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

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Design of Location Recognition and ID Identification for NFT Reports in Metaverse-based Field_study Trip (메타버스기반 체험학습 NFT보고서의 위치인식과 ID식별 설계)

  • Mingoo Kang
    • Smart Media Journal
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    • v.12 no.9
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    • pp.38-44
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    • 2023
  • In this paper, a blockchain-based platform of NFT(Non-Fungible Token) reports was proposed to ensure the reliable performance contents of field study trip. It is possible to identify and manage the personal multi biomeric authentication user ID of activity records for students in a mobile IP-based metaverse with the linkage of extended reality(XR). At this time, many quests and incentives of platform are provided to induce students to experience smart and fun field studying facilities by linking real trip experiences and virtual extended_reality studies in the metaverse interworking.

A Study of 'Hear Me Later' VR Content Production to Improve the Perception of the Visually-Impaired (시각 장애인에 대한 인식 개선을 위한 'Hear me later' VR 콘텐츠 제작 연구)

  • Kang, YeWon;Cho, WonA;Hong, SeungA;Lee, KiHan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.99-109
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    • 2020
  • This study was conducted to improve the education method for improving perception awareness of the visually-impaired. 'Hear me later' was designed and implemented based on VR content that allows the visually-impaired experience in the eyes and environment. The main target is from middle and high school students to adolescents in their twenties. It is consisted of a student, the user's daily life with waking up at home in the morning, going to school, taking classes at school, and disembarking home late in the dark. In addition, 10 quests are placed on each map to induce users' participation and activity. These quests are a daily activity for non-disabled people, but it is an activity to experience uncomfortable activity for visually impaired people. In order to verify the effect of 'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre and post evaluation of VR contents experience. In order to verify the effect of'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre-post evaluation of VR experiences. As a result, it was found that in the post-evaluation of VR contents experience, the perception of the visually impaired was increased by 30% compared to the pre-evaluation. In particular, misunderstandings and changes in prejudice toward the visually impaired were remarkable. Through this study, the possibility of a VR-based disability experience education program that can freely construct space-time and maximize the experience was verified. In addition, it laid the foundation to expand it to various fields of improvement of the disabled.

An Interactive Cooking Video Query Service System with Linked Data (링크드 데이터를 이용한 인터랙티브 요리 비디오 질의 서비스 시스템)

  • Park, Woo-Ri;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.59-76
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    • 2014
  • The revolution of smart media such as smart phone, smart TV and tablets has brought easiness for people to get contents and related information anywhere and anytime. The characteristics of the smart media have changed user behavior for watching the contents from passive attitude into active one. Video is a kind of multimedia resources and widely used to provide information effectively. People not only watch video contents, but also search for related information to specific objects appeared in the contents. However, people have to use extra views or devices to find the information because the existing video contents provide no information through the contents. Therefore, the interaction between user and media is becoming a major concern. The demand for direct interaction and instant information is much increasing. Digital media environment is no longer expected to serve as a one-way information service, which requires user to search manually on the internet finding information they need. To solve the current inconvenience, an interactive service is needed to provide the information exchange function between people and video contents, or between people themselves. Recently, many researchers have recognized the importance of the requirements for interactive services, but only few services provide interactive video within restricted functionality. Only cooking domain is chosen for an interactive cooking video query service in this research. Cooking is receiving lots of people attention continuously. By using smart media devices, user can easily watch a cooking video. One-way information nature of cooking video does not allow to interactively getting more information about the certain contents, although due to the characteristics of videos, cooking videos provide various information such as cooking scenes and explanation for each recipe step. Cooking video indeed attracts academic researches to study and solve several problems related to cooking. However, just few studies focused on interactive services in cooking video and they still not sufficient to provide the interaction with users. In this paper, an interactive cooking video query service system with linked data to provide the interaction functionalities to users. A linked recipe schema is used to handle the linked data. The linked data approach is applied to construct queries in systematic manner when user interacts with cooking videos. We add some classes, data properties, and relations to the linked recipe schema because the current version of the schema is not enough to serve user interaction. A web crawler extracts recipe information from allrecipes.com. All extracted recipe information is transformed into ontology instances by using developed instance generator. To provide a query function, hundreds of questions in cooking video web sites such as BBC food, Foodista, Fine cooking are investigated and analyzed. After the analysis of the investigated questions, we summary the questions into four categories by question generalization. For the question generalization, the questions are clustered in eleven questions. The proposed system provides an environment associating UI (User Interface) and UX (User Experience) that allow user to watch cooking videos while obtaining the necessary additional information using extra information layer. User can use the proposed interactive cooking video system at both PC and mobile environments because responsive web design is applied for the proposed system. In addition, the proposed system enables the interaction between user and video in various smart media devices by employing linked data to provide information matching with the current context. Two methods are used to evaluate the proposed system. First, through a questionnaire-based method, computer system usability is measured by comparing the proposed system with the existing web site. Second, the answer accuracy for user interaction is measured to inspect to-be-offered information. The experimental results show that the proposed system receives a favorable evaluation and provides accurate answers for user interaction.

Service Design for Healthcare Quality Improvement: An Implementation Approach for Enhancing Patient Experience (의료 질 향상을 위한 서비스디자인: 환자경험 증진을 위한 실행 접근법)

  • Jung-Ha Ku;Un-Hyung Ryu;Young-Dae Kwon
    • Quality Improvement in Health Care
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    • v.29 no.2
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    • pp.47-63
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    • 2023
  • Purpose:This study aims to suggest the future direction for applying service design to improve the quality of healthcare as part of hospital service innovation and present implementation plans in Korea, based on a review of quality improvement activities and the current status of service design applications. Methods: Through a literature review, we examined the status of service design introduction and application in the healthcare field, focusing on cases in the US and Europe. The possibility and limitations of service design in the healthcare field were examined through a comparison of oversea and domestic cases. Results: Recently, service design has begun to be applied to the healthcare field worldwide. Service design shows the possibility of an alternative that alleviates and complements the limitations of existing quality improvement activities. It also offers the possibility of creating new organizational improvement and innovation approaches through integration and convergence with existing quality improvement activities and management innovation. Conclusion: To effectively apply service design to hospitals, it is necessary to integrate internal organizations related to service improvement, combine methods, and objectively measure and evaluate performance. To this end, we propose the operation of a nationwide education and training center for quality improvement and service design led by academic society. Service design will provide an opportunity to change the management innovation and organizational culture of hospitals beyond the scope of the current quality improvement, which deals only with micro-subjects of individual hospitals.

A Study on the Development of Public Design Strategy Based on the Service Design Methodology -Focus on Signboard renovation Business Jungangro, Chung-yang (서비스 디자인 방법론을 활용한 지역 활성화 전략 연구 - 청양군 간판개선사업 중앙로 일대를 중심으로)

  • Chung, Yong-Jin;Kim, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.380-389
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    • 2022
  • Service design refers to an activity to design a user's service experience and a design area for professionally executing it. In order to design services from the people's point of view away from the supplier-oriented policy decisions in the past, the recent public participation business model using the service design methodology is increasing. In particular, the Ministry of Public Administration and Security formed the 'National Design Team' in 2014 to design services from the perspective of the public throughout the policy process. The public participatory policy model is being operated in which the public as policy consumers, service designers and public officials as suppliers participate in the overall policy process to develop and develop public services through service design techniques. This study is meaningful in that it presented the developmental direction of the actual project site through the case of the National Design Team sign improvement project with the goal of establishing a regional revitalization strategy using the service design methodology. However, as this study is about the current project, verification of the application of future project sites and user satisfaction evaluation have not been conducted. When the project is completed in the future, it is necessary to conduct a project satisfaction survey targeting consumers.

The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

  • Zhang, Chao;Wan, Lili
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.18-29
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    • 2019
  • In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

Wellbeing feature development case study for mobile phone (휴대전화를 위한 웰빙 기능 개발 사례 연구)

  • Bae, Dong-Hoon Alf;Yeon, Hyun-Jung Grace
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.120-124
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    • 2008
  • This is a case study of a wellbeing feature for mobile phone. Though it is not related communication feature which is major functionality in mobile phone, it becomes a popular feature by users who want to manage private information and life style. To make a feature for practical usage, Personas is used for development and decision. A late 20 years old lady persona is developed to provide context and background information. Based on the persona, usage scenarios and needed contents were designed. From this case study, suggest a design guideline for personalization features in perspective of user experience design.

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A Study on the Characteristics of Spatial Expression on Catalogs - Focused on the Catalogs published from IKEA since 1950 to 2015 - (이케아 카탈로그에 나타난 공간표현 특성에 관한 연구 - 1950년부터 2015년까지 이케아에서 발간된 카탈로그를 중심으로 -)

  • Kim, Jae-Sung;Lee, Won-Jea
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.61-69
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    • 2015
  • The purpose of study is not only analyzes the space images expressed with mass-produced furniture of the time and economy throughout the cover pages of IKEA published catalogs since 1951 to 2015 but also is set to deduct the characteristics of spatial expression regarding the usage of digital media applied catalogs which is to be published along with the 2015 catalog. Thus, throughout research of basic literature such as domestic and foreign academic material, books, and websites, the theoretical consideration of the meaning of IKEA's pursuit of selling manufactured furnitures is foregone. Based on the above, Analyze and organize periodically applied interior space in accordance with context characteristic by understanding the attribute of catalogue from expansion of media space applied new digital media. The importance of research on IKEA is not only the quality of products designed by them, but emotional aspect that deeply penetrate customer's actual daily life. Implication of digital media message to advertisement is a important role in society that shares digitalized information. IKEA's innovative attempt of connection to new world using traditional method of marketing expression and smart device may help people better understand space.

A Study on the User Acceptance Model of Omni Channel Service Based on Unified Theory of Acceptance and Use of Technology (UTAUT) (통합기술수용이론(UTAUT) 기반 옴니채널 서비스의 사용자 수용 모형에 관한 연구)

  • Joo, Hyeri;Lee, Eun-Jung
    • Human Ecology Research
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    • v.54 no.4
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    • pp.405-414
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    • 2016
  • The rapid change of consumer expectations in shopping environments has required retailers to actively adopt omni-channel services, however, limited research exists on the topic. We identify the effect of consumer's utilitarian shopping value on expectations for omni-channel services. An online survey was conducted on 176 subjects who had experience using omni-channel services. We employed Unified Theory of Acceptance and Use of Technology (UTAUT) as our theoretical model to explore the mechanisms of consumers' acceptance of omni-channel services in fashion. We used SPSS ver. 22.0 and AMOS ver. 22.0 programs to analyze data. The results indicate that utilitarian shopping value has a positive effect on performance expectancy, effort expectancy, and social influence for omni-channel services. Performance expectancy for omni-channel services also has a positive effect on the purchase intentions of fashion products. Effort expectancy for omni-channel services also positively increases the purchase intentions of fashion products. Last, the social effect of omni-channel services has a significant positive effect on purchase intention. All the hypotheses were supported. The research findings can provide the fashion distribution industry with useful basic data to understand the needs of consumers who use multi-channels when establishing a new channel or marketing strategy.