How can we improve accessibility of public kiosks for older adults?
PROJECT
DETAILS
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Research supported by Undergraduate Research Program (URP), Seoul National University
This experimental study evaluated the impacts of potential public self-service kiosk (SSK) design features, that is, side partitions, a back partition and a chair, on perceived workloads and task performance of SSK users. Younger and older participants performed a food ordering task using eight design alternatives. Proper combination of the design features was found to help resolve an important SSK UX issue – the psychological and social stresses due to the unique environmental and situational characteristics of SSK. In particular, a medium degree of social exposure created by using either side partitions or a back partition was found to reduce NASA-TLX mental demand and effort for the older group. Also, providing a chair lowered temporal demand, frustration, and weighted average workload, and, improved task performance metrics for the older group. These design decisions did not negatively affect the younger group. The findings may contribute to improving the UX of public SSK.
OUTCOME
Journal "An Investigation on Public Self-service Kiosk Design: Partition and Chair Effects on Perceived Workload and Task Performance", submitted.
STUDY DESIGN
Experimental Setup
Summary of independent/stratification and dependent variables
How can we improve accessibility of public kiosks for older adults?
PROJECT
DETAILS
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Individual product/system design project, 2019 SNU DESIGN WEEK
OUTCOME
SNU Design Alumni Award - Awarded for outstanding performance on 2019 Industrial Design Graduation Exhibition
How should a tutorial be designed to maximize training efficacy for older adults?
PROJECT
DETAILS
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Research supported by 2020 X-mind Corps Program of National Research Foundation of Korea, Ministry of Science
Training design is important to promote technology accessibility for older adults. While there exist some general design guidelines, such as self-paced and goal-oriented training and using step-by-step instructions, additional empirically-based design knowledge need to be developed to guide training design for older adults. To contribute to establishing such design knowledge, this study investigated the medium and instruction type effects on training efficacy when training older adults to use a public information system. Four training methods, combinations of 2 medium types (paper, digital) and 2 instruction types (goals only, goals and actions), were evaluated in a lab experiment simulating the use of a public ticket vending machine by older adults. The study results indicated that while the older participants' task performance generally increased after training, the degree of improvement differed significantly between the training methods. The training method that utilized the digital manual specifying only goals showed the highest performance improvement.
OUTCOME
Research presented at the 65th HFES (Human Factors and Ergonomics Society) Annual Meeting
"Training Older Adults to Use Public Information System: Effects of Medium and Instruction Type on Training Efficacy"
Prior literature review presented at 2021 Spring Conference of ESK
"Training Material Design for Helping Older Adults Use Touchscreen Interfaces: An Integrative Literature Review"
How should we design a voice assistant for older adults?
What kind of interaction would older adults expect for the voice assistant?
PROJECT
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Group project in "Global Product Development" course
What different needs do mobile users have?
How can mobile users be segmented?
PROJECT
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Academy-Industry joint research project with Samsung Electronics Co., Ltd.
The project aimed at (1) deriving a set of various Customer Journey Maps (CJM) of smartphone users through Focus Group Interview (FGI) and (2) implementing user segmentation by conducting clustering analysis on a user's importance ratings on numerous needs people might have on smartphones.
How can we implement user segmentation based on user log data?
How can we predict a user's in-app purchase behavior?
PROJECT
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Academy-Industry joint research project with IGAWorks
The project aimed at developing an automated customer segmentation tool based on mobile application user log data analysis. By preprocessing log data, clustering analysis was conducted on a set of users' behavior matrix. The tool enabled for data analysts to first select what kinds of segmentation they would like to observe (i.e., purchase pattern, application usage pattern), and then examine the selected segments' detailed information including demographic distribution, and funnel analysis result.
AUTOMATED SEGMENTATION
Input.
Select what kinds of segmentation you like to observe.
Output.
Examine the selected segments' detailed information (demographic distribution, funnel analysis).
Select target number of segments, and examine characteristics (avg time spent for each in-app behavior)
of each segment
Select specific segments in interest, and examine their proportions of a whole.
What kind of social communication will drivers want to have with others?
PROJECT
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Group research project presented in BMW Group Korea & SNU Student Research Competition 2018
Driving is a social task where drivers should constantly communicate with one another. However, existing driver-to-driver communication methods have mainly focused on safety-related issues, thereby overlooking the social aspect of drivers' communication needs. We aim to shed light on drivers' needs for richer driver-to-driver (D2D) communication and design future D2D communication methods. Through scenario-based semi-structured interviews, we discovered that drivers wanted to utilize more social cues, deliver more information and vary the scope of their communi-cation. Based on these findings, we derived design ideas for future D2D communication methods and are working on design prototypes.
OUTCOME
Research presented at DIS (Designing Interactive Systems) Conference 2019
"Honk? Talk!: Designing Driver-to-Driver Communication Methods for Social Driving"
Poster Download
Excellence Award (BMW Group Korea & SNU Student Research Competition 2018) - Awarded for remarkable research performance
STUDY DESIGN
We conducted
semi-structured interview regarding four different.
RESLUTS
We proposed driver-to-driver communication interface design based on interview retuls.
Interaction panel design
SYSTEM IMPLEMENTATION
USER TESTING
STUDY BACKGROUND
Existing driver-to-driver communication has overlooked to consider social needs.
Compared to enormous progress in a way people communicate with each other,
driver-to-driver communication method has remained unchanged.
A driver found out that a trunk of a car in front of her is open,
so she delivered the voice message to the car's driver.
A driver was nearly hit by a car that outran,
so she delivered an emoji to the car's driver to express her anger.
How can a car-sharing service promote demand?
PROJECT
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Academy-Industry joint research project with SOCAR
The project aimed at proposing new service ideas to promote weekday demands of the car-sharing service. Through end-user data analysis, important service factors that affect user's purchase behaviors were first identified. Then, several novel service ides based on the results were derived and implemented.
Which UX values would be important in evaluating future mobility?
PROJECT
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Academy-Industry joint research project with Hyundai NGV
The project aimed at proposing evaluation methodology for quantifying automotive UX. Through literature review, classification system was suggested to sort numerous automotive functions into a few predetermined categories. Then, based on survey data analysis, significant UX values for each category were identified. The proposed methodology could be widely applied in quantifying UX for new automotive functions in the future.
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Group research
Due to advancements of digital technologies, there have been much innovation in mobility industry. The way and the extent to which users can experience has been enlarged greatly. Notably, increasing number of mobility companies are adopting IoT and/or AI in in-vehicle produces and services to create innovative and user-friendly mobility experiences. Relatedly, much research has been conducted to figure out what users expect for the future mobility. Despite the past research efforts, however, there still remain knowledge gaps that hinder effective future mobility design. The existing literature mainly focused on deriving a comprehensive and general user experience (UX) values that can be applied to product/service design of any kinds. However, currently, a proper set of UX values targeted at future mobility design, is lacking. Since UX is a multi-dimensional construct that not only consists of the traditional definition of usability, but also some other non-utilitarian factors such as fun, credibility, and pleasure, all of these constructs should be carefully scrutinized in order to distinguish the values that are both relevant to and especially important in designing the future mobility. In addition, in spite of the fact that different scenarios have been explored depending upon the mobility context, few works have attempted to comparatively analyze how important UX values differ by the mobility context. In order to design future mobility that satisfies user’s context-specific expectations, research on comparative analysis on the different UX values by the mobility context is indeed necessary.
The current study was conducted to resolve the research gaps mentioned above. Through literature review on UX values and in-depth interviews on experts, the study aimed to derive a set of UX values that are pertinent to designing future mobility in four different contexts (private car, car-sharing, airplane, and public transportation). The use of the UX values set which is based on the experts’ opinions would greatly contribute in the future mobility design that properly satisfies users’ expectations while fully utilizing state-of-the-art technology in the future.
OUTCOME
Journal In Preparation
Chung, H., Lee, W., Park, W., Jung, J., Giaccardi, E., & Choi, E. Conceptualizing Future Mobility User Experience Values.
How can a public bicycle-sharing service improve its redistribution system to achieve supply and demand balance?
PROJECT
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Public data analysis project submitted to open contest held by Seoul Metropolitan Government Big Data Campus
The project aimed at proposing en effective distribution policy for a public bicycle-sharing system. Based on literature review, important factors that affect users' demands in using the public bicycle-sharing service were identified. Then, required data was collected not only by accessing to public database, but also by conducting web crawling. Using the XGBoost, service level prediction model for each bicycle rental station was built. The proposed model is expected to enable effective operations of the system.
How should an excavator joystick be designed to minimize workload?
PROJECT
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Academy-Industry joint research project with Hyundai Construction Equipment
The project aimed at identifying excavator joystick design factors that are highly relevant in operators user experience. Through lab experiments, optimal joystick design guidelines were derived.
What kind of pain points exist in food delivery services?
How can the service be improved to maximize customer satisfaction?
WORK
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Worked as a Data Analyst Intern, Business Planning Team, Woowa Brothers Corp.
My task was mainly concerned with data analyses and visualization and strategic planning. Through end-user data analysis, I contributed to improving the service quality of "Baemin Riders food delivery service".
What kind of spatial experience would be attractive in the future where most restaurants become unmanned?
PROJECT
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Individual space design project, 2019 SNU DESIGN WEEK
OUTCOME
SNU Design Alumni Award - Awarded for outstanding performance on 2019 Industrial Design Graduation Exhibition
How would AR-based manual benefit workers compared to traditional manuals?
What is the optimal interaction design for AR?
PROJECT
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Research project funded by National Research Foundation of Korea, Ministry of Science
The project aimed at evaluating pros and cons of utilizing HMD-based AR systems in industrial works in terms of supporting workers' physical and cognitive capabilities. In particular, AR manual was developed in the context of performing manual assembly and order picking task. In an attempt to analyze the system effectiveness more in details, AR-specialized therbligs and time-motion analysis tool were proposed.
In the experiment, multiple equipment was used to evaluate participants' physical and mental workload. They include Noraxon EMG (Electromyography) device, Bertec force plate, Vicon motion capture system, Artinis fMRI equipment, and Tobii eye-tracking glasses.
How can we assess user's preferences in VR?
WORK
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Worked as a Research Assistant, Looxid Labs
My task was mainly concerned with conducting research on measuring and predicting user's preferences with eye-tracking and EEG data. I have contributed to planning "User Testing Solution" sevice.
OUTCOME
SYSTEM DESIGN
Emotion recognition system framework
Hardware &
Software design
How can we design the connecting part between the moving and fixed parts of height-adjustable sink? What should be the optimal range for height-adjustable sink to accommodate a wide range of users?
PROJECT
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Academy-Industry joint research project with UD System
The project aimed at proposing novel ideas for designing the connection part between the fixed and the moving part of the height-adjustable sink. Also, using the Size Korea database and ISO (International Standards Organization) 14738 (Safety of Machinery-Anthropometric requirements for the design of workstations of machinery), the proper range of height in order to accommodate users with special needs was derived.
DESIGN IDEAS
How should a stick vacuum cleaner be designed to achieve an optimal level of perceived weight?
PROJECT
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Academy-Industry joint research project with Samsung Electronics Co., Ltd.
The project aimed at proposing ergonomic guidelines for stick vacuum cleaner to achieve an optimal level of perceived weight. Through literature review and lab experiments, important design factors that significantly affect the perceived weight were first identified. Then, design suggestions were derived.
How can blockchain technology be utilized in designing a personal training matching service?
PROJECT
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Research project funded by National Research Foundation of Korea, Ministry of Science
The project aimed at proposing a blockchain application service idea for providing matching service between users and trainers to prevent and cure obesity.
OUTCOME
What kind of relationship exists between objective, subjective knowledge and intention to use blockchain technology?
PROJECT
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Research project funded by National Research Foundation of Korea, Ministry of Science
The project aimed at analyzing South Korean's objective and subjective knowledge levels on blockchain technology and further investigating their impacts on intention to use the technology. Through Structural Equation Modeling (SEM) analysis, statistical relationships between people's objective and subjective knowledge levels, perceived usefulness, perceived ease of use, intention to use, and their personal characteristics such as innovativeness were identified.
OUTCOME
Journal In Preparation
Moon, P., Yoo. J., Chung. H., Moon. H., Hwang. K., & Park, W. Objecve and Subjective Knowledge Assessment on Blockchain Technology.