• Title/Summary/Keyword: use-centered design

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A Study on Improvement of Residential Environment Service in Rural Village by Applying Service Design Methodology - Focused on Dosan 2-ri Village, Janggok-myeon, Hongseong-gun, Chungcheongnam-do - (서비스 디자인 방법론을 적용한 농촌 마을 주거환경 서비스 개선 연구 - 충청남도 홍성군 장곡면 도산2리 마을을 중심으로 -)

  • Yu, A-Hyeon;Cho, Kwang-Soo;Kim, Sang-Bum
    • Journal of the Korean Institute of Rural Architecture
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    • v.22 no.3
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    • pp.49-60
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    • 2020
  • The purpose of this study utilizes the service design methodology centered on the lives and experiences of rural residents, who are the main beneficiaries of the service, to derive specific problems and needs, and to propose a service improvement plan suitable for the rural residential environment. The study selected Dosan 2-ri Village, Hongseong-gun, Chungcheongnam-do as the target of the survey, used personas and Customer Journey map of service design method to derive specific core issues and insights from the village residents. By developing this, the final five service directions for 'Air care service', 'Self-driving garbage collection and treatment service', 'Emergency/disaster networking service', 'Contaminant removal service' and 'Mobility share service' were derived and presented according to each key keyword. This study is not just a study to grasp the actual conditions of the rural residential environment, but it focuses on the lives and experiences of rural residents and extracts elements that can respond to changes in the lifestyles and patterns of the residents. It can be used as a basic material for more realistic improvement of rural residential environment and service development research. Most of the existing studies on residential environments and spaces is focused on urban areas, and there is a limit to the use of rural areas in residential areas. Therefore, by making recommendations for improvement of residential environment services suitable for rural areas and by creating residential spaces and environments in rural areas in a comfortable and safe manner, it is thought that it is possible to contribute to improvement of satisfaction in rural areas and improvement of healthy housing welfare as well as to improvement of the quality of life of residents of rural areas.

A Study Leaner-Centered Interactive Design for Web-Based Instruction (웹기반 교육을 위한 학습자 중심의 인터랙티브 디자인에 관한 연구)

  • Pang, Su-Young;Bae, Yong-Geun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.883-886
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    • 2007
  • This study examined contents of interaction that played an important role in learners' accomplishment of educational goals at web-based educational system. The purpose of the study was to find out design strategies of web-based education website that could give learners more satisfactory interaction. The study firstly investigated concept and values of web-based education as well as interaction by literature study to analyze web-based educational design principles at actual web-based education websites from point of view of interaction and to examine what factors should be used and reinforced at existing teaching. The findings were as follow: Web-based education websites made use of interaction with 'each design factor', such as colors, texts and images, etc that were based on communication designs to give 'information' by systematic interaction more than by social interaction.

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A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

A study on User Experience of Scooter-sharing System -Focused on Kickgoing and Lime- (전동킥보드 공유 서비스의 사용자 경험에 관한 고찰 -킥고잉과 라임을 중심으로-)

  • Lee, Ung-Yeol;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.425-431
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    • 2021
  • The purpose of this study is to compare and analyze leading brands of the scooter-sharing system market of Korea, KICKGOING and Lime, in terms of user experience, and to suggest the improvement direction of the applications and scooters of those two services. The assessment was conducted in such a way that the experimental group using scooter-sharing system over a certain frequency would choose the specific service they use most frequently, and complete a questionnaire: based on the reorganized version of the Peter Morville's Honeycomb Model. Based on the results of the experiment, We drew a conclusion that the services need to add navigation features in the application, to provide more simple procedures for reporting breakdown or accident and browsing insurance information, and to improve the user and pedestrian safety levels by gamification, et cetera. We expect this study to help the fast-growing smart mobility market and scooter-sharing systems that represent the market develop into a user-centered way.

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

  • Park, Hye-Rin;Hwang, Yeo-Kyeong;Kim, Seul-Gi;Lee, Jun-Min;Hwang, Jun-Seok
    • Journal of Appropriate Technology
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    • v.6 no.1
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    • pp.28-36
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    • 2020
  • Sustainable appropriate technology requires user-centered design with consideration of the political, cultural and environmental aspects of the area. However, in the preparation of appropriate technology, there is a limit to the prior grasp of the user's intention and experience leading to the actual behavior of the user after the dissemination. As a result, appropriate technologies are often inconvenient for practical use or used for other purposes, contrary to the designer's intention. This study analyzes the case of appropriate technology with an analysis framework that reflects Maier's affordance theory, and proposes a design solution that can overcome the limitations of existing design. Affordance theory is the theory of factors that cause the user to identify and use features through interpretation based on prior knowledge and experience about things. The analysis cases in this study are the interviews with the designers, management education materials, and manager interviews for water purification systems at three of six schools in Binh Dinh Province, Vietnam, from August 2015 to January 2018. The case was attempted to be improved by periodic installation, maintenance, and inspection, but similar problems continued to occur. First, the facility inspections and manager interviews are compared with manager training materials distributed at the time of installation to find inconsistencies. Next, we analyze the designer's intended affordance and the affordances that actually influenced the management behavior. And then, we propose design solutions based on commonly found problems and affordances. This study suggests that it is necessary to apply the design considering the user's behavior before distributing the appropriate technology, and this study will be precedent in the process of finding the improvement through the analysis framework based on the affordance.

Key Factors Affecting Students' Satisfaction and Intention to Use e-Learning in Rwanda's Higher Education (르완다 고등교육기관 학생들의 e-러닝 만족도 및 사용의도에 영향을 미치는 핵심요인 연구)

  • Violaine, Akimana;Hwang, Gee-Hyun
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.99-108
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    • 2019
  • This study aims to explore key factors which influence user's decision-making on the adoption of e-learning. We integrated UTAUT and Information Success Models to test that four independent factors affect student satisfaction to use e-learning in Rwanda's higher education. Data was collected by surveying students of University of Rwanda and Protestant Institute of Social Sciences (n=206). The analysis results showed that performance expectancy, facilitating conditions and effort expectancy except for social influence have a significant effect on students' satisfaction. This can help university administrators understand the factors that influence students' adoption of e-learning and incorporate these results into Rwanda's e-learning design and implementation. In final, Rwanda's government can contribute to establishing the e-learning policy and allocating its relevant resources centered on student needs.

A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.

Conception and Modeling of a Novel Small Cubic Antenna Design for WSN

  • Gahgouh Salem;Ragad Hedi;Gharsallah Ali
    • International Journal of Computer Science & Network Security
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    • v.24 no.2
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    • pp.53-58
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    • 2024
  • This paper presents a novel miniaturized 3-D cubic antenna for use in wireless sensor network (WSN) application. The geometry of this antenna is designed as a cube including a meander dipole antenna. A truly omnidirectional pattern is produced by this antenna in both E-plane and H-plane, which allows for non-intermittent communication that is orientation independent. The operating frequency lies in the ISM band (centered in 2.45 GHz). The dimensions of this ultra-compact cubic antenna are 1.25*1.12*1cm3 which features a length dimension λ/11. The coefficient which presents the overall antenna structure is Ka=0.44. The cubic shape of the antenna is allowing for smart packaging, as sensor equipment may be easily integrated into the cube hallow interior. The major constraint of WSN is the energy consumption. The power consumption of radio communication unit is relatively high. So it is necessary to design an antenna which improves the energy efficiency. The parameters considered in this work are the resonant frequency, return loss, efficiency, bandwidth, radiation pattern, gain and the electromagnetic field of the proposed antenna. The specificity of this geometry is that its size is relatively small with an excellent gain and efficiency compared to previously structures (reported in the literature). All results of the simulations were performed by CST Microwave Studio simulation software and validated with HFSS. We used Advanced Design System (ADS) to validate the equivalent scheme of our conception. Input here the part of summary.

Seasonal Weight in Seeding Mixture for the Restoration and Revegetation of the Disturbed Slopes (훼손 비탈면의 생태복원녹화를 위한 종자배합량의 계절별 가중치에 관한 연구)

  • Hur, Young-Jin;Ahn, Tae-Young
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.9 no.1
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    • pp.41-54
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    • 2006
  • In case of leaving artificial slopes resulting from large-scale constructions, there may be secondary damage caused by soil loss due to erosion and collapse. Furthermore, slope-restoring constructions have a few problems such as monotonous landscape and difficult succession of secondary vegetation due to reckless use of exotic grass, despite attaining the initial purpose of revegetation. To settle this problem, selected plants deemed to be proper for revegetation were used on one of thin vegetation base methods, CODRA SYSTEM, and made seeding mixture experimental plots considering germination rates differing in each season. Native herbs, native shrubs and exotic herbs contents were increased by 30% and 50% respectively, centered on seeding quantity(30g/$m^2$) used as design standard in the seed spray method, in order to figure out proper quantity for revegetation in each season.

A Study on the Development of Coding Education Program based on Arduino (아두이노 기반 코딩 교육 프로그램 개발 연구)

  • Cha, Jae Gwan
    • Smart Media Journal
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    • v.6 no.4
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    • pp.72-78
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    • 2017
  • The purpose of this study is to enhance the creative activity of youth through coding programs on the subject of Arduino. In order to achieve the purpose of the research, it studies the development of coding education based on Arduino, which is cheaper and generally available for universal use. In addition, in order to verify the program, it applies to the 12 schools in Gwangju Jeonnam and produces the improvements. The results of the study are as follows : first, the coding education program centered on Arduino was developed from a fusion perspective through a procedural model(plan - design - action - evaluation - improvement) and applied to a pilot class. Second, the effectiveness of the student satisfaction survey and the interviews of teachers were analyzed. Third, the improvement of the coding education program is accepted and applied to the next program.