• 제목/요약/키워드: Participatory-design

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The Development and the Application of a Collaborative Design Prototyping Tool for Digital Products (디지털 제품의 협동적 디자인을 위한 프로토타이핑 도구 개발 및 활용 사례 연구)

  • Nam, Tek-Jin
    • Archives of design research
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    • v.17 no.4
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    • pp.119-128
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    • 2004
  • There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.

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Elderly Women′s Grief (여성 노인의 슬픔)

  • 김귀분;이경호;오혜경
    • Journal of Korean Academy of Nursing
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    • v.31 no.6
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    • pp.1021-1033
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    • 2001
  • This study sought to find a nursing intervention tool for enhancing elderly women's lives by investigating the causes and the meaning of their grief. Method: This research was derived from a phenomenological tool such as qualitative research design. The data collection took place from December of 2000 until April of 2001 Through systematic interviews and participatory observations of five elderly women attending C welfare center located in downtown Seoul the data was collected. Each interview lasted an hour and a half and was arranged five times. The analysis of this research was conducted using the Giorgi method. Results: \circled1 There was obvious physical and physiological decline caused by aging old; as well as there being spouse health problems, additional physical suffering, signs of senility, and insomnia, \circled2 Further grief was imposed by unpleasant memories of the spouse; infidelity, incapability, and even disregard of her own well-being, \circled3 Then there was pity for children; unfaithful children, uncertain futures of the children, and early death of a child, \circled4 Also, regrettable fate, painful daily acttrities, unreliable factors, bad circumstances, and feelings emptiness were reported, \circled5 Finally, anxiety for the future; ac sense of despair, loneliness, economic hardship, and the fear of imminent death increased grief levels. Conclusion: A variety of programs and social meetings for the elderly to overcome their physiological or psychological crisis should be substantially developed and supported by the government. In order to implement the social welfare for the elderly women, special consideration whether on the governmental level or the personal level, should be devoted to the elderly who live without any financial support or social concern.

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The Power of Living in the Present Moment among Patients with Diabetes

  • Thearmtanachok, Kanchana
    • Asian Journal for Public Opinion Research
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    • v.2 no.2
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    • pp.121-139
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    • 2015
  • "Living in the present moment," a Buddhist concept, was applied in this research. This concept urges the patients to cling neither to the past nor the future as well as being mindful of their body, feelings, mind, and mental qualities. The purpose of the study was to develop a "living in the present moment" model and to evaluate the power of "living in the present moment" in terms of physical and mental results. The study used non-participatory action research with quasi-experimental research design that included 3 camps composed of 6 main activities. The percentages, SD, and paired t-test statistics were used to analyze and compare 17 purposively selected diabetic patients from Pak Thong Chai Hospital before and after they attended the 3 camps. The patients improved significantly in terms of waistline, body weight, body mass index (BMI) and blood pressure (SBP and DBP). The mean of fasting plasma glucose (FPG) level was also changed considerably. The results revealed that the treatment helped the patients to gain self-awareness and self-realization (Yonisomanasikara), as well as knowledge and increased support from friends (Kalyanamitta). They also let go of their attachment to their physical and mental oppressions. This helped the patients to relieve their daily pain, fatigue, insomnia, and diabetes-related complications. About 75% of all patients were able to achieve lifestyle modifications. Therefore, implementation of the model should be expanded and utilized in other diabetic centers. The model might also be expanded to pre-diabetes.

The study of cooperation and reciprocity mechanism in MMORPG games -focused on 'World of Warcraft: Classic' (게임에서의 협력과 호혜성 메커니즘 연구 - '월드 오브 워크래프트: 클래식'을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.65-76
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    • 2020
  • This paper studied cooperation and reciprocity mechanism by analyzing game mechanics of MMORPG 'World of Warcraft: Classic'. MMORPG is the genre of game where social interaction vigorously occurs. This study figured out the structure of cooperation based on evolutionary psychology, anthropology and social psychology through participatory observation. Four cooperation and reciprocity mechanism were drawn through investigating game mechanics like instance dungeon, clear role setting, item, soulbind. In addition, this paper suggests providing ideas of making cooperation mechanism in the field of game design.

Characteristics of contemporary fashion shows affected by intermedia (인터미디어 특성이 나타난 현대 패션쇼 연출 특성)

  • Lee, Seulah;Lee, Yoon Mee;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.27 no.6
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    • pp.582-598
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    • 2019
  • Intermedia is a term that refers to the convergence of different media. It has not only enabled the delivery of brand message but also developed interactive communication in a contemporary fashion show context. This study investigates the presentation methods of contemporary fashion shows affected by intermedia. We examined the research and theory related to intermedia and fashion shows by accessing articles since the 2000s concerning 252 shows by 30 designers that tended to demonstrate the use of intermedia. Our analysis highlighted four particular characteristics: "medium scalability" (the unity of art and fashion and the unity of life and fashion); "synesthetic flow" (the audience's emotional immersion, represented by the actual performance and performances of the models); "participatory accessibility" (performance participation through action and instrumental support); and "immaterial symbolization" (an intuitive symbol that emphasizes both the direct outward appearance and the metaphorical symbolism so that the object is expressed in a figurative sense). From these results, we identified considerable synergy between the characteristics of intermedia and contemporary fashion shows. Therefore, it might be useful to conduct an experimental study on this area of research.

A Case Study on Villagers' Participation and Project Achievement in Rural Development - Focusing on Saemaul Undong Project in Myanmar - (농촌지역개발의 주민참여와 사업성과에 관한 사례 연구 - 미얀마 농촌공동체 개발사업을 중심으로 -)

  • Lee, Seung-won;Shim, Sung-hee
    • Journal of Korean Society of Rural Planning
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    • v.26 no.3
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    • pp.79-89
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    • 2020
  • Since the Republic of Korea had been registered as the 24th member of OECD DAC in 2009, recent trend of Korea's ODA has showed drastic increase including agriculture and rural development sector. Particularly, various rural development projects have been implemented adopting development experience and methodology of Saemaul Undong (SMU, New Village Movement). This study implemented statistical analysis between villagers' participation and achievement of rural community development project, based on practical data out of 'Saemaul Undong Project in Myanmar', to suggest meaningful implication in terms of participatory rural development. It emphasized the importance and necessity of villagers' participation in rural development through regression analysis that proved positive correlation between villagers' participation and rural development project. It proves that income-generation part has significantly greater influence than capacity-building and living environment part in terms of rural community development project: Based on the analysis, comparing impact of each independent variable, income generation has 1.88 and 1.68 times greater impact than capacity-building and living environment respectively. The result, on the other side, rather raise the importance of careful consideration for project design and implementation to harmonize those three parts altogether especially rural development for developing countries: capacity-building and living environment parts suggests essential foundation to make income generation successful that enables to secure project achievement and sustainability.

Eco-Friendly Interlocking Stabilized Soil Blocks for Urban Housing-Vulnerable Communities : A Community-Participatory Approach in Indonesia (도시 주거 취약층을 위한 친환경 조립형 흙블록 건축재 개발 - 인도네시아 주민 공동체의 참여적 접근 사례 -)

  • Park, Jaehyeon;Mulia, Jasri;Setiawan, Fajar
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.115-125
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    • 2020
  • Housing issues such as mushrooming slums remain as chronic in most developing countries. Due to the state's restrained capacity, the housing-vulnerable's self-help approaches have been increasingly inevitable and vital for addressing the housing issues. However, there are still two challenges: securing good quality with economic efficiency, and climate change mitigation and adaptation. This study aims at doing an architectural experiment by developing and educating the production of eco-friendly interlocking stabilized soil bricks (ISSB) by employing vernacular materials and technologies for housing-vulnerable communities in Indonesia. In collaboration with a local architectural NGO, the study features a co-creation workshop in which 40 evicted households participate in the whole process. Soil analysis, mixed design, compression tests, and economic analysis are carried out. This paper illustrates that ISSB also has a high potential as an alternative to a burned brick or a cement block. The application of ISSB to self-help housing is expected to have socioeconomic and environmental effects, thereby facilitating the housing-vulnerable's self-help approaches and contributing to addressing the housing challenges in Indonesia.

A Study on the Development of Interior Design Service for Autonomous Vehicles - Focusing on STEEP analysis Techniques - (자율주행차 인테리어 디자인서비스 개발연구 - STEEP 분석 기법을 적용한 사례 중심으로 -)

  • Kang, Taeho;Cho, Jounghyung
    • Journal of Service Research and Studies
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    • v.11 no.3
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    • pp.43-54
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    • 2021
  • This study focused on indoor spaces and convenience devices among vehicle interior designs suitable for the autonomous driving era, and presented an interior design model for future automobiles by applying the STEEP analysis method. The service design methodology is applied to deal with changes in display devices installed for the purpose of rearranging layouts and providing driver-centered information. Changes in types and installation locations of displays for various purposes such as connected and infotainment are expected. In particular, through this analysis, trends and experiences through indoor interior research in future self-driving cars will be studied, and subsequent studies will be used as basic data for actual development and application. Key drivers were extracted after deriving future trends linking the research project conducted in five stages to STEEP and consulting experts through FGI. Through this, it was later presented as a direction for indoor design. Through user-centered participatory design methods, emotional keyword derivation methods were used, summarized the derived drivers in five major trends in the future society, and each derived drivers were grouped to consider the relevant technology fields, and added elements to the autonomous driving level. This is an indoor ray viewed from the perspective of various social issues as well as personal tendencies in the future self-driving car industry.

Deriving required functions and developing a working prototype of EPG on digital TV (디지털 TV EPG 사용자 요구 기능 도출 및 워킹 프로토타잎 개발)

  • Park, Ji-Su;Lee, U-Hun;Ryu, Dong-Seok
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.55-80
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    • 2004
  • Multichannel on digital TV not only gave opportunities to the TV audience to view a wide range of programs. but also made it difficult for them to search for the program which they plan to view among over 1000 programs broadcasted on more than 100 channels. In this paper the functions of EPG (Electronic Program Guides) required by the users on digital TV were derived from the systematic analysis of multichannel viewing situations. In the situation analysis the situations where they viewed programs on more than 100 channels were generated systematically and the viewing processes in those situations were analyzed to identify user needs and derive the required functions of EPG. We surveyed the viewing behavior of the audience who subscribed to a digital satellite broadcast. SkyPerfecTV. in Tokyo. Japan. The purpose of the survey was to verify the validity of the functions derived from the situation analysis and to identify hidden user needs which were difficult to in the situation analysis. The functions were implemented on a working prototype of EPG based on a digital TV simulator which broadcasts 500 programs on 100 channels and can be controlled by three working prototypes of personal remote controllers. The working prototype will be used in Participatory Design to make it possible for the users to experience and verify the usefulness of the required functions of EPG and also find problems in user interface design of EPG

A study on Interactive-type Exhibition Using Fractal Images (프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구)

  • Lim, Mi-Jeong;Cho, Hyong-Je;Choi, Gyoo-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.163-168
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    • 2015
  • Recent exhibition's paradigm is changing from the existing unidirectional oriented exhibition form to a form of interactive hands-on exhibits that viewers can get and realistically feel a variety of information. Hands-on exhibit embodies the human interface by utilizing light, sound, pressure, etc. in time and space. In this paper, we have studied the creation of fractal image by the Mandelbrot technique and proposed the interaction method for it to be converted into a variety of forms. By using the proposed method, a variety of image transformation such as printmaking effect, sketch effect, Pop Art effect can be performed, according to clicking a certain fraction on the created fractal image screen by a user mouse. Interactive image generated in this study are expected to be used for trade shows, promotional products, media art design.