• 제목/요약/키워드: design for affordances

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행위유발 특징형상 리파지토리를 활용한 행위유발성 증진 디자인방법 적용 사례 연구 (A case study for application of design for affordance methodology using affordance feature repositories)

  • 노은래;노지혜;김용세
    • 한국과학예술포럼
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    • 제19권
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    • pp.319-330
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    • 2015
  • The characteristics of products and services that induce natural activities of people, namely affordances, play critical roles in making interactions successful and meaningful. Earlier a methodological framework for design for affordances has been devised where repositories of affordance features are used. Affordance features are retrieved from the repository so that the new affordance feature is to be designed through an analogical reasoning. In two classes of Product-Service Systems Design education, this design for affordance method has been introduced in a tutorial setting for designing a hand carrier cart. This paper describes how the method was introduced and shows new affordance features in their design proposals with source affordance features retrieved from the repository. Implications obtained from this tutorial effort are discussed to enrich practical application of the design for affordance method. The study tries to suggest new product design method by using affordance feature repository.

Seamless Mobile Learning: Possibilities and Challenges Arising from the Singapore Experience

  • SO, Hyo-Jeong;KIM, Insu;LOOI, Chee-Kit
    • Educational Technology International
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    • 제9권2호
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    • pp.97-121
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    • 2008
  • The purposes of the present study are to describe the design of mobile learning scenarios based on learning sciences theories, and to discuss implications for the future research in this area. To move beyond mere speculations about the abundant possibilities of mobile learning and to make real impact in K-12 school settings, it is critical to conduct school-based research grounded on the learning sciences theories. Towards this end, this paper describes school-based mobile learning projects conducted by a research team at the Learning Sciences Lab in Singapore, and then discusses the possibilities and challenges of mobile learning to further inform future research. Specifically, this paper explores the affordances of mobile technology, such as portability, connectivity and context-sensitivity, to design seamless learning scenarios that bridge formal and informal learning experiences. The authors present a framework for re-conceptualizing different types of learning based on physical settings and intentionality, and then describe two seamless learning scenarios, namely 3Rs and Chinatown Trail, which were implemented in one primary school in Singapore. In conclusion, the authors discuss the affordances of seamless mobile learning for enhancing one's lived experiences to build a living ecological relationship between the person and the environment, and how mobile technology can play a critical role for enabling such lived experiences.

현대 공간디자인에 있어 사용자 참여디자인의 의의와 유형에 관한 연구 (A Study on the Significance and the Types of User's Participation in Space Design)

  • 이정민;홍의택
    • 한국실내디자인학회논문집
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    • 제15권6호
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    • pp.89-100
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    • 2006
  • This paper researched social, cultural background, psychological bases, design method and design types with regard to user's participation in space design. This issue of user's participation became one of major paradigms of 21st century not only for space design but also for every other cultural phenomenon. First chapter is an introduction. Second chapter tried to assert the fact that user's participation will be the important aspect for future space design by proving the correlation between user's participation in space design and the important social changes. It also tried to prove the psychological reasons why the users' participations affect the level of user satisfaction. It can be explained by Behaviorism which insisted that our outer behaviors affect our inner attitudes and preferences. Third chapter explained the affordances in design which works as a means of inducing user's participatory behaviors. Fourth chapter proposed the types of participatory space designs classified by the users' behavioral features and their characteristics, intending that they will verify the realization of the theories which we discussed in the former chapters regarding the users' participation in space design. The fifth chapter is a conclusion which says that outwardly, those participations are simply making external changes in design. but actually, they are reflecting more profound social changes and making important psychological effects on users.

Profile Analysis of Elementary School Students' Smart Device Usage

  • SUK, Youmi;CHO, Young Hoan;JEONG, Dae Hong
    • Educational Technology International
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    • 제18권1호
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    • pp.27-47
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    • 2017
  • Smart devices have a variety of affordances to foster meaningful learning in elementary school. For the design of smart learning environments, more research is needed to understand students' smart device usage and their perception of learning with smart devices. In order to capture smart device usage profiles among elementary school students in South Korea, this study carried out Latent Profile Analysis with three constructs: information search, communication, and study. Participants (n=253), who ranged from the fourth to the sixth grade students, were classified into three profiles of smart device usage: low-activity, communication, and high-activity groups. The smart device usage profiles varied depending on smartphone usage experience, and the profiles were significantly related with smart device addiction, not with smart device usage ability. Perceptions of smart education were also significantly associated with the profiles. The high-activity group showed more positive attitudes toward smart education than the others, but no significant difference was found in regard to negative attitudes. Based on the findings, this study discussed implications for the use of smart devices in elementary school.

내제된 행위 유발 가능성을 활용하는 사용자 행동 시뮬레이션 기술의 개발에 관한 연구 (A Study on the Development of the User Behavior Simulation Technology Using a Perceived Action Possibilities)

  • 이윤길;박창훈;임동혁
    • 한국멀티미디어학회논문지
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    • 제17권11호
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    • pp.1335-1344
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    • 2014
  • In architectural design, the user is one of the most important factors for the design task as well as the standard for evaluating the value of the built environment after its construction. Recently, accidents, such as fires and breakdowns, in huge and complicated buildings have increased the importance of user behavior simulation. The Korean government has tried to establish a regulation for the prevention of accidents in the built environment. This is regarded as a significant step forward for providing a safer and more appropriate environment for users. However, the existing technologies related to analyzing user behavior only simulate simplified situations. Such simulations are not enough to evaluate accurately the designed alternatives because buildings and spaces contain more complicated information than what we have conventionally considered. Thus, we propose that the advanced agent can interact with the architectural context. It can understand not only the physical situation but also how the users affect this situation. In order to realize this, we adopted the concept of affordances as the perceived action possibilities for the simulation environment.

어린이 도서관에 있어서 바닥 난방시스템의 지원성 (The Affordance of the Floor Heating System in Children's Libraries)

  • 이정미;곽동화
    • 한국실내디자인학회논문집
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    • 제17권3호
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    • pp.77-85
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    • 2008
  • The purpose of this study is to examine how the floor heating system is affecting to users in childeren's libraries. This study included the method that extracts the affordance of the floor heating system, after surveyed using behavior in children's libraries and referred to J. J. Gibson's affordance and surface concepts. As the positive affordance, it was grasped that the floor heating system promotes social relationships and affords various surfaces for library using, but also as the negative affordance, that hinders users in the public usings and the behaviors for reference and using. The behaviors of these various characters can be regarded as life behaviors resulted from the sitting life style and the natural using behavior can give to children emotional rest and autonomous reading experience. For the function as the children's library, the learning of sociality in the public building and the various reading space, the space planning of children's library should be done after the positive and negative affordances extracted from this study are reflected. The guidelines for space planning are summarized as the followings: the layout of book furniture, the shoe chest and the space around that, the furniture hight and children's eye level, and the practical using of the table for sitting life style.

소셜 Q&A 사이트의 디자인 요소가 신규 사용자의 지속사용에 미치는 영향: 로지스틱 회귀분석과 XGBoost 기법의 적용 (How Design Elements of a Social Q&A Site Influence New Users' Continuance Behavior: An Application of Logistic Regression and XGBoost Techniques)

  • 강민형
    • 지식경영연구
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    • 제24권2호
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    • pp.161-183
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    • 2023
  • 소셜 Q&A 사이트에서는 사용자들이 서로 질문하고 답변한 내용들이 실시간으로 저장되어, 지식 저장소로서 중요한 역할을 수행한다. 이러한 소셜 Q&A 사이트가 지속적으로 성장하려면 신규 질문자와 답변자가 지속적으로 유입되어야 한다. 하지만 선행 연구는 기존 사용자, 그 중에서도 답변자의 자발적 지식 공유에 주로 초점을 맞추었고, 신규 참여자에 대한 관심이 부족했다. 본 연구는 동기부여 어포던스 이론과 자기결정이론을 이론적 근거로 하여 신규 참여자들이 소셜 Q&A 사이트를 지속적으로 사용하도록 하는 요인에 대해서 살펴보았으며, 신규 참여자가 질문자인지 답변자인지에 따라 영향요인에 차이가 있는지도 알아보았다. 추가적으로, 전환 비용의 개념을 활용하여 신규 사용자의 다른 멤버 사이트에 대한 사전 경험이 지속사용 영향요인에 대해서 가지는 조절효과도 확인해 보았다. Stack Exchange Network의 5개 주요 사이트에서 수집된 25,000명의 온라인 활동 데이터를 로지스틱 회귀분석과 XGBoost 기법을 통해 분석한 결과, 자기결정 이론에서 제시하는 근본적인 욕구 세가지(역량, 자율, 관계)와 연관된 동기부여 어포던스들이 신규사용자의 지속사용 행위에 유의한 영향력을 보여주었다. 멤버 사이트 사용 경험은 사용자들의 전환비용을 높여서 지속사용 선행요인들의 영향력을 약화시켰다. 흥미로운 점으로, 규제 관련 어포던스는 신규 사용자 전체를 대상으로 한 분석에서 유의하지 않은 결과를 보였으나, 질문자와 답변자를 구분한 분석에서는 서로 반대 방향으로 유의한 영향력을 보였다.

어포던스 기반 FSA모델을 이용한 대피자 행동 모델링 및 시뮬레이션 (Modeling and Simulation of Emergent Evacuation Using Affordance-based FSA Models)

  • 주재구;김남훈
    • 대한산업공학회지
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    • 제37권2호
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    • pp.96-104
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    • 2011
  • Modeling and simulation of human-involved complex systems pose challenges to representing human decision makings into logical systems because of the nondeterministic and dynamic nature of human behaviors. In modeling perspectives, human's activities in systems can increase uncertainty and complexity, because he or she can potentially access all other resources within the system and change the system states. To address all of these human involvements in the system, this research suggests applying the Finite State Automata (FSA)-based formal modeling of human-involved systems that incorporates the ecological concept of affordances to an evacuation simulation, so that human behavioral patterns under urgent and dynamic emergency situations can be considered in the real-time simulation. The proposed simulation methodologies were interpreted using the warehouse fire evacuation simulation to clarify the applicability of the proposed methodology. This research is expected to merge system engineering technologies and human factors, and come out to the new predictive modeling methodology for disaster simulations. This research can be applied to a variety of applications such as building layout designs and building access control systems for emergency situations.

정수시설 설계에 대한 어포던스 이론 적용 연구: 베트남 빈딘 사례를 중심으로 (Applying the Theory of Affordance to the Design of Water Purification Facilities : Focusing on the Case of Binh Dinh in Vietnam)

  • 박혜린;황여경;김슬기;이준민;황준석
    • 적정기술학회지
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    • 제6권1호
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    • pp.28-36
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    • 2020
  • 지속가능한 적정기술은 대상 지역의 정치적, 문화적, 환경적 측면에 대한 고려와 함께 사용자 중심 설계가 요구된다. 하지만 적정기술 준비과정에서 보급 이후 실제 사용자 행위를 결정하는 사용자 의도와 경험에 대한 사전 파악에 한계가 있다. 그 결과, 해당 기술이 설계자의 의도와는 다르게 사용되거나 불편한 경우가 많다. 본 연구는 적정기술 사례를 마이어의 어포던스 이론을 반영한 분석틀로 분석하고, 디자인 측면의 개선책을 제시하고자 한다. 어포던스 이론은 사용자가 사물에 대해 사전 지식과 경험에 근거한 해석을 통해 그 특징을 파악하고 사용하도록 하는 요인에 대한 이론이다. 이 연구에서 분석 사례는 2015년 8월부터 2018년 1월까지 베트남 빈딘성에 설치된 6개의 학교 중 3개 학교의 정수시설 설계자 인터뷰, 관리교육자료, 관리자 인터뷰 내용이다. 해당 사례는 주기적인 설치, 관리, 점검으로 개선하려 했지만 유사한 문제가 지속적으로 발생한 사례로, 본 연구의 분석대상으로 적합하다고 판단되었다. 우선, 시설 점검 및 관리자 인터뷰 내용을 설치 당시 배부한 관리자 교육자료와의 비교를 통해 불일치하는 시설을 발견한다. 다음으로, 설계자가 의도한 어포던스와 실제로 관리 행위에 영향을 준 어포던스를 분석한 뒤 문제가 발생한 3개 사례에서 도출된 공통적인 어포던스를 바탕으로 설계 보완책을 제시한다. 이를 통해 적정기술의 보급 전 사용자의 행위를 고려한 디자인의 적용이 필요함을 시사하고, 기존의 문제가 발생한 기술에 대해 어포던스를 바탕으로 한 분석틀을 통해 개선책을 찾는 과정에서 본 연구가 선례가 될 수 있을 것이라 사료된다.