• Title/Summary/Keyword: User-centered Practice

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A Survey of Usability and User-Centered Design Practice in IT industry (IT업계에서의 사용성 및 사용자 중심설계에 관한 현황조사)

  • 지용구
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.1231-1232
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    • 2003
  • This paper reports results of a recent survey of 184 Information Technology(IT) development practitioners and 90 User Interface (UI)/usability practitioners. This survey covered a broad range of issues including the respondents' profile, current development environment, usability and user-centered design (UCD) adoption issues in development, overall assessment of usability/UCD in Korea, and the most widely used methods and techniques. The results of this study are expected to provide an empirical basis for usability and UCD planning, training, adoption and execution in IT industry of Korea.

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A Survey of Usability and User-Centered Design Practice in IT Industry for Strategic Usability (IT 개발환경에서의 사용성 및 사용자 중심 설계의 전략적 접근을 위한 현황연구)

  • Ji, Yong-Gu
    • IE interfaces
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    • v.17 no.4
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    • pp.490-498
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    • 2004
  • This paper reports results of a recent survey of 184 Information Technology (IT) development practitioners and 90 User Interface (UI)/usability practitioners. This survey covered a broad range of issues including the respondents' profile, current development environment, usability and user-centered design (UCD) adoption issues in IT development practice, overall assessment of usability/UCD, and the most widely used usability/UCD methods and techniques. The results of this study are expected to provide an empirical basis for usability and UCD planning, training, adoption and execution in IT industry.

Organizational Factors of the Successful Adoption in User-Centered Design

  • Kim, Byung-Kwan;Lee, Seung-Yong;Choi, Young-Keun
    • Journal of Distribution Science
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    • v.15 no.1
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    • pp.43-49
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    • 2017
  • Purpose - This study is to integrate organizational factors into UCD process. For this research purpose, we investigated the organizational factors which influence people behaviors in the context of user-centred design practice(UCP). And this study presents organizational culture, organizational learning and change management as the organizational factors. Especially, this study is to investigate how change management influences the relationship between the organizational culture/learning and UCD performance. Research design, data, and methodology - Using the survey methodology with a questionnaire, this study distributed the questionnaire to the experienced 112 practitioners of user-centred design practice in 52 Korean small and medium companies. The organizations differed in range and size from medium-scale, which is under 100 of employees, and to small-scale, which is from 100 to 500. Results - Organizational culture and organizational learning have positive effects on user-centred design practice performance as expected. And change management strengthens the positive relationship between organizational learning and user-centred design practice performance but has no effect on the relationship between organizational culture and user-centred design practice performance. Conclusions - This is the first empirical study of investigating and demonstrating some key organizational factors' relationships and UCD performance of an organization, which will support to institutionalize UCD within an organization, providing theoretical foundations.

Designer-User Interaction without Actual Users: A Lesson from a Field Study

  • Jaehyun Park
    • Asia pacific journal of information systems
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    • v.28 no.3
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    • pp.220-239
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    • 2018
  • The purpose of the paper is empirically to explore 'design manner', focusing on the designer's knowledge boundary on the designer-user interactions in the design process. This study conducts a field study and observed designer's interactions with actual users in a leading user-centered design firm over three months. The observations revealed how designers bring ideas about users into design without physically interacting with users during the design process. Based on Bourdieu's theory of practice and the concept of boundary objects, this study introduces the concept of 'design manner', by which designers incorporate user's ideas into the design process without actual involvement of users in the process. This paper contributes to the body of knowledge by introducing the design manner in-between designer's and user's knowledge boundaries and argue bridge between theoretical and actual designer-user interactions in the IS design process.

A Study on Guidelines for School Space Innovation Project - focused on the Manual for Project of Future Classroom in Incheon Metropolitan City Office of Education - (학교공간혁신사업 운영 가이드라인에 관한 연구 - 인천광역시교육청 미래교실사업 매뉴얼 중심으로 -)

  • Park, Yeol;Choi, Jin-Hee;Oh, Seung-Ju
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.4
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    • pp.11-16
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    • 2020
  • Today, the paradigm of education is changing from teacher-centered, facility-centered, supplier-centered to student-centered, people-centered, and user-centered. In 2019, the Ministry of Education promoted the school space innovation project to provide a school space as a balanced life space, such as learning, play, and rest, through educational activities led by students, who are the leaders of the future society. Based on this, Incheon Metropolitan City Office of Education prepared a manual for practice while carrying out a project to build a future classroom. In those projects 'user participatory design' is applied as a new design approach and facilitators play an important role as experts in the process of user participatory design. However, it is different from the guidelines by the Ministry of Education in terms of facilitator role; facilitator in Incheon's future classroom projects can be in charge of designer part. This was possible because the design scope was limited to the classroom space and the construction permit work was not applied, and the Incheon Metropolitan City Office of Education seems to be able to successfully implement the plan derived through 'user participatory design' under the responsibility of the facilitator. However, this may be considered to be inconsistent with the basic purpose of the school space innovation project. In the case of the school unit project, it is considered that more systematic supplementation is necessary.

A User-centered Classification Framework for Digital Service Innovation : Case for Elderly Care Service

  • Lim, Hong-Tak;Han, Jeong-Won
    • International Journal of Contents
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    • v.14 no.1
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    • pp.7-11
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    • 2018
  • Digital technology has been changing everyday life of ordinary people let alone the structure of world industry. The elderly care service is also going through changes influenced by the unavoidable impact from torrents of digital technologies. There are numerous reports and news about the digital technologies increasing the efficiency and effectiveness of care service yet lacking systematic understanding of the sources of such improvement. This study aims to present a new classification framework for digital elderly care service innovation to fully utilize the power of digital technologies drawing on insights from innovation studies and service studies. First, 4 features of digital technologies are identified as sources of new value in service innovation. The co-creation of value by users and producers in service and technology development is discussed to illuminate users' contributions to service innovation. Communication of needs and ideas with producers and application of new technologies into everyday practice of life are identified as the source of new value which can be attributed to the elderly. Customization along with efficiency gains is the key to digital elderly care service innovation. The classification framework, thus, incorporates the needs of the elderly as one axis of criteria in the conventional technology-centered framework. The new classification framework would help give due weight to user-driven or demand-driven innovation in the elderly care service R&D activities.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

Design and Implementation of a Personal Health Record Platform Based on Patient-consent Blockchain Technology

  • Kim, Heongkyun;Lee, Sangmin;Kwon, Hyunwoo;Kim, Eunmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.12
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    • pp.4400-4419
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    • 2021
  • In the 4th Industrial Revolution, the healthcare industry is undergoing a paradigm shift from post-care and management systems based on diagnosis and treatment to disease prevention and management based on personal precision medicine. To optimize medical services for individual patients, an open ecosystem for the healthcare industry that allows the exchange and utilization of personal health records (PHRs) is required. However, under the current system of hospital-centered data management, it is difficult to implement the linking and sharing of PHRs in practice. To address this problem, in this study, we present the design and implementation of a patient-centered PHR platform using blockchain technology. This platform achieved transparency and reliability in information management by eliminating the risk of leakage and tampering/altering personal information, which could occur when using a PHR. In addition, the patient-consent system was applied to a PHR; thus, the patient acted as the user with ownership. The proposed blockchain-based PHR platform enables the integration of personal medical information with scattered distribution across multiple hospitals, and allows patients to freely use their health records in their daily lives and emergencies. The proposed platform is expected to serve as a stepping stone for patient-centered healthcare data management and utilization.

Design Prototype of Train Interior for the Improvement of Usability (사용자 중심의 철도차량 실내디자인 프로토타입에 대한 연구)

  • Han Suk Woo;Jin Mi Ja;Han Sung Ho;Shin Kang Bok
    • Proceedings of the KSR Conference
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    • 2003.10b
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    • pp.203-209
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    • 2003
  • The study on the user-centered interior design of trains consists of the practice of sensitive technology for the management of customer's emotions and its harmonical use on design and it aims on the embodiment of new ergonomics design. In the center, it has analyzed the criteria and characteristics for the 'User First Design' and has concluded the design direction and components to a concrete idea and proposed prototypes, which may becomes a good example for train interior design later on. And not at least it proposes a direction which may become a guideline of ergonomic design to secure competition capacity.

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Research on the Influence of Interaction Factors of mobile Phone Dance Live Broadcast on User's Intention of Use -Centered on Perceived Usefulness and Perceived Accessibility

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.51-58
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    • 2019
  • In this paper, we propose to characteristics of mobile phone dance live broadcast platform and the second-generation technology acceptance model TAM2, this paper established the user acceptance model of mobile phone dance live broadcast platform, aiming to study the influencing factors of users' acceptance on mobile phone dance live broadcast platform. Based on the empirical analysis of user survey, the model is validated, and the relationship between variables in the model is clarified. It is also confirmed that human-computer interaction, scene interaction, relationship interaction and other factors will affect the user's acceptance on mobile phone dance live broadcast platform. At the same time, based on the relationship among variables obtained in the research, this paper tries to analyze how the variables affect each other based on the actual practice of mobile phone dance live broadcast platform. In addition, the video design strategy and marketing strategy for further development of mobile phone dance live broadcast platform are given to help the platform and dance creators to carry out better promotion on the mobile side. In the end, this paper summarizes the shortcomings of this study and points out further research directions in the future, providing a reference for researchers in the field of mobile phone dance live broadcast platform acceptance.