Kim, Ji-Hye;Whang, Min-Cheol;Kim, Yong-Woo;Lim, Joa-Sang
Science of Emotion and Sensibility
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v.12
no.4
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pp.501-510
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2009
This study is to establish GUI (graphic user interface) in mobile touch phone for grooming user by using two dimensional emotion model determined by multi-dimensional scale method. The processes conducted in the research were as the followings: First of all, visceral, behavioral, and reflective factors of emotion (Norman, 2002) was defined from investigating the life styles of the Grooming users. Secondly, factor analysis was performed to extract the representative emotional words. In the third step, they were mapped into the two-dimensional emotion model through multi-dimensional scaling. Finally, the mapped emotional words were tried to be related to GUI factors of touch phones and normalizing their relation degree between 0 and 1. This study determined GUI factors significantly related to representative emotions described as special, self-centered, sophisticated, free, passionate, neat for application to mobile touch phone. This study determined the major emotion factors that should be considered the most important while designing the GUI factors.
Journal of the Korean Institute of Landscape Architecture
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v.38
no.4
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pp.45-53
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2010
This paper has attempted to propose a more progressive direction for U-environmental sculptures in a ubiquitous urban space in terms of usability, service, function and formative characteristics that enhance user satisfaction with these sculptures. For this, Media Pole, a U-environmental sculpture on Gangnam U-Street, has been examined. The results of this study are as follows: First, a study of user satisfaction was planned after establishing levels of satisfaction in terms of service, function and formative characteristics. In terms of satisfaction by the section of Media Pole, the public transportation map was the most influential in service while street culture and beauty of shape were critical in function and formative characteristics, respectively. In the relationship between satisfaction by section and overall satisfaction, furthermore, functional satisfaction had the biggest influence. Therefore, the development of human-centered functional factors which have pleasant and touching stories to facilitate communication with citizens are important in order to develop various Media Pole contents to enhance user satisfaction with the U-environmental sculpture and allow it evolve into a Gangnam landmark Since we are in the initial stage of a U-city, there are many problems that need to be addressed such as a lack of natural beauty, poor material quality of environmental sculptures, absence of storytelling, poor technology, lack of content, poor profitability and lack of means of social communication. In the end, the development of a comfortable, people-friendly space and U-environmental sculptures are needed in consideration of economic, social and cultural aspects instead of focusing on advanced technology only.
It is expected that the typical lifestyle of the future will be transformed into an opulent and comfortable existence as the quality of life improves due to the increase in household income and reduction in working hours. In the meantime, as the standard of living becomes increasingly more comfortable and plentiful, the toll on physical health becomes magnified as a result of obesity and insufficient exercise caused by super nutrition and change in labor conditions (from physical labor to mental labor). This has instigated a deep awareness in fitness on the part of many people, forcing them to recognize the significance of daily exercise and physical activity. The high annual growth rate in the fitness and athletic apparatus market, which is more than 20%, is attributed to this phenomenon. The Elliptical Cross Trainer(ECT), which has drawn wide attention recently, is a non-impact athletic apparatus that not only promotes exercise of the upper body parts in such sports as skiing but also the exercise of lower parts of the body on a treadmill. It is a type of cross training athletic gear that has been developed for aerobic exercise throughout the entire body. It has already formed a market as big as that of the treadmill in Europe, America, etc. Recently, its demand is growing sharply in the Korean markets as well as those in Northeast Asian countries, Despite such demand increase and expansion, since most of the expensive ECTs are exclusively supplied by suppliers in only a few advanced countries, localization of the ECT is urgently required in order to enhance competitiveness of Korean manufacturers and to expand the market. This paper introduces the process and results of a design-engineering cooperative study that was peformed for the development of the ECT.
Recently, interest in home training and changes in lifestyle are expanding the market in the healthcare field, and high value-added fashion products reflecting the dumbbell economy phenomenon are being released. This study had the following objectives: to investigate the possibility of developing a fashion item that can be applied to the dumbbell economy phenomenon; to develop the UI/UX of a smartphone application for beginners who wish to work out their upper and lower bodies regardless of time and space; and to create a wearable customized smart athleisure fashion device. First, the study identified factors related to exercise methods, breathing techniques, and range of exercises for beginners by investigating the postures of workouts of the upper and lower bodies by angles. Based on the results, the study collected empirical data through a user needs analysis from muscle strengthening exercise experts to verify the significance of the study and use as fundamental data. Second, the study developed the UI/UX of a smartphone application with three different contents: counting, suggesting exercise postures, and providing exercise calendars. Further, the study analyzed necessary user-centered concepts and characteristics in terms of design and technology and developed a wearable customized smart athleisure fashion device based on the results.
Exhibition space emphasizes the experience in the space rather than viewing or appreciation of visitors. Because the experience spaces in today's life are limited, people experience rest, comfort, and sometimes extraordinary space experience through exhibition space. Exhibition space has changed from a static place to a space where visitors move and act with the exhibits to freely feel the space. Also, the static space expressed only with illumination and shadow becomes a new space different from daily space for users. This study analyzes the characteristics of phenomenological expression through such user-oriented exhibition space. This study is to analyze the characteristics of phenomenology through the exhibition experience space structure. It is to analyze and study on the characteristics of phenomenological expression of the exhibition experience space structure centered in the opinion of Merlo-Ponti that considers the experience of body among 'characteristics' discussed based on the study of the phenomenological experience published up to date and the viewpoint of Steven Hall that sees light as a subject of creating the space. This study is also considers how the perception of the experiencer is built in the correlation between the phenomenology and exhibition experience space by studying the relationship of the experiencer that is the common point of the exhibition experience space structure and the characteristics of phenomenological expression and analyzing the common point and difference of them. It also focuses on the space of dark whether forming any light rather than looking at the light which is the sense factor among the characteristics of phenomenological expressions. Thus, the purpose of this study is to analyze the case on whether there is any light or not applied to the exhibition experience space grounded by the theoretical materials of Merlo-Ponti and Steven Hall based on the characteristics of phenomenological expressions in the exhibition experience space structure and, based on the result, to set up the basics on the characteristics of phenomenological expressions in the composition of exhibition experience space.
Journal of The Korean Association of Information Education
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v.14
no.1
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pp.69-77
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2010
As the knowledge and information society has emerged, paradigm of school education has moved to improvement of creativity and problem-solving skills of a learner. However, up to the present, ICT education in schools has shown distorted features, which are focusing on the use of application programs, out of its original purpose. This study also allows digital technology to be displayed in analog ways by applying the paper prototyping technique, which can be substituted for the programming phase that elementary school students feel difficulty to handle with. In addition, It enables practical and useful ideas to be designed, constructed and evaluated as a system, based on User Centered Design (UCD), which encourages users actively to participate in the development, rather than focus on developer. To verify the effects of education, we evaluated and analyzed concept models of a learner before and after the application development activity by applying the mental model theory. The framework suggested in this study can be applied to courseware of programming in elementary schools.
Journal of the Korean Institute of Landscape Architecture
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v.29
no.1
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pp.113-123
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2001
The purpose of this study is to help out the settlement of the Green Map in Korea, and to suggest how to map, and help community people and environmental planner systematically take care of their own towns. This study is also to introduce the green mapping and its usefulness, based on the Green Map Movement, which originated from Net York City and has been expanding through the World. Environmental elements shown on the Green map vary between countries and for the Seocho-Gu Green Map, we have decided to indicate the places that we are proud of, and dishonored of. Especially, this paper is focused on finding the hidden environmental resources in our daily lives. Seocho-Gu, one of 25 self-governmental resources. Since the citizens and government officials are open-minded in their environments, it is a suitable area to start the first Green Map in Korea. As a method of locating the environmental resources, the "Foot Sensing Method" by which residents directly research, is the main difference from typical maps by the "Remote Sensing" which focused on the variety participation of the residents such as questionnaires, investigation with youth volunteers, users interviews which may be more meaningful than the Green Map itself. The purpose of application plan is to preserve the environmental resources through the smooth feedback with the residents. Thus, it must be acted as a opening window linking them with the local circumstances. In line with this, this study proposed the trial-version Web Green Map and Green tour plan. Recently, a need for an environmental map has been reflected in the environmental policies of Seoul Metropolitan City, and it is in place now. If environmental experts of different disciplines use the Green Map for landscape architecture, design, and city planning, it will help them make a better understanding of the needs of the community and to practice the user-centered design. Eventually, the Seocho-Gu Green Map will help its residents, tourists, government, and environmental planners continue establishing the healthy city environments. It is expected that the green map will be employed as a useful method for establishing healthy city and town through right way of use and contents.of use and contents.
Usability has become an important consideration for product development, and as a result, there is a growing need for systems and tools that can support usability test projects. However, few studies so far have developed such systems and tools. During a usability test project, many participants take up different roles, such as project managers, usability testers, and subjects. We implement a web-based usability test system with which a project manager can manage and control all participants and documents throughout the entire usability test process, from the design of a usability test project to the analysis of the test results. A usability test generates many documents, such as subject agreement forms and before/after questionnaires. Since many different subjects can participate in a usability test, consistency during testing with different participants and efficient document management are the keys to success for a usability test. Since all users that participate in usability test projects can access web-based usability test systems through a web browser, regardless of the place where they are, the reliability of the testing results can improve since the tests are conducted in the locations where the target products are meant to be used. In particular, our system is useful for disabled individuals who cannot move.
This study aims to find a way to realize gender identity in product design. After reviewing the present research, it was found out that it is necessary to extend notion of gender and to redefine the concept of gender design. Specific products were selected in order to analyze the characteristics of femininity. Refrigerators, which represent the femininity the best, were chosen and analyzed based on the graphic elements. As a result, the concept of gender have been used quite limitedly in a refrigerator. Since the stereotype of women has already been implicit, it was considered difficult to propose an alternative plan for realizing the extended concept of gender. Therefore, digital devices have been proposed for a potential alternative group. This product group, of course, has a limitation like the refrigerators. However, when functions, frequency of use, and use of space are considered in depth, It can be a possible group that holds the meaning of gender in design. This study is significant that it attempted to examine the possibility of convergence in identity and usability when the graphic elements of a product are constructed by gender design that considers the identity of a user through redefining the concept of gender.
Recently, the number of pet-owning households drastically increased and many people took their pets as lifelong companion animals and look after them like their children. Pet business has continued to increase gradually and the need for pet supplies has increased, too. Though there are a variety of pet supplies in pet dog market which takes up many parts in the pet market, there is no design guideline on pet supplies. Thus, there are many wrong pet supplies design created by wrong idea of people. Therefore, this study aims to suggest the guideline on pet supplies design focusing on the pet-monitoring system among the various pet products. So, the pet-monitoring robot was designed to monitor pet simply using smartphone anywhere on the trip and feed by using bowl that control the signal. This study figured out types and function of existing IP camera, reflected the behavior and physical characteristics of pets and suggested the design guideline which is minimum required as pet-monitoring products. Also, trial product for which design guide was applied was produced to observe the pet behavior and identify problems while operating trial product. However, there was limit in securing data and study period to examine the satisfaction of various pets since the subject of this study was dog and it's required to conduct follow-up study by observing continuously and improving the problems in future to secure more data.
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