• Title/Summary/Keyword: UX(user experience)

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Study on the Evolution pattern of Tea Industry Service Mode: Focusing on the Needs of Each Generation in GuangXi, China (차 산업 서비스 모델의 변천 패턴에 대한 연구 - 중국 광시 지역 세대별 니즈를 중심으로)

  • Ping, Li;Jang, Wansok;Pan, Yonghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.6
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    • pp.65-74
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    • 2021
  • Since 2020, the GuangXi government of China has focused on the deep integration of tea industry with leisure and cultural tourism, popular science education, health care and elderly care industries. Among the output value targets of the tertiary industry, the GuangXi government plans to achieve 25 billion yuan, and the tea industry is developing rapidly. Through questionnaire survey, field research and interview, this paper studies the differences of demand behavior and selection attributes of tea products among consumers in different years, and finally studies the evolution pattern of service mode of tea industry in GuangXi. The results show that there are obvious differences in life and work style, shopping habits, service design, user experience, social needs and personality needs of each generation consumers in different years. Based on the analysis of demand and behavior habits of tea products, the evolution pattern of service mode of tea industry in GuangXi is studied. Based on the above results, according to the differences of consumers' choice of tea products in different years, the service mode of tea industry in GuangXi is improved The development of tea industry in service design, user experience level is worthy of in-depth attention.

A Study on the Public Service of Big Data in Ocean Information -Focusing on user requirements of government services- (해양 정보 빅데이터의 대국민 서비스 제공 방안: 정부기관 서비스의 사용자 요구 사항을 중심으로)

  • Kim, Seungmin;Park, Byoung yong
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.241-255
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    • 2020
  • In Korea, utilizing and protecting the ocean from the sea on three sides can be considered the basis of national power. Recently, it has been distributed to IOT and 5G networks, and attempts to provide various information based on telecommunication infrastructure are continuing in the public and private sectors. In this study, an online survey was conducted with the aim of improving the services of marine information services (KOMC, safe and open seas) provided by the Government Agency for Oceanographic Research. Through an online survey, the survey was conducted on sites that are mainly used to survey people's need for marine information and to collect information. In addition, the survey was conducted on the UX, UI problems and improvements of KOMC, open and safe sea sites provided by the National Oceanographic Research Institute. The awareness and experience of marine information service by the Korea Oceanographic Research Institute were confirmed. Later, the previous steps of FGI also examined the usability of various users after allowing them to use the actual service. Here, the experience of collecting marine information from actual users was investigated, not just by looking at and evaluating the design of the service website and application. As a result, users presented a variety of opinions related to marine information services, including accessibility, reliability of information, providing media, and importance of information provided. The findings could be used as data to identify ocean-related data and ways to provide information required by users of various age groups and occupational groups.

Busan Tourism Industry applying OECD Tourism Policy and ICT Convergence Platform (OECD 관광정책과 ICT 융합 플랫폼을 적용한 부산관광산업)

  • Lim, Yong-Suk;Jung, Ho-Jin;Lee, Jung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.871-879
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    • 2017
  • The purpose of this study is to propose a Busan tourism industry in which the 2016 OECD Tourism policy and ICT convergence platform are applied. OECD proposed 3 policies to promote the tourism industry: First, to maintain the competitiveness of the tourism industry as well as improve its efficiency and sustainability, second, to establish a seamless traffic system, and third, to build a response to the sharing economy. Centering on the OECD's three policies, we propose the developmental possibilities of tourism in Busan. At the same time, we suggest the necessity to build an ICT convergence platform that will help foster the industry. In building an ICT convergence platform, we especially focus on the necessity of: 1. Sharing and creating experience-based interactive contents on the software side, and 2. Developing high quality user experience (UX) and providing a data analysis-based customized service on the hardware side. In addition, we insist on the establishment of the Tourism Promotion Agency for the continuous performance and management of Busan tourism industry. The study ultimately suggests that the construction of ICT convergence platform based on OECD tourism policy can result in the expected outcomes of high effects with low cost for both consumers and suppliers related to the tourism industry.

A Research for Methodology of Culture Semiotics for Smart Healing Contents (스마트 힐링콘텐츠의 문화기호학적 방법론 연구)

  • Baik, Seung-Kuk;Yoon, En-Ho
    • Journal of Information Technology and Architecture
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    • v.11 no.3
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    • pp.347-357
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    • 2014
  • This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.

Design of the emotion expression in multimodal conversation interaction of companion robot (컴패니언 로봇의 멀티 모달 대화 인터랙션에서의 감정 표현 디자인 연구)

  • Lee, Seul Bi;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.137-152
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    • 2017
  • This research aims to develop the companion robot experience design for elderly in korea based on needs-function deploy matrix of robot and emotion expression research of robot in multimodal interaction. First, Elder users' main needs were categorized into 4 groups based on ethnographic research. Second, the functional elements and physical actuators of robot were mapped to user needs in function- needs deploy matrix. The final UX design prototype was implemented with a robot type that has a verbal non-touch multi modal interface with emotional facial expression based on Ekman's Facial Action Coding System (FACS). The proposed robot prototype was validated through a user test session to analyze the influence of the robot interaction on the cognition and emotion of users by Story Recall Test and face emotion analysis software; Emotion API when the robot changes facial expression corresponds to the emotion of the delivered information by the robot and when the robot initiated interaction cycle voluntarily. The group with emotional robot showed a relatively high recall rate in the delayed recall test and In the facial expression analysis, the facial expression and the interaction initiation of the robot affected on emotion and preference of the elderly participants.

Case Study on Big Data Sampling Population Collection Method Errors in Service Business (서비스 비즈니스의 빅데이터 모집단 산정방식 오류에 관한 사례연구)

  • Ahn, Jinho;Lee, Jeungsun
    • Journal of Service Research and Studies
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    • v.10 no.2
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    • pp.1-15
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    • 2020
  • As big data become more important socially and economically in recent years, many problems have been derived from the indiscriminate application of big data. Big data are valuable because it can figure out the meaning of informative information hidden within the data. In particular, to predict customer behavior patterns and experiences, structured data that were extracted from Customer Relationship Management (CRM) or unstructured data that were extracted from Social Network Service(SNS) can be defined as a population to interpret the data, during which many errors can occur. However, those errors are usually overlooked. In addition to data analysis techniques, some data, which should be considered in the analysis, are not included in the population and thus do not show any meaningful patterns. Therefore, this study presents the measurement and interpretation of the data generated when the cause of error in the population setting is strong relationship and interaction between people or a person and an object. In other words, it will be shown that if the relationship and interaction are strong, it is important to include data collected from the perspective of user experience and ethnography in the population by comparing various cases of big data application, through which the meaning will be derived and the best direction will be suggested.

Children's Picture Book-making Activity through the Fusion of Digital and Analog Contents (디지털과 아날로그 콘텐츠 융합을 통한 어린이 그림책 만들기 활동방법)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.51-59
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    • 2020
  • Advancements in digital technology have caused significant changes to the tradition of creative educational activities. Such an with digital technology is prone to an error where digital technology itself becomes the goal, ignoring educational efficacy grounded on improved user experience and immersion. Previously, picture book-making activities for children allow them to actively participate in the process of book-making, and is often employed to instill reading habits as well as nurture linguistic abilities. Aside from such picture book-making activities, diverse efforts are being made for innovation in educational pedagogy through digital technology. However, as the goal of children's picture book-making activities is realizing creative education through expressions in language and pictures, digital technology should be considered in the viewpoint of fusion, not as a simple replacement to the traditional tools employed in children's picture book-making activities. This study examines previous researches related to children's picture book-making activities to propose contents and methodology allowing effective immersion by fusing digital technology based on a physical environment, from the viewpoint of fusion and integration. Expect this study will become a fundamental data in visualizing a practical integration of digital technology in future creative education.

A Study on Usability Evaluation of AR-based Online Archives Exhibition Platform: Focusing on June Democratic Struggle History Exhibition Case (AR기반 온라인 기록전시 플랫폼의 사용성 평가에 관한 연구 - 6월 민주 항쟁 역사 기획전 사례를 중심으로 -)

  • Jung, Chul;Lee, Soosang
    • Journal of Korean Library and Information Science Society
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    • v.53 no.1
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    • pp.125-148
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    • 2022
  • This study shows the process of designing and directly developing an online archives exhibition platform using AR (AR online archives exhibition platform) as a method for effectively providing online archives exhibition. Furthermore, the usability of the platform developed for actual users was evaluated. Related literature analysis was conducted to derive the functional requirements of the online archives exhibition platform to be guaranteed by the archives exhibition platform. Based on the derived functional requirements, six development strategies were established for the development of an AR online archives exhibition platform. The specific development of the platform was carried out using the Unity Engine and was based on the development strategy. After that, using the developed platform, 'June Democratic Struggle History Exhibition' was planned based on the collection of the Busan Democratic Park. Based on this, this study attempted to specifically evaluate the possibility of applying the actual exhibition service of the platform. Based on this, this study specifically evaluated the possibility of applying the actual exhibition service of the platform, and the usability of the AR online archives exhibition platform based on user experience (UX) was evaluated through platform demonstration for 35 actual users. According to the evaluation results, there were requirements for supplementation due to the use of advanced technology, but the main opinion was that it will be very positive at this time when untact services are being activated due to the Corona Pandemic.

A Study on intent to use AI-enhanced development tools (AI 증강 개발 도구 사용의도에 관한 연구)

  • Hyun Ji Eun;Lee Seung Hwan;Gim Gwang Yong
    • Convergence Security Journal
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    • v.24 no.2
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    • pp.89-104
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    • 2024
  • This study is an empirical study to examine the factors that influence the intention to use artificial intelligence (AI) technology for SW engineering-related tasks, and the purpose of the study is to understand the key factors that influence the use in terms of AI augmentation characteristics and interactive UI/UX characteristics. For this purpose, a survey was conducted among information and communication workers who have experience in using AI-related technologies and the collected data was analyzed. The results of the empirical analysis showed that perceived usefulness was positively influenced by the factors of expertise, interestingness, realism, aesthetics, efficiency, and flexibility, and perceived ease of use was positively influenced by the factors of expertise, interestingness, realism, aesthetics, and flexibility. Variety had no effect on both perceived ease of use and perceived usefulness. Perceived ease of use had a significant effect on perceived immersion, which positively influenced intention to use. These findings are significant in that they provide an academic understanding of the factors that influence the use of AI-enhanced tools in SW engineering-related tasks such as application design, development, testing, and process automation, as well as practical directions for the creators of tools that provide AI-enhanced development services to develop user acquisition strategies.

A study on how to Promote Smart Tourism through Case Analysis of Smart Tourism Utilizing New ICT Technologies (ICT 신기술을 활용한 스마트관광의 추진사례 분석 및 활성화 방안 연구)

  • Jeong, Byeong-Ok
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.509-523
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    • 2015
  • With the introduction of smart devices as a new channel of information distribution, the mass tourism that has been dominating the travel scene is being transformed into individual tourism. Therefore, it is more than important to establish an advanced smart tourism environment using cutting-edge ICT technologies in order to go into one of tourism developed countries. In line with that, this study draws both local and international cases to show where smart tourism stands now by mapping out problems and solutions by category. Firstly, in terms of infrastructure, establishing distribution platform and big data analyzing systems were suggested. Secondly, to fit the needs of consumers, converged tourism content and user experience based content development are in need. Lastly, in terms of governance forming public-private consultative body and incubating creative tourism companies are suggested. The study results will serve as a fruitful reference to those who want to establish business strategy related to smart tourism.