• Title/Summary/Keyword: participatory design

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Plan of Sapti Community Garden-Park by Design Charrette

  • Lee, Kyoungjin;Sung, Junghan
    • Journal of recreation and landscape
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    • v.12 no.4
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    • pp.79-90
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    • 2018
  • Yesan-gun was selected to receive a "Village Community Garden Project" in 2018 to foster a sense of community and improve the urban landscape by working with neighbors to create a happy living space for residents. Yesan-gun selected Sapti Park, located in Yesan-eup, as the project site. The project was carried out through the design charrette method (an intense period of collaborative creativity) to allow residents to propose and design park concepts themselves for the community garden construction project to ensure that that the park facilities would provide something for everyone to enjoy. This study followed the actual design project that actively introduced the design charrette in planning the community garden, describing the entire design process from planning to construction and revealing how the opinions of residents were projected onto the design drawings. The purpose of the project was to advance user-participation design methods by reviewing the progress of the design charrette process and to examine how storytelling, the act of conveying ideas through a fun and persuasive story, transformed the plans for the community garden.

The development of wed-based remote card sorting tool for information architecture design (인포메이션 아키텍처 설계를 위한 웹 기반 원격 카드소팅 도구의 개발)

  • 정상훈;오기태;이건표;서종환
    • Archives of design research
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    • v.17 no.2
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    • pp.221-230
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    • 2004
  • Existing usability testing method, particularly lab-based usability testing, has been widely implemented for development of user interface. However, the method has critical disadvantages such as high cost, time and effort, unnatural testing environment, and lack of user's direct participation in information architecture. With these backgrounds, this paper aims to develop the web-based participatory tool with particular focus on card sorting. Our tool was developed for allowing user to participate in card sorting with his own computer through web. All the data generated while user is participating in the test are automatically sent to the server, which makes it very easy to collect card sorting data. Users can drag cards of interface elements directly and build the interface structure in their own from their computer-screen so that they can represent their mental models on interface structure of testing website. These functions of our tool can help designers to implement card sorting without tedious and time consuming procedures and improve the method of usability testing by reinforcing user's active participation in building an information architecture.

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Usability Study through Project-based and Participatory Learning - Focused on Usability Improvement of Pointing Task using Wiimote - (과제 중심 및 참여학습을 통한 사용성 연구 사례 - Wiimote를 이용한 포인팅 작업의 사용성 개선을 중심으로 -)

  • Kim, Hye-Sun;Jung, Kwang-Tae
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.1
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    • pp.22-29
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    • 2012
  • Students have to effectively get lots of knowledge and technique for practical education. Usability is one of the most important factors that have to be considered for user-centered design. Students who study design have to recognize the importance of usability and learn the method of problem solving considering usability. For this, the application of project-based and participatory learning for usability education was studied. Study team was organized including graduate, undergraduate, and high school students. Students team identified a research topic, and then studied the topic. Usability evaluation and design improvement was performed in this study. Students could learn usablity evaluation method and design method through the process.

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Investments on Pro-poor Development Projects on Goats: Ensuring Success for Improved Livelihoods

  • Devendra, C.
    • Asian-Australasian Journal of Animal Sciences
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    • v.26 no.1
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    • pp.1-18
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    • 2013
  • The elements that determine the success of development projects on goats and the prerequisites for ensuring this are discussed in the context of the bewildering diversity of goat genetic resources, production systems, multifunctionality, and opportunities for responding to constraints for productivity enhancement. Key determinants for the success of pro-poor projects are the imperatives of realistic project design, resolution of priorities and positive impacts to increase investments and spur agricultural growth, and appropriate policy. Throughout the developing world, there exist 97% of the total world population of 921 million goats across all agroecological zones (AEZs), including 570 breeds and 64% share of the breeds. They occupy a very important biological and socioeconomic niche in farming systems making significant multifunctional contributions especially to food, nutrition and financial security, stability of farm households, and survival of the poor in the rural areas. Definitions are given of successful and failed projects. The analyses highlighted in successful projects the value of strong participatory efforts with farmers and climate change. Climate change effects on goats are inevitable and are mediated through heat stress, type of AEZ, water availability, quantity and quality of the available feed resources and type of production system. Within the prevailing production systems, improved integrated tree crops - ruminant systems are underestimated and are an important pathway to enhance C sequestration. Key development strategies and opportunities for research and development (R and D) are enormous, and include inter alia defining a policy framework, resolution of priority constraints using systems perspectives and community-based participatory activities, application of yield-enhancing technologies, intensification, scaling up, and impacts. The priority for development concerns the rainfed areas with large concentrations of ruminants in which goats, with a capacity to cope with heat tolerance, can be the entry point for development. Networks and networking are very important for the diffusion of information and can add value to R and D. Well formulated projects with clear priority setting and participatory R and D ensure success and the realisation of food security, improved livelihoods and self-reliance in the future.

Nanotechnology Risk Governance in Korea (나노기술에 대한 한국의 위험거버넌스 분석)

  • Kim, Eun-sung
    • Journal of Technology Innovation
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    • v.21 no.3
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    • pp.1-39
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    • 2013
  • This article explores the risk governance of nanotechnology in Korea in light of a regulatory law approach, a soft law approach, and a participatory governance approach. The risk governance of nanotechnology in Korea has three characteristics. First, there are many existing regulatory laws that can be applied to the regulation of nanotechnology. However, these laws have exemptions, the extent of which are larger than that of the Europe and the United States. Second, the soft law approach is the most prevalent risk policy in Korea at present, but is limited because it is being driven by the government without active, voluntary participation of relevant companies. Third, no case of participatory governance took place when it comes to nanotechnology technology assessment. As policy recommendations to improve Korean nanotechnology risk governance, this article suggests pre-market screening, mandatory governmental registration of nanomaterials, transition management of code of conduct, and the design of interdisciplinary research and development project for real-time technology assessment.

Development of the Integrative System to Categorize Damaged Areas for Participatory Restoration by Local Residents (주민참여형 복원을 위한 훼손지의 통합적 유형 구분 체계 개발)

  • Ahn, Tong Mahn;Kim, In Ho;Choi, Hyung Suk;Lee, Jae Young;Lee, Ji Young;Lee, Young;Ryu, Sun Jung;Min, So Young;Yoon, Min Ho
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.11 no.2
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    • pp.87-103
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    • 2008
  • Despite its high level of symbolic and ecological values, BaigDooDaeGahn, about 684km long stretch of mountains in the eastern part of Korean peninsular, has been widely destroyed and barely recovered. While Korean government enacted a special law in 2005 to protect these areas and designated about 2,658 $km^2$ as the protection zone in 2007, there were a number of sites inside that had been disturbed by mining, illegal crop cultivations, stone quarry, development of resort facilities, construction of roads, and other human activities. To restore these damaged areas in a sustainable manner, the integrative system to categorize damaged areas for participatory restoration by local residents was suggested by this study. The most distinguished feature of the proposed system was to integrate the existing restoration approach focusing on biophysical conditions into the sustainability-building approach to reactivate socio-economic conditions of local society, called 'restoration of eco-cultural community'. As an entry stage to design the new restoration system including processes and procedures, the damaged areas had to be re-categorized by two characteristics, their physical conditions in terms of possibility of public participatory restoration and the readiness of local society required for pursuing endogenous development. More detailed considerations regarding these two characteristics and three different categories has been suggested and discussed.

User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.926-932
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    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

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Designing the Participatory Archive Portal for Classical Music Performance Information in Korea (국내 클래식 음악 공연 정보의 참여형 아카이브 포털 기능 설계)

  • Jang, Jaewoo;Rieh, Hae-young;Lee, Seung Whi;Kim, Intaek;Baek, Dae Won
    • Journal of the Korean Society for information Management
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    • v.36 no.2
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    • pp.223-254
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    • 2019
  • The research on the archiving performing arts has recently been conducted on various aspects in Korea, but there has been no research or attempts to build a digital archive that can systematically identify the information on classical music performances in one place and get the past performance information. In this study, we proposed a participatory archive portal for providing, preserving and servicing information on all classical music performances, and tried to design the functions based on the requirements of the performance archive portal identified in previous research. We identified and proposed functional requirements of the portal, reorganized the characteristics of classical music performance information, and designed metadata elements. Then we presented the design and implementation direction of search and facet navigation, as well as user participation and communication functions. Lastly, we developed a prototype that implemented the requirements of the interface.

A Study of 'Margins' in the 'Montage' Expression of Contemporary Korean Ink Painting - Focus on the Montage's Division of Surface - (한국화의 '몽타주' 표현에서 나타나는 '여백' 연구 -화면 분할의 '몽타주' 표현을 중심으로-)

  • Oh Se-Kwon
    • Journal of Science of Art and Design
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    • v.6
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    • pp.267-287
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    • 2004
  • The study of a new expression within Korean ink painting that meets the demands of the times has continued, resulting in various expressions with acrylics, handycoat, objects and installations, crossing over from traditional Korean painting techniques. A 'margin' was both a very important space and esthetical matter that expresses 'Ki', 'Distance', and 'Omission' in traditional sense when addressing Korean ink painting Its expression methods and concepts, however, have changed today. A 'margin' through Montage technique can be a significant example in understanding the expression methods of today's Korean ink painting. This is because the margins in Montage make the meaning of the work various and flourished and deeply construct the surface with a double-layered structure, instead of using a single layer. These 'margins' created by Montage are spaces where different images conflict, divide and continue with each other and where a reconciliation between different spaces is accomplished. Furthermore, they establish more vitality and truthfulness to life through both the images conflict and reconciliation. After the adoption of Post-modernism Art in Korean ink painting, the characteristics of the 'margin' in Montage style by the division of surface are an 'acceptant's participatory imaginative space'; where viewers fill the margins with their imaginations ; an 'abandoned space' ; where unnecessary parts are deleted for more live surface ; and a 'strategic space', where the work enriches the structure and contents of surface by using margins strategically.

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Mobile Mixed Reality Storytelling as Spatial Paratexts (공간적 파라텍스트로서의 모바일 혼합현실 스토리텔링)

  • Kim, Yeojin;Lee, Younjae;Nam, Yanghee
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.57-64
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    • 2015
  • Giving birth to a new concept of spatial paratext which originated from literature criticism, this paper attempts to illuminate new value, meaning and properties of mobile mixed reality. While physical places can be regarded as 'langue' that refers to fixed structure and main text at the same time, user created participatory authoring in that place and his(her) spatio-temporal trace corresponds to 'parole', and their merging into mobile mixed reality storytelling can be viewed as 'paratexts'. We proposed a design and implementation methods for establishing spatial paratexts, also with aesthetic transformation experiments with them. In this way, we gave shape to the concrete concept and realization methods of mobile mixed reality as spatial paratext.