• Title/Summary/Keyword: eDesign

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The Relationship among Web Design, e-Satisfaction, e-Loyalty, and Customer Defection (웹디자인, e-만족, e-충성도, 고객이탈 간의 관계에 관한 연구)

  • Kim, Keum Soo;Chung, Ki Han
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.4
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    • pp.213-229
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    • 2009
  • The purpose of this paper is to identify the relationship among five factors of web design, e-satisfaction, e-loyalty, and customer defection and provide the implications of marketing strategies in online shopping. The research findings are as follows: first, ease of use of web design affects positively e-satisfaction more than the other factors except financial security. Second, e-satisfaction affects positively e-loyalty. Third, e-satisfaction does not affect customer defection. Fourth, informativeness, styling, ease of use, and trust of web design affect indirectly e-loyalty by mediating e-satisfaction. Therefore, because there is a good circular relationship among web design, e-satisfaction, and e-loyalty, it is very important to enhance web design for customers. When customers satisfy highly with the factors of web design, e-loyalty is higher and customer defection is lower. Further, in a curriculum of web design it is needed to reflect the findings of this paper.

Interface Design for E-Learning: Investigating Design Characteristics of Colour and Graphic Elements for Generation Z

  • Nordin, Hazwani;Singh, Dalbir;Mansor, Zulkefli
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.9
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    • pp.3169-3185
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    • 2021
  • The majority of students in higher education institutions are among generation Z. They have always depended on e-learning to support their learning activities. Therefore, higher education institutions should provide an attractive e-learning platform. E-learning interface design should be reviewed frequently to smoothen the interaction between students and the e-learning system. It is because interface design that fulfils generation Z students' preferences and expectations may upsurge their participation in e-learning. However, interface design has continually been condemned and turn out to be part of the problem that contributes to the failure of e-learning. Lack of consideration about generation Z students' preferences towards the interface design of e-learning is the factor that leads to these causes. Therefore, this study focused on identifying design characteristics of colour and graphic elements of e-learning from generation Z students' perception. This research involved a purposive sampling method for questionnaire among students of generation Z. The findings from this study could help e-learning developers to design the interface of e-learning that is suitable for generation Z students that will consider color and graphic as important characteristics.

Evaluation of Pressure, Subjective Wearing Comfort and Design Preference of Brassiere Shoulder Strap Models (브래지어 어깨끈의 디자인에 따른 압력과 주관적 평가)

  • Park, Soyoung;Hong, Kyunghi;Lee, Yejin
    • Fashion & Textile Research Journal
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    • v.21 no.2
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    • pp.171-178
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    • 2019
  • This study analyzed the pressure, subjective wearing comfort, and design preference of brassiere shoulder straps among women in their 20s and 40s. Experimental clothing was made by different shoulder strap designs on a brassiere. In the four designs (A-D), the front attachment points of the shoulder straps were the same, but the back attachment points were different. Three of them (E, E1, E2) were of a halter neck design, with different front attachment positions. The pressures of A-D were measured at the position passing through the shoulder line (P1), and E-E2 was measured at the back neck (P2) as well as at P1. Subjective wearing comfort and design preference were rated on a 7-point Likert scale. A was determined to exert the highest pressure at the neck side of the design in the pressure measurement analysis of A-E2, whereas E1 exerted the lowest. E was measured to have the highest pressure among the E-E2 designs, whereas E2 had the lowest. Participants preferred A the most and E the least in regards to the subjective wearing comfort of A-E. Thus, participants deem A to be the most comfortable despite the high strap pressure. However, E was the most favored design, despite its poor wearing comfort. Participants' subjective impressions of E-E2 were that E2 was the most uncomfortable, but its design was the most preferred. Consumers' design preferences and subjective impressions of wearing comfort did not match.

A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.10 no.1
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

Consideration for cognitive effects in smart environments for effective UXD(User eXperience Design) (스마트환경의 효과적인 UXD를 위한 인지작용 고찰)

  • Lee, Chang Wook;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.397-405
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    • 2013
  • The development of the technology of the 21st century, wireless Internet technology development in smart environments, was rapidly settled. In such an environment, the user is faced with many smart devices and smart content. This study is the analysis of the smart environment and smart devices, and user-to-user cognitive out about the effects reported. Cognitive effects observed behavior, technology, and user-centered system design, and plays a very important role to play in educating the users. And theoretical consideration about the UX (User eXperience) and UXD (User eXperience Design), by case analysis on the technical aspects of 'effective' visual aspect of interoperation aspects (interaction), and the cognitive effects of UXD (User eXperience Design) examined. As a result, on the visual aspects of the user experience based on the design that can be used to know, and be sound or through interaction with the user of the machine-to-machine interaction (and interaction) that must be provided, such as location-based or speech recognition technology will help you through the convenience of the user. Through this research, the smart environment and helping act of understanding, effective UXD (User eXperience Design) to take advantage of to help.

A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
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    • v.17 no.2
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    • pp.425-436
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    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

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