DOI QR코드

DOI QR Code

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun (Emotion Engineering, Sangmyung University) ;
  • Nah, Ken (Design Management, International Design school of for Advanced Studies (IDAS), Hongik University)
  • Received : 2014.01.02
  • Accepted : 2014.04.21
  • Published : 2014.06.30

Abstract

Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

Keywords

References

  1. Andrea cornwall. Unpacking 'Participation': models, meanings and practices, Oxford University Press and Community development Journal, Advance Access Publication, 2008.
  2. Andris Freivalds, Benjamin Niebel, Niebel's Methods, Standards & Work Design, McGraw-Hill, 2008.
  3. Chul-Jae Lee, The Epistemological Interpretation of the Spatial Configuration of Digitalism, Hongik University, 2003.
  4. Dan Saffer, Designing for Interaction: Creating Innovative Applications and Devices, Voice That Matter, 2009.
  5. Donald Norman, The Psychology of Everyday Things, Basic Books, 1988.
  6. Hak Whang, Work Management Theory,Youngchi Publishers, 2008.
  7. Jinhee Park, A Study on Reorganization of Space Perception in Stereoscopic Images, Yonsei University, 2008.
  8. John Wiley, et al. Interaction Design, beyond human-computer interaction, Wiley, 2007.
  9. Ken Nah, Design Power Station, Visual Story Gongjang, 2008.
  10. Kevin. F., et al. A New Framework for Building Participation in the Art, RAND Corporation, 2001.
  11. Kyung Ah Lee, A Study of FEEM (Function-Emotion-EXPERIENCE-Meaning) Model and Development of its Evaluation Tool of Conceptual Model for Space Design, Hongik University, 2012.
  12. Lucy Bullivant, Responsive Environments: Architecture, Art and Design, Victoria & Albert Museum, 2006.
  13. Mark S. Sanders, et al. Human Factors in Engineering and Design, McGraw-Hill, 1992.
  14. Merriam-Webster Online Dictionary, http://www.merriam-webster.com (retrieved October, 2013).
  15. Michael Fox, et al. Interactive Architecture, Princeton Architectural Press, 2009.
  16. Mja Pantic, Alex Pentland, Anton Nijholt and Thomas Huang T.S., Human Computing and Machine Understanding of Human Behavior: A Survey, Human Computing, LNAI 4451, 2007.
  17. Noah Wardrip-Fruin, et al. the New Media Reader. The MIT Press, 2003.
  18. Oxford Dictionaries, http://oxforddictionaries.com (retrieved October, 2013)
  19. Panero, J. and Zelnik, M., Anthropometric (body) measurements of most use to designers of interior spaces, 1979.
  20. Philip, N., et al. Mental Models. Harvard University Press, 1986.
  21. Wicken, et al. Engineering Psychology and Human Performance, Haper Collines, 1992.
  22. Wu, G., Conceptualizing and Measuring the Perceived Interactivity of Websites, Journal of Current Issues & Research in Advertising, Volume 28, Issue 1, 2006.