• Title/Summary/Keyword: User Centered Design

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A Service Framework for Supporting XML-based National Research and Development Report Contents (XML 기반 국가연구개발보고서 콘텐츠 서비스의 프레임워크 설계)

  • Shon, Ho-Sun;Lee, Jong-Yun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.427-435
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    • 2011
  • The information management system for the national R&D reports on the level of each government department have been operated in order to have special affiliated organizations collect detailed information, construct databases for R&D reports, and operate their information system; thus, the current classification system for the R&D reports on the governmental level is insufficient. Also, each department requires to prepare a standardized electronic original text service system since mutually different electronic original text services have been provided. therefore, this paper sets up the following research goals and detailed research contents. The goals of this study are to establish methods to standardize the forms of national R&D reports and suggest the framework for XML-based national R&D reports services by analyzing the problems in the forms of previous national R&D reports services. As detailed research contents, first, Identify the current R&D electronic original reports services by each government department. Second, this paper analyzed primary overseas science technology information service systems related with national research and development reports and related database schemata. this paper proposed the XML-based national R&D reports service framework through analyzing the problems in the framework of the existing national R&D reports service system and also established and suggested the methods to provide database schema design and report portal services. Lastly, it is expected that this paper will have academic contribution to enhancing R&D investment efficiency by utilizing collaboratively the information and resources related with national R&D through establishing the general information management system for national-dimension R&D reports and also managing science technology information efficiently and developing a user-centered integrated information system.

A Proposal for Unification Education Content Using Service Design : focus on the marketplaces and high school students (서비스 디자인을 활용한 통일 교육 콘텐츠 제안 장마당과 고등학생을 중심으로)

  • Ko, Eunsol;Kim, Sungwoo
    • Journal of the HCI Society of Korea
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    • v.14 no.1
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    • pp.23-33
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    • 2019
  • Expectations for reunification have been higher than ever since the relationship between the two Koreas has become more flexible. However, since most of the integrated education in high school is based on teachers and textbooks, the educational effectiveness is minimal as it fails to attract learners' interest. Therefore, in this study, high school students participated in the North Korean market, the market for the rainy season, and our market. Through this development, the government proposed a new content for unification education that would raise interest in unification and effectively learn how the two Koreas can be divided. The main analyses and studies of this paper are as follows: :(1) First, the current state of unification education and understanding of North Korea and the current status of unification education was analyzed through the survey of educational materials for unification of North Korea, unification and school. (2) Based on the analyzed data, a learner-centered, participatory service concept was derived. (3) Based on the concept of service, a prototype of a unified education content based on the theme of a marketplaces. (4) Tested a prototype of the content of unification education for high school students. (5) Based on the prototyping test results and user analysis, a unified education content was improved and proposed. The study could replace and supplement traditional methods of unification education by improving the effectiveness of unification education through the provision of effective unification education services to high school students.

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.

A Study on User's Acceptance of Blockchain-based Copyright Distribution Platforms and Its Usage (소비자의 블록체인 기반 저작권 유통 플랫폼 수용의도와 이용행위에 관한 연구)

  • Yoo, Young-Hwan;Park, Hyeon-Suk
    • The Journal of Industrial Distribution & Business
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    • v.10 no.3
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    • pp.59-72
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    • 2019
  • Purpose - Blockchain technology, which has the characteristics of credibility, security, integrity and decentralization, has brought innovation to internet platforms that mediate peer to peer transactions, as well as changes to the contents distribution services. Blockchain-based copyright distribution platforms can solve problems which have been articulated on prior internet social networks: increased market dominance of platform business because of centralization with no reward to creators who upload on platforms, and lack of fairness, such as unfair profit distribution between the copyright holder and businesses. With this background, the current research confirmed the factors that affect the intention of usage and behaviors, targeting potential users of blockchain-based copyright distribution platforms. Research design, data, and methodology - Centered around the UTAUT2 Model, the research model was designed with 'Perceived Security' added as Construct, and 'Age' and 'Knowledge Level' added as moderating variables. For data, 607 responses were collected by an online survey, and 601 responses were included in the final analysis. We analyzed the research model and sample by using SPSS 23.0 and AMOS 23.0 on the collected responses. Results - First, results of research on whether Constructs make positive effects on Intention of use is: social influence, facilitating conditions, habit, and perceived security had positive effects on intention of use, and performance expectancy, effort expectancy, hedonic motivation, and economic value did not. Second, results of the research on whether facilitating condition, habit, and intention of use made an impact on using behaviors, it was shown that only habit and intention of use made positive effects. Third, in two groups divided by age above or under 40, group effort expectancy, intention of use, habit, and intention of use had controlling effects, and facilitating condition, intention of use, perceived security, and intention of use had effects in both groups. Conclusions - The research shows that no matter how great a blockchain-based platform is, if advantages of blockchain are not proved in various industries and utilized in real life like the internet, blockchain-based distribution systems will develop slowly. Rather than a short-term inducement emphasizing technology, there is a need for a strategic approach that can foster the environment.

Resident's Assessment of Automated Vacuum Waste Collection System in New Public Housing Estates (신규 공공주택단지의 생활폐기물 자동집하시설 이용에 관한 거주자 평가 분석)

  • Oh, Jeongik;Lee, Hyunjeong
    • Journal of Korean Society of Environmental Engineers
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    • v.38 no.4
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    • pp.155-161
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    • 2016
  • This research is to explore resident's assessment of the Automated Vacuum Waste Collection System (AVWCS), which is devised to attain sustainability of residential environment. A number of AVWCS has been installed in Gyeonggi Province, so 283 households in 11 new public housing estates of 5 cities participated in a self-administered questionnaire survey. The data collected from 133 respondents in for-sale housing estates and 150 participants in rental housing estates, and the primary findings were as follows: a vast majority of both owners and renters had neither been aware of nor used the system before moving to their current housing estate. Also, most of the respondents learned how to use the AVWCS from on-site housing management staff, and the learning among renters was greatly delayed. Renters were in stronger favor of the system than owners, and their satisfaction was greater than the counterpart. Although few items were unsatisfactory, many emphasized that AVWCS should be augmented with user-centered, environmentally friendly features, and also they viewed that the system would substantially contribute to sustainable urban environment.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.

A Study on the Evaluating Standards On-Line Service for Archives (기록관의 온라인 서비스 향상을 위한 웹사이트 평가기준설계에 관한 연구)

  • Lee, Yoon-Ju
    • The Korean Journal of Archival Studies
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    • no.16
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    • pp.147-200
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    • 2007
  • Archives provide users with easier and more convenient access to and use of archival data through their Internet websites. Now, archival websites function not only as a tool of information provision or marketing, or as a gateway of Internet-based materials, but also as cyber space for all services of archives, providing users with information and knowledge and direct accessibility to the services in the archives. At present, Korean archives are proceeding with establishing websites or upgrading existing websites, and the use rates and reliability of web services by users are becoming higher. However, although there have been various studies for the evaluation of general websites, few are found with regard to the evaluation of archival websites. It is necessary for archival websites that provide information service to users of every stripe to make more efforts and have more interest in user-centered convenience, right to know, and information provision-centered service. Accordingly, needless to say, it is necessary to study evaluation criteria of websites so that high quality archival websites can be established. With this background, this study establishes evaluation criteria for archival websites, which are appropriate to their objectives and functions and directly evaluates archives, presenting ways to establish and redevelop archival websites. More detailed purposes are as follows: First, analyzes existing theories of evaluation through reviews on previous literature and elicits evaluation criteria for websites, which are appropriate to archives; Second, based on the elicited evaluation criteria for archival websites, examines the current state of domestic archival websites through analytic evaluation; and Third, presents ways to improve archival websites that may be helpful in establishing or improving them in the future. The expectancy effects of this study are as follows: First, it will be helpful when one wishes to identify the current state of archival websites and to improve or redevelop existing websites, or to develop online service through website; Second, it will function as a checklist when a developer who is to establish an archival website wishes to develop evaluation criteria; and Third, it may be used as an inspection tool when an archives contracts out the establishment of its website.

A Study on Kiosk Satisfaction Level Improvement: Focusing on Kano, Timko, and PCSI Methodology (키오스크 소비자의 만족수준 연구: Kano, Timko, PCSI 방법론을 중심으로)

  • Choi, Jaehoon;Kim, Pansoo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.193-204
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    • 2022
  • This study analyzed the degree of influence of measurement and improvement of customer satisfaction level targeting kiosk users. In modern times, due to the development of technology and the improvement of the online environment, the probability that simple labor tasks will disappear after 10 years is close to 90%. Even in domestic research, it is predicted that 'simple labor jobs' will disappear due to the influence of advanced technology with a probability of about 36%. there is. In particular, as the demand for non-face-to-face services increases due to the Corona 19 virus, which is recently spreading globally, the trend of introducing kiosks has accelerated, and the global market will grow to 83.5 billion won in 2021, showing an average annual growth rate of 8.9%. there is. However, due to the unmanned nature of these kiosks, some consumers still have difficulties in using them, and consumers who are not familiar with the use of these technologies have a negative attitude towards service co-producers due to rejection of non-face-to-face services and anxiety about service errors. Lack of understanding leads to role conflicts between sales clerks and consumers, or inequality is being created in terms of service provision and generations accustomed to using technology. In addition, since kiosk is a representative technology-based self-service industry, if the user feels uncomfortable or requires additional labor, the overall service value decreases and the growth of the kiosk industry itself can be suppressed. It is important. Therefore, interviews were conducted on the main points of direct use with actual users centered on display color scheme, text size, device design, device size, internal UI (interface), amount of information, recognition sensor (barcode, NFC, etc.), Display brightness, self-event, and reaction speed items were extracted. Afterwards, using the questionnaire, the Kano model quality attribute classification of each expected evaluation item was carried out, and Timko's customer satisfaction coefficient, which can be calculated with accurate numerical values The PCSI Index analysis was additionally performed to determine the improvement priorities by finally classifying the improvement impact of the kiosk expected evaluation items through research. As a result, the impact of improvement appears in the order of internal UI (interface), text size, recognition sensor (barcode, NFC, etc.), reaction speed, self-event, display brightness, amount of information, device size, device design, and display color scheme. Through this, we intend to contribute to a comprehensive comparison of kiosk-based research in each field and to set the direction for improvement in the venture industry.