• Title/Summary/Keyword: Online Hobby Platform

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A study on the User Experience of Online Hobby Platform -Focused on the Art Field- (온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로-)

  • Youn, Soo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.401-406
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    • 2020
  • This study is an analysis of the user experience of online hobby class platform, focusing on the art field, which reduces space-time constraints and lowers accessibility. To this end, I investigated cases of online hobby class platforms and conducted surveys to measure user experience for university students and office workers in their 20s and 30s in Korea. As a result, we found the gap between the elements satisfying the user experience and the current domestic service, and suggested a way to narrow it down. This study is meaningful in that it proposed ways to further promote online hobby class platforms in the future leisure culture market. It is hoped that this study will be used as data on the user experience of future online hobby platforms and further help discuss practical activation measures.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

A Study on the Necessity and Cases of Non-Face-to-Face Online Craft Education Programs (비대면 온라인 공예 교육 프로그램의 필요성과 사례 연구)

  • Jang, Ji-Su;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.277-282
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    • 2021
  • The purpose of this thesis is to suggest the direction of various online education media to be developed in the future by studying the necessity and cases of non-face-to-face online craft education programs. To this end, among the online class platforms currently operated in Korea, four places that contain craft education programs were selected and analyzed for comparison. Class101, Hobbyful, Conects-Hobby Class, and Air Klass are examples. As a result of the study, the common features and advantages of the convenience of accessing contents and the diversity of class composition were found. However, there was a limitation in that the real-time inquiry and response system was not systematically implemented in most online class platforms. In particular, as the number of users of the online class platform is gradually increasing in the untact era caused by Covid-19, continuous research and development will be required to ensure that interaction, the most important characteristic of face-to-face, can also be performed well on online platforms.