• Title/Summary/Keyword: User-participatory design

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Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

A Comparative Analysis of the User Participation Design Process in School Facilities - Focused on the Research Reports and White Papers - (학교시설의 사용자참여설계프로세스 비교분석에 관한 연구 - 연구 및 사업백서를 중심으로 -)

  • Lee, Kwang-Su;Ryu, Soo-Hoon
    • Journal of the Korean Institute of Educational Facilities
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    • v.26 no.6
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    • pp.39-49
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    • 2019
  • School is where students spend a lot of time. However, it is made up spaces which have got no consideration for students. Public buildings, such as schools, were designed by experts, not by users, while the opinions of users were reflected in a small part. As a result, school has become an uncomfortable place for students. User participation design has been proposed as a way to improve it. Recently, in designing schools, user participation design called "School Space Innovation Project" has been carried out actively and many kinds of guidelines have been suggested in project. But because it is unsystematic, In fact, it is hard to apply on site. Comparing and analyzing various User Participation Processes to figure out the similarities and differences is the purpose of this research and we want to suggest the result as a data that can be used as guidelines for project related to User Participation Design.

A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.42-57
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    • 2015
  • The purpose of this study is to examine a user-centered and interactivity-based user-participatory design that could be completed by users by helping them to better understand a diverse experience and be involved in a design process. The aspects of expression that were marked by direct user participation and subsequent interactivity in the areas of design, the arts and fashion were investigated to determine their characteristics. The kind of fashion that is characterized by interactivity is of significance in that it is variable according to the purpose of the users, it's possible to have sustained communication with them through their direct participation, and that the designer is consequently able to build a new, communicative relationship with the users as co-creators. This study found that the characteristics of interactivity through direct user participation are classified into four characteristics; One is playfulness. which offers a new experience and way to create fun and vale. Another is variability, which is changeability of form; the third is the convergence of technology and function. Lastly, the fourth is virtuality. This is to embody images in virtual space.

Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.65-72
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    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.

User-Participated Design Method for Perforated Metal Facades using Virtual Reality (가상현실 기반 사용자 참여형 타공패널 파사드 설계 방법론)

  • Jang, Do-Jin;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.4
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    • pp.103-111
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    • 2020
  • Perforated metal sheets are used as panels of facades for controlling environmental factors while ensuring user's visibility. Despite their functional potentials, only a specific direction of facades or an orientation of a building was considered in the relevant studies. This study proposed a design methodology for the perforated panel facades that reflects the location on the facades and the user's requirements. The optimization of quantitative and qualitative performance is achieved through communication between designers and users in a VR system. In optimizing quantitative performances, designers use machine learning techniques such as clustering and genetic algorithm to allocate optimal panels on the facades. In optimizing qualitative performances, through the VR system, users intervene in evaluating performances whose preferences are depending on them. The experiment using the office project showed that designers were able to make decisions based on clustering using GMM to optimize multiple quantitative performances. The gap between the target and final performance could be narrowed by limiting the types of perforated panels considering mass customization. In assessing visibility as a qualitative performance, users were able to participate in the design process using the VR system.

User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.926-932
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    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

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What Drives Consumers' Purchase Decisions? : User- and Marketer-generated Content

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.79-90
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    • 2021
  • Consumers have an increasingly active role in the marketing cycle, using social media channels to create, distribute, and consume digital content. In this context, this paper investigates the impact of user- and marketer-generated content on consumer purchase intentions and the approach to designing an effective social media marketing platform. Referencing a literature review of social media marketing and consumer purchase intentions, a case study of the social media-marketing platform, 0.8L, was undertaken using both qualitative and quantitative results through content analysis and a participatory survey. First, about 450 consumer reviews for ten sunscreen products posted on the 0.8L platform were compared with products' marketer-generated content. Next, 55 subjects participated in a survey regarding purchase intentions toward moisturizing creams on the 0.8L platform. The results indicated that user-generated content (i.e., texts and photos) provided more personal experiences of the product usage process, whereas marketers focused on distinctive product photos and features. Moreover, customer reviews (particularly high volume and narrative format) had more impact on purchase decisions than marketer information in the online cosmetics market. Real users' honest reviews (both positive and negative) were found to aid companies' prompt and straightforward assessment of newly released products. In addition to the importance of customer-driven marketing practices, distinctive user experience design features of a competitive social media-marketing platform are identified to facilitate the creation and sharing of sincere customer reviews that resonate with potential buyers.

Designing the Participatory Archive Portal for Classical Music Performance Information in Korea (국내 클래식 음악 공연 정보의 참여형 아카이브 포털 기능 설계)

  • Jang, Jaewoo;Rieh, Hae-young;Lee, Seung Whi;Kim, Intaek;Baek, Dae Won
    • Journal of the Korean Society for information Management
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    • v.36 no.2
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    • pp.223-254
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    • 2019
  • The research on the archiving performing arts has recently been conducted on various aspects in Korea, but there has been no research or attempts to build a digital archive that can systematically identify the information on classical music performances in one place and get the past performance information. In this study, we proposed a participatory archive portal for providing, preserving and servicing information on all classical music performances, and tried to design the functions based on the requirements of the performance archive portal identified in previous research. We identified and proposed functional requirements of the portal, reorganized the characteristics of classical music performance information, and designed metadata elements. Then we presented the design and implementation direction of search and facet navigation, as well as user participation and communication functions. Lastly, we developed a prototype that implemented the requirements of the interface.

Internet Governance and Users (인터넷 거버넌스와 이용자)

  • Kim, Borami
    • Review of Korean Society for Internet Information
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    • v.14 no.3
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    • pp.95-100
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    • 2013
  • Having taken actions for 2 years, Net Neutrality User Forum has realized Net Neutrality as a international issue of future Internet. Although the Internet design principle (layering, module, IP protocol) has enabled the end users to communicate each other without any additional permission or interference, in the reality, the end users have been tracked by both companies and governments, and the communications could be blocked, or restricted by surveillance devices, such as DPI, which could change the whole Internet design principle. Given that the Internet is a large community of the equal end-users based on end-to-end principle, it's essentially the issues of the whole Internet users, rather than of one nation, and we should focus on developing the transparent and participatory ways in Internet governance. The current Internet governance discussion have taken placed in ICANN, IGF, etc., in bottom-up processes of multistakeholderism to reflect the views of end-users. However there have been the controversial issues in Internet Governance, such as the position of government as a stakeholder, global north-south problem, transparency, so we have faced the debate on the new or evolving frame of Internet governance.

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Guiding Requirement Formulation Using Scenarios : Grammar-based Convergent Approach

  • Gyeung-min Kim
    • Journal of Information Technology Application
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    • v.3 no.1
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    • pp.91-108
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    • 2001
  • Participatory Design (PD) community recognized that identification of use case scenarios describing possible uses of the future system is beneficial for users to identify their system requirements. However, brainstorming is a typical methodology for users to create use case scenarios during PD session, which heavily depend on the people skill and experiences of the analysts. The objective of this study is to develop a theoretical framework for automatic generation of requirement scenarios. Automatically generated scenarios serves as a menu of the possible user requirements from which user group can start to generate ideas about their requirements. The convergent approach taken here is novel in that the generated scenarios describe system requirements as well as the business process requirements in which the system operates. A context-sensitive grammar is used to generate the context relevant requirement scenarios.

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