• Title/Summary/Keyword: 감성적 특성

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A Study on the Relation between Culture and the Use of a Refrigerator -with Emphasis on the Differences between Korean and USA User Experience of a Refrigerator- (문화적 차이가 냉장고 사용행태에 미치는 영향에 관한 연구 - 한국과 미국의 냉장고 사용 행태 비교 관찰을 중심으로 -)

  • Cho, Yun-Jin;Kim, Jung-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.795-802
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    • 2006
  • 현대의 소비자는 더 이상 단순히 감성적 소구에 의해서나 기술적 기능을 제공하는 것으로 제품을 구매하지 않는다. 제품의 결정은 사용자와 제품 간의 상호작용에 따른 정서, 인지, 행위 등에 의한 총체적인 경험에 의한 것이며, 그러한 소비자들의 경험은 지리적, 역사적 전통으로 고착된 문화적 특성이 제품을 통한 사용자 경험의 기저에서 작용함으로써 문화권 별, 국가 별로 각기 다르게 구성된다. 특별히 음식 문화는 어느 나라이든 자연 조건의 영향과 함께 오랜 역사 속에서 형성되었기 때문에 독특하고 다양한 문화적 차이를 지니고 있으며 이러한 문화적 차이는 냉장고 사용에 있어서 다양한 사용행태를 구분 짓는다. 따라서 본 연구를 통해 식품 종류에 의한 영향뿐 아니라 내부 공간 활용의 패턴, 냉장고 환경 설정에 대한 능동적인 태도, 냉장고에서 제공하는 파티션이나 옵션에 대한 수용 정도, 식품의 정리 원칙에 대한 준수 정도 등에 따른 사용행태 간의 차이점을 발견하고, 차별적 사용행태의 기저에 존재하는 문화적 요인을 분석하여 문화적 차이가 사용자의 경험에 영향을 끼치게 됨으로 인하여 냉장고 디자인에 어떠한 변화를 초래하는지 그 연관성을 밝혀내고자 한다. 보다 실제적인 용도로 활용 가능하도록 냉장고 제작의 상업적인 측면을 고려하여 냉장고 내상의 레이아웃에 중점을 두어 본 연구를 진행하였다. 본 연구는 설문과 현장 관찰을 통해 정량적 관찰을 중심으로 분석하였다. 두 국가의 문화 비교를 위한 설문은 이미 여러 연구자료에 의해 검증된 Trompenaars의 문화 변수를 바탕으로 제작 하였다. 또한 정량적 연구에서 발견될 수 없는 문화권 별 여러 특징들에 대한 데이터를 구체적으로 수집하기 위하여 정성적인 연구 방식의 일환으로 실제 관찰 및 사용자 인터뷰를 실시하였으며, 이를 통하여 현상의 원인 및 사용자의 의도를 파악하도록 연구를 진행하였다.

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Visual factor and Style Analysis of Web Design (웹사이트 화면디자인의 시각요소와 스타일 분석)

  • 이현정;이지수
    • Archives of design research
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    • v.15 no.1
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    • pp.135-142
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    • 2002
  • To show the analytic approach to website sue, this paper discusses style's function that is immediately related to users emotional and aesthetic satisfaction. And we make an analysis of several websites based on various visual factors. Style provides emotion, a shared experience, context that makes the message arts function immediately apparent, and interests. It is a principle design feature that parallels cognitive function. Visual factors of website interface could be extracted from various aspects which are organization level, medial level, and formative level. Based on the extracted visual factors, we analyze the style which convey emotional idea. We select several sites which are opposite side in the image map with son-hard and warm-cool axis, and then make an analysis of them in two points which are organization and formative factors and communication means for emotional effect. To understand the systematic approach to website style could be helpful for figuring out the design problems and bringing out many solutions. It could be base for concrete guideline for website page design.

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A Content Analysis of Digital Audience Replies to Video Advertising Types: Focused on Viral Video and Cable Broadcasting Advertisement (영상광고 유형별 디지털 이용자의 댓글 내용분석에 관한 연구: 바이럴 동영상 광고와 케이블 방송광고를 중심으로)

  • Ji, Won-Bae;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1303-1312
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    • 2018
  • The study analyzed the evaluation of the advertisement effect by the score and the method of the advertisement comments in ad evaluation in online site, 'TVCF'. The results are as follows. First, Internet viral advertisement showed higher number of ad comments and higher evaluation of advertisement effect than cable broadcasting advertisement. Second, the results of analysis of the difference of advertisement evaluation according to ad types and digital user characteristics showed that women are more positive than men toward both cable broadcasting and internet viral advertisement.

A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

A Comparative Study on the Emotional Space Characteristics of the Museums Designed by Wright, Corbusier, and Mies (라이트.꼬르뷔제.미스의 감성적 뮤지엄 공간 특성에 관한 비교연구)

  • Suh, Swoo-Kyung
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.189-196
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    • 2007
  • The purpose of this study is to make a comparative analyzation toward abstracted emotional properties appeared in the museum exhibition spaces designed by the three masters of the modern architecture;Frank Lloyd Wright, Le Corbusier and Mies van der Rohe. In addition, this study will also aim to inquire into how the emotional properties have affected the third generation architects. It is especially expected that the 'emotional tendency' emerging in various fields of the present time can serve as useful information through the analysis of emotional design properties appeared in the exhibition space which is directly linked with the human lives. In order to achieve the purpose of the study, in New York by Wright, in Tokyo by Le Corbusier and in Berlin by Mies Van der Rohe were selected. As for the analyzation methodology to be adopted for deriving the aiming points at the emotional design, five criteria of analyzation have been established in order to understand the properties of the emotional area: they are (1) spatial affordance, (2) human congeniality, (3) emotional factors of the area, (4) constitution of the area and (5) expressive division of the area. Using these criteria, this study will reveal what are some of the emotional characteristics shown in each museums and its analytical result will be useful to apply to future museum design. It is especially expected that the 'emotional tendency' emerging in various fields of the present time can serve as useful information through the analysis of emotional design properties appeared in the exhibition space of design which is directly linked with the human behavior.

A Study on the Characteristic of Interaction Model for Implementation of Richmedia Contents (리치미디어 컨텐츠 구현에 있어 상호작용 모델)

  • 김민수
    • Archives of design research
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    • v.17 no.1
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    • pp.201-210
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    • 2004
  • The web as a sign synthesis text has become a kernel for incorporeal knowledge as well as a communication model through the ubiquitous environment all over the world. The evaluation of the communication model, which is essential for the information structure, acts as an important basis on determining the quality of the web contents. In this study, the development of the progress of the communication of semantic meaning in the construction of the information structure was analyzed in views of the form, the function, and the emotional effect of the rich media contents of the web. The transformation process from the initial access elements through the final selection elements was suggested as the communication model and the effects of the function of the information in the web on the process was assessed by the engineering and linguistic models of Shannon, Weaver, and Roman Jakobson. The results of this study showed that the environments such as the speed, the memory space, data compression technique, and data filtering have influences on the web contents expression and the evaluation of the communication model in connection with the environments is the basis in the information structure.

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The Study of Usability Evaluation Method for the Mobile Internet GUI -Based on design evaluation method development for improvement of Emotional satisfaction- (모바일 인터넷 표준 GUI 개발을 위한 사용성 평가 기술 연구 -감성만족도 향상을 위한 디자인 평가 기술 개발을 중심으로-)

  • 김종덕;정봉금
    • Archives of design research
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    • v.17 no.1
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    • pp.253-264
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    • 2004
  • The final goal of this research is development of graphic design evaluation methodology in elevation of a usability at the mobile internet services and of measurement model which can forecast user needs in interface design, and systemize evaluation basis. For this, we systemize core contents of GUI design evaluation methodology and embodied UI design support system that supports prototype layout and evaluation process directly. The sight language that can inform flow of controled information by the quick and implicated method so that user may complete task in a short time without overload of recognition in limited display environment of Small Screen device it must improve objectivity in the reflection of UI design with image. Thus evaluation methodology that can evaluate usability of mobile internet systematically is important and specially, graphic design evaluation model which can forecast user's design need and trend is meaningful because of special quality that can reflect sensitive aspect of user in interface design. Mobile internet GUI was done by the result of this design evaluation, and I hope this result can be utilized for the GUI development of Ubiquitous environment for the future research.

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Porosity the Male Adornments Conjugation Plan which Uses the Metal (다공성 금속을 이용한 남성 신변장신구 활용 방안)

  • Kim, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.191-198
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    • 2009
  • Advancement of technique in the $21^{st}$ century has enabled us to combine designs through diversification of materials and academic liaison, which has brought about alteration of variety of desires in our lives. Consequently, visual concern along with harmony of functional roles allows development of design that matches one's own Individuality, in which case is becoming the subject of interest. Currently, designs are being developed using various materials. This trend respects personal sensitivity and taste and thus becoming diversified. As a result of elevated standard of living, health and individuality are becoming highly concerned and accordingly, fragrance is being developed in various forms to match personal taste and character, such as one's own memory and sensitivity. Hence, I am to propose a conjugation plan about men's adornments that deviates from women's secondary design and expresses only men's character and sensitivity. First, I will engraft porosity metal with adornments and use materials that has aroma and direction of way of wearing it. Then, I will engraft visual design with the olfactory sensation to apply to ornaments, using mechanical traits and materials with aesthetic elements, which will meet the customers' sensuous demand

A Study on the Visual Perception of Characters Using Eye Tracking (시선추적장치를 활용한 캐릭터의 시지각 집중도에 관한 연구)

  • Yin, Shuo-Han;Park, Min-Hee;Hwang, Mi-Kyung;Nam, Ga-Young;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.105-113
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    • 2019
  • This study is to analyze the concentration of visual perception of the subject through the eye-tracking experiments targeting popular characters and to investigate it is effective to highlight which part of the character in inducing consumers' interest and curiosity. As a result of the study, the subjects paid more attention to the face than the character's body, and also noted a little attention to auxiliary elements such as pants, tees, shoes, and whiskers. These results mean there is clearly different factor in which the subject's gaze on the character frequently stays and does for a long time. Therefore, the designers should recognize the differences of the concentration of visual perception by character components as a differentiating factor to feel the emotional satisfaction such as the user's interest, empathy, and immersion in the character and actively reflect it when developing the character design. In addition, there was a difference in the visual perception concentration of each of the auxiliary elements, and if careful research is done on whether the influence factors are also due to individual characteristics or another influential factors, it will be a wider study on character design.

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.295-300
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    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.