• Title/Summary/Keyword: Persona

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A Study on the Application of the Capstone Design Course Intensive Course System in a Non-Face-To-Face Environment Using the Persona Technique (페르소나 기법을 활용한 비대면 환경에서의 설계교과목 집중이수제 적용 방안)

  • Yunja Hwang
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.311-319
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    • 2023
  • This study aims to break away from uniform academic regulations in preparation for nurturing future talents for the 4th industrial type, and apply the intensive course system to promote exchange and competition in the global education market. We would like to suggest a way to learn efficiently in an environment. To this end, we analyze the literature and prior research on design subjects in the intensive course system and non-face-to-face environment, analyze the requirements of teachers and students in charge of actual design subjects, and propose a utilization plan through expert review, and apply the persona technique. presented. This study will be able to provide basic data that can be practically used when operating intensive course design courses in the future.

UX Methodology Study by Data Analysis Focusing on deriving persona through customer segment classification (데이터 분석을 통한 UX 방법론 연구 고객 세그먼트 분류를 통한 페르소나 도출을 중심으로)

  • Lee, Seul-Yi;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.1
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    • pp.151-176
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    • 2021
  • As the information technology industry develops, various kinds of data are being created, and it is now essential to process them and use them in the industry. Analyzing and utilizing various digital data collected online and offline is a necessary process to provide an appropriate experience for customers in the industry. In order to create new businesses, products, and services, it is essential to use customer data collected in various ways to deeply understand potential customers' needs and analyze behavior patterns to capture hidden signals of desire. However, it is true that research using data analysis and UX methodology, which should be conducted in parallel for effective service development, is being conducted separately and that there is a lack of examples of use in the industry. In thiswork, we construct a single process by applying data analysis methods and UX methodologies. This study is important in that it is highly likely to be used because it applies methodologies that are actively used in practice. We conducted a survey on the topic to identify and cluster the associations between factors to establish customer classification and target customers. The research methods are as follows. First, we first conduct a factor, regression analysis to determine the association between factors in the happiness data survey. Groups are grouped according to the survey results and identify the relationship between 34 questions of psychological stability, family life, relational satisfaction, health, economic satisfaction, work satisfaction, daily life satisfaction, and residential environment satisfaction. Second, we classify clusters based on factors affecting happiness and extract the optimal number of clusters. Based on the results, we cross-analyzed the characteristics of each cluster. Third, forservice definition, analysis was conducted by correlating with keywords related to happiness. We leverage keyword analysis of the thumb trend to derive ideas based on the interest and associations of the keyword. We also collected approximately 11,000 news articles based on the top three keywords that are highly related to happiness, then derived issues between keywords through text mining analysis in SAS, and utilized them in defining services after ideas were conceived. Fourth, based on the characteristics identified through data analysis, we selected segmentation and targetingappropriate for service discovery. To this end, the characteristics of the factors were grouped and selected into four groups, and the profile was drawn up and the main target customers were selected. Fifth, based on the characteristics of the main target customers, interviewers were selected and the In-depthinterviews were conducted to discover the causes of happiness, causes of unhappiness, and needs for services. Sixth, we derive customer behavior patterns based on segment results and detailed interviews, and specify the objectives associated with the characteristics. Seventh, a typical persona using qualitative surveys and a persona using data were produced to analyze each characteristic and pros and cons by comparing the two personas. Existing market segmentation classifies customers based on purchasing factors, and UX methodology measures users' behavior variables to establish criteria and redefine users' classification. Utilizing these segment classification methods, applying the process of producinguser classification and persona in UX methodology will be able to utilize them as more accurate customer classification schemes. The significance of this study is summarized in two ways: First, the idea of using data to create a variety of services was linked to the UX methodology used to plan IT services by applying it in the hot topic era. Second, we further enhance user classification by applying segment analysis methods that are not currently used well in UX methodologies. To provide a consistent experience in creating a single service, from large to small, it is necessary to define customers with common goals. To this end, it is necessary to derive persona and persuade various stakeholders. Under these circumstances, designing a consistent experience from beginning to end, through fast and concrete user descriptions, would be a very effective way to produce a successful service.

Using Service Design Tools in Community Nutrition Research: A Case Study in Developing Dietary Guidelines for Young Adults (서비스 디자인 도구의 지역사회영양학 분야 활용: 청년 식생활 가이드 개발 사례)

  • Jo, Eunbin;Shim, Jae Eun;Ryou, Hyun Joo;Kim, Kirang;Song, Su Jin;Kim, Hyun Ja;Ahn, Jeong Sun;Kwon, Kwang-il;Lee, Hye Young;Park, Sohyun
    • Korean Journal of Community Nutrition
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    • v.27 no.3
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    • pp.177-191
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    • 2022
  • Objectives: Recent epidemiological data reported that young adults in their 20 ~ 30s are a vulnerable population with unhealthy dietary practices and a few signs of deteriorated health indicators. However, there are no dietary guidelines that are specifically developed for the young adult population. This study introduces some data collection tools that are mostly used in the service design field, and demonstrates how these tools can be used in nutrition research for developing dietary guidelines for specific target groups. Methods: To understand the context of food choices among young people, 39 people were enrolled to complete a probes booklet. Thematic analysis and word cloud were performed to capture the main themes from the probes and a persona was developed based on the findings. Results: Data from the probes enabled us to grasp the various contextual meanings of eating practices among young people. Most participants understand what a healthy diet is and often have a willingness to practice it. However, there were very few participants who were following the practices. We created four types of persona for developing dietary guidelines: healthy eating, emotional eating, convenient eating, and trendy eating. Conclusions: Probes and persona were used in order to understand the lives of young adults and develop targeted messages. We hope that this introduction will be helpful to researchers who are looking for new ways of understanding their target population in the field of community nutrition.

Data-driven Persona Analysis for Understanding Web Novel Users: Focusing on Quantitative Behavioral Pattern Data (웹소설 사용자 이해를 위한 데이터 기반 페르소나 분석: 정량적 행동 패턴 데이터 중심으로)

  • Ha, Sangjip;Park, Do-Hyung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.259-284
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    • 2022
  • In order to help the understanding of web novel users, this study was intended to quantitatively verify the user's behavioral types according to the characteristics of web novels. For this purpose, the direction of the study proceeded as follows. First, the motives of web novel users were investigated by referring to the motives of other digital content users. In addition, specific behavioral types of users were also collected. As a result, the motivation for using web novels was found to be 'interpersonal relationships and information acquisition with others', 'leisure activities', and 'escape from reality/relieve tension'. After that, the groups were classified as to whether there was a difference between groups according to the motives of use. As a result, the 'hobbies' type, a group with a particularly high motivation for using leisure activities, the 'stress relief' type, a group with very high escapism and tension relief characteristics, and a group with high interpersonal relationships and information acquisition with others The 'communication' type was classified as a 'multipurpose' type with high overall motivation characteristics. Then, in order to find out the specific characteristics between the types, personas were constructed based on the different behavior type data. Through this, the theoretical contribution of this study is meaningful in that it revealed the motives of web novel users. As a practical contribution, the persona was formed by combining the users' motives and behavioral patterns and visualized to be close to the actual representative users. These results are expected to help improve the web novel service by providing useful indicators for actual writers, platform managers, and users.

A study on the measurement and processing of medical service experience data - From the perspective of realizing patient-centeredness - (의료서비스 경험데이터의 측정 및 가공에 관한 연구 -환자중심성 실현 관점에서-)

  • Jinho, Ahn;Jungmin, Choi
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.147-159
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    • 2023
  • This study is a study to develop a model for measurement and processing of experience data, which is emerging as a core value in quality management of medical services. In the theoretical background, a literature study was conducted on the importance of experience in medical service, measurement and processing of experience data, and realization of patient-centeredness. Based on these literature and theoretical background research results, operational definitions were performed for the following four research variables, and statistical tests were conducted. Hypothesis 1 is the effect of measuring experience data from the perspective of three factors on persona modeling, Hypothesis 2 is the effect of persona modeling on service blueprint visualization, Hypothesis 3 is the effect of service blueprint visualization on realization of patient-centeredness, and Hypothesis 4 is persona modeling This is the effect that modeling has on the realization of patient-centeredness. After data-based testing of factor analysis, reliability analysis, and correlation analysis, all four hypotheses were adopted as a result of verification using regression analysis. In conclusion, in an era where it is difficult to recognize the value of having only good medical staff and medical equipment in hospitals, it was possible to grasp the meaning that what kind of medical service experience is continuously obtained is more important to patients than the effectiveness of medical staff and medical equipment. In the era of the service economy, the core of hospital service competitiveness is providing attractive experiences, which is the real strength of hospitals, so the measurement and processing of experience data, which is the subject of this study, will have an important meaning in realizing patient-centeredness and realizing smart hospitals.

A Study on the Glam and Punk Hairstyle - Focused on The 1970s - (글램과 펑크의 헤어스타일에 관한 연구 - 1970년대를 중심으로 -)

  • Jeong, Hee-Young;Jeong, Hyun-Souk
    • The Research Journal of the Costume Culture
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    • v.15 no.5
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    • pp.781-795
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    • 2007
  • The purpose of this study is not only to widen and deepen the understanding of external environments of hairstyle but also to provide the basis of understanding and perspicacity as to the hairstyle which will be created under the influence of new music by contemplating distinctions between Glam Fashion and Punk Fashion of 1970s and by comparing and analyzing distinctions between Glam Hairstyle and Punk Hair Style of 1970s. As the method of this study, first of all four common factors, which are resistance, androgynous, beauty of ugliness and pursuit of pleasure through persona, were able to be ed from both Glam Fashion and Punk Fashion of 1970s, and then by using that factors as analyzing instrumental frame, the above two hairstyles were compared and analyzed through photographic materials in this study. According to the results of comparing and analyzing two hairstyles above, in Glam Hairstyle, the androgynous character is the most remarkable distinction. They tried to overturn the gender role by challenging the traditional color and form of hairstyle. In funk Hairstyle, the resistance is the most prominent distinction. They expressed their group identity resisting a pre-existing generation by putting on threatened and aggressive hairstyle.

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Developing a Smart Phone Application for the OMAHA System Guidelines (오마하 시스템 가이드라인의 스마트폰 애플리케이션 개발)

  • Hong, Hae-Sook;Lee, In-Keun;Hong, Sung-Jung;Kim, Hwa-Sun
    • Research in Community and Public Health Nursing
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    • v.21 no.4
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    • pp.512-521
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    • 2010
  • Purpose: The remarkable progress in information and communication technology has had a great effect on the healthcare delivery system. The development of smart phone applications is a new field. The aim of our research was to provide assistance in developing smart phone applications for community health nursing. Methods: Based on an informative approach, this study developed persona and site maps, followed by a storyboard as a way of analyzing users' requirements and designing responses in the context of smart phone application development methodology. Results: We developed persona, user interface and database design successfully, and then seven nurses selected four nursing problems (income, residence, pain, and digestion hydration). The search time in seconds for the 2005 English OMAHA guidelines to find three nursing interventions for these problems was used to evaluate the effectiveness of the smart phone application. The results showed that smart phone applications' search was 21 times faster on the average than book guidelines. Conclusion: An English version of the OMAHA system application was developed for the Android smart phone market. It is hoped that smart phone applications such as this will be used internationally for nursing education.

A Study on User Identity according to MMORPG's Narrative Mode Focused on and (MMORPG의 서사 양식 전환에 따른 사용자 정체성 연구 <블레이드 앤 소울>과 <다크폴> 분석을 중심으로)

  • Yun, Hye-Young;Kim, Jeong-Yeon
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.45-54
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    • 2015
  • This study analyzes the change of MMORPG in terms of conversion of narrative mode and discusses user identity according to the narrative mode, focused on and . These two games represent the conversion of narrative mode from Romance which has ideal story for it's main plot, to Irony, which has no background story. This change leads players to have performative persona composed by player's personal motive, compared to the persona composed by narrative motive.