• Title/Summary/Keyword: 디자인 방법론

Search Result 538, Processing Time 0.024 seconds

Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.53-62
    • /
    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

Development of Secure Entrance System using AOP and Design Pattern (관점지향 소프트웨어 개발 방법론과 디자인 패턴을 적용한 출입 보안 시스템 개발)

  • Kim, Tae-Ho;Cheon, Hyeon-Jae;Lee, Hong-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.11 no.3
    • /
    • pp.943-950
    • /
    • 2010
  • A secure entrance system is complicated because it should have various functions like monitoring, logging, tracing, authentication, authorization, staff locating, managing staff enter-and-leave, and gate control. In this paper, we built and applied a secure entrance system for a domestic nuclear plant using Aspect Oriented Programming(AOP) and design pattern. Using AOP has an advantage of clearly distinguishing the role for each functional module because building a system separated independently from the system's business logic and security logic is possible. It can manage system alternation flexibility by frequent change of external environment, building a more flexible system based on increased code reuse, efficient functioning is possible which is an original advantage of AOP. Using design pattern enables to design by structuring the complicated problems that arise in general software development. Therefore, the safety of the system can also be guaranteed.

Analysis of the Emotional experience design types of iPhone users - Focused on Q-methodology - (아이폰 사용자의 감성경험디자인 유형 분석 - Q 방법론을 중심으로 -)

  • Lee, Youngju;Lee, Hoeun
    • Journal of Communication Design
    • /
    • v.38
    • /
    • pp.312-320
    • /
    • 2012
  • IPhone users who prefer to study the sensitivity of the subjective aspects of experience design elements, aiming to clarify and subjectivity, Q methodology for the study were able to detect four types through. The first type of usability on the iPhone to pursue the type of individuals who have sufficient understanding of sayongjeok behavior based on the use of features, ease of understanding, the physical sense, usability is important to all who were able to see that consist of: The second types of aesthetics to pursue the type of visual information of the product by the intuitive and subjective aesthetic impression was important to distinguish your type. The third types of discrimination to pursue the type of emotional self-image or self-owned products, to convey a message to anyone seriously here, and the fourth type is the type of active and absolute preference for the iPhone that has been identified as the type of .

Case Study on the Library Service Innovation Applying Service Design Methodology (서비스디자인 방법론을 적용한 도서관서비스 혁신 사례분석)

  • Lee, Byeong-Ki
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.50 no.3
    • /
    • pp.71-92
    • /
    • 2016
  • Service design is a process and methodology for innovating or creating service. This study analyzed library case that applied service design method to library service innovation and creation. The object of this case studies include 7 library such as Copenhagen's municipal library, State Library of Victoria, Carnegie Library of Pittsburgh, Georgia institute of technology library, North carolina state university library. This study analyzed separately to service design requirements, stake-holders, period, process, tools, result and main feature. The implications obtained through this case study are as follows: (1) The design of the library service are focused on user-centered services, future service creation. (2) The service design for library is designed by the collaboration of all stake-holder. (3) From the point of view of period, the service design is continuous, and it has a nature of the project. (4) The service design in library focus on user experience, processes and prototypes development and application. (5) The service design in library are applied to the new tool such as blue print, customer journey map, touch-point, shadow, persona. (6) The purpose of the service design in library is improved and created services, and is has holistic approach.

Design Application of Evolutionary Algorithms in Architecture (디지털 디자인 미디어 - Evolutionary Algorithms의 현대건축에의 적용 방법론)

  • Kim, Ho-Jeong
    • Journal of Industrial Technology
    • /
    • v.27 no.A
    • /
    • pp.39-46
    • /
    • 2007
  • I discuss the preliminary version of an investigative software, GSE, - Genetic 3D Surface Explorer, in which genetic operations interact with AutoCAD to generate novel 3D Forms for the Architect. GSE allows us to comment on design issues concerning computer aided design tools based on evolutionary algorithms.

  • PDF

컨텍스트(Context)중심의 UX디자인 방법론

  • Park, Nam-Chun
    • Information and Communications Magazine
    • /
    • v.29 no.7
    • /
    • pp.56-61
    • /
    • 2012
  • UX 디자인을 하는데 있어서 제품이나 서비스를 대하는 사용자의 컨텍스트(Context)를 파악하는 것은 매우 중요한 일이다. 다양한 사용자 리서치 방법들 가운데 사용자의 컨텍스트를 파악하기 위한 방법으로는 Contextual Inquiry, 사용자 관찰, Cultural Probes, Contextmapping등이 있는데, 사용자의 컨텍스트는 매우 역동적이고 상황에 따라 다양하게 표현될 수 있으므로 이러한 방법들을 적절하게 조합하여 사용하는 것 이 필요하다. 이렇게 파악된 사용자의 행동패턴과 컨텍스트 요소를 반영하여 UX모델을 만드는데, 사용자의 목표와 사용행태를 기술하는 퍼소나(Persona)가 대표적인 방법이다, 또한 퍼소나를 기반으로 제품이나 서비스에 대한 아이디어와 디자인을 이끌어 내는데 활용하는 '사용자 시나리오(User Scenario)'는 미래의 혁신적인 사용자 경험을 제안하기 위한 유용한 방법이다.

A study on the method of developing Scenario for Service Design in Ubiquitous computing environment -Focused on UC service development for Future home life (유비쿼터스 컴퓨팅 환경 하의 서비스 디자인을 위한 시나리오 개발 방법론에 관한 연구 미래 가정의 UC(Ubiquitous computing) 서비스 개발을 중심으로)

  • 심민정;이은종;안재순;김창수;김성운
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.403-412
    • /
    • 2004
  • Ubiquitous computing will bring on comprehensive changes of environment. We need to understand how this change will change human life and what will be needed in this circumstances. Then we have to develope the appropriate sonics in ubiquitous computing environment. The design of ubiquitous computing environment has the concept of designing human life. Thus to develope the scenarios which are able to predict human life is to make a foundation of developing design concepts effectively. However there is a gap due to the lack of the dear methodology between the analyzing trend of technology and the process of estimating the future life and developing the service scenarios. So, most of the scenarios which have developed up to now do not present the service that exactly reflects all the complicated and pluralistic sides of environment. The service in the ubiquitous computing environment should take the form of grasping the user's context and offering the information with the most adequate way. Therefore we have to know when they need services, where they use services and what kind of services they want. It means that we should understand the life and the environment of user clearly and wholly with the prospect of developing service. We also need the method for developing UC(ubiquitous computing) service based on this. This study focuses on the future family life and analyzes the user's context from a point of view of service development and in this ground, we have progressed the research about the methodology to develop the UC service scenario for suggesting the service. Through the applying of this methodology, we could analyze the user's context systematically and could make the best use of the analyzed data for proposal service idea. And the UC service scenarios which reflect future life on the basis of various use's context could be developed.

  • PDF

User-Centered Design in Virtual Reality Safety Education Contents - Disassembly Training for City Gas Governor - (VR 안전교육콘텐츠에서의 사용자 중심 디자인(UCD) - 도시가스 정압기 분해점검 훈련을 소재로 -)

  • Min-Soo Park;Sun-Hee Chang;Ji-Woo Jung;Jung-Chul Suh;Chan-Young Park;Duck-Hun Kim;Jung-Hyun Yoon
    • Journal of the Korean Institute of Gas
    • /
    • v.28 no.2
    • /
    • pp.84-92
    • /
    • 2024
  • This study applied the User-Centered Design(UCD) to develop effective VR safety training content for specific users. The UCD-based design was tailored to the VR, facilitating efficient design activities. The UCD process comprises key activities: deriving design concepts from user needs, designing with VR features, developing prototypes, conducting comprehensive evaluations with experts and users, and completing the finals. Unlike traditional UCD, this flexible approach allows iterative cycles, enhancing the quality and user satisfaction of VR safety training contents.