• Title/Summary/Keyword: User-Centeredness

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A Study on the Meaning Extension of User-Centeredness in UX Design (사용자 경험 디자인의 사용자 중심성에 대한 의미 확장 연구)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.301-310
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    • 2021
  • The purpose of the study was to induce meaning of the UX design from users' interview. The study covers interviews from 20 untact finance application users in their twenties in written form. It aims to examine previous studies on UX design and to overcome their shortcomings by categorizing usability qualities focusing on verbs used in the interview. The followings are the result: Usability of UX design can be summarized into Unity, Trust, Persistency, Recognition and Approachability of the information to the 20 users in their twenties. As for the data earned from interviews focusing on verbs, usability included Security, Familiarity, Accessibility, Convenience of Operation and Visibility. Each of the qualities fell into related categories such as Security, Information, Brand and Design. In conclusion, analysis based on verb choices led to better understanding of the user-based experience compared to using objective means in previous studies and can be a suggestion to make up for errors in the former evaluation process.

Comparative study on the national quality regulation schemes of social services and implications to Korea - focusing on user centeredness, regulatory enforcement and system stability - (사회서비스 품질관리제도 구성요소와 국가비교 -이용자 중심성, 제도 실효성, 운영 안정성을 중심으로-)

  • Hwang, In-Mae;Lee, Dong Suk;Kim, Yong-Deug
    • Korean Journal of Social Welfare Studies
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    • v.45 no.2
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    • pp.203-232
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    • 2014
  • The purpose of this study is to compare the national quality regulation schemes among four countries, and to find out implications to Korean quality regulation system of social services. For this, this study fixed comparative criteria on national quality regulation schemes, and compared the quality regulation schemes of 4 countries such as England, United States, Singapore and Japan. By reviewing prior relevant studies, three criteria could be suggested.: the level of user centeredness, the effectiveness of regulatory enforcement and stability of operation system. All analysed nations share similarities in that they all eager to provide quality information to their service users and develop nationally acceptable quality standards of social services. On the contrary, differences are identified in the level of regulatory enforcement and establishment of independent body for national quality control. By these results, this study discussed the meaning of these findings and their implications on the development of Korean quality regulation system.

The Influence of AI Technology Acceptance and Ethical Awareness towards Intention to Use (인공지능 기술수용과 윤리성 인식이 이용의도에 미치는 영향)

  • Ko, Young-Hwa;Leem, Choon-Seong
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.217-225
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    • 2021
  • This study analyzed the perception formed by artificial intelligence users by converging technology readiness index and technology acceptance models and expanding them to models considering artificial intelligence ethics in order to find out the impact of technology acceptance and ethics. Independent variables include optimism, transparency, ethical awareness, user-centeredness, perceived usefulness and perceived ease of use as potential variables affected by independent variables, and defined the intention of use as potential variables as dependent variables. The survey results from an online and offline of men and women aged over 17 years old across the country (N=260) from September 5 to October 12, 2020 were used in the analysis. The findings, first, showed that optimism had a significant static effect on perceived usefulness and ease of use. Second, ethical awareness (transparency, ethical awareness, user-centeredness) did not have a significant impact on perceived usefulness and ease of use. Third, perceived usefulness and ease of use are finally found to have a significant static effect on the intention of use. Fourth, perceived usefulness has a relatively high influence over ease of use.

A Review of Hospital Information System Quality Evaluation from the Viewpoint of Software Usability (병원정보시스템 품질 평가에 대한 소프트웨어 사용성 관점에서의 고찰)

  • Park, Chan-Seok;Koh, Seok-Ha
    • Information Systems Review
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    • v.9 no.2
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    • pp.169-187
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    • 2007
  • This study is to propose the characteristics that a desirable quality, especially usability, evaluation method of hospital information systems(HIS) should possess. This study reviews the literature recently published in the academic journals which are in the Science Citation Index or registered by the Korean Research Foundation. Especially, the International Journal of Medical Informatics was the valuable source, providing almost 20 literature. The results reveal the need to develop a domain-specific usability evaluation method that reflects the uniqueness of hospital industry. The results show user-centeredness and context-orientedness are the indispensible characteristics of a HIS quality evaluation method too.

Adopting Design Thinking for Website Innovation: Case Studies of Korean Award Winners

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.57-68
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    • 2020
  • This research investigates how digital design agencies and client companies incorporate design thinking-a human-centered approach to solving difficult problems-into their website development processes. Based on a literature review on the design-thinking-driven web development process, multiple case studies of award-winning website projects were performed by in-depth interviews with key practitioners. Through analyses of these cases, their user-centered approaches for website innovation were identified according to the following four phases: web planning (discovery and defining phases) and web design and development (development and delivery phases). Moreover, distinct approaches of design thinking practices were identified according to two website types: a brand promotion website with a killer brand storytelling approach; and a service channel website with a strategic UI/UX-driven approach. Next, the key success drivers of these website projects were suggested in light of the typical themes of design thinking (i.e., human centeredness, research based, context awareness, and collaboration). Some practical limitations were also found in adopting the design-thinking-driven web development process, such as limited research methods and tools, and insufficient prototyping and experimentation. Along with these limitations, it was also discovered that current digital design agencies still face the following challenges in adopting the design-thinking-driven web development process: building a long-term, playful partnership with clients; leveraging decision-makers' design thinking awareness; and coping with limited resources (design thinking practitioners, budgets, and schedules).

Effect of Social Network Service (SNS) Users' Object Relations Factors on User Satisfaction through Pleasure and Self-efficacy (소셜네트워크서비스(SNS) 이용자의 대상관계 요인이 즐거움과 자기효능감을 통해 이용자 만족에 미치는 영향)

  • Chae, Su-in;Choi, Hyo-geun;Kwon, Do-Soon;Park, Dong-cheol
    • Journal of Convergence for Information Technology
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    • v.12 no.2
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    • pp.1-16
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    • 2022
  • Social network service (SNS) using mobile or web is growing rapidly, and the emergence of various platform services is causing innovative changes in social network service (SNS). This study is to identify the target relation factors of social network users and to empirically study the causal relationship of how much these factors affect user satisfaction through pleasure and self-efficacy. To present an effective and efficient development plan in. In order to empirically verify the research model of this study, a survey was conducted with the general public who had experience using social network services (SNS). Path analysis was performed. As a result, it was possible to verify the correlation of the object relational factors on user satisfaction through pleasure and self-efficacy.First, non-excluded had a significant effect on pleasure, but did not significantly affect self-efficacy. Second, stability attachment did not significantly affect both enjoyment and self-efficacy. Third, social ability did not significantly affect both enjoyment and self-efficacy. Fourth, self-centeredness did not have a significant effect on both enjoyment and self-efficacy. Fifth, pleasure had a significant effect on both self-efficacy and user satisfaction. Sixth, self-efficacy had a significant effect on user satisfaction.

The Introduction of Design Thinking to Science Education and Exploration of Its Characterizations as a Method for Group Creativity Education (집단 창의성 교육을 위한 방안으로서 과학 교육에 디자인적 사고의 도입과 속성 탐색)

  • Lee, Dohyun;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.34 no.2
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    • pp.93-105
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    • 2014
  • Group creativity has recently been heightened as a core competence in the 21st century. Therefore, there is a need for introduction of concepts on design thinking emphasizing the collaboration and empathy to science education as an effective method for fostering group creativity. Understanding design thinking for effective introduction should be preceded, so we explore the characterizations of design thinking through the generic model overlay method, focus group interview, and critical incident technique analysis. The results reveal 4 cluster units of competency and 15 core competencies. The collaboration cluster consists of 5 competencies and they are as follows: organization of the team, communication, self-control, persuasiveness, and initiative competency. The integrative thinking cluster consists of 3 competencies and they are as follows: analytical, strategic, and intuitive thinking competency. The human-centeredness cluster consists of 3 competencies and they are as follows: user-orientation, relationship building, and interpersonal understanding competency. The multidisciplinary cluster consists of 4 competencies and they are as follows: achievement orientation, information seeking, curiosity, and flexibility competency. Findings are expected to provide the basic data for developing programs and establishing strategies in order to foster group creativity as well as introducing design thinking to science education effectively.