• Title/Summary/Keyword: Experience-Based Design

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Design of EPG Information Architecture on Digital TV based on User's Experience (사용자 경험에 기초한 디지털 TV EPG 채널 정보구조 설계)

  • Kim, In-Soo;Jung, Kyeong-Kyun;Park, Jong-Soon;Myung, Ro-Hae;Park, Yong-Jin
    • Journal of Broadcast Engineering
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    • v.12 no.2
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    • pp.71-79
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    • 2007
  • This study is about the TV Electronic Program Guide (EPG) design to which Perceived Information Architecture (PIA) based on user-experience is applied. The function-oriented information architecture is not friendly for user to search channels, while Multi-channels of EPG system provides users with opportunities to select a variety of channels. Because the menu structure of EPG user interface system is not compatible with the user experience. Therefore, this study presented a user-experience-based methodology and proposed a new solution for the information architecture of user-centered EPG system design.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

User Research Method for Service Design: From Conceptual Knowledge To Design Knowledge

  • Joo, Jae-Woo;Oh, Dong-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.15-21
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    • 2012
  • Objective: We propose empathy as a user research method for service design. Background: We argue that empathy will enable user researchers to go beyond the conceptual knowledge to the design knowledge of user experience. Method: We tested our hypothesis by conducting an experiment in which subjects were required to propose solutions to improve the experience of a family member of a patient hospitalized in an emergency department. Results: We found that the subjects who empathized with the family member of a patient tended to suggest the solutions based on design knowledge rather than the solutions based on conceptual knowledge compared to the subjects who did not empathize. Conclusion: Data support our hypothesis that empathy enables people to focus on design knowledge rather than conceptual knowledge. Application: These findings provide practical implications for user researchers in service design.

A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device (모바일 현장체험학습 저작도구 개발을 위한 기초연구)

  • Kang, Young Ok;Cho, Na Hye
    • Spatial Information Research
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    • v.23 no.3
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    • pp.123-132
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    • 2015
  • Recently both the importance and the interests of field-experience learning have kept increasing since the Education of Ministry encourages students to take a field-experience learning with the self-driven and creative education as the main issue in the 7th revised education curriculum in 2009. As the importance of field-experience learning goes up continuously, not only the release of its related mobile applications is increasing, but also a variety of researches for supporting the field-experience learning are ongoing. In this research we perform two things. First, we define the basic concept of authoring tool for which support the field-experience learning based on its characteristics and user requirements analysis. We confirmed that the authoring tool for the field-experience learning has to 1) support all activities that happen in pre-field, field-experience and post-field phases, 2) be possible to write the location-based field work, 3) have the authoring function which reflects the characteristics of curriculum such as history, science and geography, etc. that the field learning can be realized, 4) be designed as the structure that the results of inquiring activity after the field experience activity can be reused. Second, we create a conceptual design after confirming the authoring tool.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

Research on the correlation between public design and user experience (공공디자인과 사용자 경험의 상관관계에 관한 연구)

  • Kwak, GiHea;Kim, BoYeun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.353-359
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    • 2017
  • Diverse public institutions from Republic of Korea currently hold various policies regarding public design with close attentions. Thus, the primary goal of this study relies on analyzing relation between public design and user experience. In accordance with comprehensive understanding from literature researches, and the evaluation criteria of public design could be identified through diverse pilot researches and existing relative researches. Analysis regarding Shedroff's experiential elements and user-experience factors had been conducted based on an instance mentioned by Korea Association of Public Design. The field test was conducted among experienced users (100 individuals) through survey. The research could detect significant correlation between public design(accessibility, regionalism) and user experience(pleasurable, meaningful). The overall user satisfaction level has been remarked as 2.64 out of 5.0 despite vigorous policies. Even though the importance of esthetic aspects should not be disregarded, the priority of study should rely on identifying 'who' are the actual users and 'the way' they understand.

Analysis of Learning Experience on Team-based Technology Design Project of Non-Engineering Students

  • KIM, Insu
    • Educational Technology International
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    • v.15 no.2
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    • pp.201-215
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    • 2014
  • The design project of a technology product provides an opportunity for students to experience the inter-connectedness of academic information and ill-defined real-world problems. This study focuses on non-engineering students' activity and perception through the assistive technology design project. For this purpose, participants engaged in a team-based technology design project. Then, a qualitative research approach was adopted, which included reflective journals with 24 undergraduate students majored in Adaptive Physical Education. The analysis identified six factors (knowledge value, social value, reality value, accomplishment value, perspective value, benefit value) of perception and five stages (topic selection, function suggestion, visualization, presentation preparation, and presentation) of activity.

A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.

Effects of Nursing Simulation-Based Practice Education on Learning Outcome and Classes Experience in Nursing Students (간호시뮬레이션 실습교육이 간호대학생의 학습성과와 수업경험에 미치는 효과)

  • Han, Young-In
    • The Korean Journal of Health Service Management
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    • v.8 no.1
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    • pp.135-150
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    • 2014
  • The purpose of this study was to identify the effects of nursing simulation-based practice education on learning outcome and teaching experience in nursing students. Pretest-posttest design with nonequivalent control group was utilized to analyze the effects of nursing simulation-based practice education. The subjects were 96 students of a nursing college. All subjects participated in 6 week. The data were analyzed by the SPSS win 17.0 program. The results were as follows; There were statistically significant differences in learning outcome and teaching experience effects of nursing simulation-based practice education in nursing students. In conclusion, we required nursing simulation-based practice education and small group discussion analysis of factors are associated with goal-setting skills and self-presentation skills, goal setting skills. We required nursing simulation-based practice education training to strengthen the ability of self-directed learning program utilizing the repeated study.

국내원전 액체방사성폐기물계통 설계경험

  • 이병식;김길정
    • Proceedings of the Korean Radioactive Waste Society Conference
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    • 2003.11a
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    • pp.43-47
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    • 2003
  • The performance of the Radwaste System is measured in terms of generation of waste volumes, the release of radioactive materials to the environment and the occupational radiation exposure to workers. Based on our design and operating experience from PWR plants, various design goals for liquid radwaste system were developed to improve system performance. It has been making continuous effort to develop the advanced liquid radwaste processing technology for new PWR plants since 1998. The primary goal of this effort was to obtain better performance and to design a more economical liquid radwaste system. This paper describes lesson learned experience from design of the liquid radwaste system in Korea Nuclear Power Plants.

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