• Title/Summary/Keyword: user-centered design

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User Experience Measurement for Senior Friendly Product

  • Jung, Kwang Tae;Chun, Keyoung Jin;Won, Byeong Hee
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.557-563
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    • 2013
  • Objective: This study introduces user experience measurement and its application for senior friendly products. Background: Measuring user experience for senior friendly product is very important for its design, but the measurement is not easy. Method: This study was focused on case studies for user experience measurement and its application for senior friendly product. Mobile patient lift and four wheeled walker that assist the old's mobility were studied. User experience was measured through interview and observation method. Result: From measuring the user experience, some usability issues were identified for the products. A method to apply QFD(quality function deployment) in design process was proposed. A design prototype was also developed considering user experience. Conclusion: User experience measurement for senior friendly products is key process for user centered design. Application: The method and result of this study can be applied to user experience measurement and design of senior friendly product.

Development of Outdoor Jacket Design using Energy Harvesting System by Arm Swing Motion during Walking (보행 시 팔의 교차 운동을 이용한 에너지 하베스팅 재킷 디자인 개발)

  • Lee, Hyewon;Lee, Minsun;Suh, Sung Eun;Roh, Jung-Sim
    • Fashion & Textile Research Journal
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    • v.21 no.3
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    • pp.300-307
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    • 2019
  • This study develops a user centered outdoor jacket capable of energy harvesting based on consumer needs. Jackets are designed for typical outdoor activities such as hiking, trekking, and climbing, integrated with an energy harvesting module that can generate electric power from arm swing in outdoor and daily life walking. Textile based energy generators developed by the previous research of Lee & Roh (2018) were used. A prototype was created based on the arm swing motion experiment for location options and energy harvesting system functions, the simulation by the design sketch, and evaluation of the wearing test by experts. In-depth interviews were later conducted for the prototype with 10 outdoor experts to derive the optimal location of an energy harvesting system in three ways, and the prototype was revised to 5 styles that reflected reviews by experts on function and appearance. Research indicated that the energy harvesting jacket design signifies a user-centered design based on expert interviews and usability evaluation as well as previous research on energy generation and storage device. The jacket is convenient because it combines an energy generator in an optimal position to maximize energy generation with a storage and charging device that can be inserted into various position options for accessibility.

A Structured Method of User Data for User Interface Design in Home Network (홈 네트워크에서 UI 디자인을 위한 사용자 데이터 구조화에 관한 연구)

  • Jung, Ji-Hong;Kim, R.Young-Chul;Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.2
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    • pp.61-66
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    • 2007
  • The networked home is connected to the external world using a high speed network. The devices inside the house are connected using a wired and wireless network. Acquiring the user data is an essential step for designing the user interface in user centered design. In networked home, the numbers of use cases are exponentially increased because connected use cases are considered. Because the user data for networked home are too complicated, they are acquired and analyzed by a structured methodology. We surveyed 40 people to acquire the context data home and analyzed by 5W1H (Who, Where, What, When, Why, How). We established a framework for the user data using tasks, user, time, space, objects and environment. The data for home context was structured by our framework. This framework makes simple the home context and is helpful for user interface design in home network.

(A) Study on the Consideration Observed in Contemporary Furniture Design - Focused on Affordance - (현대가구디자인에 나타난 배려에 관한 연구 - 어포던스를 중심으로 -)

  • Lee, Sang Ill;Kim, Chung Ho
    • Journal of the Korea Furniture Society
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    • v.25 no.2
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    • pp.104-111
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    • 2014
  • Design is one of those elements to create an artificial environment, improving human life. It also signifies some concrete work and plan for better life in the present environment, and it is even believed to be an act of consideration for the sake of human beings. This consideration design would be included to design which deals not only with truths and values being demanded in a new era but also with various users, and it is design that attaches values to behaviors of the users, searching for new values while studying user-centered behaviors. It is regarded as a part of the consideration design in that it is able to make plans and extract design factors using affordance while it helps any users to use as considering the user-centered behaviors. Design factors of such affordance has been inherited and developed from the Bauhaus principle, and the spirit of Bauhaus is believed to have a great influence on contemporary furniture design while being a matrix of modern design. A follow-up study will look into backgrounds and cases of social design, one of those consideration design factors, while proposing directions on how to develop contemporary furniture design.

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A Study on the Personalized Smart Home Health-Care IoT Service Design (개인맞춤형 스마트 홈 헬스케어 IoT 서비스디자인 연구: LH 스마트 홈 헬스케어 플랫폼 사례분석 중심으로)

  • Ui Jeong, Park;Jae Boong, Choi
    • Journal of Information Technology Services
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    • v.21 no.6
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    • pp.21-37
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    • 2022
  • Due to the development of technology and medical care following the 4th industrial revolution, the medical paradigm is shifting towards patient-centered medical services. Based on the development of smart home technology, the residential environment is changing into a residential space that cares for and heals the lifestyles and the healthcare of families. As lifestyle changes, the concept of supporting smart home care based on the residential environment is making it possible to build a smart home IoT service design with enhanced accessibility and convenience for medical appointments and well-being lifestyle care. This paper is a study on user-centered health care smart home IoT service design suitable for family members based on the health care, beauty care, exercise care, and customized diet care beyond the conventional concept of health care monitoring. Based on the analysis, this paper proposes a personal care coordinate smart home service design in a human-centered wellness clinic care smart home service design environment. Human-centered wellness clinic smart home IoT service design is meaningful in presenting a vision for research on smart home service design that links hospital-linked and care-linked service industries, which should be considered from the smart home construction planning stage.

A Study on the Development of User Centered Smart City Experience Scenario - Using Local Spatial Information and the Persona Model (스마트시티 사용자 체험 시나리오 도출 연구 지역공간정보 및 페르소나 모델을 활용하여)

  • Kim, So-Yeon;An, Se-Yun
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.333-341
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. This study examines the spatial information type to derive a smart city service scenario through space - based communication and aims to establish a direction for user - centered experience factor scenario. The results of this study are meaningful for presenting basic data to suggest a space scenario where citizens can experience smart city as walking map and experience route applicable to future smart city test bed. In particular, we simulated the walking scenarios in the smart city test bed through Walking Map, which is tested the service direction based on user requirements. Through this study, we confirmed that smart city service through existing infrastructure can be used multipurpose. The spatial information and the experience factor linkage model and the walking map through the persona model presented in this study can be utilized as a preliminary scenario applicable to the future smart city test bed.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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User-Centered Service Design Research on Shared Vehicle for Camping (캠핑용 공유 차량 사용자 중심 서비스 디자인 연구)

  • Hur, Hyun-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.473-482
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    • 2019
  • People's leisure activities have increased due to changes in perception of social life. Camping cars are becoming popular due to the development of camping culture and traveling. However, there are not many users compared to the population of the camper due to the difficulty of economy and usability. Making it not easy to purchase or rent a camping car. Therefore, this study researches on camping service by combining shared services. It is aimed to provide a user centered camping shared service considering usage and economic efficiency. This study analyzed the concept, characteristics and current status of shared service and camping car with reference to domestic, overseas literature and internet data to provide basic data of camping car using shared service. In addition, through case study of shared vehicles, it is possible to grasp the current market. Integrate P2P, B2C, renting company and individuals to derive the design of A2P (All to People)service which connects and shares all. The user can have its own space available at the desired place and time. This study is a camping or unique mobile space service design that can be easily experienced in everyday life. It will reduce the strain of maintaining expenses and also process of pick up, return is freely making user-centered service design. This service design will lead to a diverse range of leisure activities and contribute to the upsweep of the camper industry.

User-centered Design of m-Learning System: Moodle On The Go

  • Minovic, Miroslav;Stavljanin, Velimir;Milovanovic, Milos;Starcevic, Dusan
    • Journal of Computing Science and Engineering
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    • v.4 no.1
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    • pp.80-95
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    • 2010
  • In order to truly integrate e-Learning system into regular curriculum at a university, mobile access to Learning Management Systems has to be enabled. Mobile devices have the potential to be integrated into the classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of Learning Management Systems by students is still on the low rate, mostly because of poor usability of existing e-Learning systems. Our initial research has confirmed this hypothesis. Usability issue is rising to the higher level on the mobile platform, because of the mobile devices' limited screen size, input interfaces and bandwidth, and also because of the context of use. Our second hypothesis was that it is wrong to consider a mobile device as a surrogate for desktop or laptop personal computer (PC). By just adopting the existing Learning Management System on mobile devices with adaptive technologies such as Google proxy, we do not acquire the satisfactory results. Usability can prove to be even lower compared to desktop application. One possible solution to the problem could be development of rich client applications for today's mobile devices that would raise the usability to a higher level. We developed a PocketPC prototype application by using user-centered design principles, which we presented as a third alternative in usability research conducted among university students. Results gathered in such a way have confirmed that development of e-Learning system, in order to be widely accepted by students, needs to have the user(student) in the center of development process.

A Convergence Study on the Direction of Consumption Process of Medical Marijuana in Korea (한국 의료용 대마 사용자의 소비 프로세스 방향성에 대한 융합적 연구)

  • Noh, Soo-Hyang;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.463-470
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    • 2019
  • Currently, the consumption process of Medical Marijuana is complicated, so it is necessary to provide patient-centered services. This study defined the consumption process of Medical Marijuana as three steps and five procedures for the user-centered consumption process direction study, and created a consumption journey map through user interviews with experience of purchasing Medical Marijuana to find the pain point in the consumption process. Then, based on the case studies of the United States and Canada, three scenarios applicable to Korea were presented according to the scope of implementation. It is meaningful that it is a user-centered study based on the experience of Medical Marijuana consumers and it is expected to be used as reference data in improving the consumption process in the future.