• 제목/요약/키워드: Emotional Space Design

검색결과 285건 처리시간 0.026초

의료 서비스 환경에서 서비스 사용자 경험 디자인 요소에 관한 연구 (A Study on the Holistic Spatial Design Elements for Service User Experiences in Healthcare Facilities)

  • 전수경;남경숙
    • 한국실내디자인학회논문집
    • /
    • 제24권4호
    • /
    • pp.3-13
    • /
    • 2015
  • For last decades, the interests and efforts to enhance healthcare facility users' experience is focused on improving facility environments for healing (Delvin, 2003) and servicescapes in order to meet the users' needs (Becker, 2008; Seunghee, 2011). In the emerging experience economy, customer want experiences and they're willing to pay for the experiences and memories not goods. (Pine, J. & Gillmore, J., 1999). It is important to identify what supports customer experiences and how they perceive the experiences in healthcare environments and it will provide important information for healthcare planners, managers, architects, and interior designers. This study examines the service user experience design elements from a User Experiences design perspective. It focuses on healthcare facilities as user experience elements and build up a conceptual framework that outlines service user experience design elements in healthcare facilities. Literature review and case studies were conducted to build the service user experience design elements according to affordance theory. Findings from this study shows that service user experience design elements were introduced and newly developed which can be categorized into three factors; 1) Functional experiences in the physical environments (safety, accessibility, self-directiveness), 2) emotional expression and cognitive experiences (identifiability/clarity, natural features/pleasant environment, aesthetic elements/playful space, media richness), 3) social relational experiences(closeness, privacy, communication with staff, integrated system). These service user experience design elements will help healthcare facility designers to understand what customer experiences, how they increase the satisfaction, and how they improve facilities for modeling the industry's best practices.

차세대 이동공간 대상의 콘텐츠 감성 평가를 위한 우선순위 도출 (Prioritization Analysis for Contents Sensibility Evaluation of the Future Mobility)

  • 이정민;주다영
    • 감성과학
    • /
    • 제21권1호
    • /
    • pp.3-16
    • /
    • 2018
  • 제 4차 산업 시대의 도래는 기존 사회와 산업 생태계를 급속히 변화시키며, 기술, 문화, 금융 등의 경계선을 사라지게 하고 있다. 이동공간 산업도 마찬가지로, 기존의 기계공학 중심의 산업이 전자 및 정보통신기술과 융합함에 따라 이동성 및 안전성 중심의 공간을 넘어, 인포테이먼트 및 콘텐츠를 소비할 수 있는 공간으로 변화하고 있다. 현재까지 수행된 차세대 이동공간 관련 이론적 평가 방법은 대부분 사용성 평가, 혹은 수용성 평가방법 등에 집중되어있으나, 실제 동향조사에 의하면 대부분의 자동차 OEM을 포함한 많은 이동공간 업체에서는 감성평가를 중요시하고 있는 것으로 나타났다. 이에 본 연구는 차세대 이동공간에서의 콘텐츠 인터랙션을 개발하는 데에 있어 어떠한 감성 요소들을 평가해야 하는지에 대해 수행한다. 패트릭 조단의 네 가지 즐거움 이론의 감성요소들을 기반으로 국내 운전자 116명을 대상으로 차세대 이동공간에서 콘텐츠 감성평가를 수행할 때 필요한 요소들에 대해 평가하였다. 통계분석 및 AHP (Analytic Hierarchy Process) 분석 결과, 심리적-관념적-사회적-물리적 즐거움 순으로 평가 우선순위를 도출시키는 것이 필요하며, 콘텐츠 소비 유형에 따른 평가를 수행하는 것이 필요할 것으로 나타났다.

공공설치용 화예작품 창작에 관한 연구 -도심 중앙차로 버스정류장의 수직형 미니정원을 중심으로- (A Research on the Creation of Floral Art Works as Public Installation : The Case of a Vertical Mini-Garden in Island Type Bus Stop)

  • 배명화;유택상
    • 한국화예디자인학연구
    • /
    • 제41호
    • /
    • pp.133-153
    • /
    • 2019
  • 본 연구는 녹지공간의 확보가 제한적으로밖에 이루어질 수 없는 도시 환경 안에 시민들이 식물과의 접촉기회를 가질 수 있게 하는 새로운 공공설치물의 연구개발 및 창작에 관한 연구이다. 그를 통해 협소하고 붐비는 중앙버스전용차로 정류장에서 시민들에게 잠시나마 식물을 경험하는 즐거움을 제공하는 화예작품의 창작을 기획하였다. 이를 위해 연관된 해외의 다양한 적용 사례에 대한 사례 조사와 현재 서울시에서 운영 중인 기존 중앙차로 버스정류장의 분석을 행하였고, 그런 맥락 안에서 적용 가능한 설치 형태 및 요소를 발굴하는 창작 예비 조사를 행하였으며 이를 바탕으로 설치물의 프로토타입을 개발하는 창작 실행을 행하였다. 그 결과 기존 중앙차로 버스정류장의 벽면을 대체할 수 있는 세로형의 긴 벽면형 프레임 안에 심플한 수직적 구조를 이루면서 선반 구조를 통해 식물의 접촉경험을 최대한 느낄 수 있도록 한 거치식 스크린 형태의 화예 설치 작품 1점과 책상 위에 설치 가능한 실내용 소품 2점을 개발할 수 있었다. 본 연구는 과밀화된 도시 환경에서 많은 시민들에게 노출되는 공공장소에 효과적으로 제시되는 식물 설치물을 제공함으로써 녹시율을 높이고 식물의 직접 접촉을 통한 심리적, 정서적 효과를 유발할 수 있는 화예창작물을 개발하였다는 점에서 그 의의를 찾을 수 있겠다.

국내 건축 및 실내디자인 분야의 환경심리행태 연구경향 분석 - 건축 및 실내디자인학회의 연구내용을 중심으로 - (An Analysis of Domestic Research Tendencies of Environmental Psychology and Behavior Studies in Architecture and Interior Design Fields - Focus on the Theses of Architecture and Interior Design Institutes -)

  • 최상헌
    • 한국실내디자인학회논문집
    • /
    • 제17권5호
    • /
    • pp.150-156
    • /
    • 2008
  • The 'Environmental Psychology and Behavior Studies' which started from the purpose of "Building the comfortable environment for people", is one of the most essential research area in architecture and intoner design field because of the basis of humanbeing matters. As the development of science and industries, the social circumstances have been more complicated and diversified. As a result, humanbeing require much humanized and high level of quality in space design as well as environmental design. In case of domestic research situation, the research of environmental psychology and behavior studies in architecture and interior design fields, haven't been applied fully in their potential abilities due to the shortage of research history, complexity of humanbeing researches and the vagueness of studies as a major fields. Thus, my purpose of studying is to analizing the previous research tendencies focus on the domestic thesis since 1980 to 2006 from the related research Institutes. Final findings are as follows ; 1. Steadily increasing tile interest ratio of the research field of environmental psychology and behavior studies 2. Concentration of research target spaces are higher from the residential > elderly facilities > educational > and medical spaces. 3. The preference of research theme showed the environmental psychology fundamentals > behavior studies > general studies of environmental psychology > emotional engineering > human factors engineering. 4. Results of crossing analysis ; 1)Residential spaces were the main spaces for main research theme. 2)Main theme used in target spaces were 'environmental psychology fundamentals' and "behavior studies'. 3)Main research methods for the most target spaces were 'sample research' methods.

RPG게임 캐릭터에서 개성 표현 요소에 관한 연구 (Analysis of RPG Characters' Personality Performance)

  • 상형리;유석호
    • 디지털융복합연구
    • /
    • 제19권2호
    • /
    • pp.403-408
    • /
    • 2021
  • RPG 게임에서 게임 플레이어에게 리얼리티를 준다는 측면에서 게임캐릭터의 개성 표현은 디자인 행위의 핵심의 하나라고 할 수 있다. 독특한 캐릭터의 개성이 플레이어의 관심과 몰입감을 높여 다양한 체험을 할 수 있도록 한다. 이론적 연구와 사례 분석을 통해 RPG게임 캐릭터 디자인에서의 개성 있는 표현 방식을 분석해봤다. RPG 게임에서 캐릭터의 개성을 표현하는 방식은 우선 게임의 시공간적 배경과 줄거리, 미션에 따라 캐릭터의 대략적인 성별, 인종, 직업, 기능 등 기본적인 정보를 제시한다. 그리고 캐릭터의 응용과 활용에 맞춰 구체적이고 풍성하게 캐릭터를 성장시키면서 체형, 움직임, 색채, 의상, 무기류 등을 더욱 정교하게 그려낸다. 이 연구는 감성적 디자인 이론의 관점에서 RPG게임 캐릭터의 개성 설계에 영향을 미치는 주요 요소를 획득하는 데 목적이 있다. 이에 의해 감성적인 디자인의 RPG게임 캐릭터 개성 디자인 방법을 제안한다.

여성사용자의 평가어휘지표에 의한 공간 환경 분석에 관한 연구 - 미술관 공간 환경의 비교연구를 중심으로 - (An Empirical Analysis of Museums' Spatial Environments using a Sensibility Rating Scale of Women's)

  • 한명흠
    • 한국실내디자인학회논문집
    • /
    • 제20권6호
    • /
    • pp.192-199
    • /
    • 2011
  • The purposes of this study are to present the criteria for a sensibility rating scale for measuring the general women's perception of museums' spatial environment, through an empirical analysis; and to clarify the characteristics of the presented rating scale in terms of each rating element and factor. For this study, a survey was conducted during August 19 - September 16, 2010, and a total of 342 museum visitors participated in the survey. A sensibility rating scale used for the survey consisted of a total of 32 adjectives selected from a literature review of previous studies. To specify the dimensions of semantic space using the semantic adjectives, words with opposite meanings were analyzed with the semantic differential technique developed by Osgood et al. Using SPSS, a reliability analysis, factor analysis were conducted on the data obtained from the survey. The results of this study can be summarized as follows: According to the women's perception of museums' spatial environment, six factors were found from the 25 semantic ratings of the Museum. The summarized criteria were: 'aesthetic', 'pleasant', 'valuable', 'function', 'affinity', and 'material.' The derived criteria were verified through an empirical test using emotional adjectives. In the coming years, the results of this study will serve as valuable data for constructing a sensibility rating scale for evaluating spatial environments of museums.

대학생의 감성과 선호하는 주거 실내공간이미지 특성에 관한 연구 (A Study on the Characteristics of Preferred Housing Interior Image and Sensibility of University Students)

  • 박지민;윤정숙;박은선
    • 한국주거학회논문집
    • /
    • 제22권6호
    • /
    • pp.97-106
    • /
    • 2011
  • Due to the belief that housing for university students is uniform materialistic and non-human, a variety of needs and preferences of the residents is becoming more important. In order to more positively identify the user's emotional needs, a design that meets the needs of the resident's living space is absolutely necessary. The purpose of this study is to group the sensibility types of university students, to analyze the preferred interior image and interior design elements, and then to understand the preferred characteristics according to sensibility type. To collect the data, a survey method was used for 224 university students in Seoul and the metropolitan area. The data analysis used SPSS PC 14.0 to find the frequency, t-test, chi-square, factor analysis, and cluster analysis. The results of the analysis are as follows: First, sensibility types were segmented into four groups including 'Unique & Elegant', 'Static & Tidy', 'Warm & Comfortable', and 'Characteristic & Free'. Second, the preferred interior image was the Minimal-Dandy-Natural Image, the preferred floor_material was wood, and the preferred wall_material was marble. Third, there were different interior preferences according to each type of gender & sensibility.

VMD에 따른 백화점 여성캐주얼 매장구성계획에 관한 사례연구 (A Study on Formation Plans of the Lady′s Casual shop in Department store by Applying VMD)

  • 윤갑근;이화숙;한세민
    • 한국실내디자인학회논문집
    • /
    • 제13권2호
    • /
    • pp.150-158
    • /
    • 2004
  • Customers demands seeking the variety and individualization in the rapidly changed consumption environment with these changes in the distribution market expect the environment in the shops providing the degage and abundant lives and environmental change in the environment of sale providing abundant values in the life other than simple sale of goods. More effective marketing strategies are desperately required for corresponding to these customers demands. VMD is the consolidated visual plans for the emotional communication with customers through CI which is the visual element influencing customers visual environment, SI, interior and exterior designs, presentation of goods, advertising and marketing. This is the marketing strategy providing customers with joyful shopping space and enabling customers to get the information and characteristics of goods more effectively by means of visual elements in the comfortable environment of the shop and the main factor allowing the competitiveness differentiated from the competing companies. To achieve these goals, we herewith suggest the effective VMD Strategy and alterative by applying VMD as the consolidated marketing communication to the Lady's casual shop in the Hyundai department located in Gwangju after complementing problems found In the course of studying and analyzing the VMD Cases.

초등학교 일반 교실 가구 개선을 위한 현황 및 제품 분석 연구 (A Study on the Status and Product Analysis for Improvement of Elementary School Classroom Furniture)

  • 문선욱;김자경
    • 한국실내디자인학회논문집
    • /
    • 제26권5호
    • /
    • pp.93-105
    • /
    • 2017
  • The elementary school classroom is a space where children spend a long time during the day, during the six years of childhood, in which children are emotionally sensitive and emotionally important. Therefore, it is necessary to create a classroom that can develop emotions considering the developmental characteristics of children. However, the elementary school classroom in Korea has less change in the classroom envir- onment than in the rapidly changing curriculum, and classrooms and furniture considering emotional development are hard to find. Therefore, this study suggests the necessity of improvement for classroom furniture of elementary school, presents problem and consideration condition of present classroom furniture by analyzing the present condition of elementary school classroom in Korea and child development characteristic of school age, and proposes the improvement direction through analyzing domestic and foreign classroom furniture products. To do this, we checked the physical and developmental characteristics of children ages 8 to 13, confirmed the use of the classroom furniture in 10 schools located in Seoul, Gye- onggi and Incheon, analyzed the problems of these furniture, compared and analyzed the shape, material, and color of the products of 32 domestic companies teaching tools manufacturers focusing on desks, chairs, lockers, and teaching aid box that are commonly used in classrooms. Through this, this study provided basic data for the selection of ideal classroom furniture in the future.

Analysis of Physiological Responses and Use of Fuzzy Information Granulation-Based Neural Network for Recognition of Three Emotions

  • Park, Byoung-Jun;Jang, Eun-Hye;Kim, Kyong-Ho;Kim, Sang-Hyeob
    • ETRI Journal
    • /
    • 제37권6호
    • /
    • pp.1231-1241
    • /
    • 2015
  • In this study, we investigate the relationship between emotions and the physiological responses, with emotion recognition, using the proposed fuzzy information granulation-based neural network (FIGNN) for boredom, pain, and surprise emotions. For an analysis of the physiological responses, three emotions are induced through emotional stimuli, and the physiological signals are obtained from the evoked emotions. To recognize the emotions, we design an FIGNN recognizer and deal with the feature selection through an analysis of the physiological signals. The proposed method is accomplished in premise, consequence, and aggregation design phases. The premise phase takes information granulation using fuzzy c-means clustering, the consequence phase adopts a polynomial function, and the aggregation phase resorts to a general fuzzy inference. Experiments show that a suitable methodology and a substantial reduction of the feature space can be accomplished, and that the proposed FIGNN has a high recognition accuracy for the three emotions using physiological signals.