• Title/Summary/Keyword: User Experience-based Design

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User Needs for Haptic Communication of VR Fashion Product Shopping

  • Kim, Jongsun;Ha, Jisoo
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.401-411
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    • 2019
  • Non-contact judgment and evaluation for products are increasingly needed along with a rapid environmental change in fashion that sows urgency in the need to implement services that allows users to judge and experience a tactile sense in a fashion product without actual contact. Technological development is required to provide users with syn-aesthetic experiences that integrate the visual, tactile and the auditory. There is also a need to conduct research to increase immersion that provides users with ICT-related experiences communicated through fashion images. The study analyzed demands for haptic communication technology by Korean users in immersive VR fashion product shopping. Accordingly, it defined haptic communication through literature research, investigated immersion in the VR environment and conducted in-depth interviews for haptic communication applicable to VR shopping. Findings show that hedonic reactions by fantasy, emotion and fun function are an important motive in selecting VR shopping. VR fashion product shopping steps were divided into 4: move to store, search in store, search of product and purchase based on offline store shopping experience. It defined the haptic communication by steps and analyzed the types of the haptic feedback to be implemented. The study results provide basic data for developing haptic communication technology that can enhance e a sense of the presence and immersion experiences that can help lay a groundwork for pilot studies on the convergence of the virtual and the real.

A Study on the Characteristics of Color for Peter Eisenman Architecture (피터 아이젠만 건축의 색채사용특성에 관한 연구)

  • Lee, Seon-Min;You, Yeon-Sook
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.61-70
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    • 2009
  • Architectural color would be understood as a essential tool to be reflected the architect's value criteria, thinking process and the specific methodology. This study was established the characteristics of color use correlated with Eisenman's architectural features based on his point of view. At first, it could be organized with data and use the color in view points with the becomming process. Especially it would be expressed the color as a trace of unsynchronized formation. Second, it was introduced the color by graphics engaged with form, to be expressed the dividing, folding, reiteration for deliver of escape from graphic thinking process. Third, it was analyzed to be imported the color to have a multi-lateral space experience in center of user's space recognition and behavior by introduction of color. Finally, it could be inducted the consistent color by viewpoint of interfacial between interior and exterior environment, communicated with strong meaning by conversion from interior elements to color from these processes. A characteristics of Eisenman's architecture color is reflected his thinking process in architecture color as it is and can be understand of 'becomming process use of color' as a tool that is corresponded in form creation. Specially, it would be kept continuous viewpoint of interior and exterior space, giving user color as a viewpoint of linking space, enable many-sidedness experiences through space.

A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • Fourth Industrial Review
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    • v.2 no.2
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.

A Design Support System for the Structural Design of Ships Based on an Expert System Development Shell (범용 전문가시스템 쉘을 이용한 선박의 구조설계 지원 시스템)

  • Han, Soon-Hung;Lee, Kyung-Ho;Lee, Dong-Kon;Kim, Eun-Ki;Lee, Kyu-Chul
    • Journal of Korean Institute of Industrial Engineers
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    • v.19 no.2
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    • pp.83-93
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    • 1993
  • Conventional computer programs developed and used by practicing engineers can be considered to contain expert knowledge and design experience. If these conventional programs are converted into expert systems, the difficult and time consuming process of knowledge acquisition can be simplified. Also the constructed knowledge-base can have higher confidence level than that constructed by the usual knowledge acquisition method of interviews. An existing computer program which is being used by ship structural designers has been reformulated as a design expert system by applying an expert system development shell-Nexpert. Utilizing the callable interface provided by the development shell, external design tools have also been integrated. The interfaced external functions are a graphical user interface (GUI) for the design process control, and graphics functions for the visualization of design results. It is observed that the developed system for design support is useful in two aspects. The trace-back function shows what portion of design rules are applied in arriving at certain design decisions. Also the knowledge-base can be conveniently updated as design rules of the classification societies are updated.

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Applying the Theory of Affordance to the Design of Water Purification Facilities : Focusing on the Case of Binh Dinh in Vietnam (정수시설 설계에 대한 어포던스 이론 적용 연구: 베트남 빈딘 사례를 중심으로)

  • Park, Hye-Rin;Hwang, Yeo-Kyeong;Kim, Seul-Gi;Lee, Jun-Min;Hwang, Jun-Seok
    • Journal of Appropriate Technology
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    • v.6 no.1
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    • pp.28-36
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    • 2020
  • Sustainable appropriate technology requires user-centered design with consideration of the political, cultural and environmental aspects of the area. However, in the preparation of appropriate technology, there is a limit to the prior grasp of the user's intention and experience leading to the actual behavior of the user after the dissemination. As a result, appropriate technologies are often inconvenient for practical use or used for other purposes, contrary to the designer's intention. This study analyzes the case of appropriate technology with an analysis framework that reflects Maier's affordance theory, and proposes a design solution that can overcome the limitations of existing design. Affordance theory is the theory of factors that cause the user to identify and use features through interpretation based on prior knowledge and experience about things. The analysis cases in this study are the interviews with the designers, management education materials, and manager interviews for water purification systems at three of six schools in Binh Dinh Province, Vietnam, from August 2015 to January 2018. The case was attempted to be improved by periodic installation, maintenance, and inspection, but similar problems continued to occur. First, the facility inspections and manager interviews are compared with manager training materials distributed at the time of installation to find inconsistencies. Next, we analyze the designer's intended affordance and the affordances that actually influenced the management behavior. And then, we propose design solutions based on commonly found problems and affordances. This study suggests that it is necessary to apply the design considering the user's behavior before distributing the appropriate technology, and this study will be precedent in the process of finding the improvement through the analysis framework based on the affordance.

Development of a Power Plant Simulation Tool with GUI based on General Purpose Design Software

  • Kim Dong Wook;Youn Cheong;Cho Byung-Hak;Son Gihun
    • International Journal of Control, Automation, and Systems
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    • v.3 no.3
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    • pp.493-501
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    • 2005
  • A power plant simulation tool ('PowerSim') has been developed with 10 years experience from the development of a plant simulator for efficient modeling of a power plant. PowerSim is the first developed tool in Korea for plant simulation with various plant component models, instructor station function and the Graphic Model Builder (GMB). PowerSim is composed of a graphic editor using general purpose design software, a netlist converter, component models, the scheduler, Instructor Station and an executive. The graphic editor generates a netlist that shows the connection status of the various plant components from the Simdiagram, which is drawn by Icon Drag method supported by GUI environment of the PowerSim. Netlist Converter normalizes the connection status of the components. Scheduler makes scheduling for the execution of the device models according to the netlist. Therefore, the user makes Simdiagram based on the plant Pipe and Instrument Drawing (P&ID) and inputs the plant data for automatic simulating execution. This paper introduces Graphic Model Builder (GMB), instructor station, executive and the detailed introduction of thermal-hydraulic modeling. This paper will also introduce basic ideas on how the simulation Diagram, based on netlist generated from general purpose design software, is made and how the system is organized. The developed tool has been verified through the simulation of a real power plant.

Suggesting Structure and Direction of a Library and Information Science Curriculum Applying Design Thinking Methods

  • Kung Jin Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.1
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    • pp.339-363
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    • 2023
  • In response to the changing needs of users and library services, there is a need to develop a library information science curriculum that reflects such change and to foster competent librarians. Recent studies abroad have emphasized the need for librarians who can apply design thinking methods which is a problem-solving methodology that expansively explores various alternatives and derives results, in response to recent changes and problems occurring in libraries. In this study, in order to understand how design thinking methods can be taught and to understand the perceptions of the students and librarians involved in the course, a case study is conducted of a class that applied design thinking methods and students and librarians have been interviewed who had experience participating in the class. By reflecting on the needs of students and librarians', this study explored new directions of what forms courses can take for future librarians. Based on the results of the analysis, among the different characteristics of design thinking, the value of cooperation, problem-solving ability, flexibility and iteration of design characteristics was considered as the value of a class for LIS students and librarians where design thinking methods were applied. From the findings, the research suggests future directions of creating more structured courses that involve an element of design thinking.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Usability Testing and Improvement of Mobile Application of Shared Mobility Ttareungi (공유 모빌리티 따릉이 모바일 어플리케이션 사용성 평가 및 개선 방안 제안)

  • Lee, Seonghyeon;Moon, Saiyeon;Oh, Siyeon;Hong, Jina;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.377-388
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    • 2021
  • With the growth of the global sharing economy market, various sharing services have recently appeared in South Korea. Seoul city unmanned public bicycle rental service, "Ttareuni" is one of the services representing the shared mobility industry in South Korea. Although many users use this service, the usability of the mobile application, which is the essential medium of utilizing the service, is not improving. In this regard, this study conducted usability testing and in-depth interviews for Ttareungi's main users in their 20s and 30s to improve the user experience of the mobile application of Ttareungi. As a result, the problems of Ttareungi mobile application were identified, and based on this, design considerations for shared mobility services having publicity like Ttareungi were proposed. This is expected to contribute to improving the user experience of shared mobility services.