• Title/Summary/Keyword: user-experience

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A Study on the Structure and Characteristic of Overlapping of Storytelling about Experience Space - Focus on the Museum space - (체험 공간 스토리텔링의 중첩 구조 및 특성에 관한 연구 - 뮤지엄 공간을 대상으로 -)

  • Ahn, Hyunjeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.41-51
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    • 2013
  • Lately in many cases, Spaces are designed by stimulating user's sensibility, emotion, psychological software over based on the user behavior and purpose of space. Because space is not only practical using and use purpose but also the place for expressing ourselves by experiences. But space is a physical thing. so we need to arrange a structure of abstract and formless source of design by sophisticated grammaticalization. Especially storytelling of that abstract thing have characteristics of relation, process among users and space. because storytelling is focused on the discourse of stories and relationship record of that discourses. So this is used by expression device for user's emotion things and subjects in numerous cases. And storytelling is the basic, important element for user's experience in a space. By the way, Overlapping is also basic element for being possible to make experiences by concrete thing. that is because, Overlapping is layering phenomenon of some objects. Overlapping is made distance, distance make depth, and this relations take us an experience. Finally storytelling, Overlapping and space of experience are relation of cause and effect. So in this thesis, researcher looks for the relation characteristics between storytelling and overlapping by experience. and makes the abstract source into concrete and sophisticated formular.

Analyses of Public Library User Experiences using Customer Experience Management (CEM) Perspective: Focused a Public Library in Goyang City (고객 경험 관리(CEM)를 활용한 공공도서관의 이용자 경험 분석 - 고양시립도서관을 중심으로 -)

  • Lee, Go-Eun;Park, Ji-Hong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.4
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    • pp.135-159
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    • 2021
  • This study aims to analyze communication and experiences between public libraries and to identify these factors affect user satisfaction. Customer experience management (CEM), which is currently used in various fields of management and marketing, was applied to segment and analyze user experiences. After reviewing CEM research in marketing and management to derive user experience points, set physical environment, human factors, communication, and service as independent variables, emotional pleasure as parameters, and user satisfaction as dependent variables. Based on this, questionnaire items were constructed. The survey method was conducted in two ways, online and offline (face-to-face), and statistical analysis was performed based on a total of 60 questionnaires collected. The results indicate the higher the user's experience with the physical environment and convenience, the higher the satisfaction level, but library accessibility had no significant effect. In addition, library staff attitude and problem-solving ability had a great influence on user satisfaction, and problem-solving ability had a more important influence than kindness and emotional pleasure was found to have an mediating effect.

A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience- (감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로-)

  • Kim, Minsun;Kim, Jinyoung
    • Journal of Fashion Business
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    • v.26 no.1
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

Research on Correlating Data Loading with User Experience (데이터 로딩과 사용자 경험의 상관관계 분석에 관한 연구)

  • In-sik Yun;Il-young Moon
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.185-193
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    • 2024
  • With the advent of smartphones, people can access various information through the internet anytime and anywhere. Even in the vehicle environment, users can use the internet. Users interact with web and applications every day and get information. However, as the amount of data to be processed by the program increases, users inevitably receive a message to wait. User waiting is an inconvenient experience, but minimizing user waiting is the best way because there is time required for data processing. However, if the service processing time exceeds the expected time, users experience more severe boredom and pain. Therefore, various methods and researches are being conducted to alleviate the boredom of user waiting. The most commonly used method to alleviate user waiting boredom is loading. In this study, we investigated the effect of skeleton loading, the latest loading technique, on user waiting experience, and how attractive it is as a design technique in terms of UI compared to other loading techniques.

Designing Intuitive Spatial Game using Brain Computer Interface (뇌-컴퓨터 인터페이스를 사용한 공간 기반 게임 설계)

  • Kim, Na-Young;Yoo, Won-Dae;Lee, Yong-Il;Chung, Seung-Eun;Han, Moo-Kyoung;Yeo, Woon-Seung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1160-1165
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    • 2009
  • User interface design environment has been known to be part of important elements in user experience and play, and its significance of functionalities are growing bigger each year. In present day, use of intuitive user interface design are on demand. Player can expect to get a new experience that they can not get from other exiting or similar form of games. For the better user experience, essential use of intuitive game play is necessary along with its perceptive user interface. This paper describes intuitive game environment design which will enhance user experience with use of brainwave signal for Brain Computer Interface.

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Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game (태권도 경기에서 전자호구 시스템의 사용자 경험, 몰입 및 만족의 구조적 관계)

  • Kim, Bong-Gyung;Baek, Woo-Yeul
    • 한국체육학회지인문사회과학편
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    • v.54 no.2
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    • pp.299-312
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    • 2015
  • The purpose of this study was to find the effects of user experience on flow and satisfaction of electronic hogu system in the taekwondo game. The subjects were players who had experience using electronic hogu system in the taekwondo game for 2014 year 7month~10month. 652 samples out of 750 samples through convenient sampling method were adopted as a final data. We confirmed the goodness of fit test of the model, utilizing SPSS WIN Ver 18.0, and AMOS 7.0, and after which we tested each hypothesis. The results were as follows; First, sentient, emotional, cognitive, behavioral, relational experience of user experience did not have a significant influence on cognition flow. Second, sentient, emotional, relational experience of user experience did not have a significant influence on behavioral flow. Third, cognitive, behavioral experience of user experience had a significant influence on behavioral flow. Fourth, cognition, behavioral flow had a significant influence on satisfaction. Fifth, factor between native and foreigner taekwondo players had significantly different. This paper is a meaningful to figure out user satisfaction of electronic hogu system in taekwondo games and maximize athletic performance.

The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

Research on the correlation between public design and user experience (공공디자인과 사용자 경험의 상관관계에 관한 연구)

  • Kwak, GiHea;Kim, BoYeun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.353-359
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    • 2017
  • Diverse public institutions from Republic of Korea currently hold various policies regarding public design with close attentions. Thus, the primary goal of this study relies on analyzing relation between public design and user experience. In accordance with comprehensive understanding from literature researches, and the evaluation criteria of public design could be identified through diverse pilot researches and existing relative researches. Analysis regarding Shedroff's experiential elements and user-experience factors had been conducted based on an instance mentioned by Korea Association of Public Design. The field test was conducted among experienced users (100 individuals) through survey. The research could detect significant correlation between public design(accessibility, regionalism) and user experience(pleasurable, meaningful). The overall user satisfaction level has been remarked as 2.64 out of 5.0 despite vigorous policies. Even though the importance of esthetic aspects should not be disregarded, the priority of study should rely on identifying 'who' are the actual users and 'the way' they understand.