• Title/Summary/Keyword: Participatory-design

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Conversation Assistive Technology for Maintaining Cognitive Health

  • Otake-Matsuura, Mihoko
    • Journal of Korean Gerontological Nursing
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    • v.20 no.sup1
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    • pp.154-159
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    • 2018
  • Purpose: There is a need for artificial intelligence which nurtures human intelligence as the prevalence of dementia and collapse of intelligence of human beings has become a social problem. Purpose of this study is to develop intervention technologies for maintaining cognitive health of older adults. Methods: The method named the Coimagination Method (CM) was proposed and has been developed in order to achieve goal. Conversation assistive technologies have been developed and tested based on the method. Results: The state of the art of the group conversation support system, and regular series of group conversation sessions for full-years with insights for healthy older adults are described in detail. Participatory approach has been applied to the design process for simultaneous research and implementation of the service. Both participants and practitioners have been maintaining their cognitive health for independent living. Conclusion: Findings imply that there exist potentially preventive types of dementia and intervention should be applicable for such types. Ways of thinking and living are gently intervened through understanding of personal values and broadening minds, which lead to improved quality of life.

Social Media and Popular Places: The Case of Chicago

  • Al-Kodmany, Kheir
    • International Journal of High-Rise Buildings
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    • v.8 no.2
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    • pp.125-136
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    • 2019
  • This paper offers new ways to learn about popular places in the city. Using locational data from Social Media platforms platforms, including Twitter, Facebook, and Instagram, along with participatory field visits and combining insights from architecture and urban design literature, this study reveals popular socio-spatial clusters in the City of Chicago. Locational data of photographs were visualized by using Geographic Information Systems and helped in producing heat maps that showed the spatial distribution of posted photographs. Geo-intensity of photographs illustrated areas that are most popularly visited in the city. The study's results indicate that the city's skyscrapers along open spaces are major elements of image formation. Findings also elucidate that Social Media plays an important role in promoting places; and thereby, sustaining a greater interest and stream of visitors. Consequently, planners should tap into public's digital engagement in city places to improve tourism and economy.

A Study on the Decision Factors of Small and Medium Manufactures on Participation in the Coalitions Between Industry Firm and Research University - Focusing on Small.Medium Sized Firms in Kwangju.Chonnam Area- (중소기업의 디자인 산학협동 참여여부 및 참여방식의 결정요인에 관한 연구 - 광주.전남 지역의 중소기업을 중심으로 -)

  • 노은희;정형식;한선주
    • Archives of design research
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    • v.11 no.2
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    • pp.47-57
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    • 1998
  • This research investigates the factors of participatory activities in coalition between industy firms and research universities. An empirical analyses research was conducted with 375 sample small and medium sized firms in Kwangju-Chonnam area. The present conditions of the object firms' product design were explored in terms of competitive positions in markets. The results show that the object firms have not much engaged In the coalition with regional universities, but want to have a close relationship for the purpose of product design development. Several t- test analyses were employed to discriminate the groups of pro-colation and con-coalition between firm and university. The results indicate that the perception of design importance as competitive means and business success, the level of present design capability, and the possession of design patent were the important variables to differentiate the two groups. This research draws the implications to enhance the coalitions between firm and universities by utilizing the empirical results.

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Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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A Case Study on New Product Development in Collaborative Virtual Environments(CVE) : A Design Research Leveraging a Virtual Space of Web 2.0 (가사의 협업 환경을 통한 신제품 개발 사례연구 : Web2.0 가상 공간을 이용한 디자인 리서치)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.634-639
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    • 2008
  • 사회적 컴퓨팅(social computing)의 현상이 Web 2.0 공급사슬(supply chain)의 변화관점에서 새로운 변화의 단계를 맞이하고 있다. Web 2.0 플랫폼을 어떤 형태로 기업 활동에 활용할 것인가 하는 문제제기에 대하여 다양한 기업 활동의 변화사례가 발견되고 있다. 본 논문은 그와 같은 다양한 Web 2.0 환경 확산에 대한 기업 활동의 변화현상 중에서 Web 2.0 플랫폼을 기반으로 한 신제품개발(New Product Development) 사례연구를 통하여 진행한 결과를 반영하였다. 신제품 개발을 위한 플랫폼으로서 Web 2.0 의 협업적 환경을 설계하게 될 경우, 고객의 내재적 요구사항(latent requirement)이 제품개발에 효과적으로 반영될 수 있도록 하는 절차(process)가 기존의 제품개발방법론과 연관되어, 어떤 형태로 적용되고 개선되어 발전될 수 있는가에 대한 경험적 사례를 사례연구방법의 탐험적 경향을 활용하여 살펴보았다. 본 논문에서 다루어졌던 사례는 Web 2.0 플랫폼을 기반으로 사용자 창작 콘텐츠(User Created Content)를 생산하고 증가된 연세대학교 UCC의 양적 팽창에 의해서 수익모델이 발생하는 전형적인 Web 2.0 비즈니스 모델의 구조를 보여주는 경우였다. 본 연구를 통해서 사용자의 내재적 요구사향을 Web 2.0 기술특성을 통해서 참여적 사용자, 혹은 사용자 디자이너들의 적극적인 활동에 의해서 개선 및 구현해 가는 과정을 구체적 개발방법론의 틀로서 정착하려는 시도를 하였다.

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Research on the Process of Residents-Participated Workshop to Present Schemes for the Environmental Improvement of Susojugong Rental Apartment (수서영구임대단지 주거환경개선 방안제시를 위한 주민참여워크숍 과정에 관한 연구)

  • Suh, Kuee-Sook
    • Journal of the Korean housing association
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    • v.22 no.3
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    • pp.47-57
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    • 2011
  • The purpose of this research consists in the process analysis and studying of the Residents-Participated Workshop which aims to improve the environment of common areas at the rental apartments, and also to present the spacial designs for the improved environment. The objects of this research are Susojugong Rental Apartments and total 3 Residents-Participated Workshops were held. The contents of the research are as follows; 1) Background and purposes of resident environmental improvement and associated group of people were examined. 2) Execution of Residents-Participated Workshop programs and the analysis of the process to present the plans of environmental improvement. The results of the research are; 1) representing variety of opinions and the increased sense of participation. 2) possibility of presenting designs initiated by residents through participatory design workshop. 3) improvement of relationships between managerial authorities, specialists and residents. 4) the place of interchange among residents. 5) necessity of assisting workshop tool, Resident-Participated Workshop programs and schedules. Environmentally improved designs which were presented at the workshop have been actually demonstrated at the Rental Apartments of this research. Follow up research on the process of construction, maintenance management of the construction after completion and the full contents should be studied further.

What Drives Consumers' Purchase Decisions? : User- and Marketer-generated Content

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.79-90
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    • 2021
  • Consumers have an increasingly active role in the marketing cycle, using social media channels to create, distribute, and consume digital content. In this context, this paper investigates the impact of user- and marketer-generated content on consumer purchase intentions and the approach to designing an effective social media marketing platform. Referencing a literature review of social media marketing and consumer purchase intentions, a case study of the social media-marketing platform, 0.8L, was undertaken using both qualitative and quantitative results through content analysis and a participatory survey. First, about 450 consumer reviews for ten sunscreen products posted on the 0.8L platform were compared with products' marketer-generated content. Next, 55 subjects participated in a survey regarding purchase intentions toward moisturizing creams on the 0.8L platform. The results indicated that user-generated content (i.e., texts and photos) provided more personal experiences of the product usage process, whereas marketers focused on distinctive product photos and features. Moreover, customer reviews (particularly high volume and narrative format) had more impact on purchase decisions than marketer information in the online cosmetics market. Real users' honest reviews (both positive and negative) were found to aid companies' prompt and straightforward assessment of newly released products. In addition to the importance of customer-driven marketing practices, distinctive user experience design features of a competitive social media-marketing platform are identified to facilitate the creation and sharing of sincere customer reviews that resonate with potential buyers.

A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology (국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로)

  • Lee, Sook-Jung
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.125-134
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    • 2021
  • This study examined the themes and methodologies of 89 game studies published in the fields of media studies, youth studies, and psychology. Youth studies and psychology have mainly covered the theme of game addiction and negative effects. Game research in media studies have covered game use and experience, effects, addiction, regulation, game production, game space, discourse, governmental mechanism, game play as labour, etc. Game research in the fields of youth studies and psychology have mainly relied on surveys and experimental design. Game research in media studies included survey, experimental design, in-depth interviews, participatory observation, data crawling, etc.

A Study on Industry Capstone Design and Professional Practice Linkage Model: Case Study of Department of Electronic Engineering, Gyeongbuk Y University (산업체 참여형 캡스톤디자인 & 현장실습 연계 모형 연구: 경북 Y대학 전자공학과 사례를 중심으로)

  • Lee, Seok-moon;Suh, Young-suk
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.137-147
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    • 2022
  • Universities should provide experiential learning in subject and non-course subjects so that students can graduate with job competency related to their major and the experiential learning includes capstone design implemented on campus and field training conducted by companies. In particular, the decrease in industry participation in short-term (4 weeks) and mid-term field training (8 weeks) due to the implementation of standard field training introduced from the second half of 2021 is making it more difficult for students to gain practical experience. To solve this problem, in this paper, we propose an industry-participatory capstone design & field practice linkage model that combines capstone design and professional practice to solve the technical difficulties of companies. Participating students find solutions to corporate difficulties in the capstone design process and produce prototypes for solutions during the field practice period, focusing on the case of the department of electronic engineering at Gyeongbuk Y University. We believe that it is one of the good models of industry-university cooperation education in which universities and industries win-win.

The Trend and Issues of Research Related to Unmarried Mother in Korea (미혼모에 관한 국내논문 분석)

  • Lee, Myung-Hee;Cho, Kyoul-Ja
    • Korean Parent-Child Health Journal
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    • v.7 no.1
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    • pp.73-88
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    • 2004
  • Purpose: The Purpose of this study was to analyze the trend of research related with unmarried mother. Method: 81 theses about unmarried mother from 1972 to 2003 were analyzed according to the theses' characteristics, sources by publication period, research design, nursing intervention effect of experimental study and theme of qualitative research. Results: 1. The number of studies related with unmarried mother has progressively increased by year from 1972, and that of theses was highest during the period between 2000 to 2003. 2 As for study design, the number of quantitative studies were 73 and that of qualitative studies were 8. The majority of research design were survey and correlational studies. 3. Nursing intervention used in the experimental design were stress management program, eco-system support group, group art treatment, career education program, musical activities, prenatal education. All of experimental design were used in the after 2000. 4. The themes of qualitative studies were childbirth experience, a participatory on the life, mother's keeping a child, experience of pregnancy and delivery, the self-group program, the process and experience of becoming unmarried adolescent mother, needs of single mothers with child and policy of social welfare service, lived experience of hope. All of these were used in the after 1999. Conclusions: The summary of the above results shows a tendency that the study has increased by year. Especially, experimental study proved affirmative effect. However, for the unmarried mother, more experimental and qualitative studies are to be required.

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