• Title/Summary/Keyword: 서비스디자인 프로세스

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Archival Platform for Everyone : Archival Design with Social Media Platform Based on User Experience Design (모두를 위한 플랫폼 사용자 경험 디자인을 중심으로 한 소셜미디어 플랫폼 기반 일상 아카이브 설계)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.66
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    • pp.157-201
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    • 2020
  • This study started with the question "Shall we apply the existing record management method to our trivial daily records?" For the general public, we focus on media that thinks more about daily recordings and suggests a better method, suggesting a 'social platform' as a plan, and using the user's visual approach through UX design methodology. The social archive proposed in this study aims to be a 'square' where various people can gather and communicate and share. A space that can record daily life using 'record' as a basic body Purpose It aims to provide the basis for basic research in various fields, and aims to function as a space for communication of various research things such as researchers and researchers, researchers and producers. In order to maintain, focus on the prerequisites of the existing construction, the items to be researched when constructing the daily archive are 'creative methodology to change research items when building a paradigm', 'network with related organizations', 'service plans for persistence', and characteristics of social media. We discussed the possibility of social media as a social archive platform. Finally, while looking at the user experience design process, I designed some features of the social archive and suggested things to do in UX design.

A Research on the Interior Furniture Model of Mass-Customization Recreational Vehicle Using Product Architecture System (프로덕트 아키텍처 시스템 이론을 활용한 대량 맞춤형 캠핑카 내부 퍼니처 모델 연구)

  • Park, Sung-Hum;Kim Tae-Wan
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.159-175
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    • 2023
  • Mass production has long been the most important production paradigm in establishing a company's strategy as a method of producing various products. However, mass production cannot now be the most important paradigm as companies' competitive environment and consumer needs diversify. In particular, consumers' needs are becoming more diverse and rapidly changing, making it difficult for companies to respond to consumers' needs. Mass customization is the most notable paradigm reflecting this trend, and mass customization aims to produce a variety of products tailored to the needs of customers at a low cost. In this study, the theory and concept of a product architecture system were used to specify a method of realizing mass-customized services, and a case study was conducted focusing on the internal furniture model of a camping car. In particular, unlike previously when companies developed product platforms and modules focusing on productivity, a method of developing and configuring product platforms and modules was suggested by reflecting consumer requirements first, and its effectiveness was considered. As a result of the study, it was confirmed that it was effective in replacement, recyclability, line-up, and chargeability by designing through internal factors of the product architecture system and verifying the effectiveness of the results with external factors. It is expected that further empirical research will be led through a design process using a product architecture system in the future.

The Framework of the Transition of UX Design Workshops into the non-Face-to-Face (UX 디자인 워크숍 비대면 전환 프레임워크 연구)

  • Seong, Dain;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.309-321
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    • 2022
  • As the spread of COVID19 has compelled activities in various fields to transform to adapt to the non-face-to-face environment, various activities have either already been transitioned into non-face-to-face methods or been searching for alternative methods to carry out activities in a non-face-to-face manner. However, there are apparent limits in handling this transition with the pre-existing digital technology. Ironically, said limitations are more apparent in the UX design field that has thus far emphasized resolutions based on digital technology. The reason for this stems from the nature of UX design which strongly emphasizes the importance of collaboration. Especially, in the field of UX design, problems are expected to surface under areas of communication and collaboration in workshops, which are productive means of collecting the ideas of interested parties and coming up with other new ideas. Based on the aforementioned rise of necessity, this study aims to assess the characteristics of workshops in the field of UX design and suggest an effective method of transitioning UX workshops into a non-face-to-face environment. Along the line of this process, this study has created a standard process in regards to design workshops with active creation, suggestion, and acceptance of ideas, among the various types of workshops defined by the Nielsen Norman Group. This study also developed a framework consisting of non-face-to-face workshops by combining with the standard process the methodologies of workshop activation and non-face-to-face services meant for communication and designing activities, and confirmed the adaptability and the effectiveness of said transition against various types of workshops. Application of the results of this study is expected to effectively lead the transition into the non-face-to-face environment and improve the collaborative efforts of the interested parties via workshops.

Role-based Access Security Model for Ubiquitous Computing (유비쿼터스 환경에서의 역할기반 접근 관리 보안 모델)

  • 강수연;이승룡
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04a
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    • pp.332-334
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    • 2003
  • 프로세스의 소형화 및 집적화 와 임베디드 운영체제의 발달은 PDA, 세룰러폰 둥의 이동 기기의 이용을 대중화 시켰고 공간적 제약성의 극복을 가능하게 하였다. 이러한 기반 인프라의 확산은 가상환경 내에서 존재하던 서비스들을 사용자의 공간에서도 사용가능하게 함으로써, 컴퓨팅 환경이 더 이상 컴퓨터 중심이 아니라 사용자의 편리성을 극대화 시키는 사용자 중심의 패러다임의 전환을 의미하고, 이를 유비쿼터스 컴퓨팅으로 정의한다. 여기서 주목해야 할 것은 이러한 편리한 인프라들의 신뢰성 및 안전의 보장이다. 인터넷 뱅킹이나 모바일 비즈니스 등의 작업 수행에서 개인이나 기관의 기밀 정보의 유출이나 해킹으로 인한 문제점들은 이미 드러난 상태이며, 기존의 보안 서비스로는 유동적이고 사용자에 따라 변화가 많은 유비쿼터스 환경의 효율적 관리가 힘들다는 사실을 보여 주고 있다. 본 논문에서는 이러한 점을 고려하여 사용자의 주변 요소들을 반영이 가능하도록 정책과 기능성을 구분하여 설계된 계층적 보안 모델을 기반으로, 효율적인 건한 접근 관리를 위해 설계된 사용자 역할 기반의 권한 프로토콜을 제시한다. 이는 유비쿼터스 환경의 특징을 고려하여 유연성 과 확장성의 특징을 갖는다. 이를 기반으로 이동 디바이스와 데스크 탑 간의 신뢰성 있는 서비스 이용을 고려하여 디자인한 보안 모듈 제시한다.

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A Study on the Structuring of Professional System for Design Business (전문적 체계정립을 위한 디자인비즈니스 유형구조화 연구)

  • 김보영
    • Archives of design research
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    • v.17 no.3
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    • pp.17-26
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    • 2004
  • Those of the growth of e-business, the development of the cultural creative industry, the contents and knowledge industry have expanded and diversified the existing business models and created new ones. They are triggering new interpretations and discussions on business models. Such of changing business environment has paved the way for the expansion of design management within the design industry and opened new windows of opportunity for the traditionally small and non-specialized design business. Until now, the design business has not been distinguished from design industry or design service, and has not been viewed as an independent field. Rather, the design business has merely been part of a process. As such, the lack of dear definition and structured system had been a bottleneck for many design companies trying to achieve capital and social success and establish the foundation for growth and for companies striving to advance the design management in developing design business models or growth strategy in line with the changing environment. Against these sort of backdrops, this paper attempts to dearly define the design business. To this end, the paper tries to developed a design business model framework which classifies design business model into four types - customized, ready-made, provider and contract - according to the business activities between the producer and the end user, and business items into product, additional sonics, knowledge and promotion. The framework will expand the definition of design business and contribute to the expansion of design business activities and the development of diverse business models.

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A Study on Kiosk GUI Design in Fast Food Store for Effective Interaction (효과적인 상호작용을 위한 패스트푸드점 키오스크의 GUI 디자인에 관한 연구)

  • Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1043-1050
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    • 2018
  • As the cconvenience economy of food culture becomes more widespread and the consumption trends for easy and convenient meals grew, every food company is making their various efforts to provide better service. Along with this change, various methods have been allowed for quick and easy ordering. Especially, the introduction of kiosk systems with various merits such as reduction of queues for cashes, saving labor costs, and smoothness of business processes have been actively growing recently. If kiosk system provides not only order but also systematic contents and interface design considering differentiated identity from other companies, brand image enhancement and customer service strategy would be available as well. A kiosk GUI design for effective interactions that provides more usability and satisfaction to users by analyzing the structure and contents of kiosks in fast food stores and GUI designs and investigating usage patterns and design preferences of kiosks through user surveys.

Applying Machine Learning in UX Design Process (UX 디자인 과정에서의 머신러닝 활용 방법)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.157-164
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    • 2019
  • This paper investigates applicable methods of using machine learning(ML) in design process that is currently at infant stage and discuss how designers can use machine learning in UX design process. This research is differentiated from design method for machine learning-based products or services. For this purpose, this paper conducted literature reviews and case investigation and discussed three categories of design method of combination with such as 1) UX design centered ML, 2) ML system centered UX, and 3) UX-ML matchmaking. With this investigation, the workshop was conducted with specifically applicable methods of 2) and 3) for designers. Throughout the workshop, this paper analyzed each method' process with pros and cons in details. Throughout the process, this paper suggests precise methods of applying ML into UX design process.

Proposal of Emotion Recognition Service in Mobile Health Application (모바일 헬스 애플리케이션의 감정인식 서비스 제안)

  • Ha, Mina;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.1
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    • pp.233-246
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    • 2016
  • Mobile health industry has been combined with IT technology and is attracting attention. The health application has been developed to provide users a healthy life style. First of all, 5 mobile health applications were selected and reviewed in terms of their service trend. It turned out that none of those applications had any emotional data but physical one. Secondly, to extract users' emotion, technological researches were sorted into different categories. And the result implied that text-based emotion recognition technology is the most suitable for the mobile health service. To implement the service, the application was designed and developed the process of emotion recognition system based on the contents of the research. One-dimension emotion model, which is the standard of classifying emotional data and social network service, was set up as a source. In last, to suggest the usage of health application has been combined with persuasive technology. As a result, this paper prospered a overall service process, concrete service scheme and a guidelines containing 15 services in accordance with the five emotions and time. It is expected to become a direction for indicators considering a psychological individual context.

Measuring the Public Service Quality Using Process Mining: Focusing on N City's Building Licensing Complaint Service (프로세스 마이닝을 이용한 공공서비스의 품질 측정: N시의 건축 인허가 민원 서비스를 중심으로)

  • Lee, Jung Seung
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.35-52
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    • 2019
  • As public services are provided in various forms, including e-government, the level of public demand for public service quality is increasing. Although continuous measurement and improvement of the quality of public services is needed to improve the quality of public services, traditional surveys are costly and time-consuming and have limitations. Therefore, there is a need for an analytical technique that can measure the quality of public services quickly and accurately at any time based on the data generated from public services. In this study, we analyzed the quality of public services based on data using process mining techniques for civil licensing services in N city. It is because the N city's building license complaint service can secure data necessary for analysis and can be spread to other institutions through public service quality management. This study conducted process mining on a total of 3678 building license complaint services in N city for two years from January 2014, and identified process maps and departments with high frequency and long processing time. According to the analysis results, there was a case where a department was crowded or relatively few at a certain point in time. In addition, there was a reasonable doubt that the increase in the number of complaints would increase the time required to complete the complaints. According to the analysis results, the time required to complete the complaint was varied from the same day to a year and 146 days. The cumulative frequency of the top four departments of the Sewage Treatment Division, the Waterworks Division, the Urban Design Division, and the Green Growth Division exceeded 50% and the cumulative frequency of the top nine departments exceeded 70%. Higher departments were limited and there was a great deal of unbalanced load among departments. Most complaint services have a variety of different patterns of processes. Research shows that the number of 'complementary' decisions has the greatest impact on the length of a complaint. This is interpreted as a lengthy period until the completion of the entire complaint is required because the 'complement' decision requires a physical period in which the complainant supplements and submits the documents again. In order to solve these problems, it is possible to drastically reduce the overall processing time of the complaints by preparing thoroughly before the filing of the complaints or in the preparation of the complaints, or the 'complementary' decision of other complaints. By clarifying and disclosing the cause and solution of one of the important data in the system, it helps the complainant to prepare in advance and convinces that the documents prepared by the public information will be passed. The transparency of complaints can be sufficiently predictable. Documents prepared by pre-disclosed information are likely to be processed without problems, which not only shortens the processing period but also improves work efficiency by eliminating the need for renegotiation or multiple tasks from the point of view of the processor. The results of this study can be used to find departments with high burdens of civil complaints at certain points of time and to flexibly manage the workforce allocation between departments. In addition, as a result of analyzing the pattern of the departments participating in the consultation by the characteristics of the complaints, it is possible to use it for automation or recommendation when requesting the consultation department. In addition, by using various data generated during the complaint process and using machine learning techniques, the pattern of the complaint process can be found. It can be used for automation / intelligence of civil complaint processing by making this algorithm and applying it to the system. This study is expected to be used to suggest future public service quality improvement through process mining analysis on civil service.

New Role of Designer's Value through Design Consultancy Developing (디자인 컨설턴트 발전을 통한 디자이너의 가치 향상)

  • Xiang, Chen;Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.232-242
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    • 2010
  • The design consultancy, with the development of economic integration, globalization of industrial design, technology revolution in the world and social economy, has come into being and grown gradually, which has injected new energy for the innovation of products and the expansion of new markets. Meanwhile, designers' function and their means to create value have started to diversify, instead of the single one, designing products only. As far as the thesis is concerned, it introduces relevant literature first so that basic concept, classification and etc. of the present design consultation are given. Second, with the help of certain research in advance, it shows the growth and the trend of design consultancy in UK, Japan and South Korea, as well as designers' progress and the diversion of their function with economy development. Finally, the conclusion is given on the basis of the ambiguity of designers' function in industrial design consultation in present corporations. Besides, it points out what roles are likely to be played by designers, as the planner of the whole project, the maker of the strategy, the provider of the whole program, the guide of clients and the supplier of related database, while providing industrial design consultation.