• Title/Summary/Keyword: User-participatory design

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Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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School Building Remodeling Suggestion Responding to the Different Needs of Users - Case study under 'School Restroom Environment Remodeling Project in Seoul' - (사용자의 이용 요구 차이를 반영한 학교건축물의 개·보수 계획 - 서울시 학교 화장실 개·보수 사업 시행 사례 -)

  • Lee, Eunjoo
    • Journal of the Korean Institute of Educational Facilities
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    • v.25 no.3
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    • pp.13-24
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    • 2018
  • Unlike other educational spaces in school facilities, restrooms have remained unpleasant spaces without reflecting the change in social awareness and students' lifestyle. In the process of the 'School Restroom Environment Remodeling Project in Seoul' by means of "user participatory design method", this study aimed to suggest a design of the school restroom environment responding to the different needs of actual users, who are students and school staffs. By surveying them, it was revealed that they have a variety of respective behavioral patterns and spatial needs according to their status, gender, age and working period. Implications of this study are as follows; First, it is necessary to establish a separate restroom facility standards that respond to the characteristics of elementary school students. Second, there should be an expansive approach to widely accommodate with the users' needs that were found out through 'user participation', more than just repairing pre-existing space. Third, it needs to have critical review of the maintenance and operation system itself as well as the improvement of the school restroom environment.

A Study on Design Kits for the Participatory Design of Individual Units in an Apartment Housing (공동주택 단위주호의 참가디자인 도구에 관한 연구)

  • 박우장
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.128-136
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    • 2001
  • This study investigated the use of participatory design kit as a tool for the design of individual units within an apartment tools through the literatures. Simulation was the method used for conducting the study. The results show that: 1) In general, design tools must be composed of a package of techniques, demand flexibility in its framework which adapts to a variety of situation, and the approach for project work must be comprehensive and systematic. 2) Design kits that are created to involve future residents in making decisions about the layout of their apartments, Improve the ability of those people to make various design. 3) Specifically, design kits that are developed as a means for making the user participation easy in an apartment housing complex, show the tool useful to an nonexpert.

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A Human Sensibility Ergonomic Design for Developing Aesthetically and Emotionally Affecting Glass Panels of Changing Colors

  • Kim, Sang Ho;Kim, Sun Ah;Shin, Jong Kyu;Ahn, Jeong Yoon
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.535-550
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    • 2016
  • Objective: To enhance user experience of the product by using "wow" materials and parts, a framework for participatory emotional design and evaluation was proposed and validated through a case study in this paper. Background: Customers in recent days value a product which provides new feeling and images they want to get while interacting with it beyond its function, quality, and usability. Since the product consists of various parts and materials, "wow" materials and parts which can affect the customer's feeling and emotions are the essential components for changing the user experience. Method: A framework for participatory and human sensibility ergonomic design was considered and applied on developing the aesthetically and emotionally affecting glass panels of changing colors. Design experts defined a target market for this multicolor glass panels and modified the existing designing goal. Constraints for this design modification were identified by market trend research and consulting with the company which owns the technology for checking out its feasibility. The company developed and provided prototype samples as well as their competing materials. Quantitative and qualitative evaluation of the emotional quality was conducted to validate whether the design goal was achieved successfully. Results: The target market for the developing materials was defined as finishing for the buildings. The designing goal was set as to feed new visual sensation of clean and colorful images. The emotional quality of two different types of multicolor glass panels and an ordinary unicolor panel were evaluated quantitatively with semantic differential method. Results showed that the emotion of the subjects for the multicolor glass panels can be abstracted into two dimensions; named 'colorfulness' and 'harmony'. It was found that the developed samples got higher scores in emotional quality for both dimensions compared to the ordinary one. Age was found to be a significant factor for evaluating the emotional quality of colorfulness. Conclusion and Applications: The proposed framework is a valid approach for enhancing the user experience of the product by participatory design of emotional materials and parts. This framework can be applied easily on the emotional design and evaluation of different materials and components.

Research on Multiple Participatory Video System using Mira (미라(Mira)를 활용한 다중 참여형 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.531-539
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    • 2014
  • Recent studies of multiple participatory interactive media designs hows that the key element to this area is the participation of the audience. Due to this matter, this paper discusses the categories of the phase and looks into the characteristics of participatory matters to clarify the distinction. The categories that has been mentioned in this paper are multiple participatory types and active participatory types. Based on this matter, research practicing the Mira has been conducted in two separate groups - video and sound, and suggests the solution to the problems that has occurred during the process of implementing the final video system called 'The 360 Project'. The fact that the paper suggests a small range of participatory categories and hasn't come up with a certain analysis to the final outcome appears as a limit. The inadequacy will be supplemented throughout the following paper, hoping there will be improved versions of multiple participatory researches.

Towards Establishing a Touchless Gesture Dictionary based on User Participatory Design

  • Song, Hae-Won;Kim, Huhn
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.515-523
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    • 2012
  • Objective: The aim of this study is to investigate users' intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.

The development of wed-based remote card sorting tool for information architecture design (인포메이션 아키텍처 설계를 위한 웹 기반 원격 카드소팅 도구의 개발)

  • 정상훈;오기태;이건표;서종환
    • Archives of design research
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    • v.17 no.2
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    • pp.221-230
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    • 2004
  • Existing usability testing method, particularly lab-based usability testing, has been widely implemented for development of user interface. However, the method has critical disadvantages such as high cost, time and effort, unnatural testing environment, and lack of user's direct participation in information architecture. With these backgrounds, this paper aims to develop the web-based participatory tool with particular focus on card sorting. Our tool was developed for allowing user to participate in card sorting with his own computer through web. All the data generated while user is participating in the test are automatically sent to the server, which makes it very easy to collect card sorting data. Users can drag cards of interface elements directly and build the interface structure in their own from their computer-screen so that they can represent their mental models on interface structure of testing website. These functions of our tool can help designers to implement card sorting without tedious and time consuming procedures and improve the method of usability testing by reinforcing user's active participation in building an information architecture.

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A Study on the Direction of User Participatory Design for School using Socio-Spatial Network Analysis - Focused on the middle and high school in Seoul - (사회-공간 네트워크 분석을 활용한 학교설계 사용자 참여디자인 방향에 관한 연구 - 서울시 중, 고등학교 사례를 중심으로 -)

  • Shin, Doosik;Cho, Tae-Ho;Jeon, Young-Hoon
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.10
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    • pp.19-30
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    • 2019
  • The purpose of this study is to explore ways to efficiently capture the opinions of students who are main users in the planning, planning and design of school facilities. There are many criteria for determining good schools, but in this study, the main purpose of this study was to set up the main users as students, and to analyze the differences between the network and the actual spatial structure (network) created by the hope of students' use of school space, and the direction to overcome the differences. After surveying students' opinions about their satisfaction with school space and their desire to use school space by limiting the survey target to middle and high schools in Seoul, the 'social-space network analysis' was recently established in the social science field. As a result, it was found that the proximity of space and space desired by students in the school varied greatly depending on the geographical conditions, school districts, and the status of the current facilities, and the direction of improvement specialized for each school was found.