• Title/Summary/Keyword: Participatory-design

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Internet Governance and Users (인터넷 거버넌스와 이용자)

  • Kim, Borami
    • Review of Korean Society for Internet Information
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    • v.14 no.3
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    • pp.95-100
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    • 2013
  • Having taken actions for 2 years, Net Neutrality User Forum has realized Net Neutrality as a international issue of future Internet. Although the Internet design principle (layering, module, IP protocol) has enabled the end users to communicate each other without any additional permission or interference, in the reality, the end users have been tracked by both companies and governments, and the communications could be blocked, or restricted by surveillance devices, such as DPI, which could change the whole Internet design principle. Given that the Internet is a large community of the equal end-users based on end-to-end principle, it's essentially the issues of the whole Internet users, rather than of one nation, and we should focus on developing the transparent and participatory ways in Internet governance. The current Internet governance discussion have taken placed in ICANN, IGF, etc., in bottom-up processes of multistakeholderism to reflect the views of end-users. However there have been the controversial issues in Internet Governance, such as the position of government as a stakeholder, global north-south problem, transparency, so we have faced the debate on the new or evolving frame of Internet governance.

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Development of Market Distribution through Digital Marketing Transformation Trends to Maximize Sales Turnover for Traditional Beverage Products

  • Basrowi;Pertiwi UTAMI
    • Journal of Distribution Science
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    • v.21 no.8
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    • pp.57-68
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    • 2023
  • Purpose: The research aims to investigate the development of market distribution through digital marketing transformation trends with the support of universities. This development strategy is to maximize sales turnover of limited liability companies' typical traditional beverage products. Research design, data, and methodology: The research design uses descriptive qualitative methods. Data were obtained by participatory observation, in-depth interviews, FGDs, and documentation. Results: The result shows that the partner's traditional product market distribution strategy has been carried out by adopting science and technology and expertise possessed by partner universities. Universities that are Partners have benefited from the implementation of the Independent Campus program. Conclusions: The conclusion from the findings is that business actors must collaborate with universities through the Kedaireka Matchmaking Fund Program. The collaboration will create the right strategy development for the business. The government needs to provide more access to finance in the future. The hope is that the traditional beverage industry and higher education can realize the ease of synergy contributing to national development and the vision of the Indonesian Ministry of Education and Culture's independent campus.

A Note on the Quantitative Approach to the Study of Community Design - Focused on the Relationship between Project Scale and Outcomes - (마을 만들기 연구의 정량적 접근에 관한 소고 - 마을 만들기 사업규모와 성과의 관계를 중심으로 -)

  • Kim, Dong-Yoon;Kim, Sun-Jick;Kang, Rae-Cheon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.2
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    • pp.41-50
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    • 2011
  • Skeptical responses to urban design based on the Physical Planning theory assuming the existence of social agreement and the absolute authorities of planners bring about alternatives such as Participatory Planning and Community Design derived from Harbermas' Communicative Rationality. But the normative contentions do not progress any more to the stage of presenting practical strategies. This is the cause why there should be systematic approaches to reveal the relationships among various concepts or variables. With regard to the Community Design this study intends to take a statistical approach to find relationship between project scale and its accomplishment. The hypothesis that the smaller scale of project begets the better outcomes was tested to be rejected as a result of the analysis of variance. But the result also shows that appropriate density in relatively large area makes residents' expected satisfaction high. Although this discovery has its own meaning the tryout is anticipated to laying the cornerstone of quantitative analyses in the following studies.

A Comparative Analysis of the User Participation Design Process in School Facilities - Focused on the Research Reports and White Papers - (학교시설의 사용자참여설계프로세스 비교분석에 관한 연구 - 연구 및 사업백서를 중심으로 -)

  • Lee, Kwang-Su;Ryu, Soo-Hoon
    • Journal of the Korean Institute of Educational Facilities
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    • v.26 no.6
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    • pp.39-49
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    • 2019
  • School is where students spend a lot of time. However, it is made up spaces which have got no consideration for students. Public buildings, such as schools, were designed by experts, not by users, while the opinions of users were reflected in a small part. As a result, school has become an uncomfortable place for students. User participation design has been proposed as a way to improve it. Recently, in designing schools, user participation design called "School Space Innovation Project" has been carried out actively and many kinds of guidelines have been suggested in project. But because it is unsystematic, In fact, it is hard to apply on site. Comparing and analyzing various User Participation Processes to figure out the similarities and differences is the purpose of this research and we want to suggest the result as a data that can be used as guidelines for project related to User Participation Design.

User-Participated Design Method for Perforated Metal Facades using Virtual Reality (가상현실 기반 사용자 참여형 타공패널 파사드 설계 방법론)

  • Jang, Do-Jin;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.4
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    • pp.103-111
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    • 2020
  • Perforated metal sheets are used as panels of facades for controlling environmental factors while ensuring user's visibility. Despite their functional potentials, only a specific direction of facades or an orientation of a building was considered in the relevant studies. This study proposed a design methodology for the perforated panel facades that reflects the location on the facades and the user's requirements. The optimization of quantitative and qualitative performance is achieved through communication between designers and users in a VR system. In optimizing quantitative performances, designers use machine learning techniques such as clustering and genetic algorithm to allocate optimal panels on the facades. In optimizing qualitative performances, through the VR system, users intervene in evaluating performances whose preferences are depending on them. The experiment using the office project showed that designers were able to make decisions based on clustering using GMM to optimize multiple quantitative performances. The gap between the target and final performance could be narrowed by limiting the types of perforated panels considering mass customization. In assessing visibility as a qualitative performance, users were able to participate in the design process using the VR system.

A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.42-57
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    • 2015
  • The purpose of this study is to examine a user-centered and interactivity-based user-participatory design that could be completed by users by helping them to better understand a diverse experience and be involved in a design process. The aspects of expression that were marked by direct user participation and subsequent interactivity in the areas of design, the arts and fashion were investigated to determine their characteristics. The kind of fashion that is characterized by interactivity is of significance in that it is variable according to the purpose of the users, it's possible to have sustained communication with them through their direct participation, and that the designer is consequently able to build a new, communicative relationship with the users as co-creators. This study found that the characteristics of interactivity through direct user participation are classified into four characteristics; One is playfulness. which offers a new experience and way to create fun and vale. Another is variability, which is changeability of form; the third is the convergence of technology and function. Lastly, the fourth is virtuality. This is to embody images in virtual space.

Effects of BeHaS Program on Health Behavior, Physiologic Index and Self-Esteem of the Elderly Living Alone with Metabolic Syndrome Based on Community Based Participatory Research (지역사회기반 참여연구를 활용한 베하스(BeHaS) 프로그램이 대사증후군 독거노인의 건강행위, 생리적 지수 및 자아존중감에 미치는 효과)

  • Kim, Jong Im;Kim, Sun Ae;Park, Keumok;Kim, Jiyoung;Lee, Lina;Choi, Si Wan;Ku, Bon Jeong
    • Journal of Korean Academy of Nursing
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    • v.50 no.4
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    • pp.571-582
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    • 2020
  • Purpose: This study aimed to determine the effects of a 12-week metabolic syndrome BeHaS (Be Happy and Strong) program in elderly people with metabolic syndrome living alone, based on a community-based participatory research (CBPR). Methods: A nonequivalent control group pre-posttest design was used, and the participants were 43 elderly people living alone (experimental group 24, control group 19). The experimental group received a one-hour program per week and two individual health consultations during 12 weeks. The control group received two sessions about the metabolic syndrome and two individual health consultations. The effects of health behavior, blood pressure, blood sugar levels, abdominal circumference, triglycerides, and self-esteem were evaluated. The data were analyzed using the independent t-test and Mann-Whitney U test. Results: The health behavior with respect to the metabolic syndrome in the experimental group increased significantly (t = - 3.19, p = .002). Both diastolic blood pressure and abdominal circumference decreased in the experimental group (t = 2.00, p = .028 and t = 3.91, p < .001). No significant differences were observed between the groups in systolic blood pressure, fasting blood sugar levels, triglycerides, and self-esteem. Conclusion: The 12-week metabolic syndrome BeHaS program using community resources improves the health of elderly people with metabolic syndrome living alone. Based on these findings, further studies on the effectiveness of the metabolic syndrome BeHaS program and the experiences of those who participated in the CBPR are warranted.

Exploring Elementary Students' Positioning in a Context of Socio-scientific Issues (SSI) Education: Focus on an Action-oriented Climate Change Club Activity (과학 관련 사회적 문제 (SSI) 교육 맥락에서 초등학생의 위치짓기 양상 -실천 지향 기후변화 동아리 활동을 중심으로-)

  • Kim, Jong-Uk;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.41 no.6
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    • pp.501-517
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    • 2021
  • In the present age, when the development of science and technology is leading the changes, this study supports the view that students should possess the literacy to participate democratically and critically in socio-scientific issues, and should be positioned as agentic and participatory citizens. Accordingly, we implemented a club activity that emphasize climate social action for elementary students, and explored how students were positioned in relation to climate change. In this study, position is defined as a complex cluster of rights and duties that students have in relation to climate change. The club activity was implemented throughout 46 sessions from March to July, 2019 for 11 sixth graders of 'H elementary School' in Seoul, and transcripts of video and interviews were analyzed by means of a constant comparison method. In the course of the activity consisting of three steps, the students exhibited different positioning and they are as follows: In the global warming modeling activity for Step 1, students were positioned as 'active learners', but at the same time, they showed a contradiction in being positioned as 'apprentice'. In the student-led research activities inherent to Step 2, they were positioned as 'scientists who design and conduct research' and 'bystanders' due to the controversial nature of SSI knowledge. As students participate in the social actions involved in Step 3, the position changed from 'elementary school students facing difficulty in making a change' to 'participatory citizens creating changes.' This study is significant because it shows students' potential to promote participatory and democratic citizenship through action-oriented SSI activities. In addition, pedagogical approaches were discussed dealing with the contradictions and limitations of positioning.

Case Study on User-Participatory Internet Advertising -Focused on the Game-Like Internet Banner Advertising (사용자 참여적 인터넷 광고의 사례연구 -게임성향 배너광고를 중심으로)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.505-510
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    • 2012
  • As games have been used throughout the advertisement design in diverse ways, the paradigm of the internet advertising has also been changed. At the same time, there has been a growing tendency among companies to maximize the purpose of advertising by using game-like internet banner advertising, which provides internet-users with the information of the advertisements by exposing specific information, brands, characters, or image. In spite of the quantitative expansion of the game-like internet banner ads, according to a survey with regard to their click-through rate(CTR), the result indicates the CTR is less than 0.5%. Therefore, this study aims to examine what types of displaying elements of the game-like banner ads gaining in popularity can leave the users with a strong impression, and also to explore what types of displaying elements need to be highlighted for the users' active and aggressive access to internet banner advertisements. Currently advertised game-like banner ads on the internet web sites in different fields are selected. Then, they are analyzed by using seven categories. The findings are expected to lay out systematic and practical guidelines for the future production of game-like banner ads.

Directions of Public Institution Innovation in Participatory Government (공공기관의 경영혁신방향)

  • Park, Jong-Gwan
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.315-324
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    • 2009
  • Public institutions guaranteed exclusive position of core business are likely to be inefficient in management. Past governments made various efforts to innovate public institutions. Participatory government drove innovation of public institutions through Ministry of Planning and Budget, and this innovation policy had problems as followings: shortage of common sense of innovation, lack of understanding of innovation, gradual execution of innovation instead of system innovation for business innovation, lack of consideration of characteristics of various public innovation, overlapping of evaluation system, and nonobjective design of evaluation indicator. MB government has diverse assignments for improvement of these problems as followings: transformation of business mind, voluntary participation of employee, improvement of management system of public institutions, reform of business evaluation system, promotion of internal competition, and construction of performance based business system. What is the most important point for successful reform of public institution is to achieve the support of general public with effective action plan and substantial programs.