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Exploring Design Opportunities for Positive User Experiences with House Plants in the Context of Smart Technologies

Chajoong Kim, James Self, Choeun Park

This study aims to explore how emerging smart technologies such as IoT, autonomous devices and mobility systems can be integrated into house plants to facilitate positive emotions as an affective product. Through semi-structured interviews with fifteen young adults (aged 20–30) in South Korea, we collected their positive and negative experiences of plant care. To examine the influence of positive emotion in house plants, we adopted the theoretical framework of positive experiences and thematically coded the data according to three different constructs: Object (aesthetic value), Instrument (usability), and Enabler (self-identity and relational value). The results revealed that experiences as an object and an enabler (identity-focused) played key roles in purchase motivation and positive plant care, while negative experiences were typically associated with experiences as an instrument, such as limited plant care knowledge and the need for frequent monitoring. Based on these findings, our study proposes design implications to support identity-focused engagement and to enhance aesthetic appreciation when integrating emerging technologies while reducing practical challenges. This research provides an initial step toward application of smart technologies on house plants, potentially self-moving technologies, for designing emotionally enriching and sustainable house plant experiences.

IASDR ' 25 (poster submission)

Exploring the role of aesthetic interaction in controlling music playback and user experience

Jayoung Yoon, Chajoong Kim

We explore the role of aesthetic interaction in controlling music playback control and its influence on user experience. Three music playback control designs of different aesthetic interactions were developed and prototyped. An experiment was conducted to measure how their experiences varied regarding aesthetic interaction. Participant responses were then gathered through PrEmo that measured the influence on emotions and user experience, Results indicate how each aesthetic interaction evoked particular emotions and experiences. The aesthetic interaction of music playback control was shown to influence the participants’ appraisal of their music-listening experiences significantly. Findings contribute to a better understanding of how aesthetic interaction in the music listening experience implicates the user’s affective response.

Proceedings of ICED'25

The effect of perceived realism on the usage of pre-flight safety videos

Eunji Kang, Chajoong Kim, James Andrew Self

Prior research and studies on aviation videos suggest that the transition from hand gesture demonstration to entertainment with diverse forms may positively affect the mood but negatively on the retention and recall of the memories. However, the methods used in the studies tend to focus only on individual elements of entertainment such as humor, which prevents the results from measuring the effect of entertainment on a video as a whole. In this study, we propose to evaluate the user experience and effectiveness of airline safety videos according to the perceived realism. Four videos were selected according to the dimensions of contextual and representational realism and 81 participants were asked to fill out the survey to explore the effect of each realism on affection and cognition. The result of the research is expected to provide different points of view on what to consider when designing informative videos with entertainment elements.

DRS'24

An investigation into the product attachment between single-person household and their home appliances

Ga-eul Han, James Andrew Self, Chajoong Kim

Products that are emotionally bonded are more likely to be successful in the market than those that are not. Emotional bonding is defined as product attachment. It induces positive relationships between user and product by offering a more expansive, holistic approach to design for higher longevity from the sustainability perspective. Although it is an important factor in product development, little research has been done towards understanding product attachment, especially for home appliances. The study aimed to further understanding of product attachment in home appliance design. A total of ten home appliances were selected by cross-mapping of physical interaction density and physical distance. A questionnaire and in-depth interviews were used to identify product attachment determinants and the reason for the user’s emotional experience in exploring design opportunities. The results indicate, although the users' age, cultural and ethnic features inevitably affect to the emotional evaluation in the product experience, that physical distance has less impact on product attachment, but higher physical interaction density could increase the emotional bonding opportunities between users and appliances. Among the 4 product attachment determinants, the self-expression element shows a low response to the home appliance. In the low attachment group, the pleasure element is found to be noticeably insufficient. The discussion for the product attachment approach in the appliances broadens a new perspective of design consideration in designing emotional experiences.

IASDR'23

Exploring the relationship between an emotional experience with everyday products and its contribution to people’s well-being and life satisfaction

Park, Y., Kim, C., Yoon, J.

Emotional well-being manages people’s emotions and copes with challenges throughout life. Positive emotion and emotion regulation have beneficial effects on overall emotional well-being (Colombo et al., 2021; Quoidbach et al., 2010; Yoon & Kim, 2022). In the sensory perception of humans, touch interaction is regarded as a vital contributor to regulating our emotions. Considering that appropriate touch experience can lead to more positive emotion regulation, the study attempts to figure out how the touch experience relates to positive emotion regulation. Among several factors of tactile perception, our focus was on texture and weight, which are presumably closely related to positive emotion regulation. For the study, an experiment was designed in which LEGO-based blocks were used as an experimental stimulus in the sense that LEGO as a toy is highly associated with positive emotion. In the experiment, 20 participants were recruited and asked to make assembled ones with combinations of softness (soft and hard) and weight (light and heavy). The findings indicate that the combination of Soft-Heavy was most preferred among the participants because it gave them a sense of comfort and stability. Moreover, diverse positive emotions were associated depending on the levels of texture and weight. A possible implication of the findings is that a particular combination of product materials' texture and weight could facilitate positive emotion regulation. Limitations and future studies are also discussed at the end.

AHFE'22 (Affective and Pleasurable Design)

Artistic Visualisation of Personal Data: A Case Study of Digital Scheduler

Sangsu Jang, Young-Woo Park, Chajoong Kim

The rapid development of digital technology has made it possible to manage analogue information digitally. Various analogue information is currently digitalised, and people conveniently use the information with applications in their smartphone. Among many, digital scheduler is one of the popular applications. However, digital scheduler still maintains the traditional look of paper calendars although it has been radically developed in terms of function and usage. And previous studies indicate artistically-visualised data made users to be engaged in daily context. Therefore, our study explores how the look and feel of digital scheduler can be better designed to deliver integrated and engaged calendar experience with daily life. For the study, an online survey and a design workshop were conducted with ten designers who were familiar with digital scheduler. The result shows that various elements can be used for artistic visualisation of their schedules to converse digital schedule in a visually engaged form. As a case study, the findings could provide design practitioners with a useful source of information in the artistic visualisation of digitalised personal data.

With Design: Reinventing Design Modes (IASDR 2021)

Development of a Scale to Measure Decision-making Tendency in Human-product Interactions

Youngsoo Shin, Chajoong Kim & JungKyoon Yoon

Design consideration for tailoring users’ decision-making experiences is viewed as an important factor towards more highly user-centred and personalised human-product interactions (HPIs). In this paper, we aim to establish a foundation for a new design approach by presenting the set-up of the development and validation of a new measurement scale on users’ decision-making tendency, maximising and satisfying. From behavioural science, we extend the recent discussion on these individual differences between maximisers who tend to expect the greatest amount of benefit from every daily opportunity and satisfiers who tend to feel happy with their choices as long as they think they are good enough. We developed an initial pool of the decision-making tendency measurements based on previous literature and a focus group interview. To modify the initial pool of measurements, we conducted (1) random probes with three researchers and (2) standard scaling procedures with eight external judges. Furthermore, we tested the reliability of the scale by calculating Cronbach alpha and test-retest reliability. We expect that these findings provide a grounding for future design research and practices in terms of implementing users’ decision-making tendency for personalised HPIs.

With Design: Reinventing Design Modes (IASDR 2021)

The Interplay of User, Context and Product in Everyday Design Behaviour

Soyoung Kim, Henri Christiaans & Chajoong Kim

As the world is facing persistent socio-ecological problems, more and more stakeholders are claiming sustainable approaches in various areas. In line with this, our research explored ways to help designers generate product features that communicate reuse and appropriation of daily products to stimulate sustainability. The focus was on the practice of reusing and/or transforming daily products by users—referred to here as everyday design (ED) which is a form of upcycling with some specific characteristics. Interviews with 100 participants were conducted to understand and measure the influence of user characteristics, product elements and context of ED. The study resulted in an overview of the factors that might trigger ED among users, the understanding of which can be integrated into new designs to extend products’ lifetimes. This could help designers find ways in which they can inspire and stimulate people to reuse their products and as such contribute to sustainable living.

State-of-the-Art Upcycling Research and Practice : International Upcycling Symposium (2020)

Reviving everyday products by understanding the user behaviour of everyday designing

Soyoung Kim, JungKyoon Yoon, Chajoong Kim

Everyday Designing (ED) involves the re-use of existing products for new purposes. In order to gain an understanding of how people perceive and apply product elements as cues for everyday designing and level of appropriation when reusing product for the new purpose, an experiment was conducted. In the experiment, four everyday products were provided for repurpose. The 40 repurposed products from 10 participants were analyzed with the interviews and questionnaire. ED products were reborn with various purposes beyond the original functions of the products. The results indicate that there is a difference between perceived product elements as usual and product elements as cues for everyday designing. Materials and manipulability plays an important role in ED although form-centred perceptions were mainly observed. It seems that the product elements as ED cue and the prior experience of the product …

Proceedings of the Design Society: International Conference on Engineering Design (ICED'19)

Design Interventions for Promoting the Mental Health of Young Academics

Sanghyun Ma, Mintra Ruensuk, Chajoong Kim

It is essential to graduate students to contribute researching in their academic field. Although it leads to the success of academic career path, the students are more at high risk of mental health problems. Thus, this study attempted to reveal underlying causes of the problems, figure out coping techniques and explore design interventions that can improve of graduate students’ mental health quality. We conducted interviews with one health professional expert and twenty-five graduate students. Design Sheet was created to elicit design solution ideas and distributed to ten professional designers. From the research, we have found out that graduate students are suffering from multiple reasons however there are unmet mental health needs among graduate students. By the end of the paper, we propose five design guidelines for designers to make products or services to promote mental health of graduate students.

Proceedings of the Design Society: International Conference on Engineering Design (ICED'19)

Towards Emotional Well-Being by Design: 17 Opportunities for Emotion Regulation for User-Centered Healthcare Design

JungKyoon Yoon, Shuran Li, Yu Hao, Chajoong Kim

Recent attention has been given to the role of emotion regulation in promoting well-being. Although various approaches have been established to design for emotion in design research and HCI, there is only little knowledge on how to support the process of regulating user emotions through design. The paper introduces a framework that delineates 17 emotion regulation strategies based on the theories of emotion regulation. The framework supports an understanding of emotion regulation strategies by enabling designers to compare differences and overlaps of the strategies. The paper describes the framework and its development process along with design examples. Implications and future research steps are discussed.

PERVASIVEHEALTH'19 : Proceedings of the 13th EAI International Conference on Pervasive Computing Technologies for Healthcare

Exploring the interaction between lighting variables and information transfer as a new function of lighting

Chajoong Kim, Daeun Jun, Kwangmin Cho

These Together with the improvement of artificial light sources such as LED, lighting has been utilized in our everyday products for various purposes such as visual aesthetic enhancement, and emotion induction. Nevertheless, little attention has been paid to another function of transferring information with lighting. Therefore, this study attempted to explore how information transfer would be effectively made with manipulating lighting variables. An experiment was designed in which the interaction between lighting variables and information transfer was investigated depending on type of information in human-product interaction Three products were adopted to represent each type of information and used in the design of experiment stimuli. 30 participants were recruited for the experiment. The results indicate that information transfer can be effectively made with manipulating lighting variables. This implies that lighting is a useful way to intuitively and fast deliver information to people. The findings could help designers better understand the roles of lighting variables in information transfer.

Design Research Society (DRS'18)

Design for privacy in public space

Kwangmin Cho, Chajoong Kim

The role of public space in contemporary society is important to a person’s well-being as it provides useful function. However, privacy issues is problem when user use the public space. This study aims at investigating the relationship between elements of privacy and the types of public space in order to better user experience in public space. A total 40 participants (21 males and 19 females, aged from 22 to 25) were invited to participate. This study used user picture interview and value mapping to investigate relationship between privacy and public space. There were differences of privacy important in public space and each privacy elements had different meaning according to public space type. Designers could utilize this framework to develop public space in terms of privacy. The privacy elements are interpreted by user’s voice to elaborate specific meaning to protect privacy in public space.

International Conference on Engineering Design (ICED 17)

Interactive Lamp Design Based on The Concept of Visualization of Breath For Better Experience

Gaee Kim, Chajoong Kim, Henri Christiaans, Gwanmyeong Kim

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한국디자인학회 학술발표대회 논문집 (2016)

메가시티에서의 스마트 모빌리티를 위한 디자인 기초 방향 연구

이지혜, 양희람, 이보경, 조아진, 오이담

본 연구는 서울시가 구축한 높은 수준의 대중교통 인프라 및 다양한 정책들에도 불구하고, 이용자의 질적 만족도가 떨어지는 요인을 스마트 모빌리티의 체계적 도입을 통해 극복할 수 있을 것이라 보고 스마트 모빌리티 사례들을 탐색하였다. 본 연구는 변화하는 미래 도시를 위해 향후 스마트 모빌리티의 적극적 도입과 디자인 연구가 스마트 모빌리티의 영역에서 구축할 수 있는 방향성을 고찰하는 것을 목적으로 한다. 문헌연구방법과 사례연구방법으로 진행하였다. 먼저 스마트 모빌리티에 대한 정의와 특징을 파악하기 위해 문헌 연구를 진행하였다. 스마트 모빌리티의 현황 및 미래 방향을 도출하고 분석하였다. 이를 기반으로 도출한 분석항목을 기준으로 현재의 스마트 모빌리티의 사례들을 분류하여 정리하였다. 이를 통해 최종적으로 스마트 모빌리티에서의 디자인 연구의 방향과 역할을 고찰하였다. 본 논문에서는 스마트 모빌리티 사례들을 ‘지능화’, ‘친환경화’, 그리고 ‘개인화’의 특성을 가진 것으로 파악하고 분류하였다. 각 사례들에서 도출된 지향성에 대응하는 디자인 영역을 도출하며 향후 디자인연구의 방향을 제시하였다. 이에 따라, 본 연구에서는 도시의 삶의 개선을 위해 근미래에 적극적으로 도입될 스마트 모빌리티 전략을 위한 디자인 연구의 방향성과 역할을 논의하였다.

Archives of Design Research (2016)

The influence of generation in the usage of smart phone as a means of distributed cognition; an exploratory study of Baby boomer and Generation Y

Kwangmin Cho, Chajoong Kim

The term ‘distributed cognition’ is actually extended mind, which use artifacts and the environment as a medium for sharing and communicating information through “offloading” of information. Distributed cognition can provide additional skills and information, can slightly change the nature of the task, make information visible to the user, and hence reduce mental load and enhance work performances. With the advent of smart device, distributed cognition plays an important role in people’s everyday lives. Among many smart devices, smart phone as a must-have item has changed people’s lives dramatically in modern society because of its various functions embedded in a tiny single device. Many functions of smart phone can help people memorize something as a means of external representation to reduce the memory load in their mind and manage everyday tasks. Generation would be a relevant variable to intervene the relationship between smart phone use and distributed cognition. Therefore, this study explores what differences exist between two extreme generation groups (the Baby boomer and the Generation Y) in using a smart phone in terms of distributed cognition. The overall results indicate that there are significant differences in using smartphone as a means of distributed cognition between two generations.

International Association of Societies of Design Research (2015)

THE EXPLORATORY STUDY OF POSITIVE AND NEGATIVE EXPERIENCE IN PUBLIC SPACE

Kwangmin Cho, Jieun Bae, Chajoong Kim

This study was examining positive and negative experience in public space. A total 106 people participated in open structured questionnaire. The results showed that five elements were relevant to positive experience in public space while three elements were related to negative experience. We figured out five elements, which are interplay, privacy, hygienic, ethical issue, and usability, in positive experience and three elements, which are privacy, hygienic, and ethical issues in negative experience. Discussions are followed below.

한국디자인학회 학술발표대회 논문집 (2015)

CLIENT-ORIENTED PRODUCT DEVELOPMENT PROCESS: CASE STUDY ON TIER 3 VENDOR MANUFACTURING COMPANY: CASE STUDY ON TIER 3 VENDOR MANUFACTURING COMPANY

Jihyun Lim, Yoonki Ahn, KwanMyung Kim, Chajoong Kim

Korea’s small and medium size manufacturing companies have a high level of dependence on big size companies. Especially 65.2% of Tier 3 vendor companies in car manufacturing industry showed 95% dependence on the large car company, and 76.8% of them are seeking for new business opportunities.BR On the basis of this atmosphere, the chances of collaboration of industrial design with smaller business will massively increase in the near future.BR This paper presents a case from a project with a tier 3 vendor company and identifies the gaps between academic design process and real application in the process of new product development.

한국디자인학회 학술발표대회 논문집 (2015)

Developing a framework of new mixed method, social networking services group diary and its application in practice

Jieun Bae, Kwangmin Cho, Chajoong Kim

As understanding use context is considered a key factor to deliver better user experience, designers have spent much time and money investigating the context. Despite the presence of various user research methods, it is still insufficient to figure out the context of use in actual situations. On the other hand, as Social Networking Services (SNS) based on real time interaction have been popular, its potentiality as a research method has been spotlighted. Under this circumstance a framework of new mixed method, SNS Group Diary, was developed in which SNS technology was applied to better capture the real time use context. Therefore, this paper presents an empirical study that includes a case study on multi-refrigerator that was conducted through SNS group diary. For the study eleven housewives were recruited and an experiment was conducted for two weeks to prove the validity of the new method. The overall results indicate that SNS Group Diary is an effective method to figure out the actual use context. The implications and limitations of the SNS Group Diary are discussed as well.

International Conference on Engineering Design (ICED 15)

Identifying the Factors to Influence Product Attachment through Product Fandom Phenomenon

Jieun Bae, Chajoong Kim

Users become attached to particular products or services since they convey a personal meaning. According to literature study, four factors play a role in product attachment. However, it has not been known how those factors influence product attachment because product attachment varies between products as well as between users. Therefore, this study aims to investigate 1) the relationship between the four attachment determinants and product fandom, and 2) what product features play a role in product attachment, focusing on product fandom that represents an ultimate level of product attachment. Two online product fandom communities were chosen: one for capsule coffee machine (single functional product) and the other for iPhone (multi-functional product). An on-line questionnaire survey was conducted with the communities and a total of 88 respondents participated in the survey. The results of the study indicate that 'pleasure' among the factors of product attachment was the major reason attached to the products. It turned out product features and multi-functionality of product are also involved in product attachment. The implications to the industry are discussed as well.

International Conference on Engineering Design (ICED 15)

The Development of a Method to Facilitate the Collaboration in Product Development Teams from Designers' Perspective

YeongHun Kim, ChaJoong Kim

To be successful in the market, industries have kept trying to increase user’s satisfaction with their new products (Kim, Christiaans, & Van Eijk, 2007). Under this circumstance, firms have realized the importance of collaborative environment in the product development process to meet rising expectations of the user (Keller, 2001). Although, multi-disciplinary teams have been developed with such great optimism, inevitable conflicts have been identified between the team members such as engineers, marketers, and designers (Ram & Chin, 2005). In addition, firms are required to find a new kind of design-driven innovation to survive in this competitive environment. Consequently the designer’s role has become more and more important and it has been subdivided into many ways (Marcin, 2014). In this circumstance, new conflicts seem to begin to emerge between designers, especially between product designers and …

한국디자인학회 학술발표대회 논문집 (2014)

A study on understanding the usage pattern of multi-door refrigerator and users' needs through SNS group diary method

Jieun Bae, Kwangmin Cho, Chajoong Kim

Today, there are many diverse refrigerators in terms of size, design and function but users still seem to have more negative experience than positive experience of using the product because the focus of designing new refrigerators has been on technological improvement. Therefore, it is necessary to figure out their needs and expectations regarding the experience of using the refrigerator. Recently,as SNS (social networking service) has been prevalent over the world, its potential as a research method has been emerging in terms of real-time interpersonal communication and overcoming the geographical limits. Based on these possibilities, we created a new type of method called SNS focused-group diary. This is a research method to analyze real-time data from users by providing an online space where a target user group can upload and share the results of given tasks those data in real time within the group. Using this method, this study aims at 1) understanding problem and needs of multi-door-refrigerator, 2) investigatingusage patterns, and 3) figuring out the difference of usage pattern based on users’ lifestyle and dietary habits.

International Conference on Engineering Design (ICED 15)

Exploring the Roles of Lighting in Human-Product Interaction

Chajoong Kim, Youngshin Kwak

Lighting enables humankind to visually perceive everything in the dark since they invented artificial lighting sources such as candle and light bulb. Nowadays lighting is used not only to brighten the space but also to play a more diverse roles in humanproduct interaction. For instance, the LED indicator on a battery charger lets the user recognize whether the batteries are fully charged or not. Although lighting is getting deeply pervasive to our daily lives, few studies on the interaction between human and lighting have been done. Therefore, this study aims to identify the role of lighting in human-product interaction. To figure out what kinds of role lighting plays in human-product interaction, literature study was conducted. Four roles of lighting were identified: Visibility, Information Transfer, Visual Aesthetic Enhancement and Emotion Induction. Based on the four roles, a conceptual framework was made in order to …

한국감성과학회 춘계학술대회 (2014)

Exploring Aesthetic Interaction in Perfume Experience as a Design Opportunity

Juhyun Nam, Chajoong Kim

Recently, perfume has become a tool for expressing personality and emotional value, with increasing interest in sensory experiences beyond olfactory satisfaction. However, little research has explored how spray methods contribute to aesthetic interaction in perfume use. This study investigates how aesthetic interaction can enhance the perfume experience. Three types of aesthetic interaction (freedom of interaction, interaction pattern, and richness of motor actions) were prototyped through a designer workshop. To evaluate the associations between interaction types and perfume perception, tactile characteristics (temperature and texture) were used. Tactile stimuli representing warm-cool and rough-soft qualities were created, and participants matched them to each interaction type. Results showed that each type of aesthetic interaction was consistently associated with specific tactile impressions. These findings suggest that interaction design plays a significant role in shaping sensory and emotional perception in perfume use, offering new opportunities for enhancing user experience through the integration of touch and interaction.

IASDR ' 25

Design opportunities for daily emotion regulation to enhance young adults' emotional well-being

Jinhee Cha, Chajoong Kim

This study examines daily emotion regulation strategies of young adults aged 20-30 and proposes design opportunities for enhancing emotional well-being. Research with 29 participants revealed a preference for behavioral strategies (73.4%) over cognitive strategies (26.6%), particularly “Seek pleasure or relaxation” strategies. Significant differences were observed between positive and negative emotional contexts. Four main categories of emotion regulation strategies were identified: Disengagement, Seek pleasure or relaxation, Reallocate resources, and Engagement. Design opportunities were proposed based on these findings. This study enhances understanding of young adults’ emotion regulation and offers design strategies for product development. Future research should validate these strategies and explore personalized approaches, considering long-term impacts and ethics.

Proceedings of ICED'25

Exploring the effect of softness and weight of materials on positive emotion regulation: a case study of LEGO

Jinhee Cha, Chajoong Kim, Sungzin Chae

Emotional well-being manages people’s emotions and copes with challenges throughout life. Positive emotion and emotion regulation have beneficial effects on overall emotional well-being (Colombo et al., 2021; Quoidbach et al., 2010; Yoon & Kim, 2022). In the sensory perception of humans, touch interaction is regarded as a vital contributor to regulating our emotions. Considering that appropriate touch experience can lead to more positive emotion regulation, the study attempts to figure out how the touch experience relates to positive emotion regulation. Among several factors of tactile perception, our focus was on texture and weight, which are presumably closely related to positive emotion regulation. For the study, an experiment was designed in which LEGO-based blocks were used as an experimental stimulus in the sense that LEGO as a toy is highly associated with positive emotion. In the experiment, 20 participants were recruited and asked to make assembled ones with combinations of softness (soft and hard) and weight (light and heavy). The findings indicate that the combination of Soft-Heavy was most preferred among the participants because it gave them a sense of comfort and stability. Moreover, diverse positive emotions were associated depending on the levels of texture and weight. A possible implication of the findings is that a particular combination of product materials' texture and weight could facilitate positive emotion regulation. Limitations and future studies are also discussed at the end.

IASDR'23

Exploring the influence of aesthetic interaction using personal information devices at work

Hyunwook Nam, Jihyeon Kim, Choeun Park, Chajoong Kim

Workplace stress caused by negative emotions is a common issue among office workers. This study focuses on emotional psychotherapeutic stress control methods using personal information devices, which promote mental well-being by enhancing self-awareness of emotions. A practical way to capture and analyse emotions is by using personal information devices with camera devices. However, automatically recording emotions through cameras can lead to user rejection. To overcome this challenge, this study aims to investigate how incorporating aesthetic interaction as a means of delivering positive emotional experiences can minimize user repulsion. For this study, three experimental stimuli representing three different aesthetic interaction were designed. The experiment involved three designers and ten participants. The findings revealed that aesthetic interaction plays a significant role in reducing user repulsion. Additionally, this research discusses the design implications derived from the study and suggests potential avenues for future research in this area.

IASDR'23

Behavioural Intervention Technology in UX Design: Conceptual Review, Synthesis, and Research Direction

Youngsoo Shin, Chajoong Kim & JungKyoon Yoon

The notion of Behavioural Intervention Technologies (BITs) has received increasing attention from researchers and practitioners creating design and technology to support users’ behavioural change processes. However, the value of consolidating previous findings to connect insightful research and practical design works and generating new knowledge on BITs has been under-recognized in the design community. To support researchers and practitioners who struggle with creating human-centred BITs to effectively induce changes in human behaviour, this paper investigates existing literature on BITs through a systematic literature review with 28 selected publications. From this literature review process, this paper proposes a structured synthesis of extant perspectives and approaches, offering an overarching perspective for effective applications of the BIT design approach. At the end of the paper, these findings are extended to discuss further research and implementations of design practices for changes in human behaviours.

With Design: Reinventing Design Modes(IASDR 2021)

Understanding the Relationship Between Humour and Context in Visual Information Design

Hyunwook Nam, Chajoong Kim

As an effective element of design, humour can help users better perceive and understand visual information such as signage in a specific context. However, the application of humour in visual information design is purely dependent on the designer’s intuition. In addition, there has been little research on how humour can be used in visual information design and how the perception of humour is influenced by context. Therefore, the study explored how humour is dependent on the context in visual information design. From the literature study, three types of humour and four types of contexts were derived. A designer workshop and focus group interview were conducted in the study. In the workshop, signages representing three types of humour respectively were designed. The signages were evaluated in the focus group interview to figure out how they were perceived. The results indicate that humour is dependent on the characteristics of context in visual information design. If this finding is well considered in design practice, it could help the user better understand visual information and have positive experience.

With Design: Reinventing Design Modes (IASDR 2021)

Exploring Design Opportunities for Mitigating Anxious Attachment

Heimin Kang, KyungHo Lee, Dooyoung Jung, Chajoong Kim, JungKyoon Yoon

Due to the widespread presence of social media, social interaction has been more emotionally influencing people than ever before. This phenomenon has induced an increasing interest in emotional well-being in interpersonal relationships. According to literature, it is a contributor to emotional well-being to stabilize our interpersonal attachment. Mitigating negative emotions is also found out to lead to positive contributions toward our emotional well-being. Therefore, this study aims to explore design opportunities for mitigating negative emotions in specific attachment types. The focus is on those who have an anxious attachment which tends to be negatively associated with emotional well-being. For the study, in-depth interviews with a diary study and designer workshop were conducted. As the results, three situations (Underachievement, Self-depreciation, and Future worries) were identified in which anxious attachment people had experienced negative emotions. Furthermore, possible coping methods for the situations were derived as well. Various solutions were suggested for coping with situations where people with anxious attachment undergo. The findings provide design opportunities for mitigating negative emotions of people with anxious attachment and contributing to their emotional well-being.

With Design: Reinventing Design Modes (IASDR 2021)

System autonomy: Personal indoor farming and user preference

Gaee Kim, James A.Self, Chajoong Kim

Increasing attention has been paid to Personal Indoor Farming since healthy, sustainable and home grown food supplies are emerging as a lifestyle trend. Although the existing appliances for personal farming are becoming more innovative, they have not had a large commercial impact. A possible reason is because of a lack of understanding of potential users. In this study, a preliminary interview with 31 users found that Personal Indoor Farming is perceived as a more emotional activity than food production. However, a contradiction was revealed between a desire to grow personal crops and fear of failing in cultivating them. Based on this insight, a taxonomy of autonomy level in Personal Indoor Farming was defined through literature review. Through the taxonomy, eight scenarios were generated from a designer workshop in terms of four autonomous levels and two extensibility levels. The scenarios were evaluated by 45 respondents in order to investigate the preferences of users according to the autonomous level. The results suggest that people prefer a mid-level of autonomy in farming products that support them in caring for their crops. To conclude design implications are proposed to support the design of more appropriate indoor farming products and product services.

International Association of Societies of Design Research Conference 2019 (IASDR'19)

Exploring the influence of the level of technology and expected functions in product semantic

SoJeong Kim, JungKyoon Yoon, Chajoong Kim

This study attempted to explore how pragmatic and hedonic values are influenced by the level of technology and what particular functions have to be considered in the context of smart technology- driven design in terms of Pragmatic Value (PV) and Hedonic Value (HV). An on-line questionnaire survey was developed to answer the research questions. A total of 104 respondents participated in the survey. As target product for the study, analog watch and smart watch were selected as representative of low and high technology respectively. Semantic Differentials on PV and HV were used and expected functions were investigated via an open question. The results indicate that there are some differences between analog and smart watches in terms of PV and HV. Regarding expected functions, significant differences were identified in the study. The findings from the study could provide a better understanding of the …

Proceedings of the Design Society: International Conference on Engineering Design (ICED'19)

The Influence of Culture in Product Form Preference as Momentary Experience in Online Shopping

Yong Jun Park, Chajoong Kim, James Self

Today, the online market is showing an increasing growth. Considering the online market is dependent on the visual aspect on screen, the appearance is more influential to the consumer than any other design elements. With a global connection of online market, it is possible to buy a product across different countries. However, considering the different characteristics of consumers, it may not be ideal to sell products in one form. Therefore, the study aims to identify what form is most preferred and how consumer characteristics are related to the preference. First, types of form were defined for the study: stereotypical form, pure metaphorical form and story-driven metaphorical form. An online experimental tool, called paired comparison was developed. Through a mechanical Turk platform, we recruited 177 respondents: 50 from Germany, 50 from the United States, and 77 from South Korea. The results indicate context.

International Conference on Applied Human Factors and Ergonomics

(AHFE 2019)

IoT product design for dementia: HydrationCane (empowerment) & SoundReminiscence (wellbeing)

James Self, Chajoong Kim, Youngwoo Park, Dooyoung Jung

Adopting an internet-of-things product design approach, we present two concepts that respond to practical and emotional needs associated with changes in memory function. HydrationCane, a design to support improved hydration in people with early stage dementia, provides users opportunity to continue to engage in the outdoor pursuits of walking and climbing familiar within the design’s Korean use context. SoundReminiscence draws upon research on audio/music therapy and episodic memory to provide people living with dementia opportunity for reminiscent storytelling through technology enabled memory ques as bespoke sound files. Although differing in their focus, scope and aims the two concept designs indicate how an internet-of-things approach represents opportunities for the design of products that empower and enhance the lives of people living with dementia.

International Association of Societies of Design Research Conference 2019 (IASDR'19)

Investigating and improving user experience of Ulsan BIS (Bus Information System)

Minseop Kim, Jiyoung Lee, Sungwon Jang, Chajoong Kim

This study aims to identify the problems of current Ulsan BIS (bus information system) and improve the usability and user experience of the system. The key questions are what problems users experienced with Ulsan BIS, what alternatives users have used instead of Ulsan BIS and what wishes user have for future BIS. In order to answer the questions, three methods were adopted and user studies were conducted: contextual inquiry, focus group, and collage making. According to the results, users want BIS like an air for the universal problem and high accuracy. They also need just one solution rather than a combination with other map mobile apps such as Naver or Daum. Lastly, 4 wishes for BIS were derived: customizing, intuitiveness, harmony, and romance that decreases anxiety. They also had a wish of the interaction between passengers and drivers and of consistent bus information after they get on the bus.

한국 HCI 학회 학술대회 (2017)

Product (re) design of'Boksoondoga'for adding value

Sungkeun Lee, James A Self, Chajoong Kim, Minkyu Kim

Product (re)design of ‘Boksoondoga’ for adding value Page 1 88 2016 KSDS International Invitational Exhibition Korea Society of Design Science 88 The design school at UNIST (Ulsan National Institute of Science & Technology) in partnership with ‘Boksoondoga’, a producer of Korean traditional rice wines, adds value through a combination of sensitivity to brand identity and engineering knowledge. Boksoondoga’s traditional techniques and their own unique product identity; a tension between the traditional and modernity, together with the key terms: High-quality, Gentrify and Value were used as departure points for the project. In keeping with the company’s desire for increased product range we provide a product addition targeted towards individualised consumption. Moreover, we address a further problem of excessive overspill spray on opening, due to the carbonated nature of the beverage and its further

한국디자인학회 국제초대전도록 (2016)

Attributes of positive user experience and the relation to product type and time

Raeseong Kang, Hyunkyung Kim, Chajoong Kim

Since user-centered design came to the forefront, user research has been treated as almost essential in product development process but utilized in limitation in spite of its importance. This is because traditional user study methods are time-consuming. Therefore, this study attempts to make an empirical interaction model, User Experience Attributes (UXA) in which how user experience with product or service interacts with product type and usage stage is shown. To achieve this goal, we firstly redefined attributes of positive user experience through literature review. Five attributes of positive user experience were created: sensory, instrumental, episodic, value and symbolic experiences. A mobile-based questionnaire was developed to figure out what kind of products are related to positive user experience, why they loved the product, and how positive user experience changed over time. 102 respondents participated in the survey. The results indicate that the importance of five attributes varied depending upon product type and product usage stage. The findings from the study provide an empirical interaction model showing the relation between positive user experiences, product type and usage stage with design practitioners. If it is considered in the product development process, it could reduce time and cost compared with traditional user study methods.

International Conference on Design and Emotion (2016)

Characterizing Natural User Interface with Wearable Smart Watches

Raeseong Kang, Yoonki Ahn, Marije Meijer, T Muhammad Muhammad, Yoonee Park, Joon Sang Baek, Chajoong Kim

The emergence of new interaction paradigms makes the use of technology inrealizing the users’ natural ways of exploring the real world the ultimate goal of designers today.Research on interactive and immersive technologies for user interface design is still a challenging chore for engineers and scientists when it comes to designing natural interaction for wearable smart devices. To address the challenge, our study aims to develop guidelines for design practitioners in designing wearable smart watches that could offer natural user experiences.

한국디자인학회 (2016)

Are Usability Problems Dependent on Product Properties?

Chajoong Kim, Henri Christiaans

Nowadays a half of the reasons for returns of consumer electronic products have little to do with technical problems, but are based on so called ‘soft problems’, consumer complaints that cannot be traced back to technical problems. Nevertheless, the number of studies investigating what made soft problems occur is scare. Several explanations are possible for the phenomenon that soft problems are so numerous and even increasing. Product development teams might not take these problems serious. However, one of the major reasons would be the fact that the current products are continuously changing in terms of size, function and experience. Therefore, this paper focuses on the product properties: the question is whether soft problems are (partly) dependent on product properties, and if so, how product properties play a role with soft problems. To investigate the role of product properties in soft problems a questionnaire survey was conducted with 567 respondents. The conclusions were drawn that there are indeed differences in type of soft problems depending on product properties. This study can provide product development teams with an in-depth understanding of the influence of product properties in use problems.

International Association of Societies of Design Research (2015)

A Study on product concept development process using analysis of user lifestyle and preferred product

Rae-seong Kang, Narae Moon, Seong Geun Lee, Kwan Myung Kim, Chajoong Kim

In this research, lifestyles and preferred products and their relationships were mainly focused on. Diary, FGI, and collage were conducted to identify those points. In process of product concept development, this approach would help user to propose more acceptable concept to target users.

한국디자인학회 학술발표대회 논문집 (2015)

Understanding the characteristics between design and non-design background students in product development process and its implications

Chajoong Kim, Yeonghun Kim

As only technical advancement in the market is not enough to meet increasingly higher expectations of users, companies have tried to take the initiative through multi-disciplinary approach in the product development process. As their influencing the academia, non-design background students are expected to experience innovation through design. However, there has been a lack of understanding of their characteristics comparing to design background students. Therefore, this study aims to find out the similarities and differences between design and non-design background students in the product development process. Through a design course where both groups of students had taken, distinctive characteristics between groups were identified. The key contribution of this study lays a good foundation for the development of design education for non-design background students. The implications and limitations are discussed as well.

International Conference on Engineering Design (ICED 15)

BARRIERS TO HINDER COLLABORATION WITHIN PRODUCT DEVELOPMENT TEAMS FROM DESIGNERS’PERSPECTIVE AND THE DEVELOPMENT OF A METHOD TO FACILITATE THE COLLABORATION

Yeonghun Kim, Chajoong Kim, Kwangmin Cho, Kwanmyung Kim

To be successful in the market, industries have kept trying to increase users’ satisfaction with their new products. Under this circumstance, firms have realized the importance of collaborative environment in which different team members closely work together, to meet rising expectations of the users. Although multi-disciplinary teams have been developed with such great optimism, inevitable conflicts are frequently occurred between different team members. However, it has been hardly studied how well the collaboration within a product development team is being done. Therefore, this study aims to reveal barriers to hinder collaborative environment. To figure out the causes of conflicts within the teams, we interviewed design practitioners in multi-disciplinary product development teams. Through the interview five common causes of conflicts and newly emerging conflicts were identified. The findings led to the development of a collaborative toolkit to facilitate the collaboration within a multi-disciplinary team. The usability of the toolkit was evaluated through an expert interview and a focus group interview. The implications and a further study are discussed as well.

International Conference on Engineering Design (ICED 15)

The Application of Lighting Factors in Information Transfer: a case study of external hard disk: a case study of external hard disk

Da-Eun Jun, Chajoong Kim

Objective
The aim of this study is to explore the interaction between human visual perception and lighting factors in information transfer.
Background
Visualization through lighting helps effectively deliver information to people. Although lighting can be controlled with various factors, only a few factors have been used to transfer information. Therefore, we wondered how various factors of lighting are related to the visual perception of information. Six factors of lighting were identified based on the literature study: Intensity, Color, Area, Movement, Texture and Distribution.

대한인간공학회 학술대회논문집 (2014)

The influence of smart phone is distributed cognition: an exploratory study between Generation Y and Baby Boomer: an exploratory study between Generation Y and Baby Boomer

Kwangmin Cho, Suraiya Jahan Liza, Chajoong Kim

These days, as a smart phone is considered as a must-have item, almost all generations of people have used smart phone. However, every user does not have a same purpose of using a smart phone. Smart phone provides varied information and many applications that are used tohelp users remember something important such as memo and calendar to memorize information for user. With those functions, people use the smart phone as a memory storage device. This phenomenon is related to the term ‘distributedcognition' defined as users' memory information is distributedto products or environments instead of user’s memory(brain) only. Distributed cognition in terms of smart phone plays an important role in our everyday life. Most of the smart phones generally contain address book, calendar, reminder, notes, camera functions and so on. These functions can support people to reduce the memory load in their mind. Hence, smart phones are assisting people as an external memory aid in terms of distributed cognition.However, the usage of smart phones may differ between users because their familiarity, experience, and expectation of the product are not necessarily the same. Especially the differences seem remarkable between young and old generations. This may influence the usage of distributed cognition with smart phones. Therefore, this study aims to reveal how different each generation is in terms of the usage of distributed cognition. Generations are divided intofive categories according to age as shown in Table 1 : traditional and silent generation (before 1946), baby boomer(1946-1964), generation X (1965-1979), generation Y and millennial (1980-1994) and generation Z (1995-2009). As an exploratory study, we focus on the difference of distributed cognition usage only between the two extreme groups in terms of age, Generation Y and Baby boomer in the study.

한국디자인학회 학술발표대회 논문집 (2014)

The Relationship between User Personality Traits and Perceived Product Characteristics

Chajoong Kim

Due to current market globalization, a single electronic product such as the iPhone is used by many users worldwide. However, the ways that consumers perceive products cannot be necessarily the same because consumers belong to their own inherent culture and individual characteristics. Recently, the electronics industry has realized the importance of local and personal influences of product perception. Nonetheless, there have been very few studies on how individual characteristics may influence perceived product characteristics. Personality has been recognized as a representative variable of individual characteristics. Therefore, this exploratory study investigates how user personality can make a difference in the perception of product characteristics.

한국디자인학회 (2014)

The Correlations between User Personality and Perceived Product Characteristics: an exploratory study: an exploratory study

Chajoong Kim

This paper addresses how user personality is related to the perception of product characteristics. A questionnaire survey was conducted to discover the correlations between the two variables as an exploratory study. A total of 20 Dutch people who used an iPhone participated in the survey. The questionnaire consists of two parts. The first part of the questionnaire was the NEO-Five Factor Inventory through which big five personality traits of each participant were measured: neuroticism, extroversion, openness, agreeableness, and conscientiousness. In the second part of the questionnaire, their perception regarding iPhone was evaluated in terms of six product characteristics: function, aesthetics, signification, sexuality, knowledge, and meditation. Through the questionnaire survey the relationships between user personality domains and product characteristics were statistically analyzed and identified. The overall result reveals that there are the correlations between user personality and perceived product characteristics. Implications for practitioners and recommendations for future research are discussed as well.

한국디자인학회 학술발표대회 논문집 (2013)

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