• Title/Summary/Keyword: participatory design

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A Study on Public Service Design Based on Citizen Participation -Focused on Participatory Public Service Design Group- (국민 참여를 통한 공공서비스디자인에 관한 연구 -국민디자인단을 중심으로-)

  • Baek, Su-Hyun;Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.321-326
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    • 2019
  • This study examines how to realize citizen participation for public service design development. Firstly, after understanding the background of public service development process improvement, the concept of public service design and citizen participation, the summary of how to realize citizen participation for public service design development centered on the Participatory Public Service Design Group. The study found that in order to realize citizen participation, the citizen directly participated in the public service design development process, and it was important to adopt a citizen participation-oriented process and methodology based on service design.

A Study on the Practical Design of Citizen Participatory Appraisal (시민참여형 평가의 실천적 설계를 위한 연구)

  • Lee, Kyong Rae
    • Journal of Korean Society of Archives and Records Management
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    • v.20 no.2
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    • pp.21-40
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    • 2020
  • Citizen participatory appraisal is a methodology of record practice that draws citizen participation in the evaluation process in various forms based on evaluation documentation. This study aims to address practical concerns about what kind of citizen participatory appraisal can be used locally and what specific design can be drawn. To this end, this study designs specific measures for citizens to recognize and monitor the responsibility of the national archives in the domestic record appraisal environment, focusing on thorough appraisal documentation and disclosure, the introduction of public consultation, and the initiative of citizen agenda.

Towards Establishing a Touchless Gesture Dictionary based on User Participatory Design

  • Song, Hae-Won;Kim, Huhn
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.515-523
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    • 2012
  • Objective: The aim of this study is to investigate users' intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.

ALT Board and Software Module Design for Active Participatory Simulation Learning (능동적 참여 모의실험 학습용 ALT 보드 및 소프트웨어 모듈 설계)

  • So, Won-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.537-547
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    • 2014
  • In this paper, the ALT (ALTernative) board and a NetLogo extension module are developed for the active participatory simulation (APS) learning. Through the participatory simulation with HubNet each student can attend the experiment as one of clients. Only one HubNet server, however, is able to use an external device so that the bifocal modeling based learning with multiple users is impossible. In order to overcome the drawback, and enable clients participate into the experiment and collect the experimental data and the measured data, an ATmega 32 based board and its firmware are developed. In addition, Java extension module based on TCP/IP socket interfaces is developed to exchange the data with HubNet server. Finally, we show some NetLogo program examples to use the developed hardware and software for APS and seek the way to use them for science education.

A Study on Restructuring of Learner-Centered Education Environment through Participatory Design - Focusing on the 'User-Integrated Platform Project' Case - (참여디자인을 통한 학습자중심교육환경 재구조화 방향연구 - '사용자-융합플랫폼 프로젝트' 사례를 중심으로 -)

  • Yoo, Myoung-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.2
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    • pp.35-47
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    • 2020
  • The need for communication is emphasized in decision making, design methods and processes for the educational environment that contain new curricula and learning methods. In this study, we tried to find the direction and agenda of learner-centered environment restructuring through the 'user-integrated platform' in which various subjects related to school space environment understand each other's position and overcome the barriers and prejudices of each sector. The project was planned in a 'bottom-up process' method that uncovered the singularities of the previous stage and led the main contents of the next stage. The various subjects who participated in the project shared their own experiences and different positions regarding the school space. At the workshop, the topics of the participating teams were divided into two categories. The teams in the category of the 'school culture and space' insisted innovation of 'the school culture' as a premise for the restructuring of the 'school space', and proposed schools with different interpretations of 'authority and rules of school', 'the meaning of learning and play' and 'the main character of school. The teams in the category of the 'school borders and spaces' focused on 'communication' and proposed schools containing 'emotional care of students', 'borders between schools and villages', 'village community schools', and 'interspace and niche time'. After the workshop, we were able to derive the direction and architectural strategy of the school space restructuring by analyzing the works of the participants. Through this study, we confirmed the possibility of translating user's ideas into the professional domain through careful planning, preparation, facilitation, and analysis in Participatory Design.

A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.65-72
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    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.