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

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A Study on Definition and Role of 'USER' in Contemporary Architecture (현대건축에서 사용자의 개념 및 역할 변화에 대한 연구)

  • Lee, Hyuk-Chan;Choi, Wang-Don
    • Korean Institute of Interior Design Journal
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    • v.18 no.5
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    • pp.80-88
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    • 2009
  • The relationship between architects and users has been multifarioiusly changed through architectural history. From the viewpoint of using a building, users who experience and interpret the building are as important as architects who design it. In the past, architects are not interested in the role of users. Modern architects only emphasized the concepts of users based on efficiency, and therefore users had the passive role following the design intentions in the space architects had created. However, since the end of modern movement, diverse definitions of users have been attempted. Especially the aesthetics of reception reilluminates the role of users neglected in modern movement. Therefore the one-way relationship between architects-buildings are changing into the interactive relationship between architects-buildings-users, and it results from the fact that users have the ability to reinterpret and create architectural space as well. Users have more creative and positive role in architectural space making and architects, too, reflect these trend in their architecture.

Open Space Design Elements and Social Support Design In Healing Facilities

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.53-61
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    • 2022
  • This study suggested the environmental components for open space in a healing environment based on the social support approach for integrating and enhancing users' activities and interactions. The physical environments of the open space in healing facilities should be suggested by social support design and support the interactions of various users. Particularly architectural environment conditions should reinforce the contribution to the revitalization of medical facilities based on improving the healing effect of patients through mutual exchange of users. The open space environment conditions influence users' healing process with physical design factors and users' interactions, and the flexible environments based on the social support that is crucial for circulation and mutual exchange of users. The open space transformation, integration of technology, and wayfinding system with color and signage also allow users to improve the space experience and easy access. The environmental components of open space design should include easy access for user inflow, flexible layout for comfort, access to outdoor spaces, integration of warm color schemes for relaxation, personalization of spaces with artwork, and visual interest through the use of textures and materials.

A Case Study on The Improvement of Dental Clinic Preventive Service Using User-Centered Service Design (사용자 중심 서비스디자인을 활용한 치과예방서비스 개선 사례연구)

  • Shin, Kwangsub;Choi, Hyunchul;Kwon, Sang Ji;Yoon, Chiho
    • Korea Journal of Hospital Management
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    • v.26 no.3
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    • pp.28-42
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    • 2021
  • Purposes: The objective of this study is to analyze service design process of dental clinic preventive service by using 'Double Diamond Design Process' which is user-centered for improving dental clinic management efficiency. Methodology: We examine case study that dental clinic preventive service of local dental clinic. Following the double diamond design four steps(①discover, ②define, ③develop, ④deliver), we use suitable analytic tools in each steps. In discover step, we perform observation and desk research. Next, in define step, affinity diagram, user persona, and user journey map are performed. We then make service blueprint in develop step. Finally, in deliver step, virtual scenario and confirm some outputs which are based on results of former steps are suggested. Findings: As a result of this study, waiting and consulting phases turn out that these phases are in the most trouble than others. Users(patients) have lots of complain and dissatisfaction in these phases. These touch-points will have to be modified Practical Implication: After checking this study result, it could suggest improvement schemes. To apply these, we try to make some scenarios, and finally realize some outputs. Service design has arisen to strengthen the competitiveness by reflecting user's experience and needs. Especially, service design is not typical, it is so flexible that can apply to various situation and objects. We hope that result of this study is made good use for dental clinics in need.

A Study on the Emotional Quality Design Framework for Improvement of the User Experience -with emphasis on the User Interface Design- (사용자 경험 증진을 위한 감성 품질 디자인 프레임웍에 관한 연구 -사용자 인터페이스 디자인을 중심으로-)

  • Seo, Jong-Hwan;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.523-532
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    • 2010
  • In the field of user interface design for interactive product, it is becoming more important than ever to understand emotional quality and its characteristics. By a series of experiments on emotional quality of user interface, this paper aimed to develope a systematic approach to investigating emotional quality. First, a emotional quality framework that consists of 6 dimensions (Usefulness, Easy of Use, Aesthetics, Stimulation, Identification, and Harmony) and 18 elements was developed through two experiments that users and UI expert participated in. Second, by conducting a user survey based on the emotional quality framework, it was illustrated how various emotional qualities of interactive product can be evaluated and what effects they have on overall satisfaction of the product. Finally, this paper analyzed the relative importance of emotional quality dimensions and the contextual factors that change emotional quality, and provided basic knowledge related to the construction of emotional quality for the succeeding studies.

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Remote Navigation System for Mobile Robot (이동 로봇의 원격 주행 시스템)

  • Kim, Jong-Seon;Yu, Yeong-Seon;Kim, Sung-Ho;Joo, Young-Hoon
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.325-327
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    • 2007
  • In this paper, we implement the internet- based remote control system for intelligent robot. For remote control of the robot, it uses the socket communication of the TCP/IP. It consists of- the user interface and the robot control interface. Robot control interface transmits the navigation and environmental informations of the robot into the user interface. In order to transmit the large environmental images, a JPEG compression algorithm is used. User interface displays the navigation status of the robot and transmits the navigation order into the robot control interface. Also, we propose the design method of the fuzzy controller using navigation data acquired by expert's knowledge or experience. To do this, we use virus-evolutionary genetic algorithm(VEGA). Finally, we have shown the proposed system can be operated through the real world experimentations.

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Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

A Location-Based Campus Tour Augmented Reality Game for Enriching User Experience (사용자 경험 강화를 위한 위치 기반 캠퍼스 투어 증강현실 게임)

  • Choi, Jaewook;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.6
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    • pp.729-735
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    • 2020
  • A college campus tour is a great opportunity to promote the school environment, facilities and history to visitors or prospective students. Along with the population of smart phones and the advancement of information and communication technologies, many universities have recently provided mobile applications for campus tour, and some are starting to utilize augmented reality technology. However, most of the existing campus tour augmented reality systems tended to present a description-oriented campus tour guide. Their main focus is simply to provide information about the campus's main buildings or symbols. This study focuses on self-guided tours of the campus through games making new students and visitors to get familiar with the campus in a more natural and intuitive way. In this paper we present the design and development of a location-based mobile augmented reality treasure hunt game to enhance the user experience.

Menu Layout for Touch-screen Phones Based on Various Grip Postures (다양한 파지 방법에 따른 터치스크린 폰 메뉴 레이아웃에 관한 연구)

  • Cho, Sung-Il;Park, Sung-Joon;Jung, Eui-S.;Im, Young-Jae;Choe, Jea-Ho
    • Journal of Korean Institute of Industrial Engineers
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    • v.36 no.1
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    • pp.52-58
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    • 2010
  • The level of competition has reached the limits in cellular phone market and the cellular phone manufacture companies started to focus their solution in user interface. Design issues with controllability led the development and renovation of such products to the use of the touch-screen phone. Depending upon the readability, technical advances, portability and controllability, user satisfaction of touch-screen phones could vary significantly. In this research, the controllability was dealt in regard to various grip postures, in order to improve menu layout which fits for using the thumbs of both hands and a thumbs of single hand. Regression models are found to the suggest the location of buttons on the screen by redesigning the menu layout, it is expected to improve both controllability and satisfaction of the user. This result can be applicable not only to mobile phone design, but also to the design of various hand-held devices using a touch screen.

Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

A Study on the Expressional Characteristics of Spaces in Bookstores based on Users' Experiences (이용자 체험에 따른 서점 공간의 표현특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.25 no.5
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    • pp.103-110
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    • 2016
  • In recent years, as selling books on the internet becomes popular, the number of off-line bookstores are rapidly dwindling away. This change on the book market requires, the function and space of the bookstores should be defined again. Now bookstores are the places of experiences on cultures, world-views, and lifestyles around books. The study examines six large bookstores and finds three strategies of space expression as follow. First, Dominicanen bookstore in Maastricht which was built as a church has an expression which contrasts the old and the new as well as the sacred and the profane. Fangsuo bookstore in Chengdu creates a modern underground Sutra Depository. Here, people experience history and religion. Second, Cook & Book in Brussels has nine theme areas, each with a different selection of books, different interior decoration and special food and beverage like a theme park. Zhongshu bookshop in Shanghai has a lattice of nine reading rooms in which each unique design theme is characterized based on each book subject. Third, Cultura Bookstore in Sao Paulo is created to support social interchange. It leads people to the enormous plaza of books where people read books freely and participate in workshops, movies and all kinds of events. Daikanyama Tsutaya Books in Tokyo is composed of three white box-form pavilions which are connected by a 55-meter long aisle, called a magazine street. People walk along the street and choose concierge services as they browse magazines and books. The study finds out three strategies of design in current large bookstores to promote place-experience, which are the story-telling of history and culture, the design of theme parks, and openness for public mingling like plazas and streets. Thus, the study suggests a new paradigm in the design of bookstores in this internet age.