• Title/Summary/Keyword: Interactive Product Design

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중소기업을 위한 최종 사용자 컴퓨팅 PDM 시스템 개발 (Developing an End-User Computing PDM System for Small and Medium Business)

  • 도남철
    • 대한산업공학회지
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    • 제41권2호
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    • pp.162-172
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    • 2015
  • This paper proposes a Product Data Management (PDM) system architecture that supports end-user computing for small and medium businesses (SMBs) in Korea to build and maintain efficient and sustainable information systems for their product development. Its open database with relational tables enables existing common application programs such as Microsoft office suites to access product data in PDM systems. In addition, the interactive query processor provided by database management systems helps design engineers to build ad hoc queries in standard SQL database language to response different data requirements during their product development. The PDM architecture with the open database allows design engineers or technical staffs in SMBs to build and maintain their application programs for product development by themselves. To show the feasibility of the proposed architecture, this study implemented a prototype PDM system based on the architecture and database, and represents real-world product data with the implemented PDM system.

제품의 학습성을 평가하기 위한 학습곡선 모델의 적용 (Application of Learning Curve to evaluate Product Learnability)

  • 정광태;홍자인
    • 대한인간공학회지
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    • 제27권2호
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    • pp.59-65
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    • 2008
  • Product usability consists of many attributes such as learnability, efficiency, memorability, and so on. In particular, learnability is one of the most important attributes in product usability. Therefore, many people consider the primary criterion for a good user interface to be the degree to which it is easy to learn. Learnability represents the degree of how much can easily learn the usage of a product. It concerns the features of the interactive system that allow novice users to understand how to use it initially and then how to attain a maximal level of performance. In this study, we studied on the application of learning curve to evaluate product learnability. In order to validate the applicability, we carried out simple experiment using mobile phone. We got task completion times through the experiment and predicted the times using learning curve model. And then, we compared prediction times to task completion times. Finally, we identified that learning curve could apply to predict and compare product learnability.

소비자관여가 소비자가 인지한 의류제품의 성과에 미치는 영향 (The Effect of Consumer Involvement on the Clothing Product Performance Recognized by Consumer)

  • 김지영
    • 한국의상디자인학회지
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    • 제4권1호
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    • pp.19-33
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    • 2002
  • Consumer involvement is one of the most important concepts in target marketing. Marketing managers seeking repeat business and a long term relationship with their consumers must understand the process underlying product evaluation. Therefore, the objective of this study was to find out the relationships between consumer involvement and product performance. Judgement sampling method through survey was utilized to collect the data and the subjects were 614 university students. Factor analysis, reliability test, and regression were used to analyze the data. The research results showed that there were three dimensions of product performance, so called, ‘aesthetic’, ‘utilitarian’, and ‘socio-interactive’. Consumer involvement was positively related to all dimensions of product performance. Understanding of the relationship between consumer involvement and product performance would contribute to build useful marketing strategies.

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여러 공급업체와 공동개발에서의 협업전략과 제품개발 성과 (Collaboration Management Strategies and Product Development Performance)

  • 홍윤숙
    • 한국경영과학회지
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    • 제39권3호
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    • pp.93-115
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    • 2014
  • In collaborative product development with multiple suppliers, buyers must manage the suppliers' activities. This empirical research investigates the performance impacts of three strategies that buyers use to manage suppliers who design interdependent components. These strategies are: Instructionism (giving clear instructions to suppliers), Teaming (forming an interactive development team with suppliers), and Delegation (transferring component development responsibilities to suppliers). Data were collected through a cross-industry web-based survey of buying firms in manufacturing industries whose products require multiple, interdependent components. A path analysis utilizing 318 survey responses indicates that Instructionism has a positive effect on design quality, and Teaming has a positive effect on design quality and component innovation. The use of Delegation is not related to any of the performance indicators. The practical implication of this research for product development managers is that both Instructionism and Teaming can be effective strategies. For the purpose of assuring design quality, a buyer should give clear instructions in detailed specifications or work closely with suppliers in development teams. If competitive priority is product innovativeness, however, the buyer should work closely with its suppliers during component development processes using a Teaming strategy.

Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • 산경연구논집
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    • 제14권8호
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

사용자 경험 증진을 위한 감성 품질 디자인 프레임웍에 관한 연구 -사용자 인터페이스 디자인을 중심으로- (A Study on the Emotional Quality Design Framework for Improvement of the User Experience -with emphasis on the User Interface Design-)

  • 서종환;이건표
    • 감성과학
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    • 제13권3호
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    • pp.523-532
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    • 2010
  • 사용자들이 경험하는 감성 품질과 그 특성을 이해하는 것은 인터랙티브 제품의 사용자 인터페이스를 디자인하는데 있어 매우 중요한 일이다. 본 논문은 사용자 인터페이스와 관련된 감성 품질에 대한 일련의 실험연구와 분석을 통해 감성 품질에 대한 체계적인 접근 방안을 제시하고자 하였다. 우선 실제 사용자와 사용자 인터페이스 디자인 분야의 전문가들이 참여한 조사와 실험을 통해 6가지 차원들(유용성, 사용편의성, 심미성, 자극성, 정체성, 조화성)과 18가지 요소들로 구성된 감성 품질 프레임웍을 개발하였다. 다음으로 규명된 감성 품질들을 척도화한 후 실제 인터랙티브 제품과 사용자들을 대상으로 한 실험 연구를 통해 인터랙티브 제품의 다양한 감성 품질을 측정하고 각 품질의 차원들이 제품의 전반적인 만족도에 미치는 영향을 파악할 수 있음을 예시하였다. 마지막으로 품질 차원들 사이의 상대적인 중요도와 감성 품질의 변화를 가져올 수 있는 상황요인 등에 대한 분석과 논의를 통해 감성 품질의 구현과 관련된 향후 연구를 위한 기반 지식을 제공하였다.

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박물관 문화상품을 위한 플랫폼의 상호경험디자인에 대한연구 -선양고궁박물관을 중심으로 (Research on the Interactive Experience Design of Museum Cultural Product Customization Platform -Focusing on Shenyang Palace Museum)

  • 임시뢰;반영환
    • 한국융합학회논문지
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    • 제13권2호
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    • pp.185-200
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    • 2022
  • 박물관 문화 콘텐츠의 혁신적 개발은 박물관이 소장품을 이용하여 문화의 전파 기능을 강화하는 중요한 방법이다. 사람들의 소비 수준이 늘어나고 업그레이드화됨에 따라 전통적인 문화 콘텐츠 디자인과 판매 방식은 날로 늘어나는 소비자들의 욕구를 충족시키지 못하고 있다. 본고는 박물관 문화 콘텐츠의 맞춤형 체험 플랫폼 구축을 제안하여 박물관 문화 콘텐츠의 개발을 촉진하고 박물관 문화의 전승과 보호를 도모하려 한다. 본고의 연구방법은 선행연구를 정리하고 분석하여 기존의 플랫폼 모델과 특징을 분석하고 설문지 159부를 배포하여 문화 콘텐츠 소비자들의 욕구를 조사하였다. 마지막으로 사용자 요구에 따른 맞춤형 체험과 현존하는 인터넷 소매 플랫폼과 결합하여 이론적 틀을 만들었으며 선양 고궁박물관을 중심으로 실험을 설계하고 가용성 테스트를 진행했다. 연구결과를 보면 문화 콘텐츠 플랫폼에 대한 사용자의 수요도가 비교적 높았다. 맞품형 플랫폼을 이용한 디자인은 박물관 문화 콘텐츠의 확산과 확대를 촉진하며 사용자의 경험을 최적화하여 박물관의 콘텐츠 개발과 디자인, 소매 등에 새로운 생각을 부여한다. 따라서 본고는 박물관의 문화 콘텐츠 개발은 맞춤형 플랫폼에 따라 소비자들의 특성에 맞춰 소비자들의 서비스 경험을 더욱 향상할 것으로 기대한다.

사출제품 및 금형의 통합적 설계지원을 위한 지식형 CAD 시스템 (A Knowledge-based CAD System for product and Mold Design in Injection Molding)

  • 허용정
    • 한국정밀공학회지
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    • 제12권10호
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    • pp.32-39
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    • 1995
  • The design of injection molded polymeric parts has been done empirically, since it requires profound knowledge about the moldability and causal effects on the properties of the part, which are not available to designers through current CAD systems. An interactive computer-based design system is developed in order to realize the concept of rational design for the productivity and quality of mold making. The knowledge-based CAD system is constructed by adding the knowledge -base module for mold feature synthesis and appropriate CAE programs for mold design analysis in order to provide designers, at the initial design stage, with comprehensive process knowledge for feature synthesis, performance analysis and feature-based geometric modeling. A knowledge-based CAD system is a new tool which enables the concurrent design with integrated and balanced design decisions at the initial design stage of injection molding.

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위치기반의 드라마 콘텐츠서비스용 스마트 플랫폼 설계 (Smart Platform Design for Location based Drama Contents Services)

  • 최영호
    • 인터넷정보학회논문지
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    • 제18권1호
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    • pp.37-41
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    • 2017
  • 본 논문에서는 PPL(Product Placement)을 변경할 수 있는 위치기반 실시간 비디오 클립을 스트리밍하는 스마트 플랫폼을 제안한다. 제안하는 플랫폼은 LTE 위치인식 기반의 GPS 좌표 값과 비콘 기술을 활용하여 Active Push형태로 사용자에게 촬영지의 드라마 영상을 제공한다. 또한 비디오 클립 내의 PPL 객체에 대한 사진, 동영상, 음악, URI(Uniform Resource Identifier) 형태의 DB를 구성하였다. 제안한 플랫폼에서는 비디오 클립 스트리밍 서비스 상황에서 PPL 객체 DB에 대한 인터액티브 태그 동기화를 통해 PPL 객체의 색깔과 모양을 변경할 수 있도록 하였다. 제안하는 플랫폼에서는 서비스 제공자의 요구에 따라 PPL 변경이 가능한 위치 기반 실시간 비디오 스트리밍을 가능하게 한다.

The Impact of Social Media Marketing Towards Purchase Decision: Interactive Flat Panel Display Technology Distribution from Indonesia's B2B Market

  • Yunita SWASTI;Ricardo INDRA;Nadia Kris SIGIT;Muhammad ILHAM;La MANI;Muhammad ARAS
    • 유통과학연구
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    • 제22권9호
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    • pp.129-139
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    • 2024
  • Purpose: This research aims to examine the impact of social media marketing on buy decisions in Indonesia's B2B market, considering the mediating roles of brand image, perceived quality, and perceived value in relation to interactive flat panel display technology. To better understand technology adoption and distribution, we utilize the innovation diffusion theory. Research Design, Data and Methodology: The Decision-Making Unit of each organization that buy interactive flat panel display technology conducted an empirical survey of 82 participants. The quantitative research design analyzed the data utilizing the PLS-SEM model. outcome: This research reveals that social media marketing significantly impacted perceived quality, brand image, perceived value, and buy decisions. The research also found that perceived quality does not significantly impact buy decisions, but perceived value and brand image significantly impacted buy decisions. This research contributes to understanding the key factorsinfluencing buy decisionsin Indonesia's B2B market. Conclusion: Thisresearch concludesthat B2B consumers in Indonesia are less concerned about product quality but prioritize the value they receive when purchasing interactive display technology. Social media marketing could impacted the distribution of interactive display technology in Indonesia's B2B market by affecting the DMU's purchasing decisions. Brandsshould leverage social media marketing to positively impact theirsuccess.