• Title/Summary/Keyword: Persona-based scenario method

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Developing Scenario for Elderly Residents' Behaviors at Home Using Persona-based Scenario Method (퍼소나 기반 시나리오 방법론을 적용한 주택에서의 노인 행위 시나리오 개발)

  • Kwon, Oh-Jung;Lee, Yong-Min;Kim, Dong-Sook;Lee, Ok-Kyung;Yim, Ji-Soo
    • Journal of the Korean housing association
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    • v.28 no.3
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    • pp.65-74
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    • 2017
  • An analysis of elderly behavior at home needs to be meticulously understood in order to build a spatial environment where the elderly can live safe and independent lives. To this end, the following study analyzed elderly behavior that occurs in the home, constructed personas, and developed persona-based scenarios of elderly behavior at home. Persona was composed of behavioral characteristics, spatial characteristics, and personal characteristics (gender, age, disease etc) that have a direct effect on living activities in the home, so it was intended to express a more real persona. The study developed six personas based on the behavioral and mobility characteristics of the elderly, and scenarios for each persona developed bsed on the following eight behaviors: toilet use, bating/Shower, washing and grooming, having meal, sleeping, dressing/undressing, laundering clothes, and getting out of home). Through this, the study determined the characteristics and difficulty level of various sub-behaviors and actions that occur in elderly behaviors at home. It also determined characteristics related to the use of physical elements such as equipment and furniture that are a part of those sub-behaviors. The behavior scenarios developed in this study can be utilized to understand the difficulties involved in elderly behavior, and to present a spatial plan and remodeling direction that alleviates such difficulties. This study is also significant that it investigates the applicability of persona-based scenario method on residential architecture.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of People, Plants, and Environment
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    • v.22 no.5
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.

A Study on the Application method of Digital Media in Commercial Space - Using Persona-based Scenario Approach - (상업공간 디지털미디어 적용방안에 관한 연구 - 페르소나 기반 사용자 시나리오 기법으로 -)

  • An, Se-Yun;Kim, So-Yeon;Cao, Wen-jia
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.33-42
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    • 2017
  • Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.

A Study on the Accessibility Requirements Analysis Model for the Preventive Safety and Disaster Service Information System - Focusing on the Communication Ability (정보시스템을 통한 생활안전 위험의 예방·대응을 위한 안전약자 요구사항 분석모델 연구 : 의사소통기능을 중심으로)

  • Lee, Yong-Jick;Ji, Seok-yeon;Kim, Sang-hwa
    • The Journal of Korean society of community based occupational therapy
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    • v.10 no.3
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    • pp.1-13
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    • 2020
  • Objective : The purpose of this study is to present an analysis model in developing an inclusive response for safety hazards and disaster preventive information system for vulnerable people to the disaster including persons with disabilities, and those with specific needs. Methods : In this study, the persona analysis method is used to analyze fictitious characters that correspond to various characteristics such as age, disability, environment, occupation, etc. in terms of the scenario of some particular disaster subjects. Based on the user's communication problems derived from the persona analysis, focused group interview and ICF based analysis were implemented to identify needs and arbitration methods. Results : The needs from persona analysis and ICF-based communication items analysis identifies the factors that make each fictitious character difficult in terms of communication in obtaining the benefits consistent with the purpose of the service. The study derives service requirements that can provide arbitration or facilitation methods to increase communication ability of the users. Conclusion : Through the persona analysis method, difficulties that could occur when receiving disaster information using communication devices were identified and analyzed in conjunction with communication problems described in the ICF. In building information services for the prevention of safety hazards and disasters, this study presented a model that uses the persona analysis method and the ICF classification system to derive user requirements for accessible information system.

Citizen Participation in the Process of Establishing the Community Health Plan: Based on the results of roundtable discussions to Resolve the Health Disparity (지역보건의료계획 수립과정에서의 시민참여: 건강 격차 해소방안을 위한 시민원탁회의 결과를 중심으로)

  • Lee, Su-Jin;Hong, Nam-Soo;Kim, Keon-Yeop;Ryu, Dong Hee;Bae, Sang Geun;Kim, Ji-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.151-161
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    • 2021
  • The purpose of this study was to identify citizens' needs and what they perceive the health-related problems are so public opinion can be reflected in the Daegu Community Health Plan. A citizen participation group was organized, and two roundtable discussions were held in June and July 2018. The number of participants in the first and second round was 40 and 44, respectively. Customer itinerary guidance, DVDM (Definition, Value, Difficulty, and Method) Map, and Persona-based scenario method were used for the roundtable discussions. The measures to improve the health status proposed by the citizens included expanding access to health services, establishing health services centered on small-living areas, expanding mental health services, creating health-friendly environments, resolving environmental problems, and improving social health. In addition, enhancing communication and creating harmonized environments, improving access to healthcare, generating pleasant physical environments, and assigning socials roles for vulnerable individuals were brought up as the means to resolve health disparities. The strength of the present study lies in the fact that, unlike survey methods, the citizens' exact needs were identified by sharing their thoughts. Moreover, it was proven that practical measures would be needed to implement citizen participation in planning health-related projects.

Influence Factors of Use Intention of Chatbot by Applying Components of Experience-based Communication and Context-based Communication (체험 기반 커뮤니케이션 및 상황 기반 커뮤니케이션 구성요소를 적용한 챗봇 이용의도 영향요인)

  • Park, You-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.149-162
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    • 2020
  • This paper applied components of experience-based communication in terms of experience theory of Burnd H. Schmitt and context-based communication in the messenger platform environment through the scenario-based survey method, in order to study the influence of individual experiences, shared experiences, ubiquitous connectivity, and contextual usefulness on the perceived value and use intention of chatbot. Through this, the study is to provide companies in various service industries with practical approaches to further promote the use of chatbot. The implications of this study are as follows. First, as most chatbots still do not exceed the human planning level of designing them, it is necessary to consider how to design individual experience elements functionally according to the customer's intention to speak when developing the chatbot. Second, the chatbot should be designed not only from the perspective of completing specific tasks at any real time in anywhere, but also from the overall perspective of enhancing the quality of interaction, including the situation to which the customer belongs. Third, since the chatbot is likely to be anthropomorphized by users, it is important to be cautious about determining the chatbot's 'persona' and 'tone and manner' when developing the chatbot. Customer satisfaction is the most important criterion for the success of chatbot development. In other words, the quality of planning and data rather than the quality of artificial intelligence algorithms determines the utilization of chatbot. This is why companies are trying to make interactions with chatbot as close as possible to human interactions.