• 제목/요약/키워드: User- Experience

검색결과 2,125건 처리시간 0.034초

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • 디자인학연구
    • /
    • 제19권3호
    • /
    • pp.93-104
    • /
    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

  • PDF

멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로- (Effectiveness of the Multimedia Contentware)

  • 안상혁
    • 디자인학연구
    • /
    • 제11권3호
    • /
    • pp.165-174
    • /
    • 1998
  • 디지털매체의 급격한 신장과 매체간의 융합에 따라 구현되는 멀티미디어는 새로운 콘텍트 산업을 형성하고 확장시켜 나아가고 있다. 아울러 다양한 멀티미디어 전송기술의 등장과 발전은 보다 인간의 감각에 가까운 커뮤니케이션을 가능하게 하고 있다. 콘텍트 웨어는 기본적으로 보고 듣고 즐기는 내용물로 규정되는 것으로 기존의 영상, 음향, 게임. 등과 같은 엔터테인먼트 산업을 하나로 묶는 개념으로 진전되고 있다. 디지털 신호를 기반으로 하는 정보처리 기술에 의해 창출되는 콘텐트 웨어 들은 디지털 환경에서의 커뮤티 케이션 행위의 변화를 통해 그 특성을 파악할 수 있다. 이에 따라 '정보의 전달' 위주의 양적인 효율성을 추구해온 정보설계 기술의 문제를 '정보의 이해와 해석' 이라는 효과성의 문제로 다루기 위해 필요한 개념들을 논의하기로 한다. 정보 혹은 콘텐트 홍수의 시대를 맞아 미디어 소비방향의 특징은 재미있고 흥미로운 쪽으로 흘러가고 있다는 점이다. 이에 따라 좀 더 친화성 혹은 교감 성을 높일 수 있는 콘텐트 웨어의 정보설계 방향을 교감 적 커뮤니케이션에서 찾도록 하였다.

  • PDF

UHDTV 화질개선을 위한 기술 환경변화에 대한 연구 (A Study for Technological Environment Change for the UHDTV Image Quality Improvement)

  • 강원영;이민우;한수경;최성진;오재필
    • 한국위성정보통신학회논문지
    • /
    • 제10권4호
    • /
    • pp.64-70
    • /
    • 2015
  • 차세대방송 산업이 UHD방송서비스로 전환되면서 UHDTV영상 표준이 제정되고 UHTV가 급격히 시청자에게 보급 된지 3년이 지나고 있다. 이러한 방송 산업의 전환기에서 UHDTV의 화질이 기존의 HDTV의 화질을 4배 향상을 할 수 있다는 이론적 배경에서 국내방송 매체는 지상파를 제외하고 유료방송을 중심으로 UHD방송 상용화 서비스를 하고 있지만 UHDTV화질은 현실적으로 표준에 대응하지 못하고 있는 가운데 일반 시청자는 기존HD방송의 화질을 UHDTV로 시청할 수밖에 없는 현실이다. 따라서 본 논문에서는 최근 화질개선을 위한 기술 환경에 변화에 따라 UHDTV 영상표준을 분석하고 UHD방송 매체별 UHDTV 영상표준 적용실태 조사와 UHDTV 영상표준에 따른 UHD 방송 대역폭을 분석한다. 또한 시청자측면에서 UHDTV화질에 직접적인 영향과 관계되는 현재의 HDMI 인터페이스 기술의 한계성을 분석하고 그 결과에 따라 현재의 UHDTV 영상표준 대응과 UHDTV화질 향상을 위한 요소기술을 적용함으로써 UHD 방송환경에서 새로운 플랫폼의 성공적 정착을 할 수 있는 Super MHL 인터페이스 기술을 대안으로 제시하였다.

미디어 표현공간에서 나타나는 빛의 비실체성 연구 (A Study on Non-substantiation of Light Displayed in Media Expression Space)

  • 김민영;윤서설;이찬
    • 한국실내디자인학회논문집
    • /
    • 제23권3호
    • /
    • pp.125-133
    • /
    • 2014
  • While shifting from modern society to post-industrial society, social structure is changing from the period which pursues material affluence to that which pursues psychological abundance. Formation of various values along with pursuit of psychological abundance has made the illusion of standardization, massification, and popularization meaningless. Different from functionality oriented approach in the past, today's design requires diversified, multiple and integrated thinking and way in fast-changing social phenomena and stream, and lets human loose from the restriction of time and space thanks to technological development. It appears as new and various attempts along with paradigm shift of the wholle society, however the existing physical and actual things gradually transit to non-physical and non-actual things. Tendency of dematerialization has spread as far as esthetic and environmental genre on the basis of social and philosophical base along with change of consumption culture, and has displayed complex and de-genre aspect. Paradigm shift has expanded the range of communication by changing to user's independent awareness and sensitive concept, among them, light displays various changes of space by taking the role of new medium. Particularly, the light as the media expression beyond the phenomenon of light of traditional concept acts as an essential element to stimulate sensitivity and for experience as an immaterial element which shows this change of space most dramatically. This research aimed at recognizing space in complex dimension, exploring the relation between the light and space through media expression displayed in the realization of immateriality, expanding the meaning of light, and recognizing it as the possibility of creative and future-oriented light space creation which responds to technological development and social change.

암환자를 위한 모바일 앱용 네비게이션프로그램 개발 (Development of Navigation Program for Cancer Patients using Mobile application)

  • 권근애;정가진;박주미;정미경;서화정;김지윤;김연희;박정윤
    • 한국의료질향상학회지
    • /
    • 제21권2호
    • /
    • pp.28-38
    • /
    • 2015
  • Objectives: The objectives of this research were to develop and evaluate a mobile application for navigation program for cancer patients who might experience some difficulties in obtaining and understanding further schedules, directions due to flooding information at a time and scattered educational materials. Methods: A mobile application was developed an educational mobile app for cancer patients based on a systematic instructional design model called ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The developed application was evaluated by 76 users through a questionnaire of satisfaction. Results: A mobile app contains educational contents for cancer patients, based on their satisfaction, demand and knowledge about cancer education and information services. It contains management of symptoms, management of my schedule, and information about chemotherapy, FAQ, symptoms dangerous enough to contact the hospital, personal history about how to overcome cancer, hospital convenience facilities and education schedule of cancer center. A result of the evaluation of user's satisfaction showed 59.4% responding 'Satisfied' and 27.4% 'Very satisfied'. Conclusion: The personalized information and education contents for cancer patients by using the mobile application was given to cancer patient and then educational outcomes became more effective. The development of the application which persons can use regardless of time and place enables health care providers to acquire the foundation of the patients-oriented educational system. Education satisfaction and knowledge level was increased, after using mobile application.

개념클래스 다이어그램 도출 시스템의 설계 및 구현 (Design and Implementation of A Conceptual Class Diagram Elicitation System)

  • 박가영;이용훈;이상범
    • 한국산학기술학회논문지
    • /
    • 제12권1호
    • /
    • pp.420-426
    • /
    • 2011
  • 본 논문에서는 다양한 클래스 도출 방법들을 통합하여 문제 기술서로부터 개념클래스를 추출을 도와주는 시스템을 소개하였다. 문제 기술서는 개발하고자하는 시스템에 대한 고객의 요구사항을 개략적으로 작성한 문서이다. 개발자는 이 문서를 바탕으로 문제영역에서 중요한 개념클래스를 도출할 수 있는데, 이것은 객체지향 분석 시에 생성되는 중요한 산출물이다. 지금까지 개념클래스 도출은 주로 개발자의 경험과 직관에 의존하는 경향이 있기 때문에 초보 개발자에게는 여러 가지 어려움이 있다. 따라서 개발할 시스템의 규모가 커지면 수작업으로 도출하는데 무리가 있다. 이러한 문제점 개선을 위해서 개념클래스 도출 도구를 구현하였는데, 이를 적용하면 빠르고 손쉽게 개념클래스 다이어그램을 구축할 수 있게 되었다.

미래 교육 콘텐츠 구성요건에 관한 근거이론연구: 스마트홈서비스 환경을 중심으로 (An Exploratory Grounded Theory Study on Content and Structure of Future Education in Smart Home Services)

  • 원종서;이정우
    • 한국콘텐츠학회논문지
    • /
    • 제18권7호
    • /
    • pp.432-448
    • /
    • 2018
  • 4차산업혁명이 진행되면서 교육도 커다란 변화를 겪게 될 것으로 예견된다. 본 연구는 미래의 교육이 어떻게 변화하여야 하는 지를 조사할 목적으로 수행되었다. 미래형 스마트홈서비스 환경에서 사용자들이 기대하는 교육콘텐츠의 내용과 구성에 대하여 심층인터뷰를 실시하였고 근거이론분석을 하였다. 전문가 10명을 대상으로 인터뷰를 진행하였으며, 코딩 결과의 부분적인 검증을 위해 빅데이터분석 결과와 대조하였다. 결과적으로 스마트홈서비스 교육콘텐츠 활용의 맥락을 11개의 범주들로 정의할 수 있었다. 스마트홈서비스 교육콘텐츠 활성화를 위해서는, 필요성을 강조하여 가치 창출(중심현상)에 초점을 맞추고, 콘텐츠 차별화를 통해 햄릿증후군을 극복(인과적 조건)할 수 있도록 해주어야 하며, 내용의 다양성과 각 콘텐츠 요소들 간의 연결성(맥락적 조건)을 확보해야 하고, 사용자 경험을 높일 수 있는 연구(중개적 상황)가 선행되어, 콘텐츠는 큐레이션되고 즉시성(상호작용전략)이 확보되어야 할 것으로 나타났다. 2차 선택 코딩에서는 사용자들이 근미래 스마트홈서비스에서 제공되기 바라는 교육콘텐츠의 유형은 자기계발, 살림고수, 건강관리, 마음치유의 네 가지로 대별되었다.

새로운 ICT 기반 서비스에 대한 연구 : N-디바이스 스마트교육 서비스를 중심으로 (A Study on the novel ICT baced Services : Focused on N-Device Smart Education Services)

  • 강상욱;박승범
    • 한국IT서비스학회지
    • /
    • 제11권3호
    • /
    • pp.161-175
    • /
    • 2012
  • A novel concept of ICT based service, which is called N-device service, is proposed and implemented in the form of N-device smart education services. The N-device services are different from the existing N-screen services in terms of the number of devices a user is using for a specific service at the same time. A N-device service consists of several smart devices which are different in size, software and hardware platform, mobility, manufacturer and the like by fully utilizing the characteristic of each device. The major and unique features of N-device services are analyzed and depicted in a strict way. Those are shared role for each device, service by configurable device, one sensor multiple use, real-time data sharing, role shifting and new market creation. It is turned out that the N-device service is more human centric compared with existing ICT based services and can give richer digital experience to users because non-existent services become possible with the new concept. However, there exist several barriers to be implemented and commercialized in the real world. Those include high development cost and time, small market and different application platforms of devices. These barriers can be overcome by technical advances and cooperation between relevant parties. The smart education is very prominent area, in which the novel concept can be applied with high priority because Korean government announced its plan to boost up new educational services with big budget and these are acceptable by enthusiastic Korean parents and students. That's why the N-device service is implemented in the education area, which is called as "livessam(live teacher)," with four smart devices, IPTV, tablet PC, PC and smart phone. By providing both detailed service scenario and techniques, we shows that the novel education service is technically feasible and acceptable by teachers and students.

웹과 도서관 시스템에서 이용자 정보탐색 비교연구 (A Comparison of web Searching and Library System Searching: Perceived Difficulty, Self-Efficacy, and Effort)

  • 이수영
    • 정보관리학회지
    • /
    • 제24권2호
    • /
    • pp.29-44
    • /
    • 2007
  • 본 연구는 왜 이용자들이 정보탐색에 많은 노력을 기울이지 않는가를 알아보기 위하여 교육심리학분야에서 개발된 정신적 노력에 관한 개념을 웹 검색엔진과 도서관시스템 정보탐색행위에 적용하여 보았다. 실험실 환경에서 학부학생 총 15명을 대상으로 탐색실험을 실시하여, 탐색전 설문조사, 탐색후 설문조사, 탐색후 인터뷰, 생각 소리내어 말하기(think-aloud), 로그데이터를 통하여 데이터를 수집하였다. 연구결과, 이용자들은 웹 검색엔진을 도서관시스템에 비하여 휠씬 쉽다고 인지하며 스스로 탐색에 대한 높은 자신감을 가지고 있었다. 이러한 이용자성향은 이용자들이 웹 탐색에 도서관 탐색때보다 더 적은 노력을 기기는 것과 깊은 연관성을 가지고 있는 것으로 나타났다. 이용자들의 정신적 노력에 관한 개념은 결과적으로 이용자들의 정보탐색 행위와 경험을 설명하는데 매우 유용한 것으로 밝혀졌다.

Study on Design Education Plan Using Microcontroller Board Prototyping Tool

  • Nam, Wonsuk
    • International Journal of Contents
    • /
    • 제14권3호
    • /
    • pp.61-68
    • /
    • 2018
  • Unlike in the past, where the expression of the form was given a priority, with the widening of the scopes of the designs, the proportion of design education institution curricula targeting user experience and the application of technology is continually and gradually increasing. Open source microcontroller boards such as Arduino have initiated attracting attention as a countermeasure against these changes. These prototyping tools have many advantages for the diversification of expression and design verification in the design field and therefore have a high likelihood of being introduced into many design education institutes; however, the tools act as high entry barriers for design students who lack engineering knowledge. Although various educational content and tools have been developed to address the issue of barrier, existing solutions remain insufficient as alternatives for the purpose of activation. In this study, we investigated the present state of related education content and conducted a pilot workshop using a prototype microcontroller board with simplified coding. We intend to use the results of this investigation to develop study material for design education. We started by conducting a survey regarding the pre-university education situation. It was observed that engineering education opportunities are insufficient and the problem of mutual application between educations due to course-based education was not realized. We also analyzed the characteristics of simplified training tools using the microcontroller to establish a direction for educational design and conducted a pilot workshop using the microcontroller toolkit with a simplified coding process based on this content. Students who lack a basic knowledge of engineering technology received instruction, and after completing minimum preliminary training, they proceeded to practical exercises that involved utilizing the toolkit. Through this process, we identified the need for a simple-type microcontroller board with low-complexity for use in educating students majoring in design. We also identified some obstacles that serve as barriers to entry of utilizing microcontroller board. Based on these results, we propose several functional requirements and teaching guidelines for prototyping toolkits for design education.