• Title/Summary/Keyword: 디자인 방법론

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Study on the improvement of Elderly activity demand in Outdoor Public Space in Urban Communities -A case study of Wuhan in China (도시 공동체 실외 공공 공간에서의 노인활동의 개선조치에 관한 연구 -중국 우한시를 중심으로)

  • Xu, Hong-Chao;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.141-150
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    • 2020
  • This paper studies the activities characteristics of the elderly aged 60-75 years old who can take care of themselves in the community public space, and puts forward the design principles of the community public space in the aging society. Using the methodology of experience design, through naturalistic observation, questionnaires, interviews and shadowing, the spatial and temporal characteristics of daily activities of the elderly are analyzed. In the community public space, the behavior of the elderly is essentially a social activity to get more attention and communication. This determines the needs, time, frequency and duration of activities of the elderly in community public space. In the community public space, the behavior of the elderly has the characteristics of long-term and regularity, and its behavior changes slightly with the space, the objective factors that affect the elderly are gender, age and climate. The subjective factors are lifestyle, family members and income level.

A Study of Visualizing Relational Information - 'Mitologia' (관계형 정보의 시각화에 대한 연구 - '미톨로지아')

  • Jang, Seok-Hyun;Hwang, Hyo-Won;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.377-382
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    • 2006
  • 본 연구의 주제는 정보의 관계를 사용자 중심으로 시각화하는 것이다. 생활속에서 제공되는 대부분의 정보들은 보이지 않는 연결성을 가지고 있다. 이런 정보들의 공통적인 특성 및 관계의 연구를 통해 정보의 중요도를 측정할 수 있고, 각 정보의 개체 간의 연결성이 형성되어 인접정보의 접근이 용이해진다. 특히 인간관계는 사회 연결망의 주된 관심사이며, 사회의 각 개체 간 관계를 분석하여 도식화하는 여러 방법론이 제시되어 있다. 이번 연구를 위하여 제한된 사회라고 볼 수 있는 그리스 신화를 소재로 선정하여 등장인물들 간의 관계를 파악하는데 사회연결망 이론을 적용하였다. 하지만 시각화 측면에서 볼 때 현재 제공되는 사회 연결망 분석 도구는 사용자를 고려한 디자인 부분이 배제되어 단순히 정보를 일방적으로 보여준다는 한계를 지니고 있다. 미톨로지아에서는 분석된 자료를 바탕으로 사용자가 정보를 파악하는데 좀더 효과적이고 용이한 시각적인 구성을 가질 수 있도록 시도했다. 사회 연결망 분석법으로 그리스 신화의 인물들이 가진 신분, 출현 빈도, 감정관계 등을 수치화하여 인물의 연결성을 분석하였다. 또한 정보와 사용자 간의 상호작용 기능을 제공함으로써 사용자의 이해도를 높였다. 기본 인터페이스는 인물노드에 쉽게 접근할 수 있도록 4 가지 분류에 의한 인덱스의 형태를 가지며, 인물 간의 세밀한 관계는 선택에 의한 줌-인(zoom in) 기능을 통해 볼 수 있다. 이는 기존의 필터링 기능과는 차별적인 요소로서 직접 관련된 정보 이외의 정보들은 시각적으로 제한되어 사용자가 인물 관계를 빠르고 직관적으로 파악할 수 있다. 미톨로지아는 개괄적인 관계를 보여주는 레이아웃과 부분적이며 상세한 정보를 파악하기에 적합한 인터랙션 방법을 제시한다.

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A Study on the Characteristics of Expression in Terunobu Fujimori (후지모리 테루노부의 공간표현 특성 연구)

  • Seo, Su-Mi
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.427-432
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    • 2019
  • The purpose of this study is to explore the characteristics of spatial expression in the works of Terunobu Fujimori, Japan's leading eco-friendly architect, in line with the contemporary background on environmental issues. As a method of research, we will select five representative multi-room spaces from the 1990s to the present and explore the characteristics of expression in the space through literature research. As a result of the analysis, we were actively using the strategy of using natural materials to finish the space and introduce plants into the building. Japan's strategy of borrowing traditional methods was to use them as a way of expressing space, a way of expressing fantasy and deviance. We expect that the demands of modern people seeking novelty in this era and the eco-friendly building plan of feasible alternatives can be presented as another methodology for spatial design.

Different Look, Different Feel: Social Robot Design Evaluation Model Based on ABOT Attributes and Consumer Emotions (각인각색, 각봇각색: ABOT 속성과 소비자 감성 기반 소셜로봇 디자인평가 모형 개발)

  • Ha, Sangjip;Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.2
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    • pp.55-78
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    • 2021
  • Tosolve complex and diverse social problems and ensure the quality of life of individuals, social robots that can interact with humans are attracting attention. In the past, robots were recognized as beings that provide labor force as they put into industrial sites on behalf of humans. However, the concept of today's robot has been extended to social robots that coexist with humans and enable social interaction with the advent of Smart technology, which is considered an important driver in most industries. Specifically, there are service robots that respond to customers, the robots that have the purpose of edutainment, and the emotionalrobots that can interact with humans intimately. However, popularization of robots is not felt despite the current information environment in the modern ICT service environment and the 4th industrial revolution. Considering social interaction with users which is an important function of social robots, not only the technology of the robots but also other factors should be considered. The design elements of the robot are more important than other factors tomake consumers purchase essentially a social robot. In fact, existing studies on social robots are at the level of proposing "robot development methodology" or testing the effects provided by social robots to users in pieces. On the other hand, consumer emotions felt from the robot's appearance has an important influence in the process of forming user's perception, reasoning, evaluation and expectation. Furthermore, it can affect attitude toward robots and good feeling and performance reasoning, etc. Therefore, this study aims to verify the effect of appearance of social robot and consumer emotions on consumer's attitude toward social robot. At this time, a social robot design evaluation model is constructed by combining heterogeneous data from different sources. Specifically, the three quantitative indicator data for the appearance of social robots from the ABOT Database is included in the model. The consumer emotions of social robot design has been collected through (1) the existing design evaluation literature and (2) online buzzsuch as product reviews and blogs, (3) qualitative interviews for social robot design. Later, we collected the score of consumer emotions and attitudes toward various social robots through a large-scale consumer survey. First, we have derived the six major dimensions of consumer emotions for 23 pieces of detailed emotions through dimension reduction methodology. Then, statistical analysis was performed to verify the effect of derived consumer emotionson attitude toward social robots. Finally, the moderated regression analysis was performed to verify the effect of quantitatively collected indicators of social robot appearance on the relationship between consumer emotions and attitudes toward social robots. Interestingly, several significant moderation effects were identified, these effects are visualized with two-way interaction effect to interpret them from multidisciplinary perspectives. This study has theoretical contributions from the perspective of empirically verifying all stages from technical properties to consumer's emotion and attitudes toward social robots by linking the data from heterogeneous sources. It has practical significance that the result helps to develop the design guidelines based on consumer emotions in the design stage of social robot development.

The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts (텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 -)

  • 장선희;이경원
    • Archives of design research
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    • v.17 no.2
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    • pp.413-424
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    • 2004
  • This paper defines the telepresence as a particular type of experience, rather than a collection of hardware. Defining telepresence in this way provides a means for examining telepresence in relation to other types of mediated experience. Presence refers to the natural perception of an environment, and telepresence refers to the mediated perception of an environment. Factors influencing whether a particular mediated environment will induce a sense of telepresence include the following: the combination of sensory stimuli employed in the environment, the ways in which participants are able to interact with the environment, and the characteristics of the individual experiencing the environment. Telepresence art invites the people from remote worlds to networked cyber space and creates the experience of 'being there' by making participants control the virtual reality system and receive feedback from their teleactions. It is the way to produce an open and engaging experience that manifests the cultural changes brought about by remote control, remote vision, telekinesis, and real-time exchange of audiovisual information. The principal determinants of telepresence are sensory immersion, sensory fidelity, cognitive fidelity and personal factors. This paper applies the 4 determinants to telepresence art works such as Ken Goldberg's Telegarden, Monika Fleischmann & Wolfgang Strauss' The Home of the Brain, Paul Sermon's Telematic Dreaming, Telematic Vision, Eduardo Kac's Uriapuru, Simon Penny's Traces and Paul Sermon & Andrea Zapp's A Body of Water.

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An Improvement of User Interface for Design Idea Generation System based on WEB2.0 (WEB2.0 기반 디자인 아이디어 발상 시스템의 사용자 인터페이스 개선)

  • Choi, Eun-Suk;Chung, Seung-Ho;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.37-45
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    • 2010
  • WEB or Internet has given mankind an unprecedented experience in indefinite sharing of online content by original means of digitalized information, but it comes to face an empirical issue of unreasonable informational superfluity as well as a practical issue of collapsed dot.com bubble economy in 2001. Instead, a latest networking concept called 'WEB 2.0' or 'Semantic WEB' becomes embodied as a new approach to entities such as end users and content. The concept of WEB 2.0 for creating a platform on the basis of openness and collaboration has made such a technological setting that we can effectively resolve and manage unreasonable data maintenance and interface inherent in Creative Group Thinking System (CGTS), a WEB-based computer-aided idea generation system developed in 2003. Concerning decreased usability and difficulties with data maintenance due to certain issues of CGTS as a part of WEB R&D platform, such as complex display composition and inefficient data processing system, this study seeks to simplify and streamline data structure by means of AJAX and DOM as WEB2.0-based technologies, and integrate interface structure of WEB platform to focus on end users, so that it can improve interface of conventional CGTS for the purpose of realizing end user's participation through improving usability.

Mapping Experiential Context factors on the Website Use Experience : through analysis of practical use cases (웹 사용 경험의 정황 요소 매핑에 관한 연구 : 실증적 사례 분석을 중심으로)

  • 김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.265-276
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    • 2004
  • User experience in web site is beyond Usability, and should be understood in a context. However, the concrete contextual factors of web site experience is not systematically established enough. Therefore, the objective of this research is to establish a framework of mapping experiential context factors with analyzing real web site use cases, and to propose how it is can be applied in the process of web site contents planning. First of all, theoretical framework for the web experience and contextual factors was prepared by secondary research. Second, user experience on music casting sites was collected through web diary method, self-video recording method, and group interview. Then, collected experience was re-constructed with scenarios. Scenarios are analyzed into contextual factors and these factors are categorized, given hierarchies and located into context map. Third, the possibility of applying the context map of web site experience was discussed. The systematical and concrete sample of context map based on practical use cases can be applied in the innovative and cross-genre web contents planning process.

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Development of Nursing Students' Volunteer Activity for Goryeo-in Immigrants Based on Service Design (서비스디자인 기반의 고려인 이주민을 위한 간호대학생 봉사활동 개발)

  • Kim, Heeyoung
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.177-186
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    • 2020
  • The number of Goryeo-in immigrants has been increasing recently. National attention and active interactions are required for them to settle down with the identity of Koreans. The purpose of this study was to develop volunteer activity for Goryeo-in immigrants based on service design. The study was performed in G metropolitan city from October to November 2019. The participants were 33 Goryeo-in immigrants and 3 stakeholders. Data was collected through a survey and interviews of Goryeo-in immigrants and stakeholder interviews. In the field surveys and interviews, it was found out that the main problems faced by Goryeo-in immigrants were communication difficulties, maladjustment, job insecurity and smoking. The core issue was defined as 'How Goryeo-in immigrant women can improve their communicate ability in Korean'. In order to solve this problem we developed a program called 'Goryeo-in Han-gul ssugssug' for volunteer activities, and the program delivered through a storyboard and a role play. Using the service design process, a meaningful volunteer activity was designed considering lots of situation of Goryeo-in immigrants and nursing students in various ways. This study shows that the service design methodology is a useful way to reflect the needs of consumers and volunteers in developing volunteer work.

A New Model of Educational Service in the Service Era (서비스시대 교육서비스 신모델 연구)

  • Kim, Hyunsoo
    • Journal of Service Research and Studies
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    • v.8 no.2
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    • pp.25-39
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    • 2018
  • In the period of great change in human society, a change in educational services is also necessary. Thus, the current research investigates a new model of educational services to prepare people to be successful in an era of service and the fourth industrial revolution. We analyzed all the educational service models from the first educational institution, The Academy, founded by Plato to one of the most innovative institutions, Minerva schools. Then, we designed both an educational institution model and an educational service model that will cultivate and educate prospective students to be multidimensional to fit to the new upcoming eras. Since the era of service in the 21st century is also the era of job creation, we designed models focused on developing the broad knowledge and practical skills need to solve the most complex issues of our time. A new model was designed based on the results of the survey of existing major programs, analysis of the demands of the new generation, competency requirements, and etc. The newly designed conceptual model was improved from study focusing on tools to study that focuses on intrinsic discipline and competence, nurturing dream and imagination. In order to realize the new educational service, we developed technical conditions and a methodology for improving educational service performance. In the future, it is necessary to deepen the study and carry out research on implementing new educational service. In addition, an empirical study of the performance of the new model will also be needed.

Tax Refund Service and e-Coupon Promotion: Designing a Tourism Marketing Platform (세금 환급 서비스와 전자 쿠폰 프로모션: 관광 마케팅 플랫폼의 설계)

  • Kim, Taekyung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.6
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    • pp.91-101
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    • 2019
  • Tourism or travel business consists of a set of services for people who visit exotic places. Payment is usually marking the end of the series of activities relating to tourism, and it becomes the linkage for the next activity. With the recent advancement of mobile Fintech technologies, we have learned that more convenient and more secure financial transactions are improving the quality of tourism. It should be noted that tourism counts on information technology heavily in terms of mobile Internet and smart devices use, which yields to a wide business opportunities for Fintech startups. However, payment information has not been highlighted for additional marketing promotion activities. The lack of research into information technology-based business models that extend Fintech services related to payment in venture start-up studies hinders the understanding of the possibility of creating new business through the value creation process after payment. This study attempts to investigate this issue based on the theory of smart tourism and service-dominant logic with developing a new information system. More specifically, marketing promotion activities after payment for Chinese tourists visiting Korea are examined. Specifically, WeChat Pay and instant tax refund service were considered while the system was developed by following desing science research methodology. This study is meaningful in that it finds a new possibility of Fintech business model by applying scientific and academic methods, and it reminds the necessity of service automation system centered on instant tax refund.