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

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The Scenario Development of User Experience to Expand Seniors' Social Communication using the Service Design (서비스 디자인을 활용한 고령자의 사회적 소통 확장을 위한 사용자 경험 시나리오 개발)

  • Yoo, Hoon-Sik;Kim, Yong Ki;Pan, Young-Hwan
    • Journal of The Korean Digital Architecture Interior Association
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    • v.13 no.4
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    • pp.87-94
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    • 2013
  • While the society becomes older, the quality growth on the service adequate to seniors is required. The service design is highlighted as a measure to improve the quality of service. And actually, success cases through the service design in various areas are globally introduced. In this study, a research is conducted to develop a service scenario to expand seniors' communication by applying the service design methodology. To analyze seniors' behaviors related to the communication, profiles are established by performing interviews with professionals and the qualitative survey to seniors. And based on the profiles, an idea workshop is conducted with multi-disciplinary experts to develop ideas for seniors' communication. The representative service is drawn by refining ideas. And the detailed service scenario and the video prototype are developed by concentrating one service scenario. The developed service scenario is anticipated to be utilized as a base material to develop services to expand seniors' communication in the future.

Extraction of An Improvement Plan of Day Care Center's Interior Environment Design Reflecting Persona Characteristics -The case of Jounno Ward Silver Center- (페르소나 특성을 반영한 데이케어센터 실내환경디자인 개선방안 도출 - 종로 구립 실버센터의 사례를 중심으로 -)

  • Lee, Jin-Woo;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.43-53
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    • 2015
  • As part of alternative of elderly problems in the future super-aging society, this study aims to extract an improvement plan of interior environment design of Seoul-type day care centers to expand in future by observing day care centers as medical and healing environments, from the perspective of user experience. For this study, after selecting major activity areas of representative cases of Seoul-type day care centers, user behaviors in the space were observed and 4 seniors of baby-boom generation who are potential uses were chosen as personas by reflecting characteristics of healthy elderly, physical aging, mental aging and infirm elderly, from the perspective of user experience. Based on previous studies on healing environments, these characteristics and demands of personas were classified into environmental aspects, physical aspects and mental aspects to extract an improvement plan. The study results are as follows. First, interior environment design reflecting persona characteristics helps the elderly adapt to the environment and provides a comfortable environment like home for stability, treatment and recovery of memory. Second, interior environment design reflecting persona characteristics helps psychological healing through light entering the large windows and natural environment elements. Third, for interior environment design reflecting persona characteristics, finish materials with bright and soft colors should be used to change the images of facilities positively. Fourth, spatial composition should be remedied through division of space and built-in furniture depending on the needs of users for loitering of extra time and programs.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

Factors Affecting User Intention towards Metaverse Shopping: An Application of the S-O-R model (메타버스 쇼핑 이용 의도에 영향을 미치는 요인에 관한 연구: S-O-R 모델을 기반으로)

  • Yuting Chen;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.303-321
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    • 2023
  • Metaverse shopping has emerged as a new phenomenon in social commerce. This study aims to investigate the user experience of metaverse stores shopping based on the S-O-R model. The results of the study show that telepresence, entertainment, personalized recommendation, and social interaction have significant positive effects on flow experience and satisfaction in metaverse shopping. Additionally, satisfaction and flow experience are shown to have significant positive effects on user intentions. This study provides valuable implications for the design and management of metaverse stores to improve user experience and increase user intention.

Comparative Analysis of User Experience with Delivery Applications -Focused on BaeMin, Yogiyo, Baedaltong- (배달 애플리케이션을 통한 사용자 경험 비교분석 -배달의 민족, 요기요, 배달통을 중심으로-)

  • Ko, Eun-Sung;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.393-399
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    • 2019
  • This study is to compare and analyze three leading delivery applications in Korea. As using of mobile Phone increases, the frequency of delivery applications is increasing. Nevertheless, there are still problems in usabilities. So the usability of three Applications were analyzed through an in-depth interview. Factors affecting user experience's satisfaction were identified through a 7-point scale based on Honeycomb, and the results were similar with in-depth interview, indicating what and why users overwhelmingly preferred delivery applications. This study is intended to enhance usability of all applications by analyzing the user experience of delivery applications, deriving the strengths of each vendor, applying them to all applications, and further applying the new technological ideas gained from interviews.

Research on Application of Service Design Methodology in IOT Environment

  • Kim, Byung-Taek;Cho, Yun-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.3
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    • pp.53-60
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    • 2017
  • The purpose of this study is to provide empirical and quantitative analysis on user's perceived privacy, security, and user satisfaction when providing visualization information about objects and service provider behaviors that users can not perceive in internet service process. Through previous research, we have examined the importance of privacy and security factors as a key factor to be considered for the characteristics of the Internet of things and the Internet of things. In addition, service blueprint, which is one of the service design methodologies to examine the flow of service usage in providing Internet service of things, was examined. In the flow of things internet service utilization, it is found that the things that are out of the user's cognitive area and the behavior of the service provider take up a large part. Therefore, the hypothesis that the trust of the Internet service security and the satisfaction of the user experience can be improved by providing the security visualization information about the behavior of the object and the invisible service provider in the non-contact aspect of the user and the object. In order to verify the hypothesis, we conducted experiments and questionnaires on the use of virtual objects' internet environment and conducted statistical analysis based on them. As a result, it was analyzed that visual information feedback on non - contact and invisible objects and service provider's behaviors had a positive effect on user's perceived privacy, security, and satisfaction. In addition, we conclude that it can be used as a service design evaluation tool to eliminate psychological anxiety about security and to improve satisfaction in internet service design. We hope that this research will be a great help for the research on application method of service design method in Internet environment of objects.

Design and Implementation of the Document HTML System for Preserving Content Integrity

  • Hyun Cheon Hwang;Ji Su Park;Jin Gon Shon
    • Journal of Information Processing Systems
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    • v.19 no.3
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    • pp.334-346
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    • 2023
  • An electronic document based on PDF has been widely used in customer communication between an enterprise and a customer to deliver personalized content. However, electronic documents based on PDF in the form of paper layouts are not suitable for mobile environments because of low readability and lack of interactive interaction. Even though HTML is an essential language in a mobile environment, electronic document based on PDF is still used as it has a content integrity verification feature with a digital signature. It means that a user is sacrificing user experience in a mobile environment for content integrity and using paper-layout electronic documents. In this research, we design the Document HTML specification by setting the Document HTML conformance, adding the extended meta tags, and signing the message digest with a digital signature based on public key infrastructure (PKI). Furthermore, we implemented the Document HTML system, which has REST API services to generate and verify the Document HTML, and did experimental verification of the theory. As a result, we have confirmed that the Document HTML has both content integrity and user experience on mobile. Furthermore, the Document HTML is expected to be an alternative document format to deliver personalized content from an enterprise to a customer in a mobile environment instead of the paper layout electronic document such as PDF.

Qualitative User Research Method for Design for the Elderly (고령자 대상 디자인을 위한 정성적 사용자 조사 방법)

  • Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.80-87
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    • 2021
  • Aging is rapidly progressing around the world. This study explore and propose a qualitative user research method to specifically understand the needs and desires of the elderly based on a human-centered design philosophy for design targeting the increasing elderly. In particular, the purpose of this study is to propose a user research method that can be easily used when designing products used by the elderly in the actual design site. For this purpose, this study examined the use and implications of using shadowing, interviews, and direct experience while actually proceeding with the walking stick design. The shadowing was organized through the AEIOU frame, and the interview was conducted by adding a significance category to reflect the recent trend of the silver generation. For the direct experience, design implications were derived by setting up four user behavior scenarios, each indoors and outdoors, and experiencing them directly by designers. This study is expected to be an important user research guideline in the current situation where the demand for design for the elderly is diversifying and increasing.

Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of People, Plants, and Environment
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    • v.22 no.5
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.