• Title/Summary/Keyword: Interaction Design Education

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A Study on Interaction Design Education based on Design Thinking (디자인씽킹 기반의 인터랙션 디자인 교육 연구)

  • Ho-Da Kim;Ae-Ran Joo
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.53-69
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    • 2024
  • This study was attempted to promote changes in traditional design education at a time when non-face-to-face education is necessary, such as digitalization, rapid social structure change, and post-COVID-19 situations, and to meet the demands of the times when user-centered design is more emphasized. Therefore, the goal of this study is to explore the process of developing mobile apps and operating education for deaf learners through design thinking-based interaction design education for design students. Specifically, the curriculum was designed by selecting a design thinking methodology suitable for major students to experience empathy and solutions to user problems. The subject that students majoring in this study want to sympathize with is deaf learners, and the subject of the curriculum is the development of educational support applications for deaf learners. Accordingly, a mobile app prototype that can support online learning for deaf learners was created based on the interaction design education plan designed based on design thinking. In addition, after collecting and analyzing the feedback of deaf learners to evaluate the prototype effectiveness, the final mobile app prototype was presented as an output. Through this process, interactive design education based on design thinking helped to strengthen the ability to empathize with and solve the needs of deaf learners to major students and improve the design learning experience. Based on these findings, if a methodology suitable for various user groups is selectively accepted for design education, the students in the major will have the ability to design by prioritizing the actual needs of users despite changes in the environment of the future design society.

A Study Leaner-Centered Interactive Design for Web-Based Instruction (웹기반 교육을 위한 학습자 중심의 인터랙티브 디자인에 관한 연구)

  • Pang, Su-Young;Bae, Yong-Geun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.883-886
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    • 2007
  • This study examined contents of interaction that played an important role in learners' accomplishment of educational goals at web-based educational system. The purpose of the study was to find out design strategies of web-based education website that could give learners more satisfactory interaction. The study firstly investigated concept and values of web-based education as well as interaction by literature study to analyze web-based educational design principles at actual web-based education websites from point of view of interaction and to examine what factors should be used and reinforced at existing teaching. The findings were as follow: Web-based education websites made use of interaction with 'each design factor', such as colors, texts and images, etc that were based on communication designs to give 'information' by systematic interaction more than by social interaction.

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Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use (어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향)

  • Qing, Guo;Han, Hyun-Suk
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.157-167
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    • 2022
  • The purpose of this study is to verify the educational effectiveness of interaction design in mobile APP by observing the impact of interaction design for elementary school education on enhancing learning immersion and continuous use intention, and propose an interaction design scheme based on elementary school education APP. The research methods are literature research and questionnaire survey. Specifically, through the literature research method, the concepts and prior studies on the concept, reviews the continuous use intention and previous research of interaction design. Then, conducts a questionnaire survey on elementary school students in South Korea and China to understand the interaction design, learning immersion, and continuous use intention, and analyzes the relationship between variables.The research result of this study is to observe the influence of interaction design elements within interaction on learning immersion and continuous use intention with elementary school students who are users of elementary school education application as the objects. The results show that interaction design within interaction has a positive impact on improving learning immersion and continuous use intention. It can be thought that this is because in mathematics/science education, it is easy to understand theoretical concepts or explanations, and stories and images will be continued at each stage to help students learn without being bored.In conclusion, this study can confirm that interactive inline design has a positive effect of enabling learners to engage in learning and continue to use.

Analysis of Team Interaction Changes in Capstone-Design Activities by MBTI Modes (Capstone-Design 활동에서 MBTI 성격유형에 따른 팀 상호작용 변화 분석)

  • Lee, Tae-Ho;Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.17 no.1
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    • pp.57-64
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    • 2014
  • This study has a purpose mainly to analyze the team interaction change by the duration of time in the Capstone-Design activities according to MBTI Modes. Study objects are four students of Mechanical Engineering at School of Engineering in C University located in Daejeon, and the team interaction change was analyzed through IPA (Interaction Process Analysis) method. From the result, first, ESTP showed the change of increase in interaction by the time duration of initial, mid, late periods in 'social-emotional area: positive' and 'task area: question', and the change of decrease by the same time duration of periods in 'task area: solution'. Also, there was no change in 'social-emotional area: negative' because there was no interaction. Second, ESFJ showed the change of decrease in interaction by the time duration of initial, mid, late periods in 'social-emotional area: positive' and 'task area: question', and the change of increase by the same time duration of periods in 'task area: solution' and 'social-emotional area: negative'. Third, ISTJ showed the change of decrease in interaction by the time duration of initial, mid, late periods in 'social-emotional area: positive', 'task area: question' and 'social-emotional area: negative', and the change of increase by the same time duration of periods in 'task area: solution'. Fourth, ENFP showed the change of decrease by the time duration of initial, mid, late periods in 'social-emotional area: positive', 'task area: solution' and 'social-emotional area: negative', and the change of increase by the same time duration of periods in 'task area: question'.

Analysis on Team Interaction of Team size in Creative Engineering Design Activity (창의적 공학 설계 활동에서 팀 규모에 따른 팀 상호작용 분석)

  • Kim, Minwoong;Jo, Hanjin;Wi, Sunbok;Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.19 no.4
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    • pp.14-23
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    • 2016
  • This study is to analyze the team interaction in accordance with the team size. Thereby, it is to reveal the team size for the attainment of the effective team interaction and the specific goals to achieve the purpose of this study are as follows. Firstly, the frequency and percentage of team interaction in accordance with the team size are presented. Secondly, the statistical verification of the team interaction in the social emotional area is conducted. Thirdly, the statistical verification of the team interaction in the task area is conducted. In order to do this study, we explain the purpose of study, confidentiality, and withdrawal right were described and then 32 persons who agreed to participate were selected as the subjects for the study. After that, the autonomous organization of team was induced and a total of 8 teams were organized - 3 teams comprised of 3 members, 3 teams of 4 members, 1 team of 5 members, and 1 team of 6 members. Further, Bales' (1950) Interaction Process Analysis (IPA) was used in order to analyze the team interaction, and Mangold INTERACT was used as a coding program. The results of study are as follows. Firstly, the highest frequency of the team interaction showed up in the case of five or six members and the lowest in the case of 3 members. Secondly, a statistically significant difference in the social emotional (positive) area showed up in accordance with the team size and the team organizations of three or four members were effective. Thirdly, a statistically significant value in the answer area showed up in accordance with the team size and the team organizations of five or six members were effective.

Development of an E-book Design Model for Reinforcing Interaction among Learners (학습자간 상호작용을 강화한 전자책 설계 모형 개발)

  • Kim, Hoon-Yeung;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.9 no.1
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    • pp.15-26
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    • 2005
  • Recently, interests on e-book (electronic-book) have been increasing since e-book can provide many benefits than traditional books can do. Especially, e-book can be attractive for elementary school students due to its interaction provided by various multimedia tools. However, despite the fact that the numbers of elementary school students using e-book have been increasing, researches on e-book have not made a significant progress. Also since most researches on e-book have been concentrating on fairy tale books without considering interaction, the true virtue of e-book has not been maximized. Taking this into account, this study is intended to suggest an e-book design model for elementary school students with interaction among learners reinforced. In this study, first, existing e-book design models are analyzed in terms of interaction. Based on this analysis, an e-book design model is designed and developed. The proposed model can help learners interact within their learning levels, support with many functions such as interchangeable help function, various search instruments, previews, messenger functions, and provide a book-like environment where learners themselves can take initiative in learning.

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