• Title/Summary/Keyword: User Need

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A Study on User Satisfaction of Village Bathhouses in Rural Areas - Focusing on Pilot Project of Common Facilities for Rural Seniors -

  • Do, Hyun-Hak;Byun, Kyeonghwa;Kim, Seung-Geun;Seo, Jae-Hyung
    • Journal of the Korean Institute of Rural Architecture
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    • v.18 no.4
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    • pp.53-60
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    • 2016
  • The purpose of this study is to evaluate user satisfaction with village bathhouses, selected from a two-year pilot project of common facilities for seniors in rural areas from 2014 to 2015. A survey was conducted using a questionnaire to evaluate user satisfaction, and 96 questionnaires were collected from 10 village bathhouses. User satisfaction was evaluated in five categories with a five-point scale: location and spatial composition; emotions and intimacy; safety; hygiene and equipment; and maintenance and management. The results are as follows. First, scores on hygiene and equipment stood at four points or higher, indicating higher user satisfaction. However, scores on the other four categories were below four points. But when overall user satisfaction was evaluated on a five-point scale, the average score stood at 4.13out of five points and 89.5 out of 100 points. These findings suggest that users were generally satisfied with the bathhouses. Second, a comparison of bathing patterns from before and after bathhouse construction in villages revealed that 42.7% of residents had previously gone to neighboring villages to bathe. Local bathhouse construction led to an increase in overall bathing frequency, exerting a beneficial effect on hygiene. Third, general user satisfaction correlated more closely with items related to location and spatial composition than items of other categories, indicating that the architectural elements of the bathhouses have a major impact. Finally, access to a bathhouse at all times showed strong correlation with satisfaction levels, suggesting a need for the establishment of more bathhouses throughout rural areas.

A Study on the Classroom Space Planning through User Participation Design - Focusing on the case of School Space Innovation Project in Incheon - (사용자 참여설계를 통한 교실공간계획에 관한 연구 - 인천광역시 학교공간 혁신사업 사례를 중심으로 -)

  • Son, Suk-Eui;Kim, Seung-Je
    • Journal of the Korean Institute of Educational Facilities
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    • v.28 no.4
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    • pp.11-17
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    • 2021
  • This study is aimed at presenting an efficient management plan of user participatory design in a situation where the School Space Innovation Project is in progress. 2 schools that were the targets of the Incheon School Space Innovation Project in 2019 were selected for this, and features such as the physical environment of that classroom, classroom usage plan, and the stepwise outcome of the user participatory design workshop were contemplated. Especially the workshop outcome was compared and analyzed quantitatively, focusing on the actual master plan and zoning plan, in order to identify the feature that opinions of various users are reflected on the actual plan. As a result, the following conclusion could be reached. Firstly, it was confirmed that the expression about the user preferential space influences the classroom usage plan of that classroom. Vague expressions about the whole space held a large majority of the objects for the linguistic expression of the preferential space. The expression mode as limited as the expression of the actions that users want to carry out in the space. On the other hand, when the usage purpose of the classroom was definite, it was confirmed that the demand for furniture·facility is relatively high. Secondly, according to the analysis of zoning for each function, it seems that the stereotype, which is arranged on the basis of the chalkboard at the front of existing classrooms, was applied in the case of the learning zone. However, in cases of other functions, a tendency was identified that the user carries out an image description that reflects the physical features of the space. Sufficient preparation will need to precede for the efficient management of the user participatory design workshop and the acceptance of various opinions. It seems that especially the classroom usage plan, number of workshops, consultation of each step, and the education about the space expression mode affect the master plan.

A Study on Standards of Wheelchair User Accessible Toilet Rooms (휠체어사용자용 화장실의 규격기준에 대한 연구)

  • Shin, Dong-Hong;Park, Kwang-Jae
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.24 no.4
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    • pp.27-35
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    • 2018
  • Purpose: The diverse users and the increase of power wheelchair users have made it difficult to apply the standards of Wheelchair user accessible toilet rooms for the existing law and BF-certification. To address these issues, the standards of the relevant laws have been improved (Ministry of Health and Welfare, 2018), but there are still many problems. In this study, problems with the standards for Wheelchair user accessible toilet rooms in Korea are analyzed by comparing national and international standards. In addition, improvements to standards for Wheelchair user accessible toilet rooms will be suggested. Method: It presents improvement for standards of Wheelchair user accessible toilet rooms by comparing national, international standard and standards of many countries. Korean standard, International Standard(ISO 21542), American Standard(ADA Standards), German Standard(DIN 18040-1), Austrian Standard($\ddot{O}NORM$ B 1600) and Swiss Standard(Norm SIA 500) were investigated and analyzed. Results: Korea's standards differ from the ISO and the Standards of other countries in many ways, so there is a need for realignment. Specifications for disabled toilets and clear criteria for the size, shape, and location of sanitary appliances in toilets that are practically available to wheelchair users should be provided. Considering the increasing number of disabled toilet users, the installation of various disabled toilet rooms should be considered considering the user characteristics of those who can walk and wheelchair users. Implication: Recent partial improvements to relevant laws cannot meet the requirements of various users. Therefore, comprehensive and clear standard should be presented that take into account changing society and the environment.

The Effect of Characteristics of Social Intelligence Robots on Satisfaction and Intention to Use: Focused on User of Single Person Households (소셜 지능로봇의 특성이 만족과 사용의도에 미치는 영향: 1인 가구 소셜 지능로봇 사용자를 중심으로)

  • Jeon, Gyuri;Lee, Chaehyun;Jung, Sungmi;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.52 no.1
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    • pp.95-113
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    • 2024
  • Purpose: This study focused on the societal changes associated with the entry into an ultra-aged society and the increase in single-person households. The core objective of this research is to investigate how social intelligent robots can bring about positive changes in the lives of individuals in single-person households and how such changes influence user satisfaction and the intention to use these robots. Methods: The study employed a cross-sectional analysis using a structural equation model. A survey designed to assess the impact of social intelligent robots' characteristics, such as perceived encouragement, empathy, presence, appearance, and attachment, on user satisfaction and usage intentions was conducted. Data were collected from a total of 335 users and analyzed using the structural equation model. Results: In the characteristics of social intelligent robots for single-person households, it was found that empathy, presence, and attachment significantly influenced satisfaction, while perceived encouragement, empathy, and attachment significantly influenced usage intentions. The research results indicate differences between enhancing user satisfaction and increasing the intention to use social intelligent robots. The findings suggest the essential need for a user-centric approach in the design and development of social intelligent robots. Additionally, it was observed that emotional support plays a crucial role in users' experiences with social intelligent robots. Conclusion: This study verified the impact of social intelligent robots on satisfaction and usage intentions based on users' experiences. It examined the influence of linguistic, visual, and personal characteristics of robots on user experiences, providing insights into how technological and human aspects of social intelligent robots interact to shape user satisfaction and usage intentions. Consequently, the study confirmed that social intelligent robots can bring positive changes to human life, emphasizing the necessity for the advancement of robot technology in a human-centric direction.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.155-161
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    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

GGenre Pattern based User Clustering for Performance Improvement of Collaborative Filtering System (협업적 여과 시스템의 성능 향상을 위한 장르 패턴 기반 사용자 클러스터링)

  • Choi, Ja-Hyun;Ha, In-Ay;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.17-24
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    • 2011
  • Collaborative filtering system is the clustering about user is built and then based on that clustering results will recommend the preferred item to the user. However, building user clustering is time consuming and also once the users evaluate and give feedback about the film then rebuilding the system is not simple. In this paper, genre pattern of movie recommendation systems is being used and in order to simplify and reduce time of rebuilding user clustering. A Frequent pattern networks is used and then extracts user preference genre patterns and through that extracted patterns user clustering will be built. Through built the clustering for all neighboring users to collaborative filtering is applied and then recommends movies to the user. When receiving user information feedback, traditional collaborative filtering is to rebuild the clustering for all neighbouring users to research and do the clustering. However by using frequent pattern Networks, through user clustering based on genre pattern, collaborative filtering is applied and when rebuilding user clustering inquiry limited by search time can be reduced. After receiving user information feedback through proposed user clustering based on genre pattern, the time that need to spent on re-establishing user clustering can be reduced and also enable the possibility of traditional collaborative filtering systems and recommendation of a similar performance.

DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool (모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링)

  • Ju, Seunghwan;Choi, Yohan;Lim, Yongsoo;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.121-129
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    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

Development, implementation and verification of a user configurable platform for real-time hybrid simulation

  • Ashasi-Sorkhabi, Ali;Mercan, Oya
    • Smart Structures and Systems
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    • v.14 no.6
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    • pp.1151-1172
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    • 2014
  • This paper presents a user programmable computational/control platform developed to conduct real-time hybrid simulation (RTHS). The architecture of this platform is based on the integration of a real-time controller and a field programmable gate array (FPGA).This not only enables the user to apply user-defined control laws to control the experimental substructures, but also provides ample computational resources to run the integration algorithm and analytical substructure state determination in real-time. In this platform the need for SCRAMNet as the communication device between real-time and servo-control workstations has been eliminated which was a critical component in several former RTHS platforms. The accuracy of the servo-hydraulic actuator displacement control, where the control tasks get executed on the FPGA was verified using single-degree-of-freedom (SDOF) and 2 degrees-of-freedom (2DOF) experimental substructures. Finally, the functionality of the proposed system as a robust and reliable RTHS platform for performance evaluation of structural systems was validated by conducting real-time hybrid simulation of a three story nonlinear structure with SDOF and 2DOF experimental substructures. Also, tracking indicators were employed to assess the accuracy of the results.

A Study on the Structure and Characteristic of Overlapping of Storytelling about Experience Space - Focus on the Museum space - (체험 공간 스토리텔링의 중첩 구조 및 특성에 관한 연구 - 뮤지엄 공간을 대상으로 -)

  • Ahn, Hyunjeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.41-51
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    • 2013
  • Lately in many cases, Spaces are designed by stimulating user's sensibility, emotion, psychological software over based on the user behavior and purpose of space. Because space is not only practical using and use purpose but also the place for expressing ourselves by experiences. But space is a physical thing. so we need to arrange a structure of abstract and formless source of design by sophisticated grammaticalization. Especially storytelling of that abstract thing have characteristics of relation, process among users and space. because storytelling is focused on the discourse of stories and relationship record of that discourses. So this is used by expression device for user's emotion things and subjects in numerous cases. And storytelling is the basic, important element for user's experience in a space. By the way, Overlapping is also basic element for being possible to make experiences by concrete thing. that is because, Overlapping is layering phenomenon of some objects. Overlapping is made distance, distance make depth, and this relations take us an experience. Finally storytelling, Overlapping and space of experience are relation of cause and effect. So in this thesis, researcher looks for the relation characteristics between storytelling and overlapping by experience. and makes the abstract source into concrete and sophisticated formular.

Granular interactions with electronic documents : With a focus on electronic journal articles (세분화된 전자문헌 접근 및 인터페이스에 대한 연구 : 전자 저널을 중심으로)

  • Oh, Jung-Sun
    • Journal of the Korean Society for information Management
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    • v.23 no.2
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    • pp.113-127
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    • 2006
  • This paper addresses issues related to the design of an interface supporting fine grained interaction with documents, focusing on a particular type of scholarly documents, journal articles. In order to make a usable interface we need to understand user behaviors as well as technologies that present new possibilities of enhancing user experience. This paper reviews studies along three dimensions : user information behavior in searching/using documents, new conceptual/technical models for electronic documents, and interaction mechanisms. Putting together the understanding of users and enabling technologies, requirements and considerations in developing systems with granular interactions are discussed in the conclusion.