The development of digital technologies transforms the design targets, characteristics of the targets and the role of designers. The paper highlights the role of prototyping in the interactive digital product design process and presents the survey and analysis of prototyping tools that can be used by designers in designing such products. From the review of tools in design related fields. the classification framework for the tools were presented. The framework has the criteria of the fidelity of prototypes, the stage when the prototyping is used, and design targets. Based on the analysis, the implications for using the tools are suggested. They includes that prototyping is important in the concept stage for designers and different tools and methods are to be applied according to design targets and objectives. Prototyping tools need to support exploring design concepts without being constrained by implementation technologies The collaboration with other professionals can also help effective prototyping. Existing tools familiar to designers can be effective platforms for the new design problems. The results can be guidlines with which designers choose more appropriate prototyping tools when they face new design problems. It also make practical contribution in improving design efficiency and design education for interactive product design projects.
Consumers' awareness of product value, and their product preferences, are becoming increasingly influential in product development, particularly in corporations' efforts in manufacturing products with a competitive edge. Corporations conduct surveys on consumers' product satisfaction and preferences and conduct in-depth studies on consumer needs. They then manufacture products in accordance with the results of these surveys and studies. With the necessity and demand for digital door lock products recently growing, this research sought to explore product competitiveness reinforcement factors that could facilitate market penetration, and to formulate corresponding design strategies. In-depth consumer interviews were also conducted to identify consumer lifestyles and needs. Furthermore, consumer preference images, purchase and use-related patterns, and the status of door lock markets were studied. In the past, to design and manufacture consumer-oriented products, corporations primarily resorted to the improvement of the products' technological features. At present, the users' product preferences and the ways that they use these products are the factors that determine product design. Consumers today tend to adjust their lifestyles according to available products, and prefer products that have greater value in terms of lifestyle and culture. Strategic points for reinforcing competitiveness were presented in this study: first, offering different values that will enhance consumer satisfaction, second, positively developing bio-recognizable methods that will boost consumer preference, third, meeting the consumers' expectations that door lock products should not be mere 'entrance and exit control' systems, but network security systems and fourth, adopting convenient authentication methods backed by advanced technologies.
This study selected car-related mobile apps for app developers suffering from low revenue and classified car apps assisting users in driving or managing a car. A total of 697 car apps were classified into eight categories. Most apps are in four categories: car news & information (28%), locating service (23%), car rental service (15%), safe/efficient driving service (12%). The remaining categories are buying & selling, driver's communication, maintenance management, and expenses monitoring. Many apps are simple and too similar in their main functions. Only a few apps are designed to be more comprehensive and have functions in two or more categories. For the practicality of the categorization scheme, this study checked the inter-rater reliability in two tests and got 0.886 and 0.828. The result from this study suggests functions that are not implemented yet or need to be combined. Future research will focus on identifying promising car apps or designing multi-functional car apps.
Recently, the nation has been suffering from a variety of problems, such as the rapid aging of the population and the weakening of the family's role due to rapid industrialization, such as the problem of supporting the elderly or the decline in the quality of supporting them. Among them, the issue of supporting the sentiment of the elderly is a major issue in terms of the quality of the stimulus. The best solution would be to resolve this issue of emotional support through various physical and human support. However, due to various limitations, access to efficient utilization of resources is being sought, among which support efforts through the convergence of digital technologies need to be noted. In this study, we took note of the problems of aging population shortage due to aging phenomenon and the problems of the emotional side of the problem of declining quality of the service, and analyzed the types of digital technology applied to support the emotional side through the convergence of digital technology. Among them, the Commission proposed emotional support through smart speakers, confirming the possibility of supporting the elderly through smart speakers. In addition, the Commission proposed guidelines for smart speaker communication systems to support the sentiment of older adults by conducting an in-depth interview with the In-Depth interview with the evaluation of the usability of smart speakers for older people. Based on the results of this study, it is expected that it will be the basic data for designing a communication system when developing smart speakers to support the emotions of the elderly.
With the development of science and technology in recent years, various types of unstructured buildings have begun to be implemented by combining traditional architectural styles with digital tools, which are significantly different from conventional formal buildings. Designers will use various methods or digital tools to complete the unstructured and freer architectural forms when building an unstructured building. Based on this background, the need for research on the criteria for evaluating the characteristics of unstructured architectural forms is raised. First, the text was reconstructed by considering and integrating the elements of the unstructured exterior form based on prior research, with the external form of the unstructured building as the main research object. Second, the purpose of this study was to classify various types of unstructured forms and to provide important basic data for designing digital processes of unstructured architectural forms.Third, from 2000 to 2020, the text focused on the study of unstructured buildings and conducted in-depth analysis of the characteristics of their form expressions. While providing a case basis for the study of related fields, distribution laws and presence values related to the characteristics of unstructured buildings were sought. In addition, the analysis was conducted in combination with the distribution of functional use of buildings, and this study is differentiated from the existing research in that the atypical form is applied to the buildings by use, and the application trend of this type is understood to enhance understanding of the atypical form of buildings.
Because of the cognitive overload which is caused by the complicated information structure, Digital Convergence product interferes with the effective retrieval of the information from the menu. Two methods have been used to alleviate that cognitive overload by making an effective menu structure; physical menu structure method which is related with the width and depth of the menu, semantic menu structure method which is related with the menu title. In this research, we tried to demonstrate the effectiveness of the menu structure designing method by suggesting a new semantic methodology which uses the Fixation and Fixation duration which are accompanied by the visual search. Because the Fixation is automatically processed by the human cognitive model, we could easily recognize whether the information structure is correspond to the cognitive model or not. From this fact we established the hypothesis that the number of cognitively well established menu structures are fewer than that of the wrongly designed menu structures in terms of the Fixation number and Duration. To verify this hypothesis, we compared the Fixation number and Duration of the modified menu structures with those of the original menu structures by using the Eye-Tracking experiment. As a result, we could find the significant decrease of the Fixation number and Duration after modification. Therefore we could recognize that the modified menu structure was more effective than the original menu structure. In sum, the newly suggested menu structure designing methodology which uses the Fixation and Fixation Duration accompanied by the visual search was proved to be a very effective method.
Kim, Ho-Yoon;Oh, Se-Woong;Shim, Woo-Sung;Suh, Sang-Hyun
Proceedings of the Korean Institute of Navigation and Port Research Conference
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2012.06a
/
pp.87-88
/
2012
The IHO developed the S-100 standard for Digital Hydrographic Data in order to assist the proper and efficient use of hydrographic data and information for the safety of navigation and the protection of marine environment. The former model, S-57, was considered outdated to be utilized as the basis for the next-generation Electronic Chart(ENC) product specification. The key feature of the S-100 standard is the use of Registry and its components, Registers. This online-based Registry provides a universal standard that can be implemented in the actual performance of the navigation system with convenience. In the current situation, the only registry is owned by the IHO and it is available to domain experts. However, since S-100 is an international standard operated by an international organization, the process of the changes and updates of the data requires time before immediate implementation when demanded. Therefore, regarding the safety of navigation of the domestic users and mariners, a separate domestic registry is necessary to develop a domestic Information Registry. This study specifically aims to build a Registry based on IHO published S-99 through designing an adequate website dedicated for its purpose to provide collection of definitions and hydrographic data.
Journal of the Korean Society for information Management
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v.17
no.2
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pp.207-229
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2000
The lack of an understanding of the characteristics of a specific user group in computer-based information systems in libraries hinders library and information science professionals in grasping users' needs and making the best decisions when designing, acquiring, and managing information systems. The objective of this study was to provide information on the characteristics of specific user groups such as male & female student groups. undergraduate & graduate ones, Sciences and Humanities majored ones etc. This study also provides system developers (vendor) and adopters with users' needs and the merits or demerits of a specific system on the basis of students' evaluation. For the purpose, questionnaire was prepared and administered to Korean college students in the city of Taegu, Korea and adjacent area. One hundred and seventeen usable questionnaires were obtained and analyzed. These were analyzed using descriptive, inferential statistics. and SPSS software. The major findings of this study are: (1) Gender of the students affects the preference for the type of OPAC system selected more than that of academic level of study, age, and academic major; (2) The domestic in-house OPAC systems in Korea affect the user preference of system much more than that of foreign package ones; (3) System designers should prepare and use professional terms or abbreviations for system users more carefully, and explain them in detail; (4) Most of users preferred package OPAC systems to in-house ones, and preferred GUI systems to Telnet-based ones. Also, there was a significant difference between them. Conclusions are drawn from the findings in this paper, and recommendations are proposed when designing, adopting, or managing a new system. Topics for future studies on the characteristics of OPAC systems and their user are also suggested.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.6
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pp.110-119
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2018
Blockchain technology has been highly evaluated for its contracts (contracts for sale, real estate contracts) because of its excellent security, including integrity and non-repudiation. In a blockchain, these contract services can be developed using a technology called a smart contract, and several blockchain platforms provide a programming language for developing smart contracts. Bitcoin and Ethereum, typical blockchain platforms, provide the Bitcoin Scripts and Solidity languages. Using these programming languages, we can develop the smart contract, a digital contract that can be processed dynamically. Smart contracts are being developed in a variety of areas, but studies of designs based on a blockchain are insufficient. In this paper, we propose a meta-model and a static/dynamic design method based on Unified Modeling Language (UML) for smart contracts based on Ethereum. We propose a method for static design attributes and functions of smart contracts, and propose a technique for designing structures among contracts. Dynamic design proposes a technique for designing deployment, function calls, and synchronization among smart contracts, accounts, and blocks within a blockchain. Experiments verify the validity of the design method by applying the static/dynamic design method through real estate contracts.
As the first class Teaching Artists system is about to be brought to effect, the ability required for Teaching Artists to design educational contents, develop and manage education programs is not much different from that of a museum Educator. This system is necessary for resolving problems in existing Arts and Culture Education, such as overlapping programs and adjusting difficulty levels by age to meet the demand of educatee. It also deals with drawbacks in production-oriented curriculum originating from the preference in some subject. In addition, as progress in science and technology makes rapid changes in digital media and its subculture, increasing need for novel and interdisciplinary curriculum in the field of Arts and Culture Education puts further emphasis on the importance of this system. In this study, we focus on clarifying the significance of Educator as a professional and proposing curriculum for the system, trying to avoid restricting our discussion to current Arts Instructor Supporting Project which are merely aimed at supporting children and adolescents to grow up to enjoy culture and arts. Capacity for designing curriculum for culture and arts, the kernel of qualification for the first class Teaching Artists, requires a variety of comprehensive expertise and qualification such as doing preliminary research on contents related to animation, curating, determining potential of educational contents, organizing educational contents for appropriate educatee, understanding esthetic property and its role in education, and appreciating and enjoying cultural contents. Therefore, Teaching Artists plays roles not only in developing and running educational programs but also in supporting and cooperating with culture and arts institutions, designing and managing creative programs, combining and communicating with different social groups, and emphasizing mutual interchange in culture.
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