• Title/Summary/Keyword: Product-User Interaction

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E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.9
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

Optimizing Product Design in Cyberspace through Knowledge Mining Agents

  • Kim, Steven H.;Park, Hwa-Gyoo;Chae, Bong-Sug;Shin, Sung-Woo;Lee, Tae-Jong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1998.10a
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    • pp.56-59
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    • 1998
  • The rapid diffusion of the Internet and the World Wide Web is facilitating greater interaction - and potential opportunities for customization - between vendors and customers. For instance, virtual reality and multimedia technologies allow consumers to envision their designed products. The increasing pace of the business environment highlights the need to deploy intelligent systems in all stages of product design and production planning. This paper deals with a system to generate an appropriate product design by adapting customer preferences and constraints using the case based reasoning methodology. Moreover, intelligent agents are integrated with virtual reality technology to provide a friendly user interface.

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A comparative study on user's viewpoint & developer's one in home-networking system by using method of interview (홈 네트워크 사용자와 개발자의 관점 비교연구(인터뷰 조사내용을 중심으로))

  • Kyoun, Jae-Ki;Kim, Ju-Yong;Choi, Yong-Soon;Jung, Ji-Eeun;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.727-732
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    • 2006
  • 국내 홈 네트워크 시장은 여러 업체가 컨소시엄을 구성하여 시범지역을 확대하는 등 점차 보편화 되어가고 그 응용 범위를 확대해 나가는 단계에 있다. 하지만 홈 네트워크 시장의 서비스 및 제품들을 사용하는 사용자들이나 기획 / 개발하는 개발자들이 실제로 체감하는 홈 네트워크 시장의 활성화 정도는 아직 부족한 면이 있다. 홈 네트워크 시장의 활성화 정도가 부족한 원인에는 여러 가지 문제점들이 있지만 그러한 문제점 가운데에는 홈 네트워크 시장의 주 구성원인 사용자와 개발자가 가지고 있는 문제점에 대한 서로간의 관점 차이로 인한 부분도 있을 것이다. 본 연구에서는 홈 네트워크 제품 및 서비스 사용자와 개발자 인터뷰를 통해 문제점을 조사하고 이에 대한 관점의 차이를 분석하고자 하였다. 구체적 문제점 파악을 위해 개발자 관점에서의 개발 프로세스는 '기획, 개발, 판매, 유지보수'의 단계로, 사용자 관점에서의 사용 프로세스는 '구매, 설치, 사용, 이전, AS, 폐기'의 단계로 구분하여 조사하였다. 문제점의 비교를 위해 개발 프로세스와 사용 프로세스를 하나의 제품 및 서비스 라이프사이클로 통합 정의하였고, '판매, 유지보수 / 구매, 설치, 사용, 이전, AS, 폐기' 단계에서 공통된 영역을 찾을 수 있었다. 이 영역에서 사용자와 개발자의 문제점 비교를 통해 두 그룹간의 관점의 차이를 도출하여 각 단계별 홈 네트워크 문제점에 대한 관점의 차이를 확인할 수 있었다.

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Research about development process of game tendencious advertisement contents that drive active participation of internet user (인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구)

  • Lim, Woo-Soung;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.101-109
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    • 2004
  • Internet got into popularization by development of digitech today, and according as Internet user increases, advertisement that use internet is increasing. Specially, advertisement that use internet regardless of time customer and company both direction(interactive) communication possible because, image about special quality of product or company feature that can be active to customer and offer effectively have. There is charm that both direction communication that internet advertisement can attract to unspecified multitude internet connecter regardless of time this are available, internet user can do participation more easily. Interaction of Banner advert or different advertisement that form commentary of current internet advertisement is inert with internet posthumous work. It can become more efficient advertisement if take advantage of prognostication that most important element of game is interaction in internet advertisement. Investigator who aim in this point wishes to do on the basis of special quality of internet advertisement and interaction attribute of game and present actuality design process case of internet ad of game inclination.

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Knowledge Transfer between Users and Producers in the Accumulation of Technological Capability

  • Lim, Chai-Sung
    • Journal of Technology Innovation
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    • v.13 no.2
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    • pp.179-205
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    • 2005
  • This study reveals that the user industry has a limited role in being a source of technological capability in the case of the machine tool industry in Korea where the user industry is relatively more advanced than other capital goods industries. This study examines the sources of technological capability in terms of migration of workforces and flow of product development knowledge. Although the capital goods sector is generally regarded as being the sector where user-producer interaction is important, the user industry is not the seed-bed of technological capability for machine development. Users and producers interact in terms of expressing 'needs', mainly in the form of specifications. As a result of receiving unique specifications from users, the producer learns to react by making specific customised special purpose machines. The user's specification could include information o the imported machine originally used. When confronted with technical problems in developing a new machine, the producer accesses foreign sources of knowledge. This study's finding reveals that users of special purpose machines have a significantly clearer role in providing specifications than do users of general purpose machine tools. Most intensive interactive learning between users and producers in the production process is found in special purpose machine tools. From the empirical findings, policy implications are discussed.

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Effects of Mental Model and Intrinsic Motivation on Behavioral Intention of Smartphone Application Users

  • Jung, Wonjin;Yim, Hyung Rok
    • ETRI Journal
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    • v.38 no.3
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    • pp.589-598
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    • 2016
  • An application that has a simple user interface not only motivates a user to continue using the application, but also enables the user to develop their mental model for the application - the like of which is a product of their interaction with the application. In the information systems literature, little empirical research has been undertaken on the effects of the mental model and motivation on smartphone users' behavioral beliefs. Therefore, the aim of this study is to suggest a research model that can examine the following: 1) the effects that the mental model has not only on smartphone users' behavioral beliefs (that is, perceived usefulness and ease of use of an application) but also on their behavioral intention to use an application and 2) the effects that smartphone users' intrinsic motivation has on their behavioral beliefs through an expansion of the mental model. A survey is conducted, and structural equation modeling is then used to analyze the survey data. The results, through consideration of variables such as intrinsic motivation, perceived usefulness, perceived ease of use, and user satisfaction, indicate that the mental model has an indirect effect on a user's intention to use an application.

The effect of emotional priming on the product perceived usability (정서 점화가 제품의 지각된 사용성에 미치는 영향)

  • Kim, Myung Shik;Kim, Hyo Sun;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.575-584
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    • 2012
  • Decades of psychological research have shown that emotion brings users various kinds of physical and psychological advantages and disadvantages. Moreover, this also impacts human decision-making. However, in spite of the weight of emotion, combined with HCI, relevant research is still insufficient. We hypothesized that the user's temporal emotion could influence the product evaluation, especially in terms of product usability. Two studies were carried out to investigate the effect of induced priming on user evaluations. In exp1, we manipulated participants' temporal emotions using positive and negative images from IAPS. In our results, we saw image priming had a statistically significant effect, with the positive condition group giving the product high ratings for usability. In exp2, emotional image manipulation was conducted with valence and arousal. As a result, we found that the variables of valence and arousal had some interaction effects. These studies have demonstrated that temporally induced emotion could affect users' emotion in different ways, in addition to influencing product evaluations.

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The comparison of the user's emotions before and after using a product (제품 사용 전후의 사용자 감성 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.761-768
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    • 2010
  • Research from many marketing fields shows that the importance of factors which ultimately reflect customers' satisfaction towards a product or service vary with the progression of time. Likewise, the emotions that users experience from using the product can vary with prolonged interaction with the product itself. Thus, research was conducted under the notion that users' emotions at the initial stage of product usage is likely to vary with that at a later stage, when users would have had more experience with the product. In this research, a comparison was made between the emotions felt by customers with first-hand experience with the iPhone and those felt by long-time iPhone users who already had much more opportunities to familiarize themselves with the product. The results of the research conducted above show that, with first usage of the iPhone, users experience a relatively low level of negative emotions(Uncomfortableness) due to the predominance of the users' positive emotions. Over prolonged usage, however, the level of negative emotions associated with the usage of the iPhone has been shown to increase. Still, it is impossible to state that the Uncomfortableness associated with iPhone usage is high in general. In fact, it has been shown that positive emotions were rather experienced by iPhone users both before and after usage, suggesting that the emotions involved during iPhone usage was generally positive. Although more research would need to be conducted to safeguard this claim, it can be generally deduced from the results of this research that:when using a product, positive emotions in terms of the reflective level accounts for much of the negative emotions(i.e. discomfort) associated with behavioral level with regard to the product itself.

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Immersive Virtual Custom-made Model House (몰입감 있는 맞춤형 가상 모델하우스)

  • Hwang, Sun-Uk;Kim, Yeong-Mi;Seo, Yong-Won;Ko, Kwang-Hee;Ryu, Je-Ha;Lee, Kwan-Heng;Lee, Yong-Gu
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.1
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    • pp.8-17
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    • 2008
  • Putting a high value on individual preferences is a modern trend that more and more companies are considering for their product design and development and the apartment design is not an exception. Most apartments today are built using similar design with no room for customization. People in general want their tastes to be reflected in the design of their apartment. However, delivering what customers like to the construction company may not be an easy task in practice. For this reason, an intuitive and effective medium between the company and customers for effective communication is needed to ameliorate such a difficulty and in response to this necessity, we developed a test platform for the virtual model house which provides a user with the customization of the apartment using haptic interactions. In our virtual environment, a user can explore an apartment and change the interior based on their taste and feel through intuitive haptic interactions.