• Title/Summary/Keyword: User participation design

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A Study on the Improvement and the Survey Study on the Complaints of People with Disabilities in the Use of Disabled Car (복지차 이용 시 장애인의 불편사항 조사와 개선방안 연구)

  • Rhee, Kum Min;Kim, Dong Ok
    • 재활복지
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    • v.17 no.4
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    • pp.339-370
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    • 2013
  • This study is to suggest necessary improvements of inconvenient elements as well as the ergonomic design standard to develop disabled cars by evaluating the types of needs and observing the behavior characteristics on their car use and the survey on the complaints of the disabled drivers and their guardians in the use of disabled car. The results of this study are as follows. First, both the disabled drivers and their guardians are found to feel high inconvenience and low satisfaction with the cars they use now. Second, the disabled owner-drivers also answered in a same way as guardians. They find the most difficulty in moving the supporting equipment to get into and out of a car. Both the owner-drivers with disabilities and guardians complained of lack of handiness they face when they wear the seat belts and sitting on the seats. In view of this, a disabled car to be developed should have ergonomic design for its seats and the safety of the seatbelt as well as trouble-free supporting equipment helping them move. Third, rather than owner-drivers with handicaps, guardians expressed more difficulties and less contentment with the cars for the disabled, which is reckoned to lead to the changes of perspectives on development of cars for the disabled breaking away from existing viewpoints focusing on the accessibility to the vehicles. Fourth, both owner-drivers and guardians showed higher interests in driving and other safety and convenience measures than in using supporting equipment to get into and out of vehicles, implying that rather than the accessibility to get into and out of a car, convenience should primarily be taken into account for the design of the disabled car. Fifth, the auto-manufacturer is to give prior thought to user convenience when developing a car in practice. For this, the developer may have the disabled car users join the process of development as well as asking experts for help and participation.

Relationships between Collective Intelligence Quality, Its Determinants, and Usefulness: A Comparative Study between Wiki Service and Q&A Service in Perspective of Korean Users (집단지성의 품질, 그 결정요인, 유용성의 관계: 수용자 관점에서 한국의 위키서비스와 Q&A 서비스의 비교)

  • Joo, Jaehun;Normatov, Ismatilla R.
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.75-99
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    • 2012
  • Innovation can come from inside or outside organizations. Recently, organizations have begun turning to external knowledge more often, through various forms of collective intelligence (CI) as collaborative platform to solve complex problems. Several factors facilitate this CI utilization phenomenon. First, with the rapid development of Internet and social media, numerous web applications have become available to millions of the Internet users over the past few decades. Web 2.0 and social media have become innovative web applications that provide an environment for human social interaction and collaboration. Second, the diffusion of simple and easy-to-use technologies that enable users to interact and design web applications without programming skills have led to vast, previously unknown amounts of user-generated content. Finally, the Internet has enabled communities to connect and collaborate, creating a virtual world of CI. In this study, web enabled CI is defined as a composed ability of individuals who are acting as a single cognitive unit to achieve common goals, think reasonably, solve problems, make decisions, carry out complex tasks, and develop creative ideas collectively through participation and collaboration on the web. Although CI plays a critical role in organizational innovation and collaboration, the dubious quality of CI is still problem that is difficult to solve. In general, the quality level of content collected from the crowd is lower than that from professionals. Thus, it is important to identify determinants of CI quality and to analyze the relationship between CI quality and its usefulness. However, there is a lack of empirical study on the quality factors of web-enabled CI. There exist a variety of web enabled CI sites such as Threadless, iStockphoto or InnoCentive, Wikipedia, and Youtube. One of the most successful forms of web-enabled CI is the Wikipedia online encyclopedia, accessible all over the world. Another one example is Naver KnowledgeiN, a typical and popular CI site offering question and answer (Q&A) services. It is necessary to study whether or not different types of CI have a different effect on CI quality and its usefulness. Thus, the purpose of this paper is to answer to following research questions: ${\bullet}$ What determinants are important to CI quality? ${\bullet}$ What is the relationship between CI quality factors and the usefulness of web-enabled CI? ${\bullet}$ Does CI type have a moderating effect on the relationship between CI quality, its determinants, and CI usefulness? Online survey using Google Docs with email and Kakao Talk was conducted for collecting data from Wikipedia and Naver KnowledgeiN users. A totoal of 490 valid responses were collected, where users of Wikipedia were 220 while users of Naver KnowledgeiN were 270. Expertise of contributors, community size, and diversity of contributors were identified as core determinants of perceived CI quality. Perceived CI quality has significantly influenced perceived CI usefulness from a user's perspective. For improving CI quality, it is believed that organizations should ensure proper crowd size, facilitate CI contributors' diversity and attract as many expert contributors as possible. Hypotheses that CI type plays a role of moderator were partially supported. First, the relationship between expertise of contributors and perceived CI quality was different according to CI type. The expertise of contributors played a more important role in CI quality in the case of Q&A services such as Knowledge iN compared to wiki services such as Wikipedia. This implies that Q&A service requires more expertise and experiences in particular areas rather than the case of Wiki service to improve service quality. Second, the relationship between community size and perceived CI quality was different according to CI type. The community size has a greater effect on CI quality in case of Wiki service than that of Q&A service. The number of contributors in Wikipeda is important because Wiki is an encyclopedia service which is edited and revised repeatedly from many contributors while the answer given in Naver Knowledge iN can not be corrected by others. Finally, CI quality has a greater effect on its usefulness in case of Wiki service rather than Q&A service. In this paper, we suggested implications for practitioners and theorists. Organizations offering services based on collective intelligence try to improve expertise of contributeros, to increase the number of contributors, and to facilitate participation of various contributors.

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Designing Smart Sportswear to Support the Prevention of Sports Injuries in Badminton Club Activities (배드민턴 동호회의 스포츠 상해 예방을 지원하는 스마트의류 디자인 제안)

  • Kim, Shin-Hye;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.37-46
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    • 2020
  • This study was aimed at investigating the activities of a badminton club and designing smart wear to prevent sports injuries during badminton club activities. Everyone is familiar with sports in an aging society and clubs are gradually developing. Popular badminton club activities lead to frequent sports injuries, especially ankle injuries, which are a serious problem that hampers members' participation in sports. Therefore, this study aims to propose a prototype design for smart wear to prevent sports injuries, including ankle injuries. First, we identified the characteristics and considerations of members of badminton clubs, and the components of smart wear to prevent sports injuries. Second, members of the badminton clubs and an elite badminton player participated in a survey on the issues and requirements associated with wearing smart wear. Third, usage scenarios for smart wear were created based on literature reviews and the user assessment lists. Fourth, a prototype of the smart wear to prevent sports injuries including ankle injuries was created based on the scenarios. With the proposed smart wear, members of badminton clubs who may require assistance with sports injuries will be able to monitor said injuries, as well as their health condition, as avatars in visual games through a smart terminal. The visual game system will provide easier access to information about sports injuries and health. This smart sportswear will allow members of badminton clubs to prevent sports injuries and review their performance. This study can be utilized to design smart wear to prevent sports injuries and monitor sporting activities or bio-signals.

A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

Effects of Perceived Similarity between Consumers and Product Reviewers on Consumer Behaviors (상품후기 작성자에 대해 상품후기 독자가 느끼는 유사성이 상품후기 독자에게 미치는 영향)

  • Kim, Ji-Young;Suh, Eung-Kyo;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.67-90
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    • 2008
  • Prior to making choices among online products and services, consumers often search online product reviews written by other consumers. Online product reviews have great influences on consumer behavior because they are believed to be more reliable than information provided by sellers. However, ever-increasing lists of product reviews make it difficult for consumers to find the right information efficiently. A customized search mechanism is a method to provide personalized information which fits the user's requirements. This study examines effects of a customized search mechanism and perceived similarity between consumers and product reviewers on consumer behaviors. More specifically, we address the following research questions: (1) Can a customized search mechanism increase perceived similarity between product review authors and readers? (2) Are product reviews perceived as more credible when product reviews were written by the authors perceived similar to them? (3) Does credibility of product reviews have a positive impact on acceptance of product reviews? (4) Does acceptance of product reviews have an influence on purchase intention of the readers? To examine these research questions, a lab experiment with a between-subject factor (whether a customized search mechanism is provided or not) design was employed. In order to enhance mundane realism and increase generalizability of the findings, the experiment sites were built based on a real online store, cherrya.com (http://www.cherrya.com/). Sixty participants were drawn from a pool that consisted of undergraduate and graduate students in a large university. Participation was voluntary; all the participants received 5,000 won to encourage their motivation and involvement in the experiment tasks. In addition, 15 participants, who selected by a random draw, received 30,000 won to actually purchase the product that he or she decided to buy during the experiment. Of the 60 participants, 25 were male and 35 were female. In examining the homogeneity between the two groups, the results of t-tests revealed no significant difference in gender, age, academic years, online shopping experience, and Internet usage. To test our research model, we completed tests of the measurement models and the structural models using PLS Graph version 3.00. The analysis confirmed individual item reliability, internal consistency, and discriminant validity of measurements. The results show that participants feel more credible when product reviews were written by the authors perceived similar to them, credibility of product reviews have a positive impact on acceptance of product reviews, and acceptance of product reviews have an influence on purchase intention of the readers. However, a customized search mechanism did not increase perceived similarity between product review authors and readers. The results imply that there is an urgent need to develop a better customized search tool in order to increase perceived similarity between product review authors and readers.

Study on E-commerce Evaluation Model : Focused on "Internet Business Model" (전자상거래 평가모형에 관한 연구 : 인터넷 비즈니스모델을 중심으로)

  • Lee, Young-Min
    • Journal of Distribution Science
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    • v.14 no.1
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    • pp.85-91
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    • 2016
  • Purpose - Recently, the importance of rapid change in business models is more and more increasing as the change of information technology environment. Therefore, a variety of business models have emerged. On the other hand, there is no company that can generate revenue. Many enterprises are still maintained while they are changing only their appearance of the business model. Business model is important in e-commerce. However, a lot of researches are targeted only in Web sites. Thus, e-commerce companies do not have the infrastructure for measuring and business models. The purpose of paper is to evaluate factors which are related with the structuring of the e-commerce success. And it proposed a financial items and non-financial items. From the perspectives of administrators and managers, the paper researches the possibility for E-Commerce Evaluation Model as a valuable criteria in measuring business model. Research design, data and methodology - The methods are taken by the classification for the type of business-to-business transactions, transactions subject, and the degree of integration and innovation capabilities. Financial and Non-financial value is used to build E-Commerce Evaluation Model. Evaluation items in Administration's perspective are composed with enhance the effectiveness of the mission, improving efficiency of the administration, and control of costs. Evaluation items in the customer's perspective were measured by customer participation and cooperation with customer Satisfaction. In the case of researching the information system's perspective, three criteria are used such as adequacy of the development process, improvement of the quality of service, and maintenance of standardized information technology. In researching for the ICT competence's perspective, evaluation items were composed of enhanced user capabilities, utilizing new technologies, and empowerment of information workers. Results - In this paper, E-Commerce Evaluation Model with financial and non-financial perspectives shows the possibility to be criteria in the case of measuring business model. Moreover, it gives the positive expectation to be successful criteria. But the research may have ambiguity in its essential concept because it cannot avoid the limitation in selecting evaluation tools from merely the model. It is impossible to exclude the possibility in omitting specific properties which may take place in actual case study. Therefore, In hereafter research, it is necessary to include actual case study research in selecting evaluation tools in order to improve the limit point. Actual measurement items which are derived from actual case study should be subdivided, and it would be more effective to complete the research. Conclusions - In rapid change in business models, there are various kinds of business models. But it is general situation that companies which adopted business models have not brought in revenue. For this reason, E-Commerce Evaluation Model is needed as an important factor for the structuring of the e-commerce success. Although it has the limitation in selecting evaluation tools from model, E-Commerce Evaluation Model proposes the implication for measuring business models as a valuable criteria.

A Study on the Design of a Fake News Management Platform Based on Citizen Science (시민과학 기반 가짜뉴스 관리 플랫폼 연구)

  • KIM, Ji Yeon;SHIM, Jae Chul;KIM, Gyu Tae;KIM, Yoo Hyang
    • Journal of Science and Technology Studies
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    • v.20 no.1
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    • pp.39-85
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    • 2020
  • With the development of information technology, fake news is becoming a serious social problem. Individual measures to manage the problem, such as fact-checking by the media, legal regulation, or technical solutions, have not been successful. The flood of fake news has undermined not only trust in the media but also the general credibility of social institutions, and is even threatening the foundations of democracy. This is why one cannot leave fake news unchecked, though it is certainly a difficult task to accomplish. The problem of fake news is not about simply judging its veracity, as no news is completely fake or unquestionably real and there is much uncertainty. Therefore, managing fake news does not mean removing them completely. Nor can the problem be left to individuals' capacity for rational judgment. Recurring fake news can easily disrupt individual decision making, which raises the need for socio-technical measures and multidisciplinary collaboration. In this study, we introduce a new public online platform for fake news management, which incorporates a multidimensional and multidisciplinary approach based on citizen science. Our proposed platform will fundamentally redesign the existing process for collecting and analyzing fake news and engaging with user reactions. People in various fields would be able to participate in and contribute to this platform by mobilizing their own expertise and capability.

A Study on the Sufficiency of Anticipated Effect of Order Communication System Introduced to Medium-Sized Hospitals (Focused on the case of S Hospital) (중소병원의 처방전달시스템 도입효과분석에 관한 연구 (S병원의 사례를 중심으로))

  • Hong, Suk-Won;Jung, Key-Sun;Choi, Sung-Woo
    • Korea Journal of Hospital Management
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    • v.7 no.4
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    • pp.172-192
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    • 2002
  • The purpose of this study is to ascertain whether the effect of introduction of OCS(Order Communication System) to the hospital is satisfied or not comparing the anticipated effect with the actual effect. For this purpose, a domestic hospital which has introduced and has been operating OCS for several years was chosen. Based on the internal data of S Hospital prepared before introducing OCS, researcher has analyzed the basic direction, design standard and status of operation after the introduction of OCS, etc. After analyzing the status of operations of several departments using OCS and interviewing with the chiefs of pertinent departments, a survey form was designed. Actual survey and interviews were conducted by the researcher for weeks to know whether doctors, nurses, medical technicians and clerks of the patient management dept. were satisfied with OCS and to find if they have any recommendations to improve OCS. Based on the analysis of survey, the effect of OCS was evaluated whether it has satisfied the anticipated effectiveness. For the question if they feel convenient in using OCS, doctors, nursing staffs in charge of ward and the staffs of billing dept. has answered that they were all satisfied(100%). The answers for the same question were relatively high in the case of nurses in charge of outpatient and staffs of radiography. Of course, there have been some nurses and staffs who complained for the inconvenience. However, overall satisfaction was high on the average. Some common problems occurred after the introduction of OCS were frequent errors due to instability of OCS system, paralysis of function of hardware on data back-up system and redundant investment due to erroneous choice of DB program in setting DB. It was also pointed out that lack of computer education and low participation of medical staffs has resulted in failure of developing effective software. As a result, it has lowered the efficiency of OCS. For example, some works have to be done by hands even after OCS. Based on the result of this research, recommendations to maximize the effect of OCS were presented as follows. First, strong leadership of CEO and active cooperation of doctors are mandatory. Second, all the process of hospital work should be analyzed and be redesigned in more efficient ways. Third, OCS should be designed to be user-based system which can be used efficiently by all staffs of the hospital. Forth, prior to the operation of OCS, proper tests of the program and trainings of the pertinent staff are required. Fifth, prior to the selection of hardware, BMT(Bench Marking Test) should be conducted. Sixth, before introducing OCS, staffs in charge of OCS should visit many hospitals operating the OCS system and take their cases into account.

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Analysis of Current Status and Teacher Librarians' Perception about Space Composition and Interior Environment of School Libraries (학교도서관 공간 영역 및 실내 환경 요소의 구성 현황과 사서 교사 인식 분석)

  • Song, Gi-Ho;Kang, Bong-Suk
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.67-87
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    • 2020
  • The purpose of this study is to analyze current status and teacher librarians' perceptions of school library space composition and indoor environment, and propose some methods for the school library to be a basic educational facility. The space most secured by the 126 teacher librarians who participated in the survey was the free reading area, and the space with the lowest level was the media production and group project area. The most important types of spaces for teacher librarians are the teaching area and the free reading area, while the recognition of the importance of media production and group project areas is relatively low. Among the elements of indoor environmental assessment, they showed that safety and comfort were the most important but diversity and flexibility were relatively less important. The result of this analysis is different from the school and library policy direction that emphasizes the learning commons and maker spaces. Teacher librarians still seem to appreciate the importance of traditional library space. Therefore, it is necessary to include the establishment and operation of maker spaces and learning commons in the teacher librarians training and retraining process. In addition, it is necessary to increase the participation of users such as teachers, students, and parents in space composition and interior design initiatives to increase the user's interior environment satisfaction.