• Title/Summary/Keyword: experience-based

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Comparing User Experience-based Design and Minimalism (사용자 경험 디자인과 미니멀리즘 비교)

  • Jo, Dong-Hee;Lim, Byung-Woo;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.145-154
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    • 2008
  • Minimalism, which started with the subtle distinction between the end of modernism and beginning of post-modernism, was not limited to the fine arts but also spread through architecture, fashion, and the rest of the design industries. this historical study is considered a logical, user experience-based design process, the latest issue derived from the collision between minimalism and the digital environment is not limited to practical industrial design processes, but also their theoretical study. the results show that user experience-based design process and minimalism share many of the same qualities. based on these similarities, minimalism and user experience-based design process can be grouped together both academically and theoretically for establishing a future academic template for the digital designing process.

Psychological Effects of Insect-Based Experience Activities - Swallowtail Butterfly Case - (곤충을 이용한 치유농업의 심리치유효과 - 호랑나비 사례 -)

  • Kim, So-Yun;Lee, Heui Sam;Park, Haechul;Kim, Seonghyun
    • Journal of Agricultural Extension & Community Development
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    • v.26 no.3
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    • pp.153-163
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    • 2019
  • The study aims to examine the psychological effects of insect-based experience activities. A sample of 167 elementary students was hired for the study. Students in the experimental group participated in insect-based experience activities using swallowtail butterfly. Collected data are analyzed with analysis of variance and paired-sample T-test in SPSS 25.0. The results of this study are as follows 1) Insect based experience activities show positive effects in psychological and physiological aspects, 2) and students and teacher showed high satisfaction in insect-based program. In conclusion, this study contributes to providing fundamental information for the development of agro-healing programs using insect and design guidelines for identifying the characteristics of each healing program. Further research should be extended to different types of student and the development of diverse insect-based activities.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

A Study on the Influence of Mobile Music Application Users' Social Experience on Purchasing Intention - The Mediating Effect of Brand Attachment

  • Li, Jingrong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.53-60
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    • 2019
  • With the gradual in-depth use of social elements, music social networking has attracted more and more attention and discussion in the industry. Therefore, starting from the user experience theory and purchase intention theory, this paper explores the mechanism of user social experience and purchase intention in mobile music applications, and adds the mediating role of brand attachment on the basis of literature research. Based on previous studies on user experience measurement of social network and evaluation report of mobile music applications in the industry, and combined with in-depth interviews of users, whether the user experience of mobile music applications, which pays more and more attention to social elements, has an impact on purchase intention or not? What specific social experience can help form purchase intention? Are mediating variables at work? In practice, a total of 398 formal questionnaires were collected to obtain first-hand data. Later, reliability analysis, factor analysis and structural equation model test were carried out successively to verify the hypothesis. According to the results of empirical research, firstly, content experience, atmosphere experience and interactive experience in users' social experience of mobile music applications have a significant impact on brand attachment, secondly, atmosphere experience has a significant impact on purchase intention, and thirdly, brand attachment has a significant impact on users' purchase intention. Fourthly, brand attachment plays an intermediary role in the relationship between users' atmosphere experience and content experience and purchase intention. Based on the above research conclusions, the author puts forward corresponding marketing strategy Suggestions, which have certain guiding significance for mobile music applications to improve users' purchase intention, and have certain reference significance for the development of mobile music applications and the expansion of business model.

A Study on the Customer Experience Analysis for the Silver Generation in the Communication Service Market using CEM (CEM을 활용한 통신서비스 시장의 실버고객 경험분석에 관한 연구)

  • Bae, Jae-Ho;Wang, Gi-Nam
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.2
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    • pp.66-75
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    • 2009
  • As the population of the silver generation is increasing, the importance and effects of the market for the silver generation are also growing. We segments the categories of the silver generation into six sub-segments using based on the factors like life style, life stage, or performing role from the point of view in communication industry. After segmenting those categories, we observed the experience of each segmented group in detail. Likewise, we executed both FGD(Focused Group Discussion) and participants' observations together to effectively collect the expressed and/or potential needs. Customer's experience was collected along the touch points and customer corridors after dividing the customer's experience world into two groups; communication styles in usual life (life log) and direct contact channels. The effects of delivering an affirmative customer's experience would be empowered by eliminating negative experiences or complementing affirmative experiences. For this purpose, this paper presents the improvement points for the better customer's experience based on the observed customer's experience. This paper presented a sample way of customer-centric approach to design the services or products in the communication industry. In addition to that, the analyzed results of this paper will be useful to find out an effective approach to the market of silver generation.

Effects of experience based menstrual education program on menstrual attitude and menstrual discomfort among female elementary students (체험위주 월경교육프로그램이 초등학교 여학생의 월경태도 및 월경불편감에 미치는 영향)

  • Jun, Jung-Hee;Lee, Hae-Jung
    • Korean Journal of Health Education and Promotion
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    • v.24 no.2
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    • pp.93-109
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    • 2007
  • Objectives: The purpose of the study was to examine the effects of experience based menstrual education program on menstrual attitude and menstrual discomfort among female elementary students. Methods: Non-equivalent control group, pre-post test design was utilized for the study. The participants in the study were 122 female elementary students in P city. They were assigned into 2 groups: The experimental group of 62 and the control group of 60. The experience based education program consisted of 5 sessions with 40 minute length. For control group, no treatment was provided during the period. Post-tests were conducted just after the following menstrual period for both experimental and control groups. The data was analyzed using SPSS WIN 12.0 program. The t-tests were used to answer the research questions. Results: There were significant differences in menstrual attitude and menstrual discomfort between experimental and control groups, The students who participated in the program reported more positive attitude to the menstruation and less discomfort during menstrual period than the students who did not participate in the program. Conclusions: Experience based education had a positive influence on menstrual attitude and menstrual discomfort among female elementary students. Further application of the program would be beneficial for the female elementary students. Future research to standardize the program to the broader population is warranted.

The Factors Affecting the Driving Experience based on UX (UX기반의 운전 경험에 영향을 미치는 요소)

  • Park, Do Eun;Yoon, Ye Jin;Park, Su E
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.237-246
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    • 2017
  • Recently, with the attention of future vehicle technology, automobiles that are influenced by user experience(UX) are regarded as living space. However, the concept of term, definition, and constituent factors of driving experience have not been established so far. The purposes of this study are to define driving experience in terms of UX and to extract experience factors. We conducted the 18 drivers interviews and studied literature reviews. The collected interview data was analyzed by bottom-up method based on the grounded theory. And we reconstructed it through the top-down approach, based on the results of the literature review. As the result, the 'driving experience' is a concept that means all the emotions, perceptions, and cognitive outcomes on the basis of personal characteristics that drivers have in anticipation of the driving situation from the start to the destination Respectively. Nine factors that constitute driving experience were extracted by 'internal UI factors', 'environmental factors' and 'user related factors'.

A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device (모바일 현장체험학습 저작도구 개발을 위한 기초연구)

  • Kang, Young Ok;Cho, Na Hye
    • Spatial Information Research
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    • v.23 no.3
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    • pp.123-132
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    • 2015
  • Recently both the importance and the interests of field-experience learning have kept increasing since the Education of Ministry encourages students to take a field-experience learning with the self-driven and creative education as the main issue in the 7th revised education curriculum in 2009. As the importance of field-experience learning goes up continuously, not only the release of its related mobile applications is increasing, but also a variety of researches for supporting the field-experience learning are ongoing. In this research we perform two things. First, we define the basic concept of authoring tool for which support the field-experience learning based on its characteristics and user requirements analysis. We confirmed that the authoring tool for the field-experience learning has to 1) support all activities that happen in pre-field, field-experience and post-field phases, 2) be possible to write the location-based field work, 3) have the authoring function which reflects the characteristics of curriculum such as history, science and geography, etc. that the field learning can be realized, 4) be designed as the structure that the results of inquiring activity after the field experience activity can be reused. Second, we create a conceptual design after confirming the authoring tool.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • v.5 no.2
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

The Role of Cue-based Trust for Trust Building in e-Commerce (전자상거래에서의 신뢰 형성을 위한 단서적 신뢰의 역할)

  • Choi, Jae-Won;Sohn, Chang-Soo;Lee, Hong-Joo
    • The Journal of Society for e-Business Studies
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    • v.14 no.2
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    • pp.1-22
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    • 2009
  • As Internet shopping is getting popular, "trust" has become an important factor for customers to select websites and have repurchase intention. "Trust" has been developed from uni-dimensional concept to multi-dimensional concept in e-Commerce area. From the multi-dimensional viewpoint, this study is to investigate the processes to build trust for online stores. For this purpose, this study classifies the concept of trust into cue-based trust and experience-based trust, and then investigates their relationship in online stores. This study also identifies factors that explain cue-based trust and experience-based trust. The result from questionnaire survey distinguished cue-based trust from experience-based trust and both trust concepts are correlated each other. Second, cue-based trust is explained by perceived size, perceived reputation, and return policy, while experience-based trust is done by navigation, information usefulness and interactivity.

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