• 제목/요약/키워드: Personas

검색결과 39건 처리시간 0.02초

SNS 상의 대인관계에서 나타나는 감정적 요소와 청소년의 온라인 다중정체성 간의 영향관계 (Effect of Emotional Elements in Personal Relationships on Multiple Personas from the Perspective of Teenage SNS Users)

  • 최보미;박민정;채상미
    • 경영정보학연구
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    • 제18권2호
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    • pp.199-223
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    • 2016
  • SNS 사용이 대중화되면서 사람들은 프로필 생성과 다양한 정보 공유를 한다. 이렇게 자발적인개인정보 공개와 자기표현을 통해 익명을 전제에서 온라인 정체성이 형성이 된다. 익명성은 현실과 달리 사용자가 원하는 모습으로 정체성을 표현하기에 쉬운 환경을 가진다. 다시 말해 SNS 사용자는 현실과 다른 모습인 멀티페르소나를 보여주기 쉽다는 것을 설명한다. 본 연구에서 멀티페르소나에 대한 연구의 필요성은 다음과 같다. 첫째, 사회적인 측면에서 멀티페르소나 성향을 보이는 사용자는 익명성을 통해 악성 댓글, 타인의 정보 도용, 온라인 왕따 등 반사회의 현상을 초래하는 경우가 많다. 둘째, 경영학적 측면에서 멀티페르소나 성향을 가진 사용자의 데이터 수집으로 인해 기업의 데이터를 정확히 예측하기 힘든 요소가 될 수 있다. 또한 멀티페르소나 성향의 사용자로부터 생성된 정보는 신뢰적인 측면에서 문제가 될 수 있다. 본 연구는 청소년의 멀티페르소나에 초점을 둔다. 청소년기에 형성된 정체성은 성인의 정체성과 큰 상관관계를 가진다는 선행연구들이 되어있다. 또한 온라인 환경을 통해 형성된 청소년의 멀티페르소나 성향은 윤리적 정체성 확립에 어려움을 가지고, 이는 사회적인 문제로 연결되는 경우가 많다. 본 연구는 청소년 664명을 대상으로 설문이 진행되었다. SNS 상의 대인관계에서 가지는 감정적 요소 4가지(타인과의 거리감, 상대적 박탈감, 타인 반응에 대한 압박감, 사회 규범의 영향)를 선별하고, 이 요소들과 멀티페르소나 성향의 동의 정도와 어떠한 상관관계를 가지는지 파악하였다. 그 결과 타인과의 거리감과 멀티페르소나가 음의 상관관계를 가지는 것을 제외하고 모두 양의 상관관계를 가지는 것으로 확인되었다. 본 연구는 기존의 경영학 연구에서 다루지 않았던 온라인 정체성의 문제를 화두로 올렸다는 면에서 의의를 가진다. 또한 기업적 측면에서는 SNS 사용자의 정확한 데이터를 수집하고 멀티페르소나를 통제하는 환경 조성에 도움을 준다.

인스타그램에서의 페르소나와 패션을 통한 자기표현에 관한 연구 -20~30대 여성을 중심으로- (A Study on Persona and Self-Presentation through Fashion on Instagram -Focusing on Women in Their 20s and 30s-)

  • 원연정;신은정;고애란
    • 한국의류학회지
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    • 제45권5호
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    • pp.804-824
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    • 2021
  • This study qualitatively explored the case of users utilizing multiple accounts on one social network service to create their own multiple spaces and different personas. The purpose of the study was to understand the behavior of people who use multiple accounts to express their identity online using Carl Jung's personality theory. We used in-depth interviews and the Zaltman metaphor elicitation technique (ZMET), targeting 19 people in their 20s and 30s who use more than one personal account on Instagram. Creating a shared consensus map using the configuration concept of ZMET derived six personas in relation to Instagram accounts. The motivations for the respondents' self-presentation associated with their personas and self-presentation types shown on Instagram were analyzed in terms of persona and fashion and subdivided into five dimensions: relationship management strategic presentation, self-monitoring presentation, competence demonstration presentation, anonymous presentation, and persona-centered presentation. Each respondent's persona and self-presentation formed by the Instagram account was analyzed.

퍼소나 특성 분류를 통한 프레임웍에 관한 연구 (A study on framework by sorting of persona characteristics)

  • 김용;정지홍;반영환
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.911-916
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    • 2009
  • Cooper 는 퍼소나를 구체적으로 만들수록 유연성이 사라지기 때문에 디자인 도구로써의 퍼소나는 더욱 더 강력해진다고 하였다. 하지만 정밀한 퍼소나가 중요함에도 생성 초기에 특성과 관련하여 각각의 필요성과 우선순위에 대한 복잡함, 시간 투자 대비 정밀함의 정도를 예측불가 등에 대한 문제점을 제기할 수 있다. 따라서 본 연구는 5 명의 기존 연구자들이 언급한 퍼소나 특성을 기반으로 KJ 법을 활용해서 특성을 재분류 하였다. 그리고 각 분류별 세부항목을 Pruitt 와 Adlin 의 '퍼소나 특성의 종류와 빈도'와 Brown 의 '특성 정보 양에 따른 세 가지 층'에 기반한 정밀성, 중요성, 신속성을 기준으로 분류하였다. 최종적으로 퍼소나 실무 관련 전문가의 평가를 거쳐 퍼소나를 생성하는 단계에서의 효율적인 특성 구축을 위한 $6{\times}6{\times}3$ 프레임웍을 제안하였다.

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Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • 인간식물환경학회지
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    • 제22권5호
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.

패션 디자인에 나타난 가상공간의 페르소나 표현 (Virtual Space Persona Expressed in Fashion Illustration)

  • 김순자
    • 한국의류산업학회지
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    • 제15권5호
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    • pp.671-681
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    • 2013
  • Persona means the mask of personality where the internal ego exposes itself to the outside. The complicated structure and diversity of contemporary society has provided men with a more variegated and diversified persona; in addition, advancements in internet and information communications creates the possibility for the emergence of more variegated and new persona. This study probes the persona of virtual space expressed in fashion designs; subsequently, this study reviews the concept and various characteristics of persona and examines the type of persona in the virtual space from the perspective of the manifestation of identity. The type of persona in the virtual space canbe categorized into flexible identity and falsified identity; subsequently, the characteristics and meanings of virtual space persona in fashion designs are analyzed. Flexible identity-oriented personas expressed in fashion designs are revealed through the images of animals or dolls. This is a childlike persona expression that expresses ego through other substances in an effort to express infantile substances such as dreams and fantasy cherished in childhood. Falsified identity-oriented personas are expanded as a realm of expression of the body and the realities are camouflaged as transformed persona. Negating existence itself by covering the eyes or face as well as the concealment of the body with masks or veils is an expression of a self-denying persona.

페르소나 특성을 반영한 데이케어센터 실내환경디자인 개선방안 도출 - 종로 구립 실버센터의 사례를 중심으로 - (Extraction of An Improvement Plan of Day Care Center's Interior Environment Design Reflecting Persona Characteristics -The case of Jounno Ward Silver Center-)

  • 이진우;남경숙
    • 한국실내디자인학회논문집
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    • 제24권1호
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    • pp.43-53
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    • 2015
  • As part of alternative of elderly problems in the future super-aging society, this study aims to extract an improvement plan of interior environment design of Seoul-type day care centers to expand in future by observing day care centers as medical and healing environments, from the perspective of user experience. For this study, after selecting major activity areas of representative cases of Seoul-type day care centers, user behaviors in the space were observed and 4 seniors of baby-boom generation who are potential uses were chosen as personas by reflecting characteristics of healthy elderly, physical aging, mental aging and infirm elderly, from the perspective of user experience. Based on previous studies on healing environments, these characteristics and demands of personas were classified into environmental aspects, physical aspects and mental aspects to extract an improvement plan. The study results are as follows. First, interior environment design reflecting persona characteristics helps the elderly adapt to the environment and provides a comfortable environment like home for stability, treatment and recovery of memory. Second, interior environment design reflecting persona characteristics helps psychological healing through light entering the large windows and natural environment elements. Third, for interior environment design reflecting persona characteristics, finish materials with bright and soft colors should be used to change the images of facilities positively. Fourth, spatial composition should be remedied through division of space and built-in furniture depending on the needs of users for loitering of extra time and programs.

퍼소나 기반 시나리오 방법론을 적용한 주택에서의 노인 행위 시나리오 개발 (Developing Scenario for Elderly Residents' Behaviors at Home Using Persona-based Scenario Method)

  • 권오정;이용민;김동숙;이옥경;임지수
    • 한국주거학회논문집
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    • 제28권3호
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    • pp.65-74
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    • 2017
  • An analysis of elderly behavior at home needs to be meticulously understood in order to build a spatial environment where the elderly can live safe and independent lives. To this end, the following study analyzed elderly behavior that occurs in the home, constructed personas, and developed persona-based scenarios of elderly behavior at home. Persona was composed of behavioral characteristics, spatial characteristics, and personal characteristics (gender, age, disease etc) that have a direct effect on living activities in the home, so it was intended to express a more real persona. The study developed six personas based on the behavioral and mobility characteristics of the elderly, and scenarios for each persona developed bsed on the following eight behaviors: toilet use, bating/Shower, washing and grooming, having meal, sleeping, dressing/undressing, laundering clothes, and getting out of home). Through this, the study determined the characteristics and difficulty level of various sub-behaviors and actions that occur in elderly behaviors at home. It also determined characteristics related to the use of physical elements such as equipment and furniture that are a part of those sub-behaviors. The behavior scenarios developed in this study can be utilized to understand the difficulties involved in elderly behavior, and to present a spatial plan and remodeling direction that alleviates such difficulties. This study is also significant that it investigates the applicability of persona-based scenario method on residential architecture.

욕창관리 모바일 어플리케이션 구조 설계 및 사용자 인터페이스 구현 (Design of Pressure Injury Management Mobile Application Structure and User Interface)

  • 이지산;김정재;이윤진;박승미
    • 근관절건강학회지
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    • 제26권3호
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    • pp.223-231
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    • 2019
  • Purpose: This study aimed to design user interfaces of a mobile application for managing pressure injury patients in a long-term care hospital based on the user's needs. Methods: To reflect users' needs in the mobile application, the user interfaces in this study were designed in five steps: brainstorming and mind mapping, persona and scenario, needs list and priority, a draft version of flow chart and user interfaces and expert review. These steps were conducted with a step nurse at a long-term care hospital, a professor who majored in nursing informatics, a professor who had lots of research experiences about pressure injury and a wound ostomy continence nurse. Results: Two personas, scenarios and needs' lists were derived. Listed Needs included the followings; Accurate staging of pressure injury; Appropriate management by staging; Acquisition of professional knowledge about pressure injury; Acquisition of easy pressure injury information through text, picture and video; and Sharing pressure injury information in unit. The structure, menus and features of the pressure injury mobile application were visualized with user flow based on two personas' scenarios and needs' lists. Conclusion: Our study suggests and visualizes the key features of the 'Pressure Injury Guide', a pressure injury management mobile application for nurses in a long-term care hospital, which can be utilized by nurses, application developers, and related researchers.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • 제10권2호
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.