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    사용자 중심 디자인을 지원하는 동적 표현 매체로써 비디오의 의미와 활용 = (The) meaning of video as a dynamic representation media supporting user centered design and its applications

    한글로보기

    https://www.riss.kr/link?id=T11219803

    • 저자
    • 발행사항

      서울 : 세종대학교, 2008

    • 학위논문사항

      학위논문(박사) -- 세종대학교 대학원 , 산업디자인학과 , 2008

    • 발행연도

      2008

    • 작성언어

      한국어

    • KDC

      639.5 판사항(4)

    • DDC

      745.2 판사항(21)

    • 발행국(도시)

      서울

    • 형태사항

      136장 : 삽화(주로천연색) ; 26 cm

    • 일반주기명

      참고문헌: 장 123-128

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      • 국립중앙도서관 국립중앙도서관 우편복사 서비스
      • 세종대학교 도서관 소장기관정보
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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Through this study, we have reviewed what kind of meaning video has and how it can be utilized effectively as the dynamic and quasi-experiential expressive media. The details are as follow.

    1. The meaning and role of video at the design process
    At the design process, we divided the detailed activity that composes the design into 6 areas such as use, observation, analysis invention, embodiment and communication to look into the relations of video and design, and we reviewed what role is the video playing in each activity and how can video support these activities.
    First, the use of the video that supports the usage activity is that the expert supports the design task in his/her words and behaviors shown in video in the attempt to show or replay that are related to the usage of technique, tool and information.
    Secondly, the video that supports the observation can be used as a very powerful tool that can record the things occurring at the task environment of the user, and especially, it can be utilized usefully when the observer cannot observe normally or he/she observes while replaying it repetitively.
    Third, the video that supports the analysis activity uses video to analyze the data at the design course such as motion analysis or interaction analysis, and it shows the conspicuous picture after a new design is introduced during the period it is made and before it was introduced, so it can support the design activity.
    Fourth, the video that supports the design activity is the one that supports the creation at the design process and is the source of ideas. It plays an important role as the stimulant to project the designer to the present or imaginative future situation.
    Fifth, video that supports the embodiment embodies the idea that is not actually substantialized yet, so it helps to experience and evaluate that idea as it is in the actual usage situation.
    At last, in the video that supports the communication, the ability of the video that communicates the records of the behavior over time and space conspicuously expands the communication within the group and among the groups.

    2. The interaction design framework based on video media
    We suggested the design framework as one concept model about how the video media are connected to the design process based on the review of the relationship between design and the video.<Fig 10> The core contents of the design framework based on video media can be summarized into two in large.
    First, the video results collected at each stage of the design process play an important role in understanding interaction patterns, interaction techniques, design principles and contexts of use that are 4 design factors on design framework, and affect directly to the interpretation and collection of video results in the next stage, so the related results such as these video clips or story-boards are the output of individual design behavior, and are the important inputs of design behavior in the next stage.
    Second, the video media makes balance between the concrete and detailed design problems and abstract design concept as well as the 2 core fields of design that are technology domain and use domain. They play important role as a media to connect the two. That is, video media circulate by the design process and move between the design activity that underpins the detailed features of interaction and more common design principle searching activity, then it integrates the two different design activity, and connects the gap between the abstract one and the concrete one.
    These contents were verified through the substantial cases, and as a result, video media was proved to be very useful as a new design tool and the design framework suggested above is very valid, too.

    3. The utilitarian value of video as the representation media
    In the participatory approach for human-centered design, according to the utilization method of video based on the expressive method as the representation media that connects the designer and user, we reviewed them into direct representation, indirect representation, abstracted-structural representation, and quasi-experiential representation. We emphasized the potential value of the video media within the design project based on this, and reviewed the relations between the usage of video and the expressive pattern.
    The direct representation catches and represents the situation or event really happening by the video as they are, sincerely. This expressive method provides direct representation about many kinds of mistakes, discrepancies and misuse occurring at that situation, causes and effects related to the behavior of those characters, so it helps the design activity.
    Indirect representation is the usage of video by production and edition. If the direct representation is needed to record objective data, indirect representation is used mainly for the subjective expression. Video scenario or video collage that express a new design idea at the design process may be the representative examples of these expressive patterns.
    The abstracted-structural representation is the conversion of the structural information of the video record that we've got by direct representation into the abstract form. That is, it analyzes the user behavior and design problem shown in the video. It means the extracted status as more meaningful data, and provides direct design allusion to the designer. Also, the designer evaluates the user experience through video analysis, he/she can modelize the perceptual behavior, and can search many kinds of design possibility.
    The quasi-experiential representation is the unique and powerful type among the expressive patterns of the video which the designer can use. It lets the person who sees experience similar one with the contents of the video. That is, it lets him/her experience some situation indirectly by simulation through the video itself, or by using separate interface device, it lets him/her experienc
    번역하기

    Through this study, we have reviewed what kind of meaning video has and how it can be utilized effectively as the dynamic and quasi-experiential expressive media. The details are as follow. 1. The meaning and role of video at the design process At...

    Through this study, we have reviewed what kind of meaning video has and how it can be utilized effectively as the dynamic and quasi-experiential expressive media. The details are as follow.

    1. The meaning and role of video at the design process
    At the design process, we divided the detailed activity that composes the design into 6 areas such as use, observation, analysis invention, embodiment and communication to look into the relations of video and design, and we reviewed what role is the video playing in each activity and how can video support these activities.
    First, the use of the video that supports the usage activity is that the expert supports the design task in his/her words and behaviors shown in video in the attempt to show or replay that are related to the usage of technique, tool and information.
    Secondly, the video that supports the observation can be used as a very powerful tool that can record the things occurring at the task environment of the user, and especially, it can be utilized usefully when the observer cannot observe normally or he/she observes while replaying it repetitively.
    Third, the video that supports the analysis activity uses video to analyze the data at the design course such as motion analysis or interaction analysis, and it shows the conspicuous picture after a new design is introduced during the period it is made and before it was introduced, so it can support the design activity.
    Fourth, the video that supports the design activity is the one that supports the creation at the design process and is the source of ideas. It plays an important role as the stimulant to project the designer to the present or imaginative future situation.
    Fifth, video that supports the embodiment embodies the idea that is not actually substantialized yet, so it helps to experience and evaluate that idea as it is in the actual usage situation.
    At last, in the video that supports the communication, the ability of the video that communicates the records of the behavior over time and space conspicuously expands the communication within the group and among the groups.

    2. The interaction design framework based on video media
    We suggested the design framework as one concept model about how the video media are connected to the design process based on the review of the relationship between design and the video.<Fig 10> The core contents of the design framework based on video media can be summarized into two in large.
    First, the video results collected at each stage of the design process play an important role in understanding interaction patterns, interaction techniques, design principles and contexts of use that are 4 design factors on design framework, and affect directly to the interpretation and collection of video results in the next stage, so the related results such as these video clips or story-boards are the output of individual design behavior, and are the important inputs of design behavior in the next stage.
    Second, the video media makes balance between the concrete and detailed design problems and abstract design concept as well as the 2 core fields of design that are technology domain and use domain. They play important role as a media to connect the two. That is, video media circulate by the design process and move between the design activity that underpins the detailed features of interaction and more common design principle searching activity, then it integrates the two different design activity, and connects the gap between the abstract one and the concrete one.
    These contents were verified through the substantial cases, and as a result, video media was proved to be very useful as a new design tool and the design framework suggested above is very valid, too.

    3. The utilitarian value of video as the representation media
    In the participatory approach for human-centered design, according to the utilization method of video based on the expressive method as the representation media that connects the designer and user, we reviewed them into direct representation, indirect representation, abstracted-structural representation, and quasi-experiential representation. We emphasized the potential value of the video media within the design project based on this, and reviewed the relations between the usage of video and the expressive pattern.
    The direct representation catches and represents the situation or event really happening by the video as they are, sincerely. This expressive method provides direct representation about many kinds of mistakes, discrepancies and misuse occurring at that situation, causes and effects related to the behavior of those characters, so it helps the design activity.
    Indirect representation is the usage of video by production and edition. If the direct representation is needed to record objective data, indirect representation is used mainly for the subjective expression. Video scenario or video collage that express a new design idea at the design process may be the representative examples of these expressive patterns.
    The abstracted-structural representation is the conversion of the structural information of the video record that we've got by direct representation into the abstract form. That is, it analyzes the user behavior and design problem shown in the video. It means the extracted status as more meaningful data, and provides direct design allusion to the designer. Also, the designer evaluates the user experience through video analysis, he/she can modelize the perceptual behavior, and can search many kinds of design possibility.
    The quasi-experiential representation is the unique and powerful type among the expressive patterns of the video which the designer can use. It lets the person who sees experience similar one with the contents of the video. That is, it lets him/her experience some situation indirectly by simulation through the video itself, or by using separate interface device, it lets him/her experienc

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    목차 (Table of Contents)

    • 1. 서론 8
    • 1-1. 연구 배경 9
    • 1-2. 연구 목적 11
    • 1-3. 연구 방법 11
    • 1-4. 연구 내용 13
    • 1. 서론 8
    • 1-1. 연구 배경 9
    • 1-2. 연구 목적 11
    • 1-3. 연구 방법 11
    • 1-4. 연구 내용 13
    • 1-5. 관련 연구 17
    • 2. 디자인 프로세스와 비디오 매체 : 사용자 중심의 인터랙션 디자인을 지원하는 동적 매체로써 비디오의 의미와 역할 23
    • 2-1. 서론 24
    • 2-2. 디자인 활동을 지원하는 비디오 25
    • 2-2-1. 사용(Use)을 지원하는 비디오 26
    • 2-2-2. 관찰(Observation)을 지원하는 비디오 27
    • 2-2-3. 분석(Analysis)을 지원하는 비디오 28
    • 2-2-4. 고안(Invention)을 지원하는 비디오 28
    • 2-2-5. 구현(Embodiment)을 지원하는 비디오 29
    • 2-2-6. 전달(Communication)을 지원하는 비디오 30
    • 2-3. 비디오 매체를 기반으로 하는 인터랙션 디자인 프레임워크 31
    • 2-4. 비디오 매체를 활용한 인터랙션 디자인 프로세스 33
    • 2-4-1. 사례를 통한 실증적 검토 33
    • 2-4-2. 사례 분석 40
    • 2-4-3. 비디오카메라의 역할 44
    • 2-5. 결론 45
    • 3. 디자이너와 비디오 매체 : 사용자 중심 디자인에서 비디오의 활용 가치와 적용 과정에 대한 인지적 고찰 47
    • 3-1. 서론 48
    • 3-2. 표현매체로써 비디오의 가치 49
    • 3-2-1. 직접적 묘사를 위한 비디오 50
    • 3-2-2. 간접적 묘사를 위한 비디오 51
    • 3-2-3. 추상적-구조적 묘사를 위한 비디오 52
    • 3-2-4. 유사 경험적 묘사를 위한 비디오 53
    • 3-3. 어떻게 비디오의 내용을 이해하고 파악하는가? 54
    • 3-3-1. 관심거리에 대한 여러 초점들 55
    • 3-3-2. 초점에 대한 평가 57
    • 3-3-3. 평가를 토대로 한 재구성 59
    • 3-3-4. 초점(Focus), 평가(Reflect), 재구성(Reframe) 61
    • 3-4. 실험내용에 대한 평가검토 62
    • 3-4-1. 비디오가 다양한 초점을 제공한다 63
    • 3-4-2. 비디오 관찰카드가 평가를 유발한다 63
    • 3-4-3. 발표는 재구성 과정을 촉진한다 65
    • 3-5. 결론 65
    • 4. 비디오 자료의 수집 : 모바일 서비스 평가에서 카메라폰을 이용한 사용자 경험 정보 수집 67
    • 4-1. 서 론 68
    • 4-2. 카메라폰을 이용한 경험 정보 수집 69
    • 4-2-1 새로운 방법의 필요성 69
    • 4-2-2 경험 정보를 수집하는데 있어서의 문제점들 70
    • 4-2-3 기법의 기본 원칙과 방법 72
    • 4-2-4 기법의 적용 73
    • 4-3. 수집 기법에 대한 평가 76
    • 4-3-1 지시사항 77
    • 4-3-2 수집된 정보의 내용 77
    • 4-3-3 카메라폰을 사용하는 관찰자 78
    • 4-3-4 기술적 문제 78
    • 4-3-5 비디오 클립의 재구성 79
    • 4-3-6 카메라폰과 관련된 사용자 경험 80
    • 4-3-7 자료의 분석 81
    • 4-3-8 사용자 참여적 측면 81
    • 4-4. 실험 결과 사례 82
    • 4-4-1 전형적인 사용 패턴 82
    • 4-4-2 감정의 표현 83
    • 4-4-3 사용성에 대한 문제 84
    • 4-4-4 기술적 사항에 대한 문제 85
    • 4-5. 토의 및 결론 87
    • 4-5-1 디자인 매체로써의 비디오 87
    • 4-5-2 디자인에서의 퍼포먼스 88
    • 4-5-3 결론 89
    • 5. 비디오 자료의 해석 : 효율적인 사용성 평가를 위해 협력작업을 지원하는 비디오 분석 도구 90
    • 5-1. 서론 91
    • 5-2. 비디오 분석 : 기법과 도구 92
    • 5-2-1. 비디오 분석 기법 93
    • 5-2-2. 협업 지원 비디오 분석 도구의 필요성 95
    • 5-3. 협업 지원 비디오 분석 도구를 위한 디자인 기준 97
    • 5-3-1. 동시적으로 사용가능한 비디오분석 환경 98
    • 5-3-2. 여러개의 연속적인 행위 실타래로 구성된 이벤트의 시각화 99
    • 5-3-3. 시간적 흐름을 제어할 수 있는 동적이고 직접적인 조작 99
    • 5-3-4. 사용자 요구와 사용 상황에 맞는 분석도구의 조정 100
    • 5-3-5. 정량적인 분석 100
    • 5-3-6. 비언어적 정보를 기반으로 한 비디오 이벤트 검색 100
    • 5-4. 협업 지원 비디오 분석 도구 개발 101
    • 5-4-1. 프로토타입의 사용자 인터페이스 102
    • 5-4-2. 프로토타입의 로그기록에 대한 시각화와 분석 105
    • 5-4-3. 프로토타입의 협업지원을 위한 특성들 107
    • 5-4-4. 예비평가 108
    • 5-5. 결론 111
    • 6. 결론 113
    • 6-1. 연구 종합 114
    • 6-1-1. 디자인 프로세스에서 비디오의 의미와 역할 114
    • 6-1-2. 비디오 매체 기반의 인터랙션 디자인 프레임워크 115
    • 6-1-3. 표현 매체로써 비디오의 활용 가치 116
    • 6-1-4. 디자인 프로세스에서 비디오 활용에 대한 인지적 고찰 117
    • 6-1-5. 비디오 활용 방법론으로써 카메라폰을 이용한 사용자 경험정보 수집 117
    • 6-1-6. 비디오의 객관적이고 효율적인 분석을 위해 협력작업을 지원하는 비디오 분석도구 118
    • 6-1-7. 협업 지원 비디오 분석도구의 프로토타입 개발과 사용성 평가 119
    • 6-2. 향후 연구과제 120
    • 참고문헌 123
    • 영문요약 129
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