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인터넷을 활용한 대중 참여 디자인 활성화에 관한 연구 : 디자인 프로세스에 따른 대중 참여 기법에 관한 가능성 연구
김대업(Daeeop Kim),전세연(Seyon Jeon),이건표(Kun-pyo Lee) 한국디자인학회 2010 한국디자인학회 학술발표대회 논문집 Vol.2010 No.10
Along with the development of the online environment, an increasing number of people are participating in online discussions. This new trend has enabled adequate level of democratic and public participation in social issues. The changing phase is not only detected in sociocultural area but also widely in the industrial field. Meantime, the crowdsourcing method, one of the newest solutions for web-related tasks, has been recognized to be an effective tool for the R&D sectors of the corporates, since the key advantages of crowdsourcing is that the industrial challenges can be shared with the public entities to find proper solutions. For decade of research how participants can support design methodology, the limitation of the qualitative research which has weakness for sharing data and efficiency of research excution has been tried to reach breakthru recently. This research approaches to the possibility of the design adoption with participation thorugh the Internet will positively effect to its process. This research tried to look around the current trend of web 2.0 based services which supports the Crowdsoucing method and results of paper related to the crowdsouring and design integration. Following to the analysis of web research, we meet the conclusion as just small number of user's opinion have helped designing new product and service. And we compared it to the conventional design process detail functions, less number of websites support it. However, the result of paper research shows optimistic results of web participant. Several cases emphisize that participants were very active to support their thoughts, memories and novel design idea, therefore designer and researchers got enormous help from them and it was better than conventional participatory design in some perspective. Moreover, for developing supportive methods for designer with using massive crowds, priority problems which are systematic solution for sharing and developing original idea, and controlling quality of participant was founded.
디자인행위와 비구조적 문제 해결을 위한 4가지 대중협업모델 : 웹서비스 기반의 대표적 대중협업 웹사이트들을 토대로
김대업(Daeeop Kim),이건표(Kun-pyo Lee) 한국HCI학회 2012 한국HCI학회 학술대회 Vol.2012 No.1
웹 2.0 은 공유와 참여의 철학을 기반으로 한 기술을 토대로 다양한 종류의 협업이 가능하게 하는 웹사이트들을 출현하게 하였다. 최근 대중협업(Mass Collaboration)은 디자인 문제와 유사한 다양한 비구조적 문제(Ill-defined Problem)들을 해결할 수 있게 해주고 있다. 본 연구에서는 디자인 과정에서의 특성들을 분석한 후 비구조적 문제를 해결하는 대중협업 사례들이 어떠한 특성들로 구분될 수 있는지 알아보았다. 문제 해결작업의 발전 특성과 협업 커뮤니티의 양식, 수혜방식 관리 측면에서 총 4 개의 협업 모델을 분석해 낼 수 있었다. Web 2.0 based web technologies, which has been matured on philosophical goals of participation and sharing, has facilitated more empowered web services for Mass collaboration. Today, the mass collaboration services help to solve ill-defined problems such as Design problems. In this research, successful cases of Mass collaboration web services are made up 4 types of its development styles by general understanding of distinctive features of design process. As criteria for defining four types, the characteristics of problem solving, the communities for managing knowledge and development, and the benefit management were used.
김대업(Daeeop Kim),이건표(Kun?pyo Lee) 한국HCI학회 2011 한국HCI학회 논문지 Vol.6 No.2
본 논문은 온라인 참여를 통한 문제 해결 기법이 널리 활용되고 있음에 따라, HCI영역의 한 부분인 디자인 행위가 온라인 시스템 기반의 대중협업기법(Mass Collaboration)을 통해 이루어질 수 있는지 여부를 탐색한 연구에 관한 논문이다. 문헌 연구와 온라인 웹사이트를 수집 분석한 결과, 디자인 행위의 주요 프로세스에 기반하여 비교하였을 때, 디자인 행위가 온라인 참여행위를 통해 수행이 가능할 것으로 예측되었다. 이러한 참여는 Web 2.0의 발전을 통해 많은 수의 대중들이 의사 개진과 의사 결정을 하는데 유용한 도구를 활용할 수 있게 된 덕분으로 풀이된다. 그러나 단순히 일반 참여자가 대중참여기법을 활용한다고 하더라도 전문 디자이너의 디자인 참여와 동일한 결과를 얻을 수 없을 것이라는 결과도 나타났다. 이는 전문가 영역의 문제 해결이 대중들의 판단과는 다른 경험과 전문성을 갖고 있어야 정확한 결과를 낼 확률이 늘어나는 것으로 해석되었다. The mass collaboration, one of the newest solutions for web?related tasks, has been recognized to be an effective tool for the R&D sectors of the corporates, since the key advantages of crowdsourcing is that the industrial challenges can be shared with the public entities to find proper solutions. This research approaches to the possibility of the design adoption with participation thorough the Internet will positively effect to its process. This research tried to look around the current trend of web 2.0 based services which support the Mass Collaboration method and results of paper related to the Crowdsourcing and design integration. Following to the analysis of web research, we meet the conclusion as just a small number of users’ opinion has helped designing new product and service. And we compared it to the conventional design process detail functions, less number of websites support it. However, the result of paper research shows optimistic results of collective design activity. Several cases emphasize that participants were very active to support their thoughts, memories and novel design idea, therefore designer and researchers got enormous help from them and it was better than conventional participatory design in some perspective.
인터넷을 활용한 대중 참여 디자인 방법에서의 디자이너 역할의 변화 : 디자인 행위 지원 웹사이트와 사례 분석을 중심으로
김대업(Daeeop Kim),전세연(SeyonJeon),이건표(Kun-pyo Lee) 한국HCI학회 2011 한국HCI학회 학술대회 Vol.2011 No.1
Along with the development of the online environment, an increasing number of people are participating in online discussions. This new trend has enabled adequate level of democratic and public participation in social issues. The changing phase is not only detected in sociocultural area but also widely in the industrial field. Meantime, the crowdsourcing method, one of the newest solutions for web-related tasks, has been recognized to be an effective tool for the R&D sectors of the corporates, since the key advantages of crowdsourcing is that the industrial challenges can be shared with the public entities to find proper solutions. For decade of research how participants can support design methodology, the limitation of the qualitative research which has weakness for sharing data and efficiency of research execution has been tried to reach breakthrough recently. This research approaches to the possibility of the design adoption with participation thorough the Internet will positively effect to its process. This research tried to look around the current trend of web 2.0 based services which support the Crowdsoucing method and results of paper related to the Crowdsouring and design integration. Following to the analysis of web research, we meet the conclusion as just small number of user s opinion have helped designing new product and service. And we compared it to the conventional design process detail functions, less number of websites support it. However, the result of paper research shows optimistic results of web participant. Several cases emphasize that participants were very active to support their thoughts, memories and novel design idea, therefore designer and researchers got enormous help from them and it was better than conventional participatory design in some perspective. Moreover, for developing supportive methods for designer with using massive crowds, priority problems which are systematic solution for sharing and developing original idea, and controlling quality of participant was founded.
The Impact of User Competence on Smartphone Satisfaction
DaeEop Kim(김대업),Jaesin Oh(오재신),Jaeik Shin(신재익) 한국인터넷전자상거래학회 2016 인터넷전자상거래연구 Vol.16 No.6
The unprecedented growth of smartphone use attracts academic attention, given that smartphones are an integration of the functions of voice communication, Internet access, and data retrieval and management. In general, users’ competence(finesse and knowledge) of smartphones can play an important role in increasing their smartphone usage. Yet, a little has done to examine the covariate effect of user competence in the relationship among smartphone quality, dependency, and customer satisfaction. The primary purpose of this study is, thus, to explore the differences in mean values of smartphone quality, dependency, and customer satisfaction for each group according to whether user competence is controlled or not. Appropriate measures were developed with previous studies and tested on 217 respondents who have used smartphones. The results showed that the roles of user competence in the two hypotheses are significant. The difference in mean values of smartphone dependency for the level of smartphone quality(high, middle, and low) can be more affected by finesse than knowledge. In addition, the difference in mean values of customer satisfaction for the level of smartphone dependency(high, middle, and low) can be more affected by user competence. Thus, the future research on the relationship between dependency and satisfaction needs to examine the covariate effect of user competence to provide a meaningful implication.