• Title/Summary/Keyword: Usage-Centered Design

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A User Interface Prototype Generation Technique Supporting Usage-Centered Design (사용성 중심설계를 지원하기 위한 사용자 인터페이스 프로토타입의 생성기법)

  • 김정옥;유철중;장옥배
    • Journal of KIISE:Software and Applications
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    • v.31 no.1
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    • pp.29-42
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    • 2004
  • According to rapid growth of a web environment, usage-centered design is being highlighted. This paper suggests the development step and algorithm to generate a user interface prototype automatically on the basis of usage-centered design. For this purpose, The transition object of the user interface is modeled from requirement analysis, and an modeling rule as well as algorithms of business events are made for the creation of the user interface. Through these processes, visual cohesions of business events become strong and unskilled designers can develop the qualified user interface prototypes. A user's understanding of business tasks can also be improved and prototype iterations reduced.

A Study on the Relationship between Company Performance and Production Management in Apparel Manufacture

  • Lee, Sun-Hee;Suh, Mi-A
    • The International Journal of Costume Culture
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    • v.3 no.3
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    • pp.235-245
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    • 2000
  • The purposes of this study were 1) to investigate usage level of production strategies based on group of production environment, 2) to investigate usage level of production systems based on group of production strategy, and 3) to analyze each of company performance based on group of production strategy and system. For this study, the questionnaires were administered to 215 apparel manufactures in metropolitan area from Feb. to Mar. 1998. Employing a sample of 201, data were analyzed by factor analysis, descriptive statistics, cluster analysis, discriminant analysis, and multivariate analysis of variance. The following are the results of this study. 1. Concerning production strategy due to group of production environment, the stable group and the complicated group prefer to rice/quality centered strategy but the level of usage for strategies is so pretty that it is not significant to carry out them. 2. Concerning production system due to group of production strategy, the workers centered group is occupied high in the price/quality centered group & the complex group. And also the product centered system is occupied high in the flexibility centered group. 3. Concerning company performance due to group of production strategy and system, the price/quality centered group holds low position of performance comparing to another groups. And the performance of the managers centered group is higher than that of the workers.

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A Study on the Transformal Usage of Visual Information in Architectural Diagrams - Focusing on the Projects by Rem Koolhaas and MVRDV - (건축다이어그램에 나타난 시각정보의 변음방식에 관한 연구 - 렘 쿨하스와 MVRDV의 프로젝트를 중심으로 -)

  • Park, Young-Ho
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.71-81
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    • 2008
  • The purposes of this research are to correctly understand the relationship between a visual communication structure and a semantic communication structure when integrating and changing various architectural visual information. This study will classify various diagrams, which have been actively applied to the works of Rem Koolhaas and MVRDV when designing architecture, and based on the classification, it will analyze how the expression viewpoints inherent in the diagrams are changed and applied to processing and changing architectural visual information. The transformal usage of the visual information of architectural diagrams is classified into an analysis-centered processing method and a concept-centered processing method, and the characteristics of their usage are analyzed. The former shows an observer-centered expression viewpoint which effectively delivers an architect's analyzed architectural information or intent to a customer or an observer. It also allows an easy perception of the analyzed data, and uses qualitative expression viewpoints. The method combines systematic expression viewpoints, which value a relationship with visual information, and various architectural visual information; uses the combined expression viewpoints as one diagram for delivering various information simultaneously and for changing visual information. The latter shows author-centered subjective expression viewpoints, which are different from reproduction-centered fixed expression viewpoints. This method uses arbitrary expression viewpoints that overly extort, change or manipulate visual information. It shows simultaneous expression viewpoints that integrate various architectural visual information via omniscient expression viewpoints, such as reversing or projecting the points of viewing subjects, which human beings cannot perceive.

A Study on the Productions Systems of Apparel Manufacture

  • Lee, Sun-Hee;Suh, Mi-A
    • The International Journal of Costume Culture
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    • v.2 no.2
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    • pp.71-79
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    • 1999
  • The purposes of this study were to 1) identify types and usage levels of production 2) classify apparel manufacturers based on production systems and 3) investigate relationship between characteristics of apparel manufacturers and production system. Apparel manufacturer's characteristics included product line and the number of employees. For this study, the questionnaires were administered to 215 apparel manufacturers in metropolitan area from Feb. to Mar. 1998. Employing a sample of 201, data were analyzed by using factor analysis, descriptive statistics, cluster analysis, discriminant analysis, and multivariate analysis of variance(MANOVA). The following are the results or this study : 1. The production system was identified as three types of production system such as the management centered system, the product centered system and the worker centered system. 2. Based on the three types of the production system, apparel manufacturer were classified into manager centered and product centered groups. 3. With respect to product line, men's wear manufactures were operated the most frequently by manager centered and product centered groups. 3. With respect to product line, men's wear manufacturers were operated the most frequently by management centered system and women's wear manufacturers were operated the most frequently by worker centered system. With respect to the number of employees, apparel manufacturers comprising 5∼19 employees were performed the least frequently worker centered system, while those comprising 50∼99 and 100∼299 employees the least frequently worker centered system.

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A Study on Scenario-Centered Design Process for Multimedia Contents Planning & Design - through a Case Study of Contents design of Internet Shopping Mall "Shop 'n' Chat" (멀티미디어 컨텐츠 디자인 프로세스에서의 시나리오 활용에 관한 연구 - 인터넷 쇼핑몰 “Shop 'n' Chat“의 컨텐츠 디자인 사례연구를 중심으로)

  • 김현정
    • Archives of design research
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    • v.15 no.3
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    • pp.137-148
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    • 2002
  • As human-centered design has become new paradigm in the field of design, it is also needed to apply scenario-centered design methodology in planning and design new multi-media contents. In this paper, scenario-centered design process for multimedia contnets planning & design was identified through a case study of contents design of internet shopping mall "Shop 'n' Chat". The study was preceded with three kinds of scenarios during design process, which are present situation scenario to find needed contents, behavior prototype scenario to make contents concrete, and future usage scenario to design visual interface. These three stages of scenario are exampled by of finally shopping scenario between 20's girls, internet shopping scenario with using messenger, and finally navigation/interaction scenario in future internet shopping mall.

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Space Usage and Satisfaction with Privacy in General Hospital Inpatients (종합병원 입원환자의 공간사용 및 프라이버시 만족도)

  • Choi, In Young;Park, Hey Kyung
    • Korea Science and Art Forum
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    • v.36
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    • pp.391-400
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    • 2018
  • To ensure a user-centered treatment environment, hospital construction needs an approach that is not centered on functional aspects such as efficiency or economic feasibility but on the consideration of needs as reflected in user psychology and behavior. Patients who are physically and psychologically vulnerable experience psychological pressure when they are placed in an unfamiliar environment. Most of existing studies however focus on the evaluation of the physical environment, without paying attention to the psychological or behavioral approach to anxiety and stress that patients may experience in a special environment that a hospital may be to them. This study examines general hospital inpatients to understand the usage of major space available and their satisfaction with privacy. This study provides useful primary information needed for the user-centered design of general hospital for improved patient health and welfare. For the purpose of the study, literature review, site investigation, and survey were conducted. Major functional space and privacy in general hospitals were studied, and the site investigation was performed to identify the plans and their status. Survey was also performed to understand the usage of functional space and satisfaction with such space usage as well as satisfaction with privacy. The findings were as follows: (1) Space usage was rated as average in general. It was found that patients used their rooms and lobby on a daily basis. By age, the usage was highest in the group in their 40s; the usage was relatively lower in the groups in their 30s or younger. (2) Space satisfaction was above average, indicating that patients were fairly satisfied. Satisfaction was highest in the lobby space designed with distinct features. By case, satisfaction was highest in Case B, characterized by its wide horizontal space in the rural settings. (3) Satisfaction with privacy in hospital was average, indicating that the demand for privacy was relatively higher but what patients receive in return was lower than their expectation. It was also found that satisfaction with privacy was a crucial element that affected the overall satisfaction with hospital.

A Study on the Application Methods Ethnography for human-Centered Design Research with an Emphasis on Understanding Food Culture in the Kitchen and Observing Usage Patterns of Microwave Oven (사용자 중심의 디자인 리서치를 위한 애쓰노그래피 적용방법에 관한 연구 -부엌에서의 식생활 문화와 전자레인지 사용 행태 관찰을 중심으로-)

  • 김현정;이건표
    • Archives of design research
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    • v.13 no.1
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    • pp.187-197
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    • 2000
  • This study was on the investigation of how to adapt Ethnography, main research methodology in Anthropology, to "User-Centered Design Research", which is a recently focused issue in design field. Thus, this paper has highlighted concrete application processes and methods which were adapted in the case study of developing a concept for the new microwave oven. This paper mainly consists of two parts. First, the basic concept of "Ethnography" is introduced based on secondary research, and the concept of "Culture" is defined as the favorable one to design field. This part was done for constructing knowledge basis which is needed in establishing thematicaJ framework of design research. Second, the application methods of Ethnography is demonstrated through the concrete case study of developing a new microwave oven. This second part was composed of three sub-sections, which are an introduction of conducting process of ethnographic deisgn research, a description of analyzed data of kitchen culture and various particularities of usage pattem of microwave oven, and finally, a discussion of the efficiency of ethnography through generating design implications for a new microwave oven. This demonstration of case study suggests the concrete idea of how to adapt ethnography to design research and will contribute to increase more effective ethnographic design research in the future.c design research in the future.

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Study on Design Research using Semantic Network Analysis

  • Chung, Jaehee;Nah, Ken;Kim, Sungbum
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.6
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    • pp.563-581
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    • 2015
  • Objective: This study was conducted to investigate the potential of sematic network analysis for design research. Background: As HCD (Human-Centered Design) was emphasized, lots of design research methodologies were developed and used in order to find user needs. However, it is still difficult to discover users' latent needs. This study suggests the semantic network analysis as a complementary means for design research, and proved its potential through the practical application, which compares multi-screen purchase and usage behaviors between America and China. Method: We conducted an in-depth interview with 32 consumers from USA and China, and analyzed interview texts through semantic network analysis. Cross cultural differences in purchase and usage behaviors were investigated, based on measuring centrality and community modularity of devices, functions, key buying factors and brands. Results: Americans use more services and functions in the multi-screen environment, compared to Chinese. As a device substitutes other devices, traditional boundaries of the devices are disappearing in the USA. Americans consider function to recall Apple, but Chinese consider function, design and brand to recall Apple, Sony and Samsung as an important brand at the time of their purchase. Conclusion: This study shows the potential of semantic network analysis for design research through the practical application. Semantic network analysis presents how the concepts regarding a theme are structured in the cognitive map of users with visual images and quantitative data. Therefore, it can complement the qualitative analysis of the existing design research. Application: As the design environment becomes more and more complicated like multi-screen environment, semantic network analysis, which is able to provide design insights in the intuitive and holistic perspective, will be acknowledged as an effective tool for further design research.

Educational Web Design Taking Usability into Consideration (Focused on VRML Educational Web Page) (유저빌러티를 고려한 교육용 웹 디자인 (VRML교육용 웹 페이지 중심으로))

  • Kim, Nam-Hee;Kim, Tae-Wan
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.16-22
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    • 2002
  • After that Internet was introduced to Korea, Web page has developed from text centered to graphic-centered at its fist stage. At the present, it is improving to a design for users. Furthermore, with the acceleration of Information super-highway construction and generalization of basic technology for multi-media, the educational environment has transformed to demander-focused and internet basis service which transcends time and space. Consequently, the educational structure is converting from instructors unilateral lead to student-centered. Additionally, the common usage and digitalization of information have an effect on progress of education quality and cost saving. Although there are plenty of educational web pages on internet, we can notice that many of them are inconvenient for users to put into practice. The reason is that many experts overlook the fundamental which is the basic skill for design and understanding of Web must be accompanied with Web design. Therefore, this thesis will find out the points users should consider for use of Web page and realize the educational web page, reflected for VRML training.

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Experience Innovation and Business Strategy : Design for User Experience(UX) in New Product Development(NPD) (경험 혁신과 경영 전략 : 신제품 개발 과정에서의 사용자 경험 디자인(Design for User Experience))

  • Shin, Youngsoo;IM, Chaerin;Lee, Sunwha;Kim, Jinwoo
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.231-251
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    • 2015
  • User Experience (UX) and Experience Innovation have been emphasized in the process of New Product Development (NPD). However, previous works which were conducted within the theme of UX mostly focused on the fragmentary aspects of user's experience in a specific usage-context only. For this reason, it is always hard to deal with questions on how to define the abstract concept of UX and how to apply this important keyword in actually NPD process both for satisfying potential users and for setting a market strategy. To address this issue, we focused on the fact that UX has an aspect of composition like pattern and structure. It means that we can understand the context of UX with clarifying characteristics of relations between user and experiential objects. Also, we referred to two sub-concepts of Complexity, Density and Centrality, as representative characteristics of relations in usage-context. Based on this theoretical background, we attempted to find UX design principles and concepts for NPD from the actual example cases of products and services in the real market. From these whole study process, we expect that our findings could have implications for academic and practical areas within the theme of Human-Centered Innovation.