• Title/Summary/Keyword: Sensibility Design

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Applying Social Strategies for Breakdown Situations of Conversational Agents: A Case Study using Forewarning and Apology (대화형 에이전트의 오류 상황에서 사회적 전략 적용: 사전 양해와 사과를 이용한 사례 연구)

  • Lee, Yoomi;Park, Sunjeong;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.59-70
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    • 2018
  • With the breakthrough of speech recognition technology, conversational agents have become pervasive through smartphones and smart speakers. The recognition accuracy of speech recognition technology has developed to the level of human beings, but it still shows limitations on understanding the underlying meaning or intention of words, or understanding long conversation. Accordingly, the users experience various errors when interacting with the conversational agents, which may negatively affect the user experience. In addition, in the case of smart speakers with a voice as the main interface, the lack of feedback on system and transparency was reported as the main issue when the users using. Therefore, there is a strong need for research on how users can better understand the capability of the conversational agents and mitigate negative emotions in error situations. In this study, we applied social strategies, "forewarning" and "apology", to conversational agent and investigated how these strategies affect users' perceptions of the agent in breakdown situations. For the study, we created a series of demo videos of a user interacting with a conversational agent. After watching the demo videos, the participants were asked to evaluate how they liked and trusted the agent through an online survey. A total of 104 respondents were analyzed and found to be contrary to our expectation based on the literature study. The result showed that forewarning gave a negative impression to the user, especially the reliability of the agent. Also, apology in a breakdown situation did not affect the users' perceptions. In the following in-depth interviews, participants explained that they perceived the smart speaker as a machine rather than a human-like object, and for this reason, the social strategies did not work. These results show that the social strategies should be applied according to the perceptions that user has toward agents.

A Study on the Brand Characteristics According to Trends in the Children's Apparel Market

  • Han, Gyung-Hee
    • Journal of Fashion Business
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    • v.9 no.6
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    • pp.160-174
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    • 2005
  • Despite the decrease in the number of children due to low birth rate, the domestic children's apparel market has been achieving steady growth as family income is rising thanks to more opportunities for working women, parents spend more on their children, and they prefer brand products that make their children look special. In addition, the market is suffering from hard competition as large enterprises have joined the race. The present study purposed to survey the children's apparel market in Korea, which is in a transitional period, and to contribute to the development of the market with Korean brands. For this purpose, we analyzed the characteristics of children's apparel brands in the 21st century based on the current state of the domestic children's apparel market and, based on the findings, forecasted the future trend of children's apparel brands, suggested improvements for expected problems, proposed standards for coping with changes such as diversification, high quality and differentiation in the children's apparel market, and provided consumers with information on how to purchase products. According to the result of analyzing the characteristics of children's apparel brands in the 21st century, brands are categorized largely into four types - life cultural brands, functional product brands, character brands and brands advancing to China. Life cultural brands equipped with all necessities for children are expanding, and with the deepening social problems of environmental pollution and the reduction of the child population, functional products made of environment-friendly materials are spreading widely, targeting infants and children. Furthermore, for extending age targets and diversifying products, children's apparel is using characters. The use of characters is expected to have a considerable effect on the growth of brands because children are more subjective as consumers than before and they are more easily persuaded with characters. Domestic children's apparel brands advancing to China have a high expectation of success in overcoming the limitation of the local market that has reached its peak and growing into global brands. Korean apparel makers are struggling to overcome the depressed domestic market, to recover consumers' consumption, to cope with market opening, to pursue high value of sensibility and to expand the seniors' market, etc. In this situation, future trends of children's apparel brands will be the expansion of family brands, brand totalization, quality price, niche market (pre-teen market), etc. In response to these trends, we made the following suggestions for improvement. 1. Children's apparel brands are evolving into family brands as well as into total brands through voluming. Today, however, apparel makers are advancing to the children's apparel market with the concept of adults' apparel and, as a result, children's apparel is merely adults' apparel of reduced size, having problems in design, color and materials. Thus, apparel makers must develop design considering the wide range of size and the characteristics of children's apparel, strengthen sourcing abilities to create revenues, and make thorough survey of customers to find common denominators between adults' apparel and children's apparel considering that characteristic that the target class is different from the buyer class. Furthermore, they must make active investments in human resources, develop outstanding products through advanced planning and design, and support marketing techniques and management systems to stores. 2. As the declining birth rate will continue to have a negative effect on the market, it may be difficult to expand the market size but there is still a margin for growth through high-sensibility and high-quality products. The competitiveness of brands is determined by their market shares. Accordingly, concepts should be specialized according to lifestyle, customers' diverse needs should be satisfied, and cross-coordination should be achieved within a brand. 3. Considering Korean parents who do not spare investment in their children despite shrinking consumption, functional products must be high value-added goods that can enhance efficiency. However, in the current situation of the infants' apparel industry where a textile manufacturer supply its products to multiple brands, it is difficult to develop unique products only based on materials. Thus, it is considered urgent to appeal to consumers not by relying on materials only but by finding methods of applying their own characters to children's dress.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

Emotional Palette: Mapping Affective User experience Elements based on Trend (Emotional Palette: Trend에 따른 감성적 사용자 경험 요소 매핑)

  • Jeon, Myoung-Hoon;Lee, Ju-Hwan;Yang, Jung-Min;Heo, U-Beom;Lim, Tae-Hoon;Ahn, Jung-Hee;Kim, Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.451-455
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    • 2008
  • Emotional design gets more and more important. However, the systematical approaches to integration of user experience elements in product design have been rarely tried. This study consists of three parts. We extracted affective words fitting to design direction based on trend analysis. Then, user experience elements were matched with affective words. Finally, a prototype system was made to guide designing affective factors in electronic products. In the present study, user experience elements were defined as color, material & finishing, and sound. Through various documents analysis and trend analysis, trend analysis experts and user experience designers extracted 31 affective keywords which could fully reflect current trend. After paired-comparison of selected keywords, 2 sensibility dimensions were obtained by multidimensional scaling. Trend affective keywords could be explained by 2 dimensions of human-centered' vs. 'techno-centered' and 'warm vs. cool'. Next, user experience elements stimuli were matched with each keyword by user direct positioning on the 2 dimensions affective map. Based on the result of the experiment, the prototype system was developed for the product designers. The results of the current study could guide designers to design emotionally satisfactory products.

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A Study about How to Design the Rim of Spectacle Frame - Focused on the DESIGN Method of the Rim - (안경테의 프론트 설계 방법에 대한 연구 - 림(Rim) 설계 방법 중심으로 -)

  • Kang, Min-Soo;Kim, In-Soo
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.4
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    • pp.37-42
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    • 2008
  • Purpose: The objective of the study: At present, the spectacles, with its use as a medical aids or a fashion trimming, are recognized as one of the living necessities which can't be separated from human body. One of the features of spectacles is that it must be worn on any part of human body. Such a feature has to be satisfied under the condition an user keeps feeling comfortable with the rim of spectacles worn. In order to ensure meeting this condition, a criterion has to be arranged for the design of the rim of spectacles. In order to manufacture a rim of spectacles which allows an user to secure a comfortable range of vision as well as enhancing the feeling when to be worn, a manufacturing standard has to be established based on optical science. No precise rim of spectacles could be made from the manufacturing method depending on the manufacturer's sensibility. When the rim of spectacles was manufactured according to the incorrect standards, it may cause an user such a fatal result as myopia, hyperopia or astigmatism. Methods: This study focuses on providing a detailed explanation about the design of rim, which is the most important element during designing a rim of spectacles, making use of the optical elements of spectacles, and helping the manufacturers and the people who work in the spectacles-related business understand and recognize what is correct and exact and then leading them to establish a standard in respect to the manufacture and selection of spectacles. Results, Conclusions: Considering the fact there happen many errors in relation with the names of rim stipulated in the provisions of International Standards Organization (ISO), due to wrong interpretation by some of the rim manufacturers, the right interpretation should be given about the bridge which is directly connected to rim, so that the rims of spectacles manufactured in Korea could keep a favorable position in competing with the foreign products of same kinds.

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Developing a Structural Equation Model of Drivers' Preference on Route Diagrams of Variable Message Sign (구조방정식 모형을 이용한 도형식 가변안내표지판의 운전자 선호도 평가 모형 개발)

  • Kwon, Hye Ri;Kim, Byung Jong;Kim, Won Kyu;Yu, Su In
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.13 no.3
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    • pp.47-65
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    • 2014
  • VMS(Variable Message Sign) helps drivers to choose their path to destinations on roadways. Some types of VMS often provide traffic information with clearly visible and comprehensible graphical route diagrams. Currently many diagramed types of VMS are installed on urban arterial and highways. This type of VMS surely enhances drivers' ability to comprehend traffic route information while they are driving on the roadway. Nevertheless, some of them are presented with so much information and design elements and they sometimes lead to decline of drivers' comprehensible level for traffic information. Drivers would fail to decide their preferable route in this state of information overflow. The purpose of this paper is to develop a drivers preference model for effective design principle including size and height of displaying font, and the amount of information in the route diagram considering driving speed, sex and age of the driver. This model is developed using structural equation modeling techniques. This model considers driver's emotional factor and, human factor and design component of route diagram. To collect data, we built driving simulator which is able to replicate real driving condition. 72 people who participated in the simulation were selected considering gender and age. The developed model showed that the amount of information, and visibility are more influential factors to the drivers' preference of the route diagram on VMS than design elements such as the shape and the font of the diagram.

Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
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    • v.15 no.1
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    • pp.135-150
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    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

A Study on the Characteristics of Logos in Inner Wear Brand (이너 웨어(Inner Wear) 로고의 특성에 관한 연구)

  • Lee, Min-Gyung;Rha, Soo-Im
    • The Research Journal of the Costume Culture
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    • v.14 no.5
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    • pp.790-801
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    • 2006
  • This study analyzed features of elements that compose a logo of inner wear brands to get the following results: First, it was found that "elegance" was the most frequently used word to express the concept of inner wear brands to be followed by words like dignity, high-end and aristocratic, words emphasizing femininity, such as feminine, romantic and sexy, words emphasizing practicality, such as convenient, practical, modern, functional and reasonable, and words emphasizing hygiene, such as clean, healthy and hygienic. This suggests that consumers nowadays pursue image more than functional aspects in the shopping of inner wear and consumers' pursuit of such values is reflected in the concept of inner wear brands. Second, unlike logos for outerwear brands that generally used initials of brand name, word-type logos for inner wear brands used the full name of brands, thus suggesting that they put more emphasis on delivery of information rather than on the symbolic aspect. In case of combining characters with concrete objects, they were found generally to use objects that give an soft, elegant and feminine image, such as flowers, woman's head and ribbons. Third, colors in the series of pink and red seemed to be used to convey the concept of inner wear brands that pursue such images as romanticism, femininity, elegance and sensibility, while colors in the series of blue, black and grey for such concepts as functionality, practicality, simplicity, health, hygiene and refinement. With reference to typeface used in the design of logos, unlike outerwear brands of which 83% use sans serif typeface for logos, relatively high percentage of inner wear was found to use typefaces of serif series to stress feminine flexibility and delicacy and give the image of elegance and classical tenderness. With reference to language used in logo naming for inner wear brands, 33 brands were found to use English and only three brands used Korean among the 36 brands surveyed. Even with inner wear brand logos that have Korean name, it was found that they used English in the use of logo marks. Like the result of previous studies, the result of this study indicates that methods to design brand logos for clothing should be incessantly sought in a way to build brand power as an important component to represent concept or function of brands and reinforce brand image.

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A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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A Study on the Digital Craft Convergence Cases Using 3D Printing Technology (3D Printing 기술을 활용한 Digital Craft 융합적 사례 연구)

  • Jang, Jisu;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.105-110
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    • 2022
  • In line with the trend of the 4th Industrial Revolution, we tried to study the scalability of the craft sector in the art field in the wake of the convergence of new fields through the combination of different fields. To this end, a craft case using 3D printing technology was analyzed based on the theoretical background of the definition and value of digital craft. As a result of the study, craft works using 3D printing technology could be divided into four forms according to the fusion expression method. First, the mixed type was most characterized by harmonious production without significantly deviating from the traditional craft type. Second, the component type was produced in the form in which the characteristics of digital technology, which has advantages of certain shapes and detailed work, were best exhibited. Third, the structural type became a work with analog sensibility by adding traditional craft techniques based on the results output from a 3D printer. Finally, the connection type was the work that showed the greatest glimpse of originality and uniqueness among the analysis cases of this study. As digital technology is positively widely used, future studies will also deal with effective work directions.