• Title/Summary/Keyword: User Center Design

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A study on User Satisfaction of Landscape Component Factors for Outdoor Space of Culture Art Center (문화예술회관 옥외공간 경관구성요소의 이용만족도 연구)

  • Lee, Gyeong-Jin;Gang, Jun-Mo
    • KIEAE Journal
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    • v.9 no.1
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    • pp.31-38
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    • 2009
  • The purpose of this study is to present direction in outdoors space planning and design after direction through user characteristic analysis through spectacle component establishment of culture art center outdoors space through on-the-site analysis and literature investigation to culture art center of Seoul city and capital region 17 places in this research. The data was collected from classification and bisection kind, subdivision kind, and great classification composed to 17 items. User satisfaction side and Variable that is looked below satisfaction than average appeared to bench, pergola, sculpture facilities, pavement facilities, border facilities. And these facilities were analyzed dissatisfaction. When see satisfaction model, when make up culture art center or similar facilities in local government hereafter because parking facilities and rest area cause big effect in satisfaction, is judged that is item to consider most preferentially. In most case, parking lot security from outdoors space, resting place security, security of field performance facilities etc. taking a serious view because tendency that users see performance or use most vehicles except neighborhood walking area for a rest, a walk etc.. is trend. But, is judged that physical side so that can feel satisfaction as space security of quantitative side is important but users utilize substantially and side that is the program are more important in hereafter.

The Design and Implementation of Intranet Administrator and User Application (인트라넷 관리자 및 사용자 응용의 설계 및 구현)

  • Shin, Myung-Ki;Hahm, Jin-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.4
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    • pp.1005-1013
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    • 1998
  • In this paper, we describe technologies of Intranet administrator and user application used in the PEC(Protocol Engineering Center) Office Intranet system which provides platform independent application framework using Internet/Intranet standard technologies for distribution of Web documents and real-time multimedia information. The PEC Office is composed of administrator applications to support environments for administration of all applications including group/user add, update, and delete facilities and construction of user directory and user applications to support schedule sharing, virtual library, job report, output management, budget management, and real-time audio/video broadcasting services. These applications allow differentiation and customization services according to department and title employed per users.

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The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

Developing the Design Guideline of Auditory User Interface for Domestic Appliances (가전제품의 청각 사용자 인터페이스(AUI) 설계를 위한 가이드라인 개발 연구)

  • Lee, Ju-Hwan;Jeon, Myoung-Hoon;Ahn, Jeong-Hee;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.1-8
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    • 2006
  • 본 연구는 가전제품의 제품군과 그 기능들에 따라 차별화 가능한 인지적, 감성적 '청각 사용자 인터페이스 디자인 가이드라인(Auditory User Interface Design Guideline)'을 마련하고, 가전제품의 작동기능 정보와 직관적으로 연합 가능한 청각신호(auditory signal)를 제작할 수 있는 지침을 제시하여 GUI 중심의 제품 설계에서 한 차원 확장되고 사용자의 다중감각적 특성이 적용된 디자인 방법을 실무에 적용하고자 하였다. 특히 AUI 에 대한 체계를 확립함으로써 브랜드 정체성(Brand Identity) 및 기업 이미지를 제고할 수 있다는 목적을 함께 고려하였다. 이러한 연구가 필요했던 이유는 가전제품에 대한 소비자의 심적 모형(mental model)과 감성 측면에서의 접근에 대한 요구 때문인데, 이는 AUI 의 체계적 적용이 아닌 임의적 연결(mapping)으로 인한 버저(buzzer) 청각신호의 짜증(annoying) 발생이 빈번한 사례들에서 출발한다. 또한 GUI 의 변화와 수준에 미치지 못하는 AUI 의 업그레이드 필요성과 가전제품에서의 감성 마케팅 경향을 반영하는 의미를 지니고 있다. 이와 함께 멀티미디어 환경의 급속한 확산으로 다중감각적 정보제시(multimodal display)가 요구되는 상황에 걸맞은 시도이다. 본 연구는 특정 가전제품이나 특정 기능이 지니고 있는 인지적, 감성적 차원의 속성을 청각신호(auditory signal)의 다양한 속성들로 유발하는 관계를 추출하고, 이를 형성하는 기본 메커니즘에 대한 경험적 자료를 제시하여, 가전제품의 AUI 디자인에 유용한 가이드라인을 제공하고자 하였다. 그러나 본 논문에서는 연구의 구체적이고 세부적인 결과보다는 전체적인 계획과 진행과정의 절차를 소개하여 관련분야 연구 진행의 참조적 틀을 마련하고자 한다.

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A Study on the Development of Design Indicator and User Participation Design for Green Remodeling of School Facilitiess (학교시설의 그린리모델링을 위한 디자인지표 개발 및 사용자참여설계 활용에 관한 연구)

  • Kim, Eun-Hee;Ryu, Soo-Hoon
    • Journal of the Korean Institute of Educational Facilities
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    • v.24 no.3
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    • pp.3-13
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    • 2017
  • This study has developed a design indicator required to promote green remodeling in school facilities. And, implemented the green remodeling pilot test on the school facilities that are planning actual remodeling. This pilot test suggested user participation design methodology such as verification of the developed design indicator, design goal setting, evaluation and adjustment of design proposal. The Green Remodeling Design Indicators were classified into 3 large categories of architectural performance, usability, and design through analysis of cases related to 'green buildings' and 'remodeling'. We have developed nine middle categories such as architectural and structural performance, facility performance, environmentally-friendly, circulation, space, amenity, harmony with surroundings, form and symbolization. In addition, 42 detailed indicators were developed for each category, including general, functional, and special indicators. For the verification of this study, two green remodeling design workshops were conducted for Gwangju J elementary school. The first design workshop presented the importance of the design indicator and set the goal of the design plan of green remodeling for project. And, the second Workshop presented the evaluation of the satisfaction with the design and the direction of future adjustment for project. The design indicator developed in this study can be utilized as a design indicator of design quality management and decision system for the school green remodeling in the future. In addition, by accumulating information on the Green Remodeling Project, it is necessary to spread green remodeling and construct a sustainable building environment.

Effect of the Strength of Weak Ties & Emotional Perception on the Social Network Game's Diffusion (Strength of Weak Ties와 감성적 인식이 소셜네트워크게임(SNG)의 확산에 미치는 영향 연구)

  • Song, Myung-Bean;Yoo, Hyun-Gyu;Jo, Eun-Ae;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.69-78
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    • 2014
  • This study deals with the digital policy proposal through the path modeling study on the effect of the strength of weak ties & emotional perception leading to the user's satisfaction, WOM between game users, and the verification on the effect of the emotional real name SNS on the social network game's diffusion. Researcher confirmed that the effect of the strength of weak ties & emotional perception led to the user's satisfaction, WOM of SNG. Even though weak tie, researchers estimate that the users emotionally interact with the real name relation effect of SNS. And effective factors for WOM are not a tie relationship or emotional interactivity of weak tie antecedently but user's satisfaction. As a result, though antecedent factors (weak tie & interactivity) had a positive effect as real name SNS, eventually powerful factor of making buzz was the SNG user's satisfaction. Thus researchers expect the practical policy proposition for government & corporation, which means SNG service providers more carefully manage the service satisfaction for WOM with SNG user's experience.

Design and Implementation of Bird Repellent System (조류 퇴치 시스템의 설계 및 구현)

  • Hong, Hyunggil;Cho, Yongjun;Woo, Senongyong;Song, Suhwan;Oh, Jangseok;Yun, Haeyong;Kim, Dae Hee
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.18 no.8
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    • pp.104-109
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    • 2019
  • Damage caused by wild animals such as pheasants and magpies is a problem in rural areas. A bird repellent system based on sensing and repelling farm pest animals and birds is proposed herein. This system is equipped with a bird model part on a supporting platform and comprises a sound source generator, a system control user interface, and a sensor in the center. The sensor is composed of an illuminance sensor and a PIR sensor. The illuminance sensor distinguishes between day and night, whereas the PIR sensor detects birds or wild animals and outputs them from the sound generator. The entire system can be managed easily by the user interface and system control.

Haptic Design of a Wearable Wrist Massage Device as a Capstone Design Project of Designeer Education Program (디자이니어 양성 커리큘럼 내 융합설계프로젝트 사례: 웨어러블 손목 마사지 기기의 햅틱 디자인)

  • Lim, Dokshin;Kwon, Kyunghyun
    • Journal of Engineering Education Research
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    • v.23 no.2
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    • pp.43-48
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    • 2020
  • This paper deals with a Capstone Design project which is a wearable haptic wrist massage device design carried out within the 'Designeer' education program. Following design thinking process is recommended throughout a year in order to ensure a desirable, feasible and viable product. Dealing with a real problem of the field requires open-minded and flexible attitudes both from students and professors. Integrating design in an engineering project does not mean always making better looking product. User experience design allows wider opportunity to engineers to deal with design. A case study of developing a wearable wrist massage device shown in this paper demonstrate haptic design and how haptic properties can be optimized to offer best user experience of hand massaging. This study identified that starting lateral pressure movements from the center in larger area using air tubes gives better feeling as self-massage using wrist wearing devices.

Development of an ICT Car Service Applying a Human-Centered Design

  • Cha, Yesool;Kim, Jinman;Park, Byoungha;Park, Youngchoong;Kim, Seong-Dong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.6
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    • pp.3071-3085
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    • 2017
  • Currently, various technological models and services are emerging because of the development of information and communication technology and the convergence of industries. The ICT car field is expanding because of technological convergence in the automobile industry. However, ICT convergence services are still being developed based solely on technology; characterization of users and their needs is lacking. Therefore, two types of ICT car services that apply human-centered design processes are developed in this study. These processes create services and models while considering the quality and functions of products based on users (instead of technology) when developing products or services. Usability evaluation was performed on the developed services; a human-centered design process was applied to the results to confirm that the derived services resulted in high satisfaction. In the future, these research results will provide useful applications when developing ICT car services and strategies.

Economic Value Analysis of Supercomputing Service for Small and Medium-sized Businesses (중소기업 슈퍼컴퓨팅 서비스의 경제적 가치 분석)

  • Kim, Jae-Sung;Lee, Sang-Min;Kim, Myung-Il;Jang, Jin-Gyu
    • IE interfaces
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    • v.23 no.4
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    • pp.319-326
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    • 2010
  • The SMB supercomputing service provides a supercomputing infrastructure for Small and Medium-sized Business (SMB) to enhance the efficiency of product development activity. In this study, the economic value of SMB supercomputing service is presented. The economic value of service is comprised of a direct and an indirect economic value. A direct economic value was estimated based on the result of user survey on service effectiveness. The input-output analysis method was adopted to estimate an indirect economic value induced from a direct economic value. The future economic value based on the result of user demand survey is also presented. As a result, the annual and future economic value of service were estimated about 55,215 million won and 323,928 million won, respectively.