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An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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A Study on the Structuring of Professional System for Design Business (전문적 체계정립을 위한 디자인비즈니스 유형구조화 연구)

  • 김보영
    • Archives of design research
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    • v.17 no.3
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    • pp.17-26
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    • 2004
  • Those of the growth of e-business, the development of the cultural creative industry, the contents and knowledge industry have expanded and diversified the existing business models and created new ones. They are triggering new interpretations and discussions on business models. Such of changing business environment has paved the way for the expansion of design management within the design industry and opened new windows of opportunity for the traditionally small and non-specialized design business. Until now, the design business has not been distinguished from design industry or design service, and has not been viewed as an independent field. Rather, the design business has merely been part of a process. As such, the lack of dear definition and structured system had been a bottleneck for many design companies trying to achieve capital and social success and establish the foundation for growth and for companies striving to advance the design management in developing design business models or growth strategy in line with the changing environment. Against these sort of backdrops, this paper attempts to dearly define the design business. To this end, the paper tries to developed a design business model framework which classifies design business model into four types - customized, ready-made, provider and contract - according to the business activities between the producer and the end user, and business items into product, additional sonics, knowledge and promotion. The framework will expand the definition of design business and contribute to the expansion of design business activities and the development of diverse business models.

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Analysis of Reform Model to Records Management System in Public Institution -from Reform to Records Management System in 2006- (행정기관의 기록관리시스템 개선모델 분석 -2006년 기록관리시스템 혁신을 중심으로-)

  • Kwag, Jeong
    • The Korean Journal of Archival Studies
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    • no.14
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    • pp.153-190
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    • 2006
  • Externally, business environment in public institution has being changed as government business reference model(BRM) appeared and business management systems for transparency of a policy decision process are introduced. After Records Automation System started its operation, dissatisfaction grows because of inadequacy in system function and the problems about authenticity of electronic records. With these backgrounds, National Archives and Records Service had carried out 'Information Strategy Planning for Reform to Records Management System' for 5 months from September, 2005. As result, this project reengineers current records management processes and presents the world-class system model. After Records and Archives Management Act was made, the records management in public institution has propelled the concept that paper records are handled by means of the electric data management. In this reformed model, however, we concentrates on the electric records, which have gradually replaced the paper records and investigate on the management methodology considering attributes of electric records. According to this new paradigm, the electric records management raises a new issue in the records management territory. As the major contents of the models connecting with electric records management were analyzed and their significance and bounds were closely reviewed, the aim of this paper is the understanding of the future bearings of the management system. Before the analysis of the reformed models, issues in new business environments and their records management were reviewed. The government's BRM and Business management system prepared the general basis that can manage government's whole results on the online and classify them according to its function. In this points, the model is innovative. However considering the records management, problems such as division into Records Classification, definitions and capturing methods of records management objects, limitations of Records Automation System and so on was identified. For solving these problems, the reformed models that has a records classification system based on the business classification, extended electronic records filing system, added functions for strengthening electric records management and so on was proposed. As regards dramatically improving the role of records center in public institution, searching for the basic management methodology of the records management object from various agency and introducing the detail design to keep documents' authenticity, this model forms the basis of the electric records management system. In spite of these innovations, however, the proposed system for real electric records management era is still in its beginning. In near feature, when the studies is concentrated upon the progress of qualified classifications, records capturing plans for foreign records structures such like administration information system, the further study of the previous preservation technology, the developed prospective of electric records management system will be very bright.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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A Design Direction for Mobile phones between Comparison of Users from Korea, China and Japan (한중일 사용자 비교분석을 통한 모바일폰 디자인 방향)

  • Eune, Ju-Hyun;Jung, Hee-Yun;Kim, Yun-Jun
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.29-38
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    • 2007
  • The competition to capture a larger slice of the market in Mobile Communication business is increasing among companies. In order to achieve and maintain a competitive advantage in the Asian market, it is critical to continue to develop new technology. Understanding the underlying distinctive characteristics and needs of each market and the cultural backgrounds that drive those needs is a necessary focus. Companies with marketing strategies based on a correct understanding of market needs will capture dominant positions in the market. The purpose of this study is to identify those differences in user behavior and cultural tendencies among different people in different countries in the mobile telecommunication market. This research is based on an on-line survey in three countries (Korea, China, and Japan). Below are the contents of the survey on the mobile phone based on: 1) User behavior 2) Design preference 3) Purchasing behavior 4) User awareness on manufacturer brand. Through the analysis of this questionnaire it is possible to identify the differences and similarities among countries dearly. 1) Cultural trends and perceptions related to mobile phone usage were largely caused by differences in the state of technology, policies and business strategies of mobile sonics carriers and manufacturers, and national tendencies, of each country. 2) Korean and Japanese users produced similar responses to the questions related to advanced technology, whereas Korean and Chinese users responded similarly to national tendency-related questions. 3) To the questions related to business strategies of mobile service carriers and manufacturers, users in all three countries displayed markedly different responses. Once again, accurate analysis of the differences and similarities related to mobile phone usage in each country will help the companies in this industry to gain a competitive edge in the market. This study should not stop at simple comparison but be a framework for giving companies a dear future direction for technological development.

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