• Title/Summary/Keyword: User study

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A study on standards for college and university library building areas (대학도서관 시설기준에 관한 연구)

  • 손정표
    • Journal of Korean Library and Information Science Society
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    • v.23
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    • pp.363-404
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    • 1995
  • This study is to set up a model of minimum and optimum standards for college and university library building areas in Korea. The results of this study are summarized as follows: 1. minimum standards(proposal) At first, Areas needed by factors of space component are as follows: User space --- 0.45 $m^{2}$ per student. Collection space --- 0.0107 $m^{2}$ per volume Staff space --- 10.1 $m^{2}$ per person Space attached to user, collection and staff space --- 5% of the sum of user, collection and staff areas(0.041 $m^{2}$ per student). Nonassignable space --- 25% of the sum of user, collection and staff areas (0.21 $m^{2}$ per student). Next, the formula to calculate the total area of the college and university library building is as follows: N = 0.45T $m^{2}$(a) + 0.0107V $m^{2}$(b) + 10.1S $m^{2}$(c) + 0.05(a+b+c) $m^{2}$, NS = 0.25N $m^{2}$. 2. Optimum standards(proposal) At first, Areas needed by factors of space component are as follows: User spae --- 0.64 $m^{2}$) per student. Collection space --- 0.01 $m^{2}$ per volume Staff space --- 9.7 $m^{2}$ per person Space attached to user, collection and staff space --- 5% of the sum of user, collection and staff areas(0.073 $m^{2}$ per student). Nonassignable space --- 25% of the sum of user, collection and staff areas(0.38 $m^{2}$ per student). Next, the formula to calculate the total area of the college and university library building is as follows: N = 0.64T $m^{2}$(a) + 0.01V $m^{2}$(b) + 9.7S $m^{2}$(c) + 0.05(a+b+c) $m^{2}$, NS = 0.25N $m^{2}$.

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A Study on Analysis of User Behavior and Needs for Efficient Use of a Home Smart Mirror (홈 스마트 미러의 효율적 활용을 위한 사용자 행태 및 니즈 분석 연구)

  • Oh, Moonseok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.119-129
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    • 2016
  • Rapid changes to the paradigm of smart media have created a communication environment through merging with various media such as IoT technology, which is internet of things. Among them, user' need for a start home, which is one of people living conditions, has been growing and values of the communication environment in a living space using a smart mirror have been growing. However, studies on figuring out behavior and analyzing needs of family members who actually use the living space are insufficient. This study is to draw the service system of the home smart mirror by analysis of behavior and needs of users of the living space. For a research method for analysis of behavior of family members, I wrote two kinds of user's experience maps, which are frequency of use of a quantitative space of a living space and space's important value scales by persona study and depth interview. Through this, applied spaces of the home smart mirror (living room, bathroom, powder room, dress room, porch, kitchen, room) and the types of user needs (type of providing information, entertainment type, control type, service type) have been drawn and statistical analysis methodology has been utilized for a research of user preferences in regard to correlation between living spaces and types of user needs based on a survey. As a result of analysis of ages and gender, types of user needs by space have been drawn and the service system of the home smart mirror has been drawn. It would be utilized as a basic material for various contents development and design using the smart mirror in the future.

Evaluation for User Experience about Social Dating Mobile Application Service in Korea -Focusing on I-um and Noondate- (국내 모바일 애플리케이션 소셜 데이팅 서비스에 대한 사용자 경험 연구 -이음과 정오의 데이트를 중심으로-)

  • An, Hyo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.335-341
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    • 2017
  • The study evaluates user experiences of I-um and Noondate, typical Social Dating Mobile Application Service in Korea, to suggest guidelines that are more user-centered and useful. I did some literature research followed with evaluation of theoretical backgrounds, present conditions. Also, I recasted to the six principles of "Honey comb model" by Peter Morville to conduct an in-depth interview. The result indicate that I-um needs to improve accuracy of matching system by checking user's interest and detailed profile. Noondate needs to develop the cards sorting systems so that user can supervise themselves. I expect this study will become a good resource for upgrading user experiences of Social Dating Service. I also believe that this study can guide other studies about user experience in other fields.

A Study on the Form Analysis Tools Based on the User's Emotional Response (사용자의 감성반응에 기초한 형태 분석 도구에 대한 연구)

  • Choi, Min-Young
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.233-242
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    • 2009
  • Recently the studies on user-centered design and form-development have become issues of general interest as the key methods for successful design. For form analysis on user it is important needs that an integrated approach of existing methods and development of expert tool for designer. Moreover analysis methods and tools have to meet with the designers needs of visual result, clear direction, concrete formative factor, user's emotional response and designer-friendly interface. This study proposed the main concepts of form analysis tool based on the user's emotional response ; integrated management, variables set-up, visual result of analysis, in-depth analysis with data mining and correlation, and reinforcement of user-centered analysis. Specific analysis tool consists of 5 functions: Project Management, Analysis Frame Set-up, Data Input-output, Basic Analysis, and In-depth Analysis. The feasibility of proposed tool was verified by a case study of mobile phone design in under-graduate class.

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User Preference for Improved Remodeling of Arcade in Traditional Market - Based on user surveys in Daegu Seomun Market - (전통시장 아케이드 공간의 리모델링을 위한 이용자 태도에 관한 연구 - 대구서문시장 이용자 설문을 바탕으로 -)

  • Kim, gyeong-Im;Lee, Jeong-Ho
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.1
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    • pp.27-36
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    • 2020
  • Fifteen years after the modernization of traditional markets, commercial facilities and some 1,000 markets across the country contacted arcade operators, there are no specific guidelines on installation standards, exact guidelines for public facilities, and guidelines on law, maintenance and management yet. Therefore, it is necessary to derive a plan that reflects the mindset of the market project and the users as basic planning data for making arcade remodeling of traditional markets more advanced. As a research method, case studies and surveys were conducted and the details are as follows. Through the case study, this study drew suggestions that were available and needed in Korea on the planning plan of arcade space in the developed traditional market and conducted user preference. The survey participants are 150 users of Daegu seomun market. In addition, the survey contents are approached with the concept of remodeling remuneration, so the total number of questions is 47 including 'accessibility', 'comfort', 'openness', 'safety' and 'integrity', which are five elements of the arcade plan. The survey method assessed the importance and satisfaction of each questionnaire on a 5-point scale, and the survey results were compared with technical statistics and means using the SPSS statistics package. The results of user awareness and image survey, in which the installation and remodeling of the ventilation system of the crosshairs are mentioned in the event of fire or in the case of daily ventilation, are important factors in safety. The user-conscious survey, analyzed in 'integrity', indicates that the use of multi-purpose space is required, and that the layout of street stalls and parking and user movements should be integrated. Mac of this study is going to present direction of remodeling plan and behavior analysis by analyzing user preference data for advanced remodeling of arcade in traditional markets.

A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience- (감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로-)

  • Kim, Minsun;Kim, Jinyoung
    • Journal of Fashion Business
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    • v.26 no.1
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

Analysis on MMORPG UI Layout and Research on Effective UI Demanded by Heavy User (MMORPG UI Layout 분석과 Heavy User 요구에 따른 효율적인 UI 연구 및 제시)

  • Rho, Ju-Hee;Chun, Yang-Deok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.263-272
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    • 2007
  • On-line game gradually grew into a significant part in Korean culture due to rapid development of internet. As icons are utilized as interface, the concept of UI(User Interface) receives spotlight in playing games, and the play bug appears most frequently in MMORPG genre. The introduction of icons brought partial inefficiency in dividing screen sectors while playing games, which means play sector is reduced. On the meantime, components of UI possess different places so that cause considerable confusion to heavy users. This study attempts to analyze the top 5 commonly-played games and to understand the necessity and status of UI components by surveying heavy users. The result of this study shows that there is notable difference between UI of games on-service and preference of heavy users. This study could suggest UI of a better quality by restructuring and rearranging the UI components based on the heavy users' preference as shown in the survey. It is expected that this study can contribute to creating a more effective game play by eliminating possible changes of UI upon different games and realizing broader play sector.

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An Analysis of Library User and Circulation Status based on Bigdata Logs A Case Study of National Library of Korea, Sejong (빅데이터 로그 기반 도서관 이용자 및 대출 현황 분석 - 국립세종도서관을 중심으로 -)

  • Kim, Tae-Young;Baek, Ji-Yeon;Oh, Hyo Jung
    • Journal of Korean Library and Information Science Society
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    • v.49 no.2
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    • pp.357-388
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    • 2018
  • This study aims to analyze library user and circulation status based on the bigdata logs to identify characteristics by user group and propose methods for efficient management of library. The logs to be analyzed consist of user information, circulation information, service usage information registered at the National Library of Korea, Sejong. The user information logs contain 107,369 age data, 106,918 gender data, 106,838 residential data. The circulation information logs contain 536,083 circulation user data, 6,509,369 circulation count data, and the service usage information logs contain 82,813 data. For the analysis of characteristics by user group, the data were used for analyzing user status by age, gender, residence and circulation status by year, month, day. In addition, this study conducts FGI(Focus Group Interview) and linkage analysis with external data to identify factors for analysis results. Based on analysis results, improvement methods for helping library make effective decision-making were proposed. This study analyze empirically user and circulation status based on bigdata logs, and it has significance for being different form proceeding researches with less analysis data.

Research on the influence of union-pay M-payment quality and brand personality on user viscosity

  • Liu, Zi-Yang;Wang, Jun-Lin;Liu, Jiayu;Liu, Xiao-yin;Liao, Kai
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.157-163
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    • 2020
  • The purpose of this study is to explore the impact of Union-Pay mobile payments on user viscosity from the perspective of service quality and brand personality. In the future, it is meaningful for CUP to obtain a stable and loyal user group in China's mobile payment market. This study uses SPSS22.0 and AMOS statistical analysis tools to conduct empirical research. In this case, this study uses mobile service quality and The brand personality is the independent variable, and the user's viscosity is the dependent variable, which studies the impact on the user's viscosity in the context of China Union-Pay mobile payment. the study. According to the analysis results, the research goal: service quality has a significant positive correlation effect on user perceived value; service quality has a significant positive correlation effect on user viscosity; perceived value has significant positive correlation effect on user viscosity; brand personality to user Viscosity has a significant positive correlation effect; brand personality has a significant positive correlation effect on user perceived value. Through this research, we can make Suggestions on the industrial development of mobile payment enterprises and provide better opinions on the development of mobile payment.

A Study on the Basic Framework and Program Development for Establishmenst of Institutional Household Manager System-Analysis of the Needs of Manager and User (공공가정관리 전문가 제도화를 위한 기초연구 및 프로그램 개발 - 공공가정 실무자와 이용자의 요구도 분석)

  • 조희금
    • Journal of the Korean Home Economics Association
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    • v.36 no.6
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    • pp.109-122
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    • 1998
  • This is succeeding Study of 'A Study on the Basic Framework and Program Development for Establishment of Institutional Household Manager System -Focused on the Curriculum'. This study focused on the needs analysis of manager and user of institutional household. Data were collected by individual interview, from 47 managers and 84 users of institutional household in Seoul, Pusan & Kyungnam, Taegu & Kyungbuk province. The results were as follows; there were differences in the demands of manager and user of institutional household management, manager's needs of Institutional Household Manager lower than user, the manager of Domitory. Training Institute showed higher than Nursery School and Public Welfare Facilities.

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