village According to Individual's Background Characteristics)

  • 최규철;김정태;이서구;강동선
    • 한국농공학회논문집
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    • 제63권2호
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    • pp.33-40
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    • 2021
  • The purpose of this study is to analysis the influence of personal backgrounds on the preference of fishing village experience recreation villages. As the analysis method, binary logistic regression analysis was used. Dependent variables are experience recreation villages (rural and fishing). The independent variables consist of 9 groups of people: gender, age, family type, marital status, presence of children, principal companion, fishing village image, visit experience villages, recognition of fishing village experience recreation village. As a result of the analysis, it was found that the tourist's gender, age, family type, marital status, presence of children, principal companion, fishing village image, visit experience villages, recognition of fishing village experience recreation village influence the preference of fishing village experience recreation village. By characteristics of each group, it was found that male prefer fishing village experience recreation villages 1.597 times as much as female, and those with a positive image about fishing villages prefer fishing village experience recreation villages as much as 2.644 times than those with negative images. In addition, it was found that those who visited the fishing village experience and recreation village prefer the fishing village experience village about six times more than those who have never visited.

브루노 제비의 현대언어에 따른 실내공간 분석 -프랭크 로이드 라이트의 초원주택을 중심으로- (Analysis on interior design by Bruno Zevi's modern language -Focusing F.L.Wright's Prairie House-)

  • 전영미
    • 한국실내디자인학회논문집
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    • 제11호
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    • pp.26-30
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    • 1997
  • By personally visiting a location, we have a much more complete and accurate feel and understanding of the interior design, then we can receive from pictures or descriptions. Because of this, in researching the history of interior design, it is impossible to experience the space in the design by not viewing it in persov. Instead, we must experience it indrectly through the use of descriptive language. Therefore it is important to deliver our meaning of the space in the interior design through clear and specific modern language rather than using classic language, which could be more confusing. In this study, the 7 most basic items of invariability among Bruno Zevi's modern language has been applied to describe the space in Wright's historical Prairie House. Thereupon, Wright's interior design concept and essential point is grasped through the analyzing of his space with modern language. Bruno Zevi's 7 items of invariability are suggested as an alternative which can deliver a clear and scientific meaning of interior desigv.

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지역 공연문화시설 활성화를 위한 인터랙션디자인 개념 적용 연구 (A Study on Applying the Concepts of the Interaction Design Concept on Local Performance-art Space)

  • 홍성우;강혜경;손광호
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 추계학술발표대회 논문집
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    • pp.146-150
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    • 2006
  • The purposed of this study is to analyze the performance-art facilities. Research methods were reference study (interaction, local performance-art facilities) and research on the actual condition (on 4 local performance-art facilities for field investigation). Consequently emotional interractive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space. Interaction design is designing experience of user through the interaction for human, thing, system, and space. The result of this research is to found out the possibility of emotional interaction design concept applied in public service area as a plan to revitalize the performance-art facilities.

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농촌마을의 지역유산활용에 대한 연구 (A Study on the Application of Regional Heritage for Rural Community)

  • 방한영
    • 한국농촌건축학회논문집
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    • 제6권2호
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    • pp.53-64
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    • 2004
  • The result of this study about application methods of regional heritage are important things. 1. Rural community going ahead Rural Activation Policies applied in regional heritage, have principal experience programs based on visiter's demands. 2. The programs applied regional heritage are most useful application methods of traditional-cultural experience, and following, folk-life and nature environment experience. 3. Insufficient of scheme for applying regional heritage, and specific characters and identity of rural community, is coming out the inadequate plan of community design with comparing other neighborhoods.

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라이브 커머스의 왕홍 마케팅이 중국 소비자의 패션상품 구매의도에 미치는 영향 - 왕홍의 특성과 소비자 공동경험의 매개효과를 중심으로 - (Effects of Wanghong marketing in live commerce on chinese consumers' purchase intention toward fashion products - Focusing on the mediating effect of Wanghong's characteristics and consumers' co-experience -)

  • 나경원;오경화
    • 한국의상디자인학회지
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    • 제23권1호
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    • pp.19-36
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    • 2021
  • Real-time two-way communication has become an important factor in the relationship between consumers and broadcasters in the Live Commerce environment. To clarify, the relationship of the factors, and the effect of Live Commerce's on consumer purchase intention were examined. In addition, the role of Wanghong, who broadcasts Live Commerce and Co-experience that occurs between consumer and broadcasters influences consumer purchase intention. An online survey method was conducted for 403 subjects in their 20s that were Live Commerce users in Shanghai, Beijing, and Guangzhou, China. The number of final the data used for the analysis was 274 and anlaysis was conducted using SPSS 26.0 program and a Sobel test was employed. Based on the analysis of the data, it was found that Live Commerce's characteristics consisted of interactivity, security, and Wanghong's characteristics consisted of honesty, originality, and expertise. Also, it revealed that Co-experience was consisted of responsiveness and vividness. Second, for Live Commerce's characteristics, the Wanghong's characteristics, and Co-experience had a positive effect on the consumers' purchase intention. Third, the Wanghong's characteristics and vividness, a factor of Co-experience, had significant mediating effects on the relationship between Live Commerce's characteristics and the consumers' purchase intention. Finally, responsiveness of Co-experience had a noteworthy mediating effect on the relationship between the interactivity of Live Commerce's characteristics and the consumers' purchase intention. This study confirmed the important role of Live Commerce's characteristics, the Wanghong's characteristics and Co-experience in relation to the consumers' purchase intention. In addition, the Wanghong's characteristics and Co-experience were proposed as a significant mediating factors.

The Study on Service Design Development for Pharmacy Users: Using Smart Phone Application

  • Lee, Dong-Min;Park, Hye-Jung;Lee, Dong-In
    • 대한인간공학회지
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    • 제31권1호
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    • pp.93-100
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    • 2012
  • Objective: This study is to review the current state of services offered to pharmacy users, and develop a service design converging a prescription service and a smart phone application service in order to enhance patients' experience at pharmacies and home. Background: Under the new medical system; separation of prescribing and dispensing drugs, a doctor writes a prescription to their patients and patients have their prescription filled at the pharmacy. As the number of flue, allergy and atopy patients has increased, waiting lines have been longer at pharmacies. Besides, the current medical service system lacks of providing proper information on prescribed pills to patients. There are already services offered during waiting times such as offering free drinks, magazines or suggesting general drugs which you can buy without prescription, however they neither cover the current medical service's shorts nor shorten the waiting time. Method: I researched objective and perceived waiting times reduction methods, the current service status at pharmacies, and the government's policy direction in a medical service. Also, I observed a patient's journey from the hospital to pharmacy and then home. I examined the circumstance at pharmacies, patients' behaviors and their thoughts during their journey, and extracted three main goals to design a service in order to help patients have positive perception during the waiting time; (1) to reduce the perceived time by the way of visualizing time and offering readings about what patients consider necessary, (2) to educate patients what they are into and how to get through, (3) to establish trust among patients, doctors and pharmacists. Based on three goals, I designed a structure and a wireframe for a new service application of smart phones. Results: With a new service design for pharmacy users, users can track their medical record and visit the information about their current medical treatments anytime. Also the service helps patients build reliable relationships with doctors and pharmacists. Conclusion: Experience is not just an activity but series of multiple activities. The serving range of a medical service should not be determined by stakeholders but user's holistic experience. By approaching a service design with a holistic vision, it can enrich not only a temporary experience but also a whole life well being. Application: Since there are already many service applications advising patients about their illness and finding right doctors, this service design is focused on the experience from getting a prescription till feeling better. The next move is to combine those two parts medical services and design an integrated service application. As a prescription is going to be coded in numbers, we might consider to design an un-attended pharmacy which can shorten huge amount of time for filling prescriptions.