• Title/Summary/Keyword: User-Centered Design

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Study on the Concept of Gender Design in Product Design - Centered on analysing graphic element of refrigerator - (제품디자인에 있어서 젠더디자인 개념의 재정립에 관한 연구 - 냉장고의 그래픽 요소 분석을 중심으로 -)

  • Lee, Ju hyun;Lee, Yoo jin;Park, Seung ho
    • Design Convergence Study
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    • v.14 no.1
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    • pp.99-114
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    • 2015
  • This study aims to find a way to realize gender identity in product design. After reviewing the present research, it was found out that it is necessary to extend notion of gender and to redefine the concept of gender design. Specific products were selected in order to analyze the characteristics of femininity. Refrigerators, which represent the femininity the best, were chosen and analyzed based on the graphic elements. As a result, the concept of gender have been used quite limitedly in a refrigerator. Since the stereotype of women has already been implicit, it was considered difficult to propose an alternative plan for realizing the extended concept of gender. Therefore, digital devices have been proposed for a potential alternative group. This product group, of course, has a limitation like the refrigerators. However, when functions, frequency of use, and use of space are considered in depth, It can be a possible group that holds the meaning of gender in design. This study is significant that it attempted to examine the possibility of convergence in identity and usability when the graphic elements of a product are constructed by gender design that considers the identity of a user through redefining the concept of gender.

A Study on Pet-monitoring Robot Design (애완견 모니터링 로봇 디자인 연구)

  • Chung, Yong-Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.463-471
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    • 2017
  • Recently, the number of pet-owning households drastically increased and many people took their pets as lifelong companion animals and look after them like their children. Pet business has continued to increase gradually and the need for pet supplies has increased, too. Though there are a variety of pet supplies in pet dog market which takes up many parts in the pet market, there is no design guideline on pet supplies. Thus, there are many wrong pet supplies design created by wrong idea of people. Therefore, this study aims to suggest the guideline on pet supplies design focusing on the pet-monitoring system among the various pet products. So, the pet-monitoring robot was designed to monitor pet simply using smartphone anywhere on the trip and feed by using bowl that control the signal. This study figured out types and function of existing IP camera, reflected the behavior and physical characteristics of pets and suggested the design guideline which is minimum required as pet-monitoring products. Also, trial product for which design guide was applied was produced to observe the pet behavior and identify problems while operating trial product. However, there was limit in securing data and study period to examine the satisfaction of various pets since the subject of this study was dog and it's required to conduct follow-up study by observing continuously and improving the problems in future to secure more data.

Interior Design of Fully Autonomous Vehicle for Emotional Experience: Focused on Consumer's Consciousness toward In-Vehicle Activity (감성적 경험을 위한 완전 자율주행 자동차 실내공간 디자인 방안: 실내행위에 대한 소비자 의식조사를 중심으로)

  • Kwon, Ju Yeong;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.17-34
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    • 2018
  • The era of fully autonomous vehicles which can travel to their destination completely, is expected to arrive in the near future. The automobile industry will face a huge change in the near future. It makes the industry in the midst of a major turning point, since the automobile was born in the late 1800s. It is expected that the fully autonomous vehicle will be defined as a part of a living space beyond the concept of transportation. However, the existing research on the interior design of the fully autonomous vehicle is insufficient. The purpose of this study is to propose a design method of interior space through analyzing in-vehicle activities, which is a fundamental design element that can satisfy user's emotional experience suitable the concept of living space. For this purpose, the consumer's consciousness about the in-vehicle activity of fully autonomous vehicle was investigated. As a result, domestic consumers perceived the needs of in-vehicle activities related to resting, listening and watching activities such as 'sleeping and resting', 'watching TV and movie', 'listening to music' among 'self - centered' activities. Based on the results of the investigation, this study will suggest a design method of interior design of the fully autonomous vehicle. This study is meaningful, because it is a leading research that suggests new ways of designing interior space by analyzing consumer's needs in a quantitative method.

A Study on the Web GUI Design Guidelines for the Ease of Using T-shirt Customization (티셔츠 커스터마이징 사용편의성을 위한 웹 GUI 디자인 가이드라인 연구)

  • Lee, Saem;Jeong, Je-Yoon;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.105-112
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    • 2021
  • Unlike conventional online shopping malls that handle simple product sales, customization services have to be provided with a user-centered and smooth customizable work environment because of differences that buyers have to customize themselves. To study the ease of use of T-shirt customization web GUI, three websites that provide T-shirt customization services were selected to analyze the current status of T-shirt customization websites. Through prior research, we establish the evaluation principle as consistency and clarity, operability, feedback, coping with errors, sharing and ease of search. Based on this, the T-shirt customization web GUI design guidelines were drafted and three delphi surveys were conducted on GUI-related experts to prove the validity of the web GUI guidelines evaluation items that are effective in customizing T-shirts. This study is expected to contribute to increasing the production and usability of the T-shirt customization web and to be used as an effective reference for customization web GUI design.

Characteristics of User's Behavior across Generations for space planing in General Hospital (종합병원 환경계획을 위한 세대별 종합병원 이용행태 특성분석)

  • Park, Hey Kyung;Oh, Ji Young
    • Korea Science and Art Forum
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    • v.28
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    • pp.105-116
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    • 2017
  • This study is a basic research to suggest user-centered general hospital environmental design guidelines, which aims to analyze user's behavior characteristics across generation in general hospital. For this purpose, this study constructed an analysis tool through the literature review with regard to generation and behavior characteristics in general hospital. Besides, an online survey regarding user's behavior in general hospital was conducted targeting from 20s to 60s, 300 persons for each group, total 1,500 persons for about 3 weeks since September 1, 2016. The results of this study are as follows: (1) Based on the generation, there were significant differences in relevant categories of their visiting frequency, visiting purpose, visiting hour, transportation, companion, behavior during the wait and selection of a general hospital. (2) In all generation, they responded that they have visited once or twice per year. People in 20s and 30s responded that their visit for the hospital is to receive specific treatment, while other people in 40s, 50s and 60s visit the hospital majorly for routine check-ups. Therefore, it is imperative for a health check-up center to design an environmental plan that reflects the characteristics of elders in 40s, 50s and 60s. (3) People in 40s, 50s and 60s usually visit a general hospital in the mornings of weekdays, while generations in 20s and 30s responded that they mostly visit the hospital in the mornings of weekend. (4) When they visit a general hospital, people in their 20s are usually using public transportations, while people in their 30s to 60s are using their own vehicle. (5) People in their 20s majorly visited 'lobby'. In older generations, they tend to visit 'outpatient clinic'. Therefore, it is necessary to build an outpatient clinic environment that considers the elderly. (6) Patients majorly responded that they are using their cell phone, while waiting for their clinic call. In elder generations, they responded that they are more likely watching TVs, reading books/magazines or doing nothing. Therefore, it is essential to provide cell-phone related services and environmental supports. Visually attractive media can be utilized for this purpose.

A Study on Preference of Smoking Booth Design (흡연 부스 디자인의 선호도 조사 연구)

  • Yang, Keun-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.183-192
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    • 2017
  • This study aims to suggest improved design for both non-smokers and smokers to minimize inconvenience of smoke, at the same time, allow smoking in comfortable environment. The study was researched in three categories: First, consciousness research regarding smoking booth, second, preference research regarding product design, and third, research on emotional words about smoking booth by emotion evaluation. The result of design preference research was, first of all, smoking booth for smokers should be designed in both notable and familiar shape rather than stiff and rough shape. Second, color for the booth should apply warm colors such as white, pastel, and bright tone rather than prime colors. Third, the internal circulation filter in smoking booth should be managed thoroughly. In addition, extra seats and ventilation design is necessary to prevent passive smoking. The result of emotion evaluation was that people recognized certain words in four aspects. Each image word for factor 1 was "functional emotion', factor 2 was "psychological emotion", factor 3 as "color emotion", and factor 4 as "shape emotion". User-centered service design is necessary for both smokers and non-smokers, to minimize the damage by smoke and to spend time for short break.

A Planning Direction for Community focusing on Library Information Space of Research and Education Activation (지역커뮤니티를 위한 건축공간 계획방향 연구 -연구·교육 활성화를 위한 도서관 정보공간 계획)

  • Lee, Kum-Jin;Park, Jong-Do
    • Journal of the Society of Disaster Information
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    • v.14 no.1
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    • pp.51-58
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    • 2018
  • The purpose of this study is to propose a method to construct the information space of library with the resilient space and community base to cope with social changes in response to various contents of library functions. As an institution that provides the places and contents necessary for education and research, it aims to expand and change from the collection center to the user center, from the specific user center to the library that shares resources with the community, And to find ways to contribute to the revitalization of education. A library plan for communities that can increase the value of local libraries and expand user-centered space utilization is as follows; First, in terms of communities in space and programs, the program will be supplemented through the activation of cultural, entertainment, and collaborative programs and the creation of communities. Second, in terms of smart support for operational and environmental issues, the establishment of information technology and smart management operating system to expand the research productivity by efficiently utilizing mutually available data with the local community.

An Index Structure for Substructure Searching In Chemical Databases (화학 데이타베이스에서 부분구조 검색을 위한 인덱스 구조)

  • Lee Hwangu;Cha Jaehyuk
    • Journal of KIISE:Databases
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    • v.31 no.6
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    • pp.641-649
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    • 2004
  • The relationship between chemical structures and biological activities is researched briskly in the area of 'Medicinal Chemistry' At the base of these structure-based drug design tries, medicinal chemists search the existing drugs of similar chemical structure to target drug for the development of a new drug. Therefore, it is such necessary that an automatic system selects drug files that have a set of chemical moieties matching a user-defined query moiety. Substructure searching is the process of identifying a set of chemical moieties that match a specific query moiety. Testing for substructure searching was developed in the late 1950s. In graph theoretical terms, this problem corresponds to determining which graphs in a set are subgraph isomorphic to a specified query moiety. Testing for subgraph isomorphism has been proved, in the general case, to be an NP- complete problem. For the purpose of overcoming this difficulty, there were computational approaches. On the 1990s, a US patent has been granted on an atom-centered indexing scheme, used by the RS3 system; this has the virtue that the indexes generated can be searched by direct text comparison. This system is commercially used(http://www.acelrys.com/rs3). We define the RS3 system's drawback and present a new indexing scheme. The RS3 system treats substructure searching with substring matching by means of expressing chemical structure aspredefined strings. However, it has insufficient 'rerall' and 'precision‘ because it is impossible to index structures uniquely for same atom and same bond. To resolve this problem, we make the minimum-cost- spanning tree for one centered atom and describe a structure with paths per levels. Expressing 2D chemical structure into 1D a string has limit. Therefore, we break 2D chemical structure into 1D structure fragments. We present in this paper a new index technique to improve recall and precision surprisingly.

Effects of auditory feedback and task difficulty on the cognitive load and virtual presence in a virtual reality dental simulation

  • Kim, Byunggee;Yang, Eunbyul;Choi, Namki;Kim, Seonmi;Ryu, Jeeheon
    • The Journal of the Korean dental association
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    • v.58 no.11
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    • pp.670-682
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    • 2020
  • This research examined the difference in cognitive load and the virtual presence depending on auditory feedback and task difficulty in haptic-based dental simulation. In the field of dental education, practice-centered training using handpiece has been crucial because a practitioner's psychomotor experience has a significant impact on the mastery of treatment skills. For the novice, it is necessary to reduce errors in dental treatment to enhancing skill acquisition in the haptic practice. In the training process, the force-feedback is crucial to elaborate subtle movement to guide what to do and how it should be hard or soft. However, It is not easy to add force-feedback to generate kinetic experience training. As an alternative method, we examined that auditory feedback can help learners' skill training. In this study, we analyzed how the presence/absence of auditory feedback at the different levels of task difficulty impacts learners' psychological demand and virtual presence in the virtual reality simulation. For this study, 29 dental college students participated in a dental simulation. The participants were grouped into two conditions that are with and without auditory feedback. Additionally, two consecutive tooth preparation tasks with different levels of difficulty were used in the simulation. The auditory feedback condition gives alarms to a learner when he treats a non-targeted tooth with a virtual handpiece. The user's cognitive load and virtual presence were measured to examine the effects of auditory feedback. The results revealed that the main effect was found in cognitive loads. Also, a significant interaction effect was shown in the virtual presence. We discussed the effective design methods for the virtual reality-based dental simulation through the result of this study.

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The Analysis of Robot Education Unit in the Practical Arts Textbooks According to 2015 Revised Curriculum (2015 개정 실과교과서의 로봇교육 체제 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.99-106
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    • 2020
  • In this paper, we analyzed the units related to robot education in the Practical Arts textbooks according to the 2015 revised curriculum. As a result, all textbooks had a common system of introduction, development, and organization, and all of them showed a similar flow. Learning objectives were presented in all textbooks, but no affective goals were presented except cognitive and functional goals. The contents of robot learning suggest the meaning and type of robots, the structure and sensors of robots, and the activities of making robots, but the contents of robot ethics, the production and activities of various robot works, and the use of robots in the problem solving process are not presented. The assembly robot and the infrared sensor are used in common, and it consists of presenting robot production and control training materials in experience activities and arranging units through evaluation, and the A, C, and F textbooks also provide the unit auxiliary data. In the future, it will be necessary to include the contents of robot ethics education centered on the design/manufacturer and user-oriented robot ethics such as the recognition of the limits of robots, the principles of using robots correctly, safety education, personal information and privacy protection.