• Title/Summary/Keyword: User Participation Design

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A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.

EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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A Study on Intention to Use and Word-of-mouth for Fashion Social Network Service (패션 소셜네트워크(SNS) 사용의도 및 구전의도에 관한 연구 -의복쇼핑성향, 혁신제품태도와 유행선도력의 영향을 중심으로-)

  • Park, Ji-Young;Chung, Sung-Jee;Jeon, Yang-Jin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.1
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    • pp.36-45
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    • 2012
  • This study locates factors that affect the intention to use fashion SNS (social network service) and intention for word-of-mouth on fashion SNS. Independent variables were fashion shopping orientation, attitude toward innovative products, fashion leadership, and demographics. A questionnaire method was used to collect data on college students while factor analyses, multiple regression, $x^2$ analyses, and Pearson correlation coefficients were applied in analyzing data. Factor analyses resulted in four factors for fashion shopping orientation, three on attitude toward innovative products and two on fashion leadership. Multiple regression analyses showed that information compatibility of attitude toward innovative products had a significant impact on two models of intention to use fashion SNS and two models of intention for word-of-mouth on fashion SNS. Opinion leadership and gender were significant factors for two models of intention to use fashion SNS, which means that women are likely to have more intention to use fashion SNS. Meanwhile, fashion innovativeness was found to be a significant factor on two models of intention for word-of-mouth on fashion SNS. Shopping orientation factors were not important for any model. $x^2$ analyses showed that women rather than men wanted more information on online fashion shows, general fashion information, and user participation programs. Fashion major students wanted more information on online fashion shows and user participation programs than non-fashion major students.

Community Mobile App Design to Relief Loneliness in Elderly People (고령층의 사회적 고독감 해소를 위한 커뮤니티 모바일 앱 설계)

  • Kim, Ki Hwan;Kim, Min Bum;Kim, Sung Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.210-212
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    • 2018
  • According to the OECD (Organization for Economic Cooperation and Development) report, the suicide rate of senior citizens has been high since 2009 due to lower social participation compared to their youth and depression. As entering the Information Era, it became easier to form and expand relationships due to the influence of online community sites. However, it is difficult to use these community sites for the elderly because they lack accessiblity for seniors. In this paper, we describe the content of community mobile apps for senior citizens' social solitude and participation in information society. We also, analyze why community sites are difficult to use, and suggest community mobile app interfaces and content considering physical and cognitive conditions, focusing on user scenarios based on PACMAD, one of the user assessment models. This will serve as the basis for encouraging the elderly to participate in the information society.

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A Study on Innovative Design Approaches for Implementing an Intelligent ICT-Based Smart Highway

  • Bong shik Yun;Myong yun Kim
    • Smart Media Journal
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    • v.13 no.3
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    • pp.62-73
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    • 2024
  • This research, conducted over a three-year period starting from 2020, was a collaborative project between practitioners in the field of VE design and the Korea Expressway Corporation, aimed at innovating the design VE project to construct an intelligent ICT-based smart highway and enhancing highway driving performance and customer satisfaction. The research included R&D support for payment and management systems integrated with IOT technology, the application of the developed prototype at highway sites, and analysis of user performance evaluation. Based on the Innovation Work Roadmap of the Korea Expressway Corporation, the research process involved collaboration between a public participation group and an expert group, considering the technical feasibility of data-based ICT technology through the National Idea VE Contest. The final VE design results were implemented at the Seongnam tollgate site with budget support from relevant departments, followed by a satisfaction survey. It is expected that the continuous contributions to achieving an ESG society, such as the increase in the number of customers using the tolling zone equipped with smart upgrades, along with their satisfaction rate, and the reduction in carbon emissions and total settlement time of highway users, will be sustained.

Research of Convergence Character Customizing Process in Game (게임에서 캐릭터의 융복합 커스터마이징 사례 분석)

  • Ha, Ye-Jin;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.423-431
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    • 2016
  • Customizing system is known as an important factor which affects not only purchase, loyalty and immersion of the user. In this study, we explore the concept of character-customizing system in the early stage of a game; on the basis of it, we compare cases by analyzing and schematizing certain types of systems which many games stick to. Customizing system types are divided into a basic case and a differentiated convergence case; based on it, they are classified into four types: Realistic, Creation, Individual, Additional; plus, another customizing system case out of games is also analyzed. To improve customer loyalty, a system like a differentiated case that attracts user participation is essential. Through a variety of character customization convergence cases shown in this study, we expect them to be used as game production guides. By enlarging the range of the study, we expect further studies to cover more cases.

Current Interior Design and User Preference for Child Care Facilities - Focused on Interior Atmosphere, Finishing Materials and Colors - (보육시설 실내디자인 현황과 사용자 선호성향 - 실내분위기, 마감재, 색채를 중심으로 -)

  • Ha, Sook-Nyung;Chun, Jin-Hie
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.111-122
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    • 2008
  • As Korea has undergone rapid modernization, urbanization and industrialization, women's social participation has increased. Accordingly, child care facilities have shown continuous growth in numbers. However, according to research, child care facilities in Korea lag behind those in other nations in terms of quality. Given that, it seem urgent to enhance the quality of child care facilities and improve their indoor environment. Above all, overall atmosphere, colors and finishing materials are connected directly with educational effects as well as feelings and health of facility users. This study assesses the current state of child care facilities and preferences by focusing primarily on interior atmosphere, materials and colors. For This Study, 7 facilities were surveyed, and 46 subjects were participated for this study. The findings suggest that "pretty" style is preferred to "natural" style. As regards flooring material, wood floor is preferred. It is recommended to lay pastel colored carpet or PVC flooring material to the wood floor. As for wall, it is desirable to divide the wall spaces by adding wood and painting to simple wallpapers. In case of the ceiling noise absorptive material is recommended to use instead of wallpapers. For the doors, it is desirable to use contrasting materials and colors given accessibility for children. In the meantime, rather than strong primary colors, soft color or pastel colors are desirable for furniture. This study has limitations because of insufficiency of case study samples. However, it is significant in that the study results may be used as primary source of information to improve the environment of child care facilities.

A Study on the Comparative Analysis of Flexible Design Methods on Open Housing (오픈 하우징의 가변성 대응 계획수법 비교 연구 - 일본, 네덜란드, 핀란드의 오픈 하우징 사례분석을 중심으로 -)

  • Kim, Soo-Am;Lee, Sung-Ok;Hwang, Eun-Kyung;Lim, Seok-Ho
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.157-162
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    • 2005
  • It is necessary for us to research and analyze of Open Housing in order to change new housing system, because exiting multi family housing is lack of flexibility and easy remodeling. The purpose of this study is to supply and grasp basic planning and design data for flexibility of Open Housings in Korea. This study is based on the literature survey and actual investigation through visiting 17 open housing sites from 1995 to 2005 in Netherlands, Finland and Japan, which are main Open Housing. We analyzed the planning methods and elements for flexibility of open housing block and unit plan, and described the contents of analyses. We found a lot of planning and design methods-supplying option plan and user participation before occupation, various structural system for openness, common piping shaft location, slab-down and applying access flooring system, movable and demountable partition wall system etc. -applied to the open housings, and findings are applicable to the planning and designing works of apartment housings in Korea.

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Governance of A Public Platform Project in the Context of Digital Transformation Focusing on the 'Special Delivery' (공공플랫폼 구축사업의 거버넌스: 경기도 배달플랫폼 '배달특급'의 사례를 중심으로)

  • Seo, Jeongone
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.15-28
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    • 2022
  • Recently, government agencies are actively adopting the platform model as a means of public policy. However, existing studies on the public platform are minimal and have focused on user experiences or the possibility of public usage of the platform model. Now the research concerning building governance structure and utilizing network effects of the platform after adopting the platform model in the public sector is keenly required. This study intended to ignite academic dialogue on the governance of public platforms in the context of digital transformation. This study focused on a case of the 'Special delivery,' a public delivery app established by Gyeonggi-do. In order to analyze the characteristics of the public platform and its governance structure, data were collected from press releases, policy reports, and news articles. Data was analyzed using the frame of Hagui's platform design factors and Ansell & Gash's collaborative governance model. The results of the public platform analyses showed 1) incompleteness in the value trade-off accounting, which was designed for platform business based on general cost-benefit analysis, and 2) a closed governance structure that limits direct participation of diverse user groups(i.e., service provider, customer) in order to enhance providers' utility by preventing customers' excessive online activities. The results of this study provided theoretical and policy implications regarding designing the strategy for accounting for value trade-offs and functioning governance structure for public platforms.

The Recruiting Experience of Chief Executive Nurses in Small and Medium-sized Hospitals (중소병원 간호부서장의 간호사 채용 경험)

  • Park, Song-Yi;Park, Seen-You
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.301-312
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    • 2020
  • This is a user experience study of factors that should be considered in designing home appliances experience service. Untact services are emerging, but the development of home appliances sector is in early stage. Based on the six factors of Stephen P. Anderson's Creating Pleasurable Interface Model, this study conducted surveys, 1:1 in-depth interviews, and participation observations to measure and analyze user experience. In this study, I compared 4060s and 2030s's user experience in that the untact services raise the digital alienation among middle-senior-aged. As a result, there were significant differences between the two, including the opposite satisfaction in terms of reliable, usable and pleasurable factors. I hope that this study will be of strategic help in designing future home appliance experience services.