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사회적 시공간에 따른 모바일 콘텐츠와 사용자 가치 분석 -모바일 앱 사용 사례를 중심으로-
박수이(주저자) ( Su E Park ) 커뮤니케이션디자인학회 2015 커뮤니케이션 디자인학연구 Vol.52 No.-
Mobile contents provide different user``s value depending on where and when those are used. The purpose of the study is the analysis of mobile contents in relation to use contexts and user values, expecially social contexts. Those are consist of social time and space context. To collect user data, we have conducted observation research. Also we accomplished individual interview. As the result, 4 kinds of mobile contents came up with 683 use case, which were based on communication, information, entertainment, and function. In terms of the social time, contents based on communication were used most frequently in free time. In terms of the social space context, contents based on communication were used most frequently at private and public spaces. Functional values served in free and working time. Also Relational Value served private and public space.
박수이(Su-e Park),최동성(Dongseong Choi),김진우(Jinwoo Kim) 한국디자인학회 2002 디자인학연구 Vol.- No.50
As users environments change, users primary needs for homepages also change more complicatedly. Today, users do not only want usability for homepages, but also to feel appropriate emotional experiences. Despite users needs, users do not always experience appropriate emotions that are conveyed by designers through homepage. I In this research paper, we analyzed the related factors with the emotional quality, which means the degree that users feel target emotions intended by designers. For analyzing factors related with the emotional quality, three hypotheses were verified; the factor of an emotion, the factor of users and the factor of designers. As the factor of emotions, the first hypothesis is that unclear emotional dimensions in user minds are related with the emotional quality. The second hypothesis, as the factor of users, is that the diversity of users experiences by same homepage is related with the emotional quality. The third hypothesis, as the factor of designers, is that the appropriate selection of design elements is related with the emotional quality. In the previous research, we selected the basic 13 emotional dimensions and 30 representative emotional word: based on the statistical results and evaluations by professional designers. For this research, we conducted an experiment and user survey. In the experiment, we asked 30 designers to design homepages focusing on the typical emotion that was presented by a researcher. Based on the designing process and user evaluation, we performed statistical analyses: ANOVA with Tukey post hoc method and Factor Analysis. We found the discrepancy between the emotions that designers intend and the actual emotions that users experienced from homepages. From the result of analysis, we know that the factor of users and the factor of designers related with the emotional quailties, but the factor of emotions did not. The definiteness of emotions did not relate with the emotional quality. However, the diversity of emotions that users feel seeing th seme homepages and design elements that designers chose for conveying target emotion related with the emotional quality.
목적-과업 모형에 따른 운전자 경험 분석 - 행위 모듈 기반의 운전자 상호작용을 중심으로 -
박수이 ( Su-e Park ),박도은 ( Do-eun Park ),윤예진 ( Ye-jin Yoon ) 커뮤니케이션디자인학회 2016 커뮤니케이션 디자인학연구 Vol.56 No.-
Recently, the car has provided the space for daily experience as well as movement. To research driving experience, drivers`` behaviors and these goals need to be analyzed. Nevertheless, empirical research are not enough due to the characters of the research subject, which is the driving. The purpose of this study was to analyze driver``s experiences based on the goal-task model. Concretely, driver``s experiences were classified into three action modules: driving, turning, stop. Next, micro tasks were analyzed in terms of three modules. We conducted the observation and interview for skilful drivers. These data was analyzed by Hierarchical task analysis(HTA) and Grounded theory analysis. The results showed the purposes of drivers: pure purposes of driving, playful purposes, and visceral primary satisfy purpose. The detailed actions for each goal were varied for each module. The result would be based on later researches about driving experience and interaction.
대화형 에이전트의 감성적 평가에 영향을 미치는 요소 -모바일 기반의 대화형 에이전트와 사용자와의 대화를 중심으로-
박수이 ( Su E Park ) 커뮤니케이션디자인학회 2011 커뮤니케이션 디자인학연구 Vol.35 No.-
Although the demands for mobile devices are increasing, the limitations of the interface due to small screen have a significant negative impact on user satisfaction. As an alternative, the research and commercialization for embodied conversational agents(ECAs) are underway. The goal of this research is to extract effective factors to the emotional evaluation and analyze the effect of conversational types during conversations between users and ECAs. For accomplishing this goal, we conducted the observation methods in terms of think-aloud protocol. As the result, the emotional evaluation of ECAs is affected by the attitude factor, expression factor of ECAs, the content factor of conversations, and the obstacle factors of system. The significance of this empirical study is that this result is the bases for future studies on the evaluation of user experiences in ECAs interface.
3D 가상공간에서의 인상 차원에 관한 연구 : 2D 기반과 3D 기반의 가상공간에서의 인상차원 비교
이수정(Su-jung Lee),김희선(Hee-sun Kim),박수이(Su-e Park) 한국HCI학회 2009 한국HCI학회 학술대회 Vol.2009 No.2
온라인 3D 게임에 기원을 두던 3D 가상공간은 오늘날 3D 기술의 발달로 점점 현실과 유사하게 구현되어 사회성이 강조된 공간으로 변화하고 있다. 따라서 사용자들은 3D 가상공간에서도 현실세계와 똑같이 의미 있는 인간관계를 갖길 원하게 되었고 3D 가상공간에서 인상의 중요성이 높아졌다. 이에 본 연구는 웹 사이트 기반의 사이버 공간에서의 인상 차원과 비교되는 3D 가상공간에서의 인상차원을 제시할 것이다. 2D 기반의 가상공간과 구분되는 3D 가상공간만의 인상을 도출함으로써 전 매체에 걸친 인상 연구에 대한 바탕이 되는 이론으로서의 가치를 지니며, 향후 지속적인 기술발전에 따라 변화될 3D 가상공간 상에서의 대인관계 및 문화적, 사회적 현상에 대한 연구의 기반이 될 수 있다. Today, 3D cyber space with advancements of 3D technique is changing into a social space. As such, the users want to make social relationships, the impression that one leaves in 3D cyber space has become more important. This study will advance impression dimensions in 3D cyber space that formed each impression dimensions in pre-study with cyber space based on web sites. As this study analyzes the characteristic elements of 3D cyber space which are differentiated with other platform, it has theoretical value to support theory about personal relationship in3D cyber spaces. Then it will be a supporting theory for next study about intercultural and social phenomena in changeable 3D cyber space as advancement of technique.