• Title/Summary/Keyword: User centered design

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Factors that Affect Decisions for Selecting Hospitals and Different Awareness - Focusing on Inpatient, Care-giver, Nurse in University Hospital using AHP (병원선택에 미치는 요인과 사용자 집단 간의 인식차이 - 대학부속병원 입원환자, 보호자, 간호사에 대한 분석적 계층화 의사결정 평가를 중심으로)

  • Kim, Suktae;Oh, Chanohk
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.18 no.4
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    • pp.39-51
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    • 2012
  • Purpose: Hospitals for patients and their guardians can, from the concept of healing, be removed from just gaining profits, but suggest a future-oriented direction for the hospital. Accordingly, there have been studies related to the selection of hospitals, but most were related to preference and satisfaction, and only recently did research from the concept of tradeoffs of factors for selection began to grow rapidly. Methods: From this context, this study evaluates the level of importance for factors of selecting hospitals using the analytical hierarchy process, and identifies the correlation with users, gender, age group, and outpatient features in order to identify the difference of awareness among different groups for selecting hospitals. In the factors for selection 26 factors in six categories were set through studies of preceding research, and after surveying 144 people, the following results were attained. Results: 1) The overall analysis results were found in the order of medical level, medical service, and fame, and low for facilities, which is similar to the cases of preceding studies. 2) For user analysis, it was similar between patients and guardians, but there was a slight difference in awareness among nurses, who are also medical service providers. Nurses showed relatively high level of importance in direct factors such as medical technologies and medical services, while guardians of patients showed higher importance in indirect factors such as facility environments and convenience. 3) Women showed higher assessments of importance levels in environmental factors, while men in physical factors. 4) The older the age group, the lower level importance there was on medical level, while the importance on fame reduced the further the commute to the hospital was.

Study on Usability Evaluation for Wearable Computer : Evaluation Scale for User-Centered Smart Jacket Design (웨어러블 컴퓨터에 대한 사용성 평가 연구 - 사용자 중심의 스마트 자켓 디자인을 위한 평가척도)

  • 육형민;전명훈;오창영;손영우
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.7-13
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    • 2004
  • To develop the scale of usability evaluation on smart jacket for everyday life, we selected four types of smart jackets based on the result of previous study and evaluated their usability. Considering both the embedded machine and the purpose, smart jackets can be classified four types. As the result of previous study, sixty items for evaluation of user experience were constructed. In this study, we extracted ten categorization factors from the results of usability evaluation of smart jackets. Also, the relative importance of usability factors varied according to the types of smart jackets. These results suggest that not only usability factors themselves but also the order of priority of usability evaluation can vary according to the type of smart jacket in design process.

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Fashionable Technology in Contemporary Fashion (현대패션에서 패셔너블 테크놀로지 연구)

  • Lee, Seo-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.246-253
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    • 2009
  • Technology and fashion are not as distant from each other as it might first seem. Early wearables were functional but awkward to wear and to look at. Today wearables are rapidly rising to meet the fashion world on its own terms by producing garments that are both stylish and comfortable. Personalization of wearables allows for new modes of self-expression, which is an essential factor in making fashion items that appeal to the public. Embedded technologies in the garment and the functionalities integrated into the electronic textiles influence the ‘wearability', comfort and the aesthetic of a fashionable wearable. Considering these factors is an essential part of the design process when creating user-centered fashionable wearables. Designers have to have a comprehensive understanding of the purpose, the user, the interaction, and in commercial applications, the right price point. An appealing design in combination with an intuitive interface will make for a successful fashionable wearable.

A Linkage between Educational Autonomy Innovation and School Space Innovation - Focusing on Sejong Special Self-Governing City - (교육자치혁신과 학교공간혁신 연계 방안 - 세종특별자치시를 중심으로 -)

  • Lee, Yong-Hwan;Koo, Joong-Phil;Kim, Kwan-Young;Park, Joung-Lan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.18 no.4
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    • pp.33-43
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    • 2019
  • This study was to research and analyze the concept of school space innovation to aim at the importance of user educational value. The purpose of this study is to analyze the needs of students, teachers, or consumers connected with the educational autonomous innovative curriculum and various school-government educational activities and suggest the ways to link school space innovation to the best possible reflection for demander-centered or the demander needs To this end, the basic concepts of the autonomous education and school space innovation were reviewed, and the literature survey on the revised education curriculum in 2015 and educational autonomous innovation curriculum at the national level, educational goals and basic value-added awareness of the curriculum. The purpose was to research the perception of students and teachers through the survey and analysis of basic values of education, the functions of school education, the direction of school environment and space spatial composition, and school space.

Influential Factors on the Interactivity in the Interactive Space II ; Focus on Interface Factors' Attributes for Supporting Behavioral Participation (상호작용 공간의 상호작용성 영향요인 II ; 인터페이스 요인의 참여행태 지원 속성 분석을 중심으로)

  • Lee, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.185-201
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect in this, we need user-centered design methodology which uses the influential factors on the interactivity. As the second paper of three-linked studies for the interactivity in the interactive space, this research analyzed the interface factors' specific attributes for supporting behavioral participation. 'Interface' is one of three main factors on the interactivity(Intersubject/Interface/Interaction). Its role in the interactive space is to induce or support user's participations which bring the interactive changes into the designs. Qualitative case analysis was the main method and 30 cases were investigated. 'Individual analysis-Transitional description-Generalization' were the progressive steps for case analysis. As final results, 17 attributes for supporting behavioral participation were analyzed.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

Class-based Analysis and Design to Realize a Personalized Learning System (맞춤형 학습 실현을 위한 클래스 기반 시스템 분석 및 설계)

  • Suah Choe;Eunjoo Lee;Woosung Jung
    • Journal of Industrial Convergence
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    • v.22 no.2
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    • pp.13-22
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    • 2024
  • In the current epoch of educational technology (EdTech), the realization of a personalized learning system has become increasingly important. This is due to the growing diversity of today's learners in terms of backgrounds, learning styles, and abilities. Traditional educational methods that deliver the same content to all learners often fail to take this diversity into account. This paper identifies models that comprehensively analyze learners' characteristics, interests, and learning histories to meet the growing demand for learner-centered education. Based on these models, we have designed a personalized learning system. This system is structured to support autonomous learning tailored to the learner's current level and goals by identifying strengths and weaknesses based on the learner's learning history. In addition, the system is designed to extend necessary learning elements without changing its architecture. Through this research, we can identify the essential foundations for constructing a user-tailored learning system and effectively develop a system architecture to support personalized learning.

A Study on the Emotion-Responsive Interior Design centered on a Color Coordinate Digital Wall (감성반응형 실내디자인에 관한 연구 - 감성어휘별 색채배색에 의한 디지털 벽면을 중심으로 -)

  • 김주연;이현수
    • Science of Emotion and Sensibility
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    • v.6 no.2
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    • pp.1-7
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    • 2003
  • The objectives of this study is to develop an adaptable digital wall model whose color can be changed dynamically according to the identified emotional state of a user. This study addresses how to capture a specific user's emotion through the web and use it for modifying VR model mainly for color adaptation. This adaptation process of a VR model consists of three phases: 1) identification of the user's emotional state projected onto the list of emotional keywords 2) translation of those captured emotional keywords into a pertinent set of color coordinations, and finally, 3) automated color adaptation process for the given model. This process derives an on-line viewer's emotional state, which can be utilized to find a new color scheme reflecting the identified emotion.

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A Study on the Usability Evaluation of the Mobile Application for Seoul Public Transportation Information (모바일 대중교통 정보서비스 어플리케이션 이용성 평가에 관한 연구: 서울 대중교통 모바일 앱을 대상으로)

  • Lee, Yoonjae;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.33 no.4
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    • pp.225-244
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    • 2016
  • As technology progresses, the supply and use of smartphones has become increasingly popular and has significantly transformed modern life. However, users still feel uncomfortable running some mobile apps, as many are created without a thoughtful consideration of usability. Usability evaluations involve several methodologies to identify specific problems in light of various principles. Although usability testing was initially centered on physical services, it has gradually evolved to consider user satisfaction as its main concern. Public transportation applications should be accessible to everyone, and studies should focus on the user's perspective. However, previous user surveys have concentrated on applications' technical aspects or visual design. As a result, there has been a lack of general usability evaluations. This study aimed to evaluate the usability of mobile transportation applications in real life, with a focus on public transportation in Seoul. All the participants were asked to complete a task, an in-depth interview, and a questionnaire survey. In summary, the results suggest that users do not find inappropriate information attractive when it does not satisfy their purpose of use, but rather tend to consider it as interference.

User-Focused Package Contents Application System for Interactive IPTV Services (대화형 IPTV 서비스를 위한 사용자 중심의 패키지 콘텐츠 운용 시스템)

  • Kim, Kwang-Yong;Lee, Young-Il;Yoo, Jeong-Ju;Lyu, Won;Jeong, Jae-Gil;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2323-2329
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    • 2009
  • Recent IPTV services still remain as simple broadcasting services that cannot make the most of interactive features together with various content-associated data. So, IPTV providers are making efforts to break from monopolistic style, so as increasing the user's participation m service. However there is an interoperability problem because no common solution is employed across different providers. To solve this problem, there needs to be a framework for a framework for generating, sharing and distributing package contents. In this paper, we propose user-centered package contents application framework for interactive IPTV services. We also design a package content authoring and consuming system which plays core parts in the proposed framework.