• Title/Summary/Keyword: User Centered

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Stakeholder Awareness of Rural Spatial Planning Data Utilization Based on Survey (농촌공간계획 데이터 수급에 대한 이해당사자 인식조사)

  • Zaewoong Rhee;Sang-Hyun Lee;Sungyun Lee;Jinsung Kim;Rui Qu;Seung-Jong Bae;Soo-Jin Kim;Sangbum Kim
    • Journal of Korean Society of Rural Planning
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    • v.29 no.3
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    • pp.25-37
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    • 2023
  • According to the 「Rural Spatial Reconstruction and Regeneration Support Act」, enacted on March 29, 2024, all local governments are required to establish a 'Rural Spatial Reconstruction and Regeneration Plan' (hereinafter referred to as the 'Rural Spatial Plan'). In order for the 'Rural Spatial Plan' to be appropriately established, this study analyzed the supply and demand of spatial data from the perspective of user stakeholders and derived implications for improving rural spatial planning data utilization. In conclusion, three key recommendations come from this result. Firstly, it is necessary to establish an integrated DB for rural spatial planning data. This can solve the problem of low awareness of scattered data-providing websites, reduce the processing time of non-GIS data, and reduce the time required to acquire data by securing the availability of data search and download. In particular, research should be conducted on the establishment of a spatial analysis simulation system to support stakeholders' decision-making, considering that many stakeholders have difficulty in spatial analysis because spatial analysis techniques were not actively used in rural projects before the implementation of the rural agreement system in 2020. Secondly, research on how to improve data acquisition should be conducted in each data sector. The data sector group with the lowest ease of receiving are 'Local Community Domain', 'Changes in Domestic and International Conditions', and 'Provision and Utilization of Daily Life Services'. Lastly, in-depth research is needed on how to raise each rural spatial planning data supply stakeholder to the position of player. Stakeholders of 'University Institutions' and 'Public Enterprises and Research Institutes' should give those who participate in the formulation of rural spatial plans access to the raw data collected for public work. Stakeholders of 'Private company' need to come up with realistic measures to build a data pool centered on consultative bodies between existing private companies and then prepare a step-by-step strategy to fully open it by participating various stakeholders. In order to induce 'Village Residents and Associations' stakeholders to play a leading role as owners and producers of data, personnel should be trained to collect and record data related to the village. In addition, support measures should be prepared to continue these activities.

Development of Mental Health Self-Care App for University Student (대학생을 위한 정신건강 자가관리 어플리케이션 개발)

  • Kang, Gwang-Soon;Roh, Sun-Sik
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.25-34
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    • 2019
  • The purpose of this study is to develop a mobile app for mental health self care of university student. User centered design is a research design that applies the subject's needs assessment, analysis, design, development, evaluation, modification and supplement to suit the subjects. In order to manage the mental health of university students, they consisted of four main areas of mental health problems: drinking, sleeping, depression, and stress. It is designed to enable self test content, analysis and notification of inspection results, and management plan for current status of each area. Based on this, I developed an Android based mental health self-care Application. The subject can enter his or her mental health status data to explain the normal or risk level for each result, and the subject can then select the appropriate intervention method that he or she can perform. In addition, we developed a mental health self care calendar that can display the present status of each of the four areas on a day by day basis, and the current status can be expressed in an integrated manner through animations and status bars. The purpose of this study was to develop a mental health self-care app that can be improved by continuous and improved programs.

The Stigma in the Process of Using Social Services - Focusing on Users of Social Welfare Centers in Permanent Rental Apartment Areas - (사회서비스 이용과정에서의 스티그마 인식 - 영구임대아파트지역의 사회복지관 이용자를 중심으로 -)

  • Choi, Jong Hyug;Yu, Young Ju;Park, Dong Jin
    • Korean Journal of Social Welfare Studies
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    • v.44 no.2
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    • pp.231-264
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    • 2013
  • The purpose of this study is to find out how local residents using social welfare services in permanent rental apartment areas experience stigma, and how they perceive it. Data collection was carried out for 10 months from May 2012 to February 2013. Interviews were conducted with 13 users who are using or have the experience of using services in social welfare centers, and 12 hands-on workers of the institutions; the results were then analyzed using the modified grounded theory. The results of analysis are as follows. First, a considerable number of people living in permanent rental apartment areas experience stigma while experiencing impoverishment; and they also feel stigma in the formularization process to become recipients. Second, users experience stigma in the process of using social welfare center services located in permanent rental apartment areas after becoming recipients as well. Third, in cases where permanent rental apartment areas are located in the immediate neighborhood of general residence areas, residents living inside and outside the areas were found to give stigma to the residents of permanent rental apartment areas. This study has significance in that it provides an in-depth clarification of the reality of stigma experienced by users of social welfare center services in permanent rental apartment areas through qualitative research

A Study on the Design Improvement of Street Facilities in Jeollabuk-do Province (전라북도 가로시설물의 디자인 제고를 위한 연구)

  • Kim, Sang Hyun;Kim, Hong Bae
    • Journal of the Korean Institute of Rural Architecture
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    • v.25 no.2
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    • pp.1-8
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    • 2023
  • This study reveals the absence of standard design guidelines by region through investigation and analysis centered on public design cases by region in Jeollabuk-do and design elements that can reflect the integration, identity, and diversity of public design in each region by five regions. Through this, the following conclusions could be obtained. First, to improve the quality of street facilities in Jeollabuk-do, the design elements (design motif, color, pattern) applicable to the standard design were analyzed by dividing them into five regions. As a design motif, it was possible to extract patterns containing straight lines, sophistication, dignity, and smartness. In the Northeast region, it is comfortable with the motif of the mountain ridge reflecting geographical characteristics, and it can be extracted elements that contain warm and natural colors. In the southeastern region, patterns that reflect design elements were extracted by applying safe, lively, and peaceful colors with the design motif of curves that blend nature and agriculture. In the southwestern region, design pattern elements that highlight nature, history, and culture were extracted with various cultural assets and natural greenery as motifs. Lastly, in the Saemangeum region, the ocean flow and greenery could be used as a design motif to reflect a positive, clear, future-oriented image in the design spot zones by region. Second, based on the standard design elements (design motive, color, pattern) by region extracted for the standard design development of street facilities in each region in Jeollabuk-do, an integrated zone(Form, structure, material, color, functional element) to which regional design guidelines can be applied. Third, an integrated zone (form, structure, material, color, functional elements) was composed. In addition, design spot zones (patterns and colors in city and county units) that can contain the diversity and identity of each region were designated. By designating design spot zones (patterns and colors in city and county units) that can contain the diversity and identity of each region, standard design development plans (integrated pillars, jaywalking prevention fences, roundabouts (urban type, rural type), street trees) Eight standard designs, including protective covers, street planters, flat benches, light benches, visual media for user guidance, and parking zones for personal mobile devices) were presented.

Study on the Concept of Gender Design in Product Design - Centered on analysing graphic element of refrigerator - (제품디자인에 있어서 젠더디자인 개념의 재정립에 관한 연구 - 냉장고의 그래픽 요소 분석을 중심으로 -)

  • Lee, Ju hyun;Lee, Yoo jin;Park, Seung ho
    • Design Convergence Study
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    • v.14 no.1
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    • pp.99-114
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    • 2015
  • This study aims to find a way to realize gender identity in product design. After reviewing the present research, it was found out that it is necessary to extend notion of gender and to redefine the concept of gender design. Specific products were selected in order to analyze the characteristics of femininity. Refrigerators, which represent the femininity the best, were chosen and analyzed based on the graphic elements. As a result, the concept of gender have been used quite limitedly in a refrigerator. Since the stereotype of women has already been implicit, it was considered difficult to propose an alternative plan for realizing the extended concept of gender. Therefore, digital devices have been proposed for a potential alternative group. This product group, of course, has a limitation like the refrigerators. However, when functions, frequency of use, and use of space are considered in depth, It can be a possible group that holds the meaning of gender in design. This study is significant that it attempted to examine the possibility of convergence in identity and usability when the graphic elements of a product are constructed by gender design that considers the identity of a user through redefining the concept of gender.

ESG Management Strategy and Performance Management Plan Suitable for Social Welfare Institutions : Centered on Cheonan City Social Welfare Foundation (사회복지기관에 적합한 ESG경영 전략도출 및 성과관리방안 : 천안시사회복지재단을 중심으로)

  • Hwang, Kyoo-il
    • Journal of Venture Innovation
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    • v.6 no.3
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    • pp.165-184
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    • 2023
  • Since municipal welfare institutions operate for different purposes from general companies or public enterprises, ESG practice items and model construction should be conducted through various and comprehensive social welfare studies. Since there are not many studies available in domestic welfare institutions yet and there are no suitable ESG management utilization indicators, the Cheonan Welfare Foundation's strategy and management strategy system were established to spread the model to other welfare institutions and become a leading foundation through education and training. The foundation and front-line welfare institutions selected issues identification and key issues through the foundation's empirical analysis and criticality analysis, focusing on understanding ESG management and ways to establish a practice model that positively affects institutional image and business performance. Based on this, the promotion system was examined by establishing a performance management plan after deriving appropriate strategies and establishing a strategic system for social welfare institutions. Environmental and social responsibility, transparent management, safety management system establishment, emergency and prevention, user (customer) satisfaction system establishment, anti-corruption prevention and integrity ethics monitoring and evaluation, responsible supply chains, and community contribution programs. This study attempted to specifically present efforts to settle ESG management through the consideration of the Cheonan Welfare Foundation. Therefore, it is considered to be useful data for developing ESG management by referring to the systematic development process of the Cheonan City Restoration Foundation to develop ESG measurement indicators.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.

A Study on the Establishment and Application of Evaluation Criteria for Old Railway Station Considering the Level of Railway Service (철도 서비스수준을 고려한 노후철도역사 평가기준 마련 및 적용방안)

  • Kim, Kyung Ho;Kim, Si Gon
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.44 no.1
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    • pp.101-108
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    • 2024
  • The total number of railroad stations managed in Korea is 322 (including general and wide-area railways), and a considerable number of stations are aging. In terms of the size of the existing railway station and the number of entrances, it has not been possible to secure adequate service capacity, and the demand for station improvement is increasing due to changes in surrounding conditions such as urban development. In the past, railroad stations were focused on the simple function of a connection passage in terms of maintenance or management, but in recent years, railroad stations are also changing to an atmosphere that they should be reborn as a user-centered comfortable, convenient, and safe service provision space. In this study, a case study related to the improvement of the old railway station was conducted to derive an improvement plan that meets the improvement standard of the old station, and the service level evaluation standard was developed. By introducing the concept of service level (LOS) in the development model, station congestion, station movement convenience, and station safety were selected as evaluation indicators. In addition, this development model applied an analytical stratification technique to divide various evaluation elements of each indicator into major and detailed elements and derive the relative importance of the elements by class. Priority for improvement was derived using the ratio of the number of E and F on the LOS for each facility. Based on this study, it is expected to be helpful in using it as an evaluation criterion for improving objective and equitable railway station.

A Case Study of Environmental Design from a Viewpoint of Hybrid and Features of User Experience (하이브리드와 이용자체험 특성으로 본 환경설계의 사례연구)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.201-214
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    • 2006
  • Modern society is an age of vagueness and confusion. In addition, vagueness, complexity and variety are seen throughout art including modern philosophy, literature, and environmental design. A phenomenon like this shows that modern society has integrated different components as an organic relationship frequently crossing the boundary of fields. This feature can be regarded as hybrid related with accepting contradictory components and binding them into one under relationship between part and whole. As new design concept, presented are attitude to accept the two instead of attitude to select one of the alternatives, abundance instead of dearness, and ambiguity instead of simplicity. This principle has a crucial influence on creative design providing opposing contradiction and several alternative plans as non-deterministic form not completed one and, above all, useful information in mutual dependence and mutual relationship. When it comes to hybrid, therefore, a strategy is needed to consider layer of several fields getting out of standardizing space into a single space. As an event of this situation and concept, space experience means behaving freely based on experience of users' body. It can be known that this experience brings about users' more dynamic experience in comparison with the experience of seeing environmental design from a viewpoint of visual ism on the existing simplicity. Such a practical experience is subjective, synesthetic, and non-observational one. Therefore, hybrid has brought active users to the stage, which is distinguished from synesthesia felt through body's experience, not through observational attitude and visual space which achieve former balance and harmony with non-determination. That's because hybrid creatures are turning to a product resulted from creative imagination instead of from reappearance which makes text visualized. Such experience performed by user's active participation collapses the boundary between special elite-centered art and daily life and it is the present progressive form showing creation process of future events and new esthetic experience.

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An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.