• Title/Summary/Keyword: 근거기반 디자인

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A Study on Personas Models for Car Navigation Developing (자동차 내비게이션 개발을 위한 페르소나 모델 연구)

  • Oh, See-Hyung;Kim, Jung-Hee;Choi, Hak-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.163-171
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    • 2010
  • This research has studied developing the persona model based on alan cooper's user oriented design which is newly in the limelight in the field of product design process. As developing the persona model, In-depth interview and FGI(focus group interview) has been conducted for extracting car navigation user group's motivation and using attribute. Based on research, three different car navigation user group were divided-low using & understanding the function group, medium using & well understanding the function group, heavy using & well understanding the function group. This research yielded the foundation for setting the persona model and this persona gives the key factor for producing the user oriented user Interface design after all.

The Study on the Evaluation Model of the Web Interface Design (웹 인터페이스 디자인 평가모델에 관한 연구)

  • Shin Soon-Ho
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.81-91
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    • 2001
  • The development of internet technology and communication is a great influenced on trends of our society in culture, economy, and policy. The informationized society related internet brought the change into the designer's attitude. Namely, designers who have a concern about internet web knew that the quality of design is more important in the web site to seek the new approach to the design in relation to internet market of an imaginary cyberspace. But we have not a good tool to evaluate the web design in the internet graphic interface especially by visual perception. Now, the major concern for this research is to study the evaluation criteria of the web design interface and offer some solutions to bring the objectivity of the evaluation method model in other to make the base of a new Internet culture in Korea.

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A Study on the Healing Rest Space in Pediatric Ward (소아병동의 치유적 휴게공간에 관한 연구)

  • Jung, So Young;Kim, Ye-Seul;Choi, Kwangseok
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.19 no.1
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    • pp.23-34
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    • 2013
  • Purpose: Many researches have clearly begun to address the relationship between people and their physical environments. These represent that children experience traditional hospital environments as unpleasant and scary. More specifically, children in hospitals face many psychological and emotional challenges: isolation, painful procedures, separation from family members, all in unfamiliar settings. For this reason, some have argued that the children's experiences within hospital environments can lead to poorer health outcomes. This study has been started in order to provide basic informations for the planning of Healing rest space in pediatric ward. Methods: Literature reviewes and field surveys to rest space at pediatric ward in Korea and foreign country have been conducted for the data collection. Results: The result of this study can be summarized into eight environment factor for healing rest space in pediatric ward: family, noise, safe, choice opportunity, light, privacy, social support and distract from disease or death. Implications: In the rest space in pediatric ward, it is necessary to consider healing rest space for promoting healing from disease and normal developing of children.

Efficient Touch Points Study for IMC : (효율적인 IMC를 이루기 위한 접점 분석연구 : MP3 플레이어 사례 연구)

  • Moon, Seung-Jun;Yang, Jung-Gu
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.303-312
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    • 2006
  • The purpose of this study is to suggest theoretical basis of touch point analysis model in terms of an integrated marketing communications using one specific case study. Results of previous studies have shown several weaknesses. However, this study was carried out to overcome such a weakness. In order to perform this case study, one specific MP3 player was chosen with a market situation analysis. Compared to previous practical situation, the results of this study should be improved in that this model suggested a theoretical basis dealing with synergy effects as well as a correct understanding in consumer's purchase process. Based on the outcome of this study, we hope to see other similar studies which can be of help to the practical efficiency in integrated marketing communication.

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A Study on User Experience Development Based on Emotion-Experience (감성-경험 기반의 사용자 경험 디자인 개발 연구)

  • Han, Bomyi;Nah, Ken
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.627-636
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    • 2022
  • The purpose of this study is to maximize the development and utilization of digital innovation. First, analyzed the status of industrial development and digital innovation. Second, examined emotion and experience, looked into their types and properties. Third, attempted to develop a more creative and innovative user experience. The results of this study were presented as a theoretical basis, specification of research direction and research scope, and design analysis direction. It is expected to be used as a basic data that can help how to approach and interpret human emotions and behaviors in order to provide differentiated experiences by he essential concepts of emotions, experiences in various fields in the future.

A study on developing user-centered interface of consumer electronics based on log analysis (가전 제품의 사용 Log 분석을 통한 사용자 중심 인터페이스 디자인에 관한 연구 - 디지털 TV 사례를 중심으로 -)

  • Ha, Yoon;Choi, Go-Woon;Kim, Hyo-Sun;Ahn, Jeong-Hee
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.179-184
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    • 2007
  • 제품의 사용자 인터페이스를 개발하기 위해서는 해당 제품의 사용 행태를 정확하게 파악하는 것이 핵심적이다. 사용자 행태에 관한 정보를 수집하는 방법으로는 설문이나 개별/집단 면접 등이 흔히 사용되고 있으나, 이는 사용자들의 기억에 의존하는 간접적인 방법이기 때문에 그 정확성을 보장할 수 없다는 것이 단점으로 지적된다. 이 연구에서는 사용자 조작 로그(Log)를 기록, 수집하는 방법을 활용하여 가전 제품의 사용 행태에 대한 정보를 직접적으로 파악하였고 그 결과를 바탕으로 사용자 중심 인터페이스 디자인을 개발하고자 하였다. 디지털TV실사용자 가구들을 조사 대상으로 선발한 후 해당 가정의 실제 사용 환경에서 약 1개월간 사용 로그를 기록하였다. 로그 수집과 함께 면접 설문도 실시하였다. 수집된 로그를 통계적으로 분석하여 제품의 주요 기능별 사용 빈도와 패턴을 추출해 낼 수 있었다. 이 결과를 면접에서 대상자들이 응답한 내용과 비교하여 간접 조사 방법의 정확도를 검증해 보았다. 로그 분석 결과에서 도출된 사용 행태 데이터를 근거로 사용자 맞춤 인터페이스 기능을 제안하였다. 또한 각 가구별 결과를 2차 분석하여, 사용 행태 데이터를 기반으로 한 사용자 세분화(Segmentation)를 하였고 각 세그먼트(Segment)별 주요 특징을 도출해 낼 수 있었다. 이러한 여러 분석 결과는 가전 제품의 사용자 중심 인터페이스 개발에 사용 Log분석이 활용될 다양한 가능성과 유용성을 보여주었다.

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A Study of Multi-level Business For Increasing User Of Social Network Game (소셜 네트워크 게임의 유저 초기 유입을 위한 멀티 레벨 비즈니스 모델 연구)

  • Ji, Seong-woong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.43-44
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    • 2012
  • 스마트 폰이 보편화되면서 소셜 네트워크 게임의 시장이 확장되고 있다. 온라인 커뮤니티를 기반으로 한 소셜 네트워크 게임은 유저의 수에 비례하여 수익이 발생하기 때문에 초기 유저 확보의 점유가 중요하다. 현재의 소셜 네트워크 게임은 체계적인 비즈니스 모델을 사용하지 않고 일반적인 게임 마케팅 비즈니스 모델을 사용하는 사례가 대부분이다. 초기 유저 확보를 위해서 객관적이고, 논리적인 수익 모델 및 수용 요인 분석이 필요하다. 본 논문에서는 이러한 요인을 멀티 레벨 비즈니스 모델을 디자인 한 후, 초기 유저 확보를 위한 정량적인 근거를 제안하였다. 소셜 게임 'Rich town'을 분석하여 초기 유저 유입 데이터를 도출한 데이터를 본 논문에서 제안한 멀티 레벨 비즈니스 모델에 적용하였다.

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Research on the relationship between the design of the most favorable ICONs and the formative factors in the GUI design - Focused on the design of the Graphic ICONs. - (사용자 선호지향 기반에 의한 GUI 아이콘 표현 유형과 조형 요소의 상관관계에 관한 연구 - 그림 아이콘 디자인을 중심으로 -)

  • Tao, Yu-Jin;Chung, Sung-Whan;Hong, Jung-Pyo;Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.521-530
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    • 2008
  • Graphical user interface design, the visual language to convey information about the icon and the user's information is a medium that can lead to action. Graphical user interface to communicate with the user icon, the user is easy to use, so any time you want to provide information effectively. Communication in order to increase the efficiency of the Graphic User Interface on the nature of the medium must be made to develop the appropriate icon. In this research icon of the type of icon painting. A picture of the icon representation of each type of detail, according to a rating of johyeongjeok identify the elements of the correlation between. On the type of representation of each of Art and Design elements that I know what I saw. The icon design based on user preferences provide guidance on the direction of design-oriented. When the data can be used to designs based on the theory has to offer.

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A Spatial Projection of Demand for Green Infrastructure and Its Application to GeoDesign - Evidence-Based Design for Urban Resilience - (융합도시모델링을 통한 그린인프라 수요 예측 및 지오디자인 적용 - 도시 레질리언스를 위한 근거 기반 디자인 -)

  • Kwak, Yoonshin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.5
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    • pp.30-43
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    • 2023
  • Green infrastructure(GI) is considered a key strategy in establishing sustainable communities. However, research on GI from the perspective of urban system dynamics and resilience lacks depth, as does its integration with physical design. This research addresses two primary causes. First, there is a gap in methods between existing GI planning, which considers static variables, and urban modeling research, which addresses dynamic variables. Second, there is a gap in information between landscape design and urban modeling research. To address these issues, this study proposes an integrated modeling approach in consideration of design decision-making. By combining the LEAM model and MCDA model, this study evaluates the relationship between GI services and socioeconomic growth, while spatially forecasting the geographies of GI demand in 2050. The resulting information reveals a potential degradation in ecosystem services over the region due to Chicago's sub-urbanization. This indicates that there would be a spatial shift in GI demand, emphasizing the need for comprehensive, dynamic GI strategies. This study further discusses the applications of evidence-based design in a studio environment. This study aims to contribute to the GeoDesign literature in terms of the creation of a more resilient urban environment by facilitating efficient evidence-based decision-making.

Comparative cultural research Interaction usage by following task based on Fiedler s contingency theory of leadership (Task 수행성향에 따른 제품 인터렉션 디자인의 사용행태 비교 문화적 연구 - 피들러의 상황 리더쉽 이론을 중심으로 -)

  • Seo, Mi-Young;Kim, Jeng-Hwa
    • Journal of the HCI Society of Korea
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    • v.6 no.1
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    • pp.17-20
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    • 2011
  • The contingency theory of leadership was proposed by F. Fiedler. In his theory, he divided the group into Task oriented and Relationship-oriented people based on work-style by LPC(Least Preffered Co-workers) test. This survey searches significance of interaction usage depending on which group has more aggressive interaction on the address list with mobile phones focusing on the differences between mainfunctions (name, cell phone, group name) and sub-functions (birthday, Photo, E-mail). Itis the hypothesis that the relationship-oriented group has more interaction than the task-oriented group which was identified through the analyzed usage of the address list. Results show that the contingency theory was not appropriately related with the research. Interaction usage by the following task based on Fiedler's contingency theory of leadership isn't related much. However, by discovering the interesting patterns by the test, this research is able to guide human-centered address design directions.

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