• Title/Summary/Keyword: IT 어포던스

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A Study on Transformation of iOS GUI Design in the view of Affordance (iOS GUI 디자인의 변화에 대한 어포던스 관점의 고찰)

  • Yang, Yun;Kim, Hyung Woo
    • Smart Media Journal
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    • v.5 no.4
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    • pp.96-102
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    • 2016
  • The purpose of this study is to investigate the transformation of affordance in iOS GUI design and the relationship of affordances. We figured out variety kinds of Affordance concepts and choosed six Affordances(Visceral, Behavioral, Reflective, Explicit, Metaphorical, Pattern Affordance) Based on the previous studies. The result of investigating the transformation of iOS GUI design which based on the viewpoint of these 6 Affordance we have chosen is as follows. Firstly, the Visceral Affordance of iOS GUI design has already sufficiently become to the Reflective Affordance. So we can ignore or ellipsis the Visceral Affordance and the addition of specific Explicit Affordance can be possible. Secondly, due to the use experience of iOS, Behavioral Affordance and Pattern Affordance have already become to a kind of Reflective Affordance. Through this evolution, new kind of Pattern Affordance is formed. At the mean time, it also applied the basic field of Metaphorical Affordance. Thirdly, investigating the Flat Design of iOS based on the viewpoint of Affordance, we have figured out that Visceral Affordance has been reduced. So that the constrains of visual performance has also been reduced. This is the reason that there are more space remained in screen layout design, the color has become more natural and more Explicit Affordance has been provided, ect. Futhermore, in this thesis we have also figured out that there are some interactions and relationships between each Affordance. With the development of iOS, some Affordances have transformed to other Affordances. With the accumulation of use experience, Visceral Affordance has transformed to Reflective Affordance based on the field of Metaphorical Affordance. With the disappearance or reduction of Visceral Affordance, iOS provide Explicit Affordance instead. As a result of this kind of process, a new Pattern Affordance has been formed.

The Effect of Affordance of Metaverse Environment on Consumer Participation and Intention to stay (메타버스 환경의 어포던스가 소비자 참여와 체류의도에 미치는 영향)

  • Sang-Lee Cho
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.13-19
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    • 2023
  • This study classified sensory affordances, functional affordances, and perceptual affordances, and verified their effects on consumers' participation and intention to stay in the metaverse. As a result of the study, sensory affordance, functional affordance, and perceptual affordance all had a positive effect on consumer participation, and sensory affordance had the greatest effect. In addition, consumer participation was found to increase the intention to stay. Service companies that provide metaverse platforms will have to pay more attention to realizing virtual space through various senses and physical elements when building a metaverse in order to encourage customers to actively participate in the service process. Since services based on the 4th industry, the participation of consumers needs to be more actively reviewed. From the perspective of affordance, it is expected that the realistic implementation of the metaverse environment and the interaction with various contents or avatars in the space will increase consumer participation.

A Study on the Proposal of the Affordance Applied to GUI Design: Focused on the SNS Application (어포던스 이론이 적용된 GUI 디자인 제언에 관한 연구 -SNS 앱을 중심으로-)

  • Lu, Han-Yi;Seo, Han-Sok
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.113-122
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    • 2018
  • Mobile GUI design is changing from an existing design that emphasizes intuitive cognitive effects to an affordance design that naturally triggers users' behaviors. However, in the GUI design, the current affordance only uses some partial design elements and cannot achieve effective design, and the concept of affordance design still has confusion and uncertainty. For this reason, this paper redefines affordance by examining the concepts and types of it in the pre-research. In addition, through questioning the type of affordance, a questionnaire was designed for the GUI elements of social software. According to the results of the survey, the evaluation of the affordance of the GUI design elements was derived, and the GUI design of the social software was compared and analyzed. Then according to the deep interviews, a GUI design proposal that can effectively use affordance was proposed.

Affordance in Multimedia environment with emphasis on Mobile Games (멀티미디어 환경에서의 어포던스에 관한 연구 -모바일 게임을 중심으로-)

  • Kim, H.J.;You, Si-Cheon
    • Smart Media Journal
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    • v.1 no.1
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    • pp.72-79
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    • 2012
  • This paper deals with usability issue that is one of the important user interface issues in multimedia environment. The purpose of this study is to define the concept of affordance in multimedia environment, which is adapted from product design fields and to seek development plan of more efficient interface and assurance interaction with interface. As a result, it is useful that the concept of affordance in multimedia design is applied as a 'useful clue for performing task.' Furthermore, it is possible that the concept of affordance is used as one of the improving methods of usability for users in multimedia environment.

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Affordance Planning Strategy for Mathematics App development for Senior citizen using Smart-devices (스마트 기기 활용 시니어 수학 앱 개발을 위한 어포던스 설계 전략)

  • Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.30 no.1
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    • pp.85-99
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    • 2016
  • The research was carried out to be part of a mathematics app stimulation that enables the elderly to learn mathematics by using Smart devices. Particularly appropriate method / function that leads to learning is very important for people who are not accustomed to Smart devices like the elderly. The research was conducted to build affordance strategy based on the consideration of characteristics of senior learners. It aims to achieve both the goals of education through mathematics learning materials provided by smart devices and also to improve user convenience. It suggests cognitive, physical and sensory features and factors to improve affordance of Smart learning system.

The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.734-751
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    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.

A Study on the Affordance Factors for Enhancing Safety Behavior in Safety Education App (안전교육 앱에서 안전행동 증진을 위한 어포던스 요인에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.489-497
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    • 2016
  • This study focused on the focus group interview based on the questionnaire. Prior to the interview, we used questionnaires from the previous researchers in order to select the questionnaires and interviews of the focus group. In order to measure the possibility, which is the expression characteristic of the safety education app, the items related to cognitive, sensual, physical, and safety behaviors were used as constituent factors. And the safety education app to analyze was selected 'Water Go GO!' App developed by the National Emergency Management Agency. The results of this study are as follows: First, the learner should help to participate in learning continuously in order to make meaningful learning activities in safety education app learning environment. Second, learners must interact with mobile devices in their apps to facilitate learning while reducing the number of factors that can interfere with learners' learning. This study is meaningful in that it can utilize this design principle as a guideline for enhancing safety behaviors.

Autopoiesis, Affordance, and Mimesis: Layout for Explication of Complexity of Cognitive Interaction between Environment and Human (오토포이에시스, 어포던스, 미메시스: 환경과 인간의 인지적 상호작용의 복잡성 해명을 위한 밑그림)

  • Shim, Kwang Hyun
    • Korean Journal of Cognitive Science
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    • v.25 no.4
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    • pp.343-384
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    • 2014
  • In order to unravel the problems of the mind, today's cognitive science has expanded its perspective from the narrow framework of the past computer model or neuronal network model to the wider frameworks of interaction with the brain in interaction with the body in interaction with their environments. The theories of 'the extended mind', 'embodied mind', or 'enactive mind' appeared through such processes are working on a way to move into the environments while the problem to unravel the complex process of interactions between the mind, the body and the environments are left alone. This problem can be traced back as far as to Gibson and Maturana & Varela who tried at first to unravel the problem of the mind in terms of interaction between the brain, the body and there environments in 1960~70s. It's because Gibson stressed the importance of the 'affordance' provided by the environment while Maturana & Varela emphasized the 'autonomy' of auto-poiesis of life. However, it will be proper to say that there are invariants in the affordances provided by the environment as well as the autonomy of life in the state of structural coupling of the environment's variants and life's openness toward the environment. In this case, the confrontational points between Gibson and Maturana & Varela will be resolved. In this article, I propose Benjamin's theory of mimesis as a mediator of both theories. Because Benjamin's concept of mimesis has the process of making a constellation of the embodiment of the affordance and the enaction of new affordance into the environment at the same time, Gibson's concept of the affordance and Maturana & Varela's concept of embodiment and enaction will be so smoothly interconnected to circulate through the medium of Benjamin's concept of mimesis.

A Study about Improvement of Web-based Diagnosis-Supplement System Interface for basic academic competencies based on Affordance Theory (어포던스 이론에 근거한 기초학력 진단-보정 시스템의 사용자 인터페이스 개선 연구)

  • Hwang, YunJa;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.6
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    • pp.71-81
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    • 2017
  • The purpose of this study was to identify affordance usability problems and to improve an interface on the Web-based Diagnosis-Supplement system from learner's perspective in order to promote to be utilized as an user-friendly system. To address those goals, user testings with 6 students from 4th grade of the primary school and 3rd grade of the middle school were conducted and the firstly improved prototypes were suggested. Then, the suggested prototypes were reviewed by experts and finalized. This study has an implication on the methodology of the usability study by evaluating the system through the Hartson's 3 affordance theory. In addition, it contributes to improving pedagogical effects by the fixing serious affordance usability problems related to main tasks of the system such as the test questions and score visualization and matching between system and real world.

The role of tools in mathematical learning: Coordinating mathematical and ecological affordances (수학 학습에서 도구의 역할에 관한 관점: 수학적 어포던스와 상황적 어포던스의 조정)

  • 방정숙
    • Journal of Educational Research in Mathematics
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    • v.12 no.3
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    • pp.331-351
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    • 2002
  • It is widely recommended that teachers should actively mediate students' engagement with tools such as manipulative materials. This paper is to help to parse classroom life so that both social and psychological aspects are accounted for and coordinated. Building on the theory of affordances from ecological psychology and the activity theory from sociocultural perspectives, the main strategy of this paper is to view manipulative materials as simultaneously participating in social and psychological activity systems. Within these activity systems it is charted how both mathematical affordances related to the structure of mathematical concepts and ecological affordances related to socially situated classroom practices need to be considered by teachers in effective mediation of mathematical manipulatives. This paper has three major sections. The first section develops a theoretical extension of Gibson's theory of affordances from natural to social environments. The second section introduces mathematical and ecological affordances using empirical data from a grade two elementary school classroom. The third section illustrates the need of coordinating the two affordances as embedded in different activity systems.

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