• Title/Summary/Keyword: Experience-Based Design

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A Study on the development of mobile system for younger generation based on the experience-based product development process (경험디자인을 적용한 모바일 상품 컨셉 개발에 관한 연구)

  • 이종호
    • Archives of design research
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    • v.17 no.3
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    • pp.421-430
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    • 2004
  • The aim of this research is to develop communication model and tools that would help in incorporating user experience into information appliance product development. To do so, this research suggested three major modelling techniques, including user-experience model, design strategy model and experience product model. Using these modelling tools, any members in design teams (investigator and designers) will be able to communicate their own ideas and research results each other at any period of the product development process. Each tools have distinct factors that would help identify elements in the user research stages, idea generation stages and product development stages. To verify the efficiency of these models, the case study was conducted with final year students at their studio class. As a result, the benefit of using these tools were identified as 1) these tools accelerate the communication between user researchers, designers and engineers and 2) evaluation process of the product is much more dearer that before. and 3) various user research techniques can be explored.

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Development of a Web-based User Experience Certification System based on User-centered System Design Approach (사용자 중심의 웹 기반 제품 사용경험 인증·평가 시스템 개발)

  • Na, Ju Yeoun;Kim, Jihee;Jung, Sungwook;Lee, Dong Hyun;Lee, Cheol;Bahn, Sangwoo
    • The Journal of Society for e-Business Studies
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    • v.24 no.1
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    • pp.29-48
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    • 2019
  • Recently, product design innovation to improve user experience has been perceived as a core element of enterprise competitiveness due to the fierce market competition and decrease of the technological gap between companies, but there is insufficient services to support the product experience evaluation of small and medium-sized companies (SMCs). The aim of this study is to develop a web-based product user experience evaluation and certification system supporting product design practices for SMCs. For system interface design, we conducted systematic functional requirement elicitation methods such as user survey, workflow analysis, user task definition, and function definition. Then main functions, information structure, navigation method, and detailed graphic user interfaces were developed with consideration of user interactions and requirements. In particular, it provides the databases for evaluation efficiency to support the evaluation process above a certain level of performance and efficiency, and knowledge databases to utilize in the evaluation and product design improvement. With help of the developed service platform, It is expected that the service platform would enhance SMCs' product development capability with regard to the user experience evaluation by connecting the consulting firms with SMCs.

A Study on the Phenomenological Characteristics of the Expression in Composition of the Experimental Exhibition Space - Focused on Exhibition Utilizing Light - (전시체험공간 구성에서의 현상학적 표현특성에 관한 연구 - 빛을 이용한 전시를 중심으로 -)

  • Park, Eun-A;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.183-194
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    • 2013
  • Exhibition space emphasizes the experience in the space rather than viewing or appreciation of visitors. Because the experience spaces in today's life are limited, people experience rest, comfort, and sometimes extraordinary space experience through exhibition space. Exhibition space has changed from a static place to a space where visitors move and act with the exhibits to freely feel the space. Also, the static space expressed only with illumination and shadow becomes a new space different from daily space for users. This study analyzes the characteristics of phenomenological expression through such user-oriented exhibition space. This study is to analyze the characteristics of phenomenology through the exhibition experience space structure. It is to analyze and study on the characteristics of phenomenological expression of the exhibition experience space structure centered in the opinion of Merlo-Ponti that considers the experience of body among 'characteristics' discussed based on the study of the phenomenological experience published up to date and the viewpoint of Steven Hall that sees light as a subject of creating the space. This study is also considers how the perception of the experiencer is built in the correlation between the phenomenology and exhibition experience space by studying the relationship of the experiencer that is the common point of the exhibition experience space structure and the characteristics of phenomenological expression and analyzing the common point and difference of them. It also focuses on the space of dark whether forming any light rather than looking at the light which is the sense factor among the characteristics of phenomenological expressions. Thus, the purpose of this study is to analyze the case on whether there is any light or not applied to the exhibition experience space grounded by the theoretical materials of Merlo-Ponti and Steven Hall based on the characteristics of phenomenological expressions in the exhibition experience space structure and, based on the result, to set up the basics on the characteristics of phenomenological expressions in the composition of exhibition experience space.

A Study on the Satisfaction of Visual Elements of Package Design for Carbonated Beverage Based on Emotional Experience Theory (감성경험 이론에 기반한 탄산음료 패키지 디자인 시각요소의 만족도에 관한 연구)

  • Zhang, Shang-Shang;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.271-278
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    • 2022
  • Carbonated drinks are a kind of drink that is popular in our daily lives and are sold mainly among young people. There are many brands of carbonated drinks currently on sale, and most of them emphasize the distinction of texture, and brand images and packages have further commercialized package design as a whole. It is necessary to increase the emotional experience of soda package design, which can increase the added value of the brand. Sensibility is the most common psychological experience in humans and is the subjective experience and feeling of things. By combining the emotional experience with the package design of carbonated drinks, it provides more emotional user experience while purchasing carbonated drinks, realizing diversification of product package designs and satisfying consumers' emotional needs. This paper first examines the package design of carbonated drinks, I hope it will be an implication if you increase the emotional experience of soda package design.

Development and application of career experience programs for fashion majors using LED devices (LED 디바이스를 활용한 패션전공 진로체험 프로그램 개발 및 적용)

  • Paek, Kyung Ja
    • The Research Journal of the Costume Culture
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    • v.30 no.2
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    • pp.319-329
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    • 2022
  • This study started from the practical need for a career experience program in the fashion major that is creative and responds to current methodologies. The purpose of this study is to propose a fashion work experience program that combines digital technology and practical experience. The research methods and procedures were as follows: fashion items and wearable devices were selected, the LED smart bag program was developed, and it was executed. A total of 123 students participated in the program, and a satisfaction survey was conducted after observation and oral evaluation. All of the participants completed the LED smart bag processes of design ideation, material selection, production, and styling using an eco-bag (one of the fashion items and as an LED wearable device). As a result of the participants' satisfaction (on a 5-point scale), most items showed a high level of satisfaction of 4.39 points or more. The smart bag program was evaluated to increase interest based on the time allotted and the students' level and to bolster their understanding of, and interest in, the fashion major. Therefore, this study is expected to be baseline to explore diversification of the fashion major work experience program, in order to create interest in the fashion major based on creative convergence competency.

A Study on User Experience that Provides Psychological Stability during Mobile E-commerce One-touch Payment (모바일 이커머스 페이 원터치 결제 시 심리적 안정감을 제공하는 사용자 경험 연구)

  • Chang, Dah-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.277-283
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    • 2022
  • The purpose of this study is to study the user experience that provides psychological stability when paying for mobile e-commerce pay one-touch. Through literature and case studies, e-commerce pay one-touch payments were identified, and user experiences were investigated through surveys and in-depth interviews. The survey based on Aaron Walter's model of user needs received a high average of functionality and usability for one-touch payments, but reliability and stability were somewhat low. Afterwards, four design improvement plans were presented to supplement psychological stability by analyzing in-depth interviews conducted based on the User's Eye View of User Experience Design model. This study is expected to be helpful in basic research on the payment experience where you can feel stable when taking one-touch payments.

Design and Implementation of Optimized Route Search Technique based on User Experience Using Open APIs (지도 오픈 API를 활용한 사용자 경험 기반 최적화 이동 경로 탐색 기법의 설계와 구현)

  • Sagong, Woon
    • Journal of Korea Multimedia Society
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    • v.18 no.5
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    • pp.682-690
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    • 2015
  • Among location-based systems, a route search service is very highly utilized as a representative technique, but it provides relatively low accuracy when we find a route path on foot in our real environment. In this paper, we design and implement an optimized route search technique based on user experience utilizing open APIs as location-based services. Finally, we develop an Android-based application to provide this feature. In our experiment, we found that our technique enhanced performance by about 14-36% compared to previous solutions, such as route path searches using map APIs. In addition, the performance of our technique can be further enhanced, as the number of users who find such optimized route path is increasing.

Evaluation for User Experience about GUI of Design of Educational application -Mainly with Analysis on 'The Cast exams on the EBS lectures'- (교육용 애플리케이션 GUI에 따른 사용자 경험 연구 -EBS 수능강의를 중심으로-)

  • Kim, Ha-Gyeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.295-300
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    • 2017
  • The purpose of this study is to analyze the EBS special lecture, which is an educational application, from a user 's point of view and to propose a direction for improvement of the user experience according to the GUI design. Firstly, we surveyed the theoretical background and service situation through literature review, and secondly, we surveyed the user experience questionnaire based on 7 principles of honeycomb model of Peter Morville. As a result, the EBS special lecture showed improvement of GUI due to lack of visual part in addition to its use. Based on this research, I hope that the service for improvement of the user experience of the education application will be improved in the future and it will be helpful to study the educational application user experience to be conducted in the future.

Design of Evaluation Index System for Information Experience based on B2C e-Commerce Bigdata and Artificial Intelligence

  • KANG, Jangmook;HU, Haibo;CHEN, Yinghui;LEE, Sangwon
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.1-8
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    • 2019
  • The online retail market continues to grow, especially in China, as e-commerce has developed rapidly in recent years in many countries. Meanwhile, the development and use of new network information technology provides consumers with various contact and experience environments for online shopping. Based on the theory of media weakness, the study began to focus consumer experience on the nature of commercial transactions. The study proposed and designed an initial measure of the consumer information evaluation index, which combines previous findings with implications. Finally, the five-dimensional B2C system was established to evaluate consumers' information experience providing information display, information interaction, information support and information personalization. We researched on evaluation index system for information experience of B2C e-commerce consumers based on samples of Chinese consumers.

A Study on the Aesthetic Experience in the Playful Space using Art and Technology (예술과 테크놀러지를 활용한 유희적 공간에서의 미적 경험에 관한 연구)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.61-69
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    • 2013
  • The conventional boundaries between art and technology are being torn down by the development of science in the 21st century. It is fulfilling the convergence to emphasize two-way communication. This research is to study the aesthetic experience of the space design which appeared in the playful space of art and technology. The purpose of this study is to analyze the expression and characteristics of the art and technology applied for the playful space, to present the intrinsic value of aesthetic experience, and finally to focus on the necessity of aesthetic experience in modern society. In the Playful space of art and technology, research methods and settings of the range to study the aesthetic experience are as follows: First, establish a theoretical consideration about the concept and characteristics of the aesthetic experience, based on Philosophical theories. Second, analyze the meaning of art and the expression elements and characteristics by using technology. Third, discuss the concept of play and features of aesthetic experience in the playful space. Fourth, investigate analysis of the case studies, focused on the architecture and space design announced through the media recently. Finally, proposes the value for the applicability of aesthetic experience that appears playful space works affect us. I saw the aesthetic experience that appears playful space independent reaction and lead to behavioral changes and physical experience to maximize the effectiveness of participation. and it is to maximize a pleasurable experience, while increasing the commitment to participate in the space. Expressions using art and technology are activated by stimulation of the emotional experience, creating a new aesthetic experience. In the modern, the new environment is being created by the convergence of art and technology and it stimulates the imagination of art. Also, it has been newly regulated the meaning of human emotions and consciousness in the new space, surrounded by technology.