• Title/Summary/Keyword: User-Centered design

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Designing and Evaluating Websites from both Users' and Designers' Perspectives (웹 디자인의 요소 평가: 이용자 관점과 디자이너 관점의 비교 연구)

  • Lee, Jee-Yeon;Kim, Sung-Un
    • Journal of the Korean Society for information Management
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    • v.20 no.2
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    • pp.1-26
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    • 2003
  • Diverse disciplines such as information science, computer science, cognitive science, and industrial design, are activity engaged in the website evaluation research efforts. Information scientists emphasize the importance of user-centered and user-friendly website design, which is also easy to use, This idea is based on the understanding that the users and the designers are different set of people. In addition, information scientists consider the practice of maximally incorporating user inputs during the website design to be very important guideline. However, this study is based on a newly emerging population of website users who are also designers. 218 study participants evaluated the websites that they designed in comparison to the websites designed by others. According to the survey data analysis, the study participants considered the content delivery, design simplicity, design consistency, and link access of the websites to be equally important from both users' and designers' perspectives. However, the content organization, rich content, and screen composition were underestimated from the designers' point of view whereas these factors were considered to be important from users' point of view.

Ergonomic approach of the Mini-componnt for a mew gereration (신세대를 위한 미니컴포넌트의 인공학적 접근)

  • 권영국;김재형;김동욱
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.240-248
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    • 1995
  • In Korea, it is not satisfactory in the product design since Kansei engineering or Ergnomics is not very active and well considered. When designing a mini-component, the user's emotion was not considered well. It is typical to have a rectangular shape, dark- colored outside in a mini-component design. Therefore, the users have to select with available choice from the manufacture's traditional designs. In this study, a new smin- component was designed to be suitable for a new generation's (10 to mid-20) sensation. First of all, an ergonomic problems were investigated. And then, the survey was per- formed to consider the emotion of the new generation. After that, the new design was made to reflect the new generation's trend and preference. In addition, the high-touch (human-centered design) and human touch (the product to give a sensible satisfaction for human) concepts were added.

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CoQue - Designing New SmartPhone Cradle with Cable Tie Structure (CoQue - 케이블타이 구조를 이용한 휴대폰 거치대 디자인)

  • Kim, Shin;Kim, Soyoung
    • Proceeding of EDISON Challenge
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    • 2015.03a
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    • pp.491-495
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    • 2015
  • Currently, selfie stick, a monopod take selfie photographs, got its popularity. Cradle used to connect selfie stick and smartphone usually uses electric force of spring to get smartphone fixed. But, using electric forces makes it hard to attach and detach smartphone from the cradle and gives possibility of smartphone falling down. CoQue suggests new solution of smartphone cradle by using cable tie (patent number US 8407863 B2) instead of electric force. It will give more easy and stable way of using selfie stick.

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A Study on the Relationship of Affordance in the Spatial Characteristics of Yokohama International Port Terminal (요코하마 국제 항만터미널의 공간적 특성에서 나타나는 어포던스 관계성 연구)

  • Kim, Geun-Woo;Yoon, Jea-Eun
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.350-358
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    • 2011
  • In contemporary architecture, Environment is not just a non-objective space. It is an experimental space where physical space and the principal result of interaction and order have been granted in symbolic, introverted space. Therefore, Yokohama International Port Terminal characteristics that appear in the architectural space, the nature of human desires and reveal the value of user-centered criteria to classify the type of response characteristics of the affordance are as follows; First, the experience response in the affordance reaction is when users reaction is multiple in theenvironment. Second, the evolution of organic reactions in a public space system is that it shows the spatial characteristics of the functional relationships. Third, the organic of space that can be seen through cultural practice in the inside and outside of the space could be explained as a perceptual response. It can be an opportunity to analyzed and develop in a various forms of space in environmental design if we understands the spatial characteristics of FOA's Yokohama International Port Terminal and applied end user spatial reaction analysis that shows an affordance relationship study.

A Study on the User Perception in Fashion Design through Social Media Text-Mining (소셜미디어 텍스트마이닝을 통한 패션디자인 사용자 인식 조사)

  • An, Hyosun;Park, Minjung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.6
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    • pp.1060-1070
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    • 2017
  • This study seeks methods to analyze users' perception in fashion designs shown in social media using textmining analysis methods. The research methods selected 'men's stripe shirts' as subjects and collected texts related to the subject mainly from blogs. Texts from 13,648 posts from November 1st, 2015 to October 31st, 2016 were analyzed by applying the LDA algorithm and content analysis. As a result, the wearing status per season and subjects of men's stripe shirts were derived. Across the entire period, the main topics discussed by users to be pattern, customized suits, brands, coordination and purchase information. In terms of seasons, spring time showed the sharing of information on coordinating daily looks or boyfriend looks, and during the winter season the information shared were about shirts suitable for special occasions such as job interviews and stripe shirts that match suits. The study results showed that text-mining analysis is capable of analyzing the context and provide a user-centered index responding to demands newly mentioned by users along with the rapid changes in fashion design trends.

Prerequisites on Smart Healthcare in the Perspective of Service Design : Focusing on the Elderly Experience Case (서비스 디자인 관점에서 본 스마트 헬스케어의 선행 조건 : 고령자 경험 사례를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.49-58
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    • 2021
  • Due to the increasing interest in wellness aroused by the aging population and the pursuing feature of active old age, Korean elderly set importance on long life with their healthy condition. Following the change in the paradigm of the medical delivery system from hospital-oriented, treatment-oriented to personal-centered and self-care, Service design application of Smart Healthcare for the elderly became valuable. Smart Healthcare is a healthcare service provided through the fusion of ICT technologies including mobile/wearable devices, IoT, big data, and information technology, and it is utilized to prevent diseases managing abundant health information and living habits. As a methodology for delivering such Smart Healthcare to the elderly, Service design can be adopted. Therefore, this study would like to present the perquisites of Smart Healthcare design for the elderly through analyzing the results from in-depth interview methods between the elderly and medical staff. As a result of this study, guidelines for Service design application of health vulnerability management for the elderly utilizing smart phones were presented. Therefore, this study presented four prerequisites composed of 'high level of supplementation and ethical decision making', 'improvement of inequality in accessibility and experience', 'resolving problems in policy implementation' and 'user-friendliness' for the Smart Healthcare service design for the elderly. Overall, Service design is expected to play an innovative role in improving the quality of life for the elderly through the process of collecting and delivering information on Smart Healthcare centered on the experience of the elderly.

Research on the Influence of Interaction Factors of mobile Phone Dance Live Broadcast on User's Intention of Use -Centered on Perceived Usefulness and Perceived Accessibility

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.51-58
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    • 2019
  • In this paper, we propose to characteristics of mobile phone dance live broadcast platform and the second-generation technology acceptance model TAM2, this paper established the user acceptance model of mobile phone dance live broadcast platform, aiming to study the influencing factors of users' acceptance on mobile phone dance live broadcast platform. Based on the empirical analysis of user survey, the model is validated, and the relationship between variables in the model is clarified. It is also confirmed that human-computer interaction, scene interaction, relationship interaction and other factors will affect the user's acceptance on mobile phone dance live broadcast platform. At the same time, based on the relationship among variables obtained in the research, this paper tries to analyze how the variables affect each other based on the actual practice of mobile phone dance live broadcast platform. In addition, the video design strategy and marketing strategy for further development of mobile phone dance live broadcast platform are given to help the platform and dance creators to carry out better promotion on the mobile side. In the end, this paper summarizes the shortcomings of this study and points out further research directions in the future, providing a reference for researchers in the field of mobile phone dance live broadcast platform acceptance.

Research on the touch points of city brand users based on M-ICT (M-ICT시대의 도시 브랜드 사용자의 터치포인트에 관한 연구)

  • Yao, Xiao-Dong;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.289-296
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    • 2019
  • In the era of M-ICT (mobile information communication technology), it is becoming more and more important to establish a city brand image that is "user-centered" and creates a new experience of "interaction between people, people and things, and people and space". The experience of city users on the brand image of a city is the key factor to determine the competitiveness of the city, among which the user's research on the touch point of the city brand is particularly important. The purpose of this study is to enhance the user's brand experience and enhance the city's brand competitiveness. The research methods of this paper are literature review and investigation. Firstly, the background and purpose of the study are expounded, then the characteristics and ways of user experience touch points are defined through the document review, and the multi-latitude composition model of city brand touch points is proposed. By means of user investigation, the structural characteristics of high frequency touch points between digital touch points and physical touch points are obtained. According to the problems found in the investigation, the optimal design strategy of touch point is put forward in combination with the case. The innovation of this study is to study the relationship between the city brand and the touch point of user experience from the perspective of user experience, and propose a multi-latitude model of the touch point of city brand.

A Knowledge Management System for Supporting Development of the Next Generation Information Appliances (차세대 정보가전 신제품 개발 지원을 위한 지식관리시스템 개발)

  • Park, Ji-Soo;Baek, Dong-Hyun
    • Information Systems Review
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    • v.6 no.2
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    • pp.137-159
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    • 2004
  • The next generation information appliances are those that can be connected with other appliances through a wired or wireless network in order to make it possible for them to transmit and receive data between them and to be remotely controlled from inside or outside of the home. Many electronic companies have aggressively invested in developing new information appliances to take the initiative in upcoming home networking era. They require systematic methods for developing new information appliances and sharing the knowledge acquired from the methods. This paper stored the knowledge acquired from developing the information appliances and developed a knowledge management system that supports the companies to use the knowledge and develop their own information appliances. In order to acquire the knowledge, this paper applied two methods for User-Centered Design in stead of using the general ones for knowledge acquisition. This paper suggested new product ideas by analyzing and observing user actions and stored the knowledge in knowledge bases, which included Knowledge from Analyzing User Actions and Knowledge from Observing User Actions. Seven new product ideas, suggested from the User-Centered Design, were made into design mockups and their videos were produced to show the real situations where they would be used in home of the future, which were stored in the knowledge base of Knowledge from Producing New Emotive Life Videos. Finally, data on present development states of future homes in Europe and Japan and newspapers articles from domestic newspapers were collected and stored in the knowledge base of Knowledge from Surveying Technology Developments. This paper developed a web-based knowledge management system that supports the companies to use the acquired knowledge. Knowledge users can get the knowledge required for developing new information appliances and suggest their own product ideas by using the knowledge management system. This will make the results from this research not confined to a case study of product development but extended to playing a role of facilitating the development of the next generation information appliances.

Development of Computer-Assisted System for User-Centered Design (사용자 중심 디자인을 위한 컴퓨터 지원 시스템 개발에 관한 연구)

  • 이건표
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.59-64
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    • 1998
  • 근래에 들어 제품개발에 있어 사용자를 최우선에 놓아 디자인하려는 사용자 중심 디자인에 대한 연구가 활발해지면서 사용자 관찰법(user observation), 사용성 평가(usability testing) 등과 간은 다양한 방법이 활용되고 있다. 하지만 이러한 방법들은 아직 사용자 중심 디자인 을 위해 효과적으로 활용되기 어려운 실정이다. 이에 대한 이유는 여러 가지를 들 수 있으 나 우선 이들 방법의 활용시, 특히 수집된 데이터의 분석과 저장시 소요되는 많은 불필요한 노력과 시간이다. 다음으로 이들 각 방법들은 제품개발의 어떤 특정 단계만의 활용을 위해 개발되었기 때문에 전체적 개발 프로세스의 관점에서 상호 유기적으로 잘 연결되지 못한다는 문제가 있게 된다. 이에 본 연구는 제품개발 전 과정에 걸쳐 활용될 수 있는 사용자 중심 디자인 방법을 살펴보고 이들에 적용될 수 있는 통합적 컴퓨터 지원 시스템을 개발하는 것을 그 목적으로 하고 있다. 제품개발 프로세스를 사용자의 니즈 분석단계, 인터렉션 디자인을 위한 아이디어 도출단계, 컨셉의 개발단계, 제품의 사용성 평가단계로 나누고 이들 각단계 에 요구되는 각 방법들의 특성을 파악하여 컴퓨터 응용방법의 기본 프레임웍을 제시한다.

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