• 제목/요약/키워드: User Participation Design

검색결과 172건 처리시간 0.029초

농촌거주 장애인 여성독거노인의 맞춤형 주택개조안 모색 (Exploring Customized Home Modification Plan for Disabled Female Single Elderly Living in Rural Area)

  • 이연숙;박지선;이학성;김윤수
    • 한국실내디자인학회논문집
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    • 제26권3호
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    • pp.71-80
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    • 2017
  • Korea is facing various social problems including single elderly household, increase in the number of disabled people and poverty rate and a difference in the proportion of males to females between urban areas and rural areas along with the advent of rapid aging society. Especially, the ratio of poor households in rural areas residing in housing which falls below the minimum housing level and most of them are in the dead zone of housing welfare. In addition, if it is impossible for them to move (relocate) to new housing, the house remodeling is the only measure for improving their housing welfare. However, we don't have enough prior relevant academic and practical experience, and house remodeling requires a series of process including prior planning construction and post-occupancy evaluation, but almost no fundamental research that provides relevant insight has been carried out. Therefore, the purpose of this study is to describe all field situations that occur in the whole customized house remodeling process for disabled female senior citizens living alone in a rural area. The remodeling process was classified into initial planning stage, field verification and adjustment stage and construction stage as the method to participate in the field directly, and any change in the remodeling plan and its causes at each stage were analyzed. As a result, some remodeling items were changed from the main viewpoint of participating parties before the beginning of construction and for reasons such as the deterioration level of housing site, limitation in building equipment and rearrangement of housing, etc., and the remodeling method and its details were developed. It was identified that constant change that occurred in the remodeling process resulted from 1) unique poor characteristics of existing housing and 2) physical condition of residents and their unique lifestyle characteristics that were two aspects required to be emphasized by customized remodeling.

체간 재활을 위한 4-DOF 로봇의 설계 및 분석에 관한 연구 (Study on the Design and Analysis of a 4-DOF Robot for Trunk Rehabilitation)

  • 에이자드 아믈;표상훈;이건협;류성기;윤정원
    • 한국기계가공학회지
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    • 제19권7호
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    • pp.41-51
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    • 2020
  • This paper presents the development of a robotic system for rehabilitation of the trunk's ability to maintain postural control under different balance conditions. The system, developed with extensive input from rehabilitation and biomedical engineering experts, consists of a seat mounted on a robotic mechanism capable of moving it with four degrees of freedom (3 rotational and 1 translational). The seat surface has built in instrumentation to gauge the movements of the user's center of pressure (COP) and it can be moved either to track the movements of the COP or according to operator given commands. The system allows two types of leg support. A ground mounted footrest allows participation of legs in postural control while a seat connected footrest constrains the leg movement and limits their involvement in postural control. The design evolution over several prototypes is presented and computer aided structural analysis is used to determine the feasibility of the designed components. The system is pilot tested by a stroke patient and is determined to have potential for use as a trunk rehabilitation tool. Future works involve more detailed studies to evaluate the effects of using this system and to determine its efficacy as a rehabilitation tool.

The Effects of User Involvement on Internet Ad Preference Based on Presentation Type and Content

  • Joo Hoo Kim
    • 한국전자거래학회지
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    • 제8권4호
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    • pp.33-51
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    • 2003
  • 본 연구의 목적은 한국의 인터넷 사용자데이터를 통해 인터넷 광고의 시각적 모습만이 아니라, 내용적 차이에 따른 사용자 선호도를 제품 관여도를 포함해 분석하고자 한 것이다. 인터넷을 활용한 실험연구에 의하면 이미지 위주의 인터넷 배너광고가 텍스트 위주의 광고에 비해 사용자 선호도가 높았으며 관여도 또한 광고의 선호도에 통계적으로 유의한 영향을 미치는 것으로 나타났다. 이미지 위주의 광고는 제품과 관련된 관여도의 여부와 관계없이 전반적으로 텍스트 위주의 광고에 비해 사용자들의 호감을 얻고 있었다. 또한 전반적으로 정보 지향적 인 광고보다는 경품위주의 광고의 효과가 높았다. 본 연구는 배너광고를 활용하는 마케팅 의사 결정에 있어서 배너광고와 광고의 시각적 형태 외에도 광고에 포함되는 내용, 소비자와 제품의 관여도 그리고 그 상호효과에 대해 철저한 사전 분석이 있어야 기대하는 마케팅 목표를 이루 수 있음을 시사하고 있다.

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개방형 IPTV 서비스를 위한 패키지 콘텐츠 저작 및 소비 도구 설계 (The Design of Package Contents Authoring and Consuming Tools for Open IPTV Service)

  • 이영일;김광용;유정주;류원;정회경
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.827-830
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    • 2009
  • 현재 IPTV(Internet Protocol Television) 서비스 구조는 IPTV 사업자가 콘텐츠에 대한 저작권을 구매하여 콘텐츠 소비자에게 독점적으로 서비스하는 구조를 갖는다. 이와 같은 구조의 IPTV 서비스는 기존 방송과의 차이점을 갖지 못하게 된다. 이를 탈피하기 위해서 일반 콘텐츠 저작자의 참여 구조를 보장하고, 소비자의 콘텐츠 선택권을 확대할 수 있는 개방형 IPTV 서비스를 제공할 필요가 있다. 하지만 기존 디지털 콘텐츠의 유통 및 소비과정에서 콘텐츠를 보호하기 위한 각 제공 업체의 솔루션이 독자적인 방식으로 개발되어 이들 간의 호환성 문제가 발생한다. 이를 해결하기 위해서는 개방형 IPTV 환경 전반에 걸쳐 사용될 수 있는 멀티미디어 배포 및 소비를 위한 프레임워크의 확보가 필요하다. 이에 본 논문에서는 폐쇄형 IPTV 서비스의 독점적인 콘텐츠 유통 구조를 탈피하고 IPTV의 양방향 서비스 특성을 극대화하기 위한 개방형 IPTV 서비스 기반의 콘텐츠 저작 및 소비 도구를 설계하였다.

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서비스디자인 플랫폼을 위한 사용성 평가지표 연구 (The Usability Evaluation Indicators for Services Design Platform)

  • 정회준;김광명;조선;고영준
    • 한국과학예술포럼
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    • 제20권
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    • pp.409-419
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    • 2015
  • 서비스디자인 플랫폼(Service Design Platform)은 지식경제부에서 시행하고 있는 '서비스 융합형 디자인 컨설팅 지원기술 개발사업'의 일환으로 서비스디자인 기업들이 온라인에서 서비스디자인 과제를 원활하게 할 수 있도록 하기 위한 목적으로 개발되었다. 서비스디자인 플랫폼 개발과정에서 플랫폼의 사용성을 검증하고 개선시키기 위해서는 사용자의 참여에 의한 사용성 테스트(Usability Test)와 더불어 전문가에 의한 휴리스틱 평가(Heuristic Evaluation)가 요구된다. 본 연구는 전문가에 의한 휴리스틱 평가를 실시하기에 앞서 평가대상에 적합한 평가영역과 세부 평가항목을 도출하기 위한 목적으로 진행되었다. 연구를 위해서 내부 연구자들이 사용성 영역과 평가대상인 서비스디자인 플랫폼의 특징요소, 설계요소, 커뮤니티 요소 등을 설정하였고, 이를 세부항목에 반영해서 평가지표를 분류하고 도출하였다. 이어서 평가지표에 대한 타당성과 신뢰성 검증을 위해 전문가를 대상으로 델파이 조사를 실시해서 4개의 평가영역과 44개의 세부항목으로 구성된 평가지표를 도출하였다. 도출된 평가지표는 체크리스트로 활용해서 향후 전문가에 의한 휴리스틱 평가 시 활용될 계획이다.

Examining the Influencing Factors of Third-Party Mobile Payment Adoption: A Comparative Study of Alipay and WeChat Pay

  • 무홍레이;이영찬
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권4호
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    • pp.247-284
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    • 2017
  • Purpose The first purpose of this study is to investigate factors that are likely to influence user's intention to adopt third-party mobile payment platform. A comprehensive study about mobile payment services have used various variables to explain user's use intention based on the theory of reasoned action (TRA) or the theory of planned behavior (TPB). Variables such as simplicity, security, costs, relative advantage, individual mobility, subjective norm, trust, satisfaction, attitude towards use, perceived usefulness, perceived ease of use and so on. Among these factors, we expect to find out the most influential factors effecting user's use intention of the third-party mobile payment services. Second, we also examine whether the most influential factors have the same influence to different third-party mobile payment services by conducting comparative study of Alipay and WeChat Pay. Design/methodology/approach Empirical data for this study were collected from Chinese who has the experience using or have used Alipay or WeChat Pay. Participants needed to be familiar with Alipay or WeChat Pay because such users may be more aware of both the advantages and disadvantages of Alipay and WeChat Pay. We conduct a pilot test using Smart PLS 2.0, which includes 50 Alipay users and 82 WeChat Pay users. The result indicates that all the measurement fit for the context. And then 980 questionnaires were mainly sent out to the college students and the e-mails users randomly. To encourage participation, we give the participants a small gift as a present. Finally, we received a total of 683 replied. Data from respondents who gave incomplete or invalid answers were excluded to assure the validity of the constructs. 79 questionnaires were rejected, finally the valid data are 604 (with 372 Alipay users and 232 WeChat Pay users). Findings The results suggest that users' intention is determined by their trust on third-party mobile payment service and perceived usefulness of use. Comparative study results also indicated that the factors have different influence on Alipay group and WeChat Pay group, which offers a new aspect for academic field, and provides useful information to mobile payment service providers in China.

WEB2.0 기반 디자인 아이디어 발상 시스템의 사용자 인터페이스 개선 (An Improvement of User Interface for Design Idea Generation System based on WEB2.0)

  • 최은석;정승호;김대용
    • 한국콘텐츠학회논문지
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    • 제10권1호
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    • pp.37-45
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    • 2010
  • 정보의 디지털화라는 특성을 통한 컨텐츠의 무한한 공유라는 전에 없었던 경험을 인류에게 제공 한 WEB은 비합리적인 정보의 과잉이라는 경험적인 문제와 2001년 닷컴 버블의 붕괴라는 현실적인 문제에 직면하게 되었고, 사용자와 컨텐츠라는 주체에 대한 새로운 접근방법인 WEB 2.0혹은 시맨틱웹 이라는 개념을 구체화하기에 이른다. 개방성과 협업 이라는 특성으로 하나의 플랫폼을 형성하는 WEB 2.0에 대한 개념은 2003년 개발한 WEB 기반의 컴퓨터 지원 발상시스템인 CGTS(Creative Group Thinking System)가 지니고 있었던 비합리적인 데이터 관리와 인터페이스를 효과적으로 해결 및 관리 할 수 있는 기술적 배경을 제공하게 되었다. 본 연구에서는 아이디어 발상 시스템으로써 CGTS가 지녔던 복잡한 화면 구조 및 효율적이지 못한 데이터 처리방식 등으로 인한 사용성의 저하 및 데이터 관리의 어려움을 WEB2.0 기반기술인 AJAX와 DOM을 이용하여 데이터 구조를 단순화/간결화 하고 WEB 플랫폼의 인터페이스 구성을 사용자 중심으로 통합함으로써 사용성의 증대를 통한 사용자 참여의 현실화를 목적으로 기존 CGTS의 인터페이스를 개선하고자 한다.

공동가치창출 경험이 소비자 태도에 미치는 영향: 소비자 동기의 조절효과를 중심으로 (Effects of Consumer Co-creation on Consumer Attitude: Moderating Roles of Consumer Motivation)

  • 손정민;강우성;강성호
    • 유통과학연구
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    • 제13권12호
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    • pp.105-111
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    • 2015
  • Purpose - Many global companies across industries are paying significant attention to co-creation activities, which enable consumers to participate in firms' value creation process, as a main model of new product development processes. In this study, we aim to examine different types of co-creation activities and their effects on consumer attitudes. We focus on upstream co-creation, downstream co-creation, autonomous co-creation, and sponsored co-creation. Upstream co-creation includes firms' control and management in the initial stage of new product development and prototype testing. Downstream co-creation indicates that consumers participate in firms-initiative activities at a later stage in new product development, such as public relations and marketing communications. Autonomous co-creation includes consumers' commitment activities in the absence of firms' rewards. However, under the sponsored co-creation, consumers can return monetary and social rewards from firms through their co-creation activities. The hypotheses regarding the effect of co-creation on consumer attitudes are as follows. (H1, H2, H3, H4) Upstream, downward, autonomous, and sponsored co-creation has positive effects on consumer attitude. (H5, H6) As intrinsic motivation increases, the positive effect of upstream and autonomous co-creation increases. (H7, H8) As extrinsic motivation increases, the positive effect of downward and sponsored co-creation increases. Research design, data, and methodology - To achieve our research goals, we analyzed responses from 246 samples from Korean consumers and verified the proposed hypotheses using a linear regression model. The samples include Korean consumers who experienced upstream, downstream, autonomous, and sponsored co-creation by firms. Results - First, both upstream co-creation and downstream co-creation with firms and consumers are found to have positive effects on consumer attitudes. Second, autonomous co-creation and sponsored co-creation are found to positively affect consumer attitudes. Third, consumers' intrinsic motivation has a fit-effect between upstream co-creation and autonomous co-creation, and their extrinsic motivation has a fit-effect between downstream co-creation and sponsored co-creation. Consumers who have strong intrinsic motivation are affected by upstream co-creation and autonomous co-creation. However, consumers who have strong extrinsic motivation are affected by downstream co-creation and sponsored co-creation. Conclusion - These results indicate that the fit between consumers' co-creation participation types and consumers'motivations is a significant factor in determining consumer attitudes. The results of this study imply that various types of consumer participation actually improve consumers' attitudes toward products and brands. In addition, our study also suggests that firms should consider the fit between co-creation types and consumers' motivations when they initiate co-creation activities. In this study, we survey consumers who participated in firms' co-creation activities. Future studies can compare different types of consumers. For instance, we can examine the different in different test by comparing experienced versus inexperienced consumers. Finally, we expand this research to user-generated content topics. This attending issue focuses on the mechanism that breaks down the boundaries and barriers between consumers and producers.

Web 2.0 도구를 활용한 초등학교 학사 일정 관리 방법에 관한 연구 (A study on school academic management using Web 2.0 tools)

  • 김현석;홍명희
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2010년도 하계학술대회
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    • pp.75-83
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    • 2010
  • 본 논문은 Web 2.0 도구를 활용하여 초등학교 학사 일정을 체계적이고 효율적으로 관리할 수 있는 방법에 관한 연구이다. 초등학교 학사 일정은 학교의 학사 일정을 총괄적으로 표시하고 관리하고 운영하는 일정표로서 기존 학사 일정 관리 체계는 학사 일정의 구성과 운영주체인 교사, 학부모, 학생의 정보의 공유와 참여가 효율적으로 이루어지지 못했다. 이에 따라 정보의 개방과 공유, 사용자의 참여를 핵심으로 하는 Web 2.0를 활용하여 초등학교 학사 일정 관리 시스템을 설계하고 구현하여 실험적으로 적용하여 보았다. 초등학교 학사 일정 관리에 Web 2.0 도구를 활용하면 교사, 학부모, 학생 간 정보의 원활한 소통과 공유가 가능하며 매년 거의 같은 일정이 반복되는 학교 일정의 특성상 정보의 재활용에 있어 매우 큰 의미를 갖는다.

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우리나라 병원정보시스템 실태에 관한 연구 (A Study on the Hospital Information System in Korea)

  • 전기홍;조우현
    • 보건행정학회지
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    • 제4권2호
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    • pp.1-26
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    • 1994
  • As the hospital environment is changing rapidly, management is therefore obligated to use new ways to provide better service to patients. For example information system is introduced to some hospitals in Korea. Information system has several benefits such a soperational efficiency by on-line delivery and processing of data, accurate and rapid information production, continuous monitoring of performance and feedback, improvement of work process and better service quality. Still, many hospitals cannot be sure that information system is useful for improving organization performance. Because only one or two area of hospital information system were considered for development and with limited development hospital information system cannot be used effectively. The purpose of this study is to suggest the model of information system utilizaton and to analyze the hospital in formation system in Korea. The results are following; 1. In Korea, proportion of operating system of comuter is 31% of UNIX, 11% of IBM OS and 10% of PC LAN. 2. As we expect, scope of application software and amounts of heardware and software invest ments are affected by concern of CEO. 3. Many CIO(chief information officer) say that the biggest problems are lack of after-service and obsolescence of computer equipments in terms of hardware and shortage of application software for hospital in terms of software. 4. Personnel of information system department is so small that hospital information system can't be improved. 5. During the development of information system, full-time participation of end user is only 20% hospital with almost less than 12 person-month. This study was accomplished by survey through mail questionnaires. Response to the survey was only 55% and it was hard to generalize all the result obtained from this survey. However, We hope that this study would be helpful for helth care organization to acknowlege hospital information system in korea and to design the future architecture and frame of information system.

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