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Investigation on how people or computers memorize, store, and utilize the UX has become critical as the user-centered
paradigm becomes increasingly important. In addition, recent design ecosystem not only requires the designs of the products, but it also requires the product-service system design (PSSD) which is the design of the service environments of the product. For this reason, academic researches in this field are increasingly demanded. In relation to this research area is the concept of Case-Based Reasoning (CBR). CBR is a paradigm that stores past UX into cases and retrieves them to reuse the past solutions or experiences for a new situation. This concept has consistently developed since my Ph.D. dissertation.

 

 

 


Developing a CBR system to analyze environmental structures and soft services to support theme park management (2013 - 2016)

 

 
  Servicescape of a theme park is an environment where customers and sellers interact along with an aggregation of multiple service processes such as restaurants, shops, and attractions placed in a physical environment such as landscapes and signage. And the act of designing the servicescape, servicescaping, is important because it determines the quality of customer experience. While there have been many pieces of research on the development of support systems for individual service units, there has been no research that deal with compound servicescapes such as theme park’s architecture, landscape, and streetscape. Taking the exterior aspects of servicescape into account, this research focuses on, first, defining a new servicescape framework including the distribution of service facilities, the placement of buildings, the fa?ade colors of buildings, tree planting patterns, and streetscape dynamics, second, quantitatively interpreting servicescape elements of a theme park to verify whether if the quantification methods are applicable, and when quantified, extracting the characteristics of the well-design theme park to discover a set of preconditions for module designs, and third, designing system modules that make up the exterior aspect of servicescape. In the end, a scenario for the rule-based design support system is illustrated.
 

 

Publications:

 

 

Kim, S.-J., Min, D.A., Hyun, K.-H., & Lee, J.-H. (2015). Representing, Indexing, and Reusing Information on Theme Park Servicescape. Advanced Engineering Informatics (revision). SCIE

 

 

Hyun, K.-H., Min, A., Kim, S.-J. & Lee, J.-H. (2015). Finding Relationships between Visitor Traffics around Major Attractions and the Surrounding Environments in Theme Parks. In Y. Ikeda, C. M. Herr, D. Holzer, S. Kaijima, M. J. Kim. M, A, Schnabel (Eds.), Emerging Experience in Past, Present and Future of Digital Architecture: Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia, 20-23 May 2015, Daegu, Korea (pp. 777-784). Daegu: Kyungbuk Print Co., Ltd.

 

 

Hyun, K.-H., Kim, S.-J., & Lee, J.-H. (2013). Balance between Cultural Features and Service Design in International Theme Parks [USB]. In Consilience and Innovation in Design: Proceedings of the 5th International Congress on International Association of Societies of Design Research (IASDR 2013), 26-30 August 2013, Tokyo, Japan, pp. 1560-1568.

 

 

 


Game interface enhancement under smartphone platform focused on touchscreen interaction (2013 - 2015)

 

 
 

 

Virtual game controllers are essential for particular game genres where the game contents are transplanted from various platforms into a smart-phone platform. Virtual images are projected as a game interface at the smartphone’s output screen. Therefore, a certain amount of space needs to be abandoned for the controller’s interface projection. In addition, the functions of the game contents are fundamentally limited, thus eliciting the necessity of a limited number of buttons. In this study, diverse types of interaction that occur between the user and touch-screen were researched, and adequate interactions for smart-phone game contents were extracted and analyzed. In addition, the focus is placed on minimizing the number of controller buttons while including diverse functions at the contents level. Notably, the study pointed out that previous virtual game controllers are a mere metaphor of traditional methods, thus limited to Tap interaction. By analyzing fighting action game contents, the Tap interaction is enhanced by adding Flick and Multi-touch interaction to diversify and enhance previous interaction values. Finally, a prototype was developed by ameliorating past interfaces and referring to the intrinsic features of the aforementioned types of interaction, followed by user evaluation. A previous questionnaire method was adjusted to the particular research purpose, and quantitative evaluation was conducted while documenting and analyzing the user-log data of repetitive experiments.

The results show that Flick and Multi-touch interaction techniques are beneficial under a smartphone touchscreen environment beyond the traditional Tap-only. Furthermore, functions are maintained with a minimum number of buttons while the situation compatibility of user interaction is verified. This study also shows that adding diverse types of interaction to the simple Tap-only affords a distinctive user experience of long-term interest and fun to the players that were previously restricted to the accustomed Tap-only. The results authenticate the applicability of the intrinsic fun mechanism to the smartphone based touchscreen game interaction. The study has implications in enhancing the traditional Tap-only based virtual game controller, which is a mere metaphor of controllers loaded onto other platforms, through proposing a tailored interface design and evaluation method under a smartphone platform. Furthermore, this study contributes objective reference source for the engineers to design future game contents, interface and heuristics evaluation in the platform.

 

 

Publications:

 

 

Kim, Y.-H. & Lee, J.-H. (2015). Game interface enhancement under smartphone platform focused on touchscreen interaction. Computers & Industrial Engineering 80, 45-61. SCIE

 

 

 


The artificial neural networks (ANNs) technique for optimal control of the architectural environmental field (2011 - 2014)

 

 
 

 

This study aims to develop an artificial neural network (ANN)-based temperature control method to keep energy efficient indoor thermal environment in buildings with double skin envelope systems. Control logic that effectively controls the opening conditions of air inlets and outlets of the double skin envelope as well as the operation of the cooling system was developed employing the ANN model. To determine the optimal structure and learning methods for the ANN model, a parametrical optimization process was conducted in terms of the number of hidden layers, the number of neurons in the hidden layers, learning rate, and moment; this process was followed by performance tests of various optimized models. Analysis of the performance tests proved predictability and adaptability of the developed ANN model for diverse background conditions in terms of stable root mean square (RMS) and mean square error (MSE) values. The developed ANN model showed strong potential as a temperature control method for indoor thermal environment of buildings with double skin envelope systems.

 

 

Publications:

 

 

Moon, J.-W., Lee, J.-H., Yoon, Y., & Kim, S. (2014). Determining optimum control of double skin envelope for indoor thermal environment based on artificial neural network. Energy and Buildings 69, 175-183. SCIE

 

 

Moon, J.-W., Lee, J.-H., Chang, J. D., & Kim, S. (2014). Preliminary performance test on artificial neural network models for opening strategies of double skin envelope in winter. Energy and Buildings 75, 301-311. SCIE

 

 

Kim, Y.-M., Lee, J.-H., Kim, S.-M., & Kim, S. (2011). Effects of double skin envelopes on natural ventilation and heating loads in office buildings. Energy and Buildings 43(9), 2118-2126. SCIE

 

 

 


Development of a Framework for Adaptive Product-Service System (PSS) Design (2011 - 2013)

 

 
 

 

Design experiences from past design cases can help designers develop new and enhanced design solutions. A case-based recommender system can recall appropriate design cases for designers based on a similarity measurement mechanism. In the context of Product-Service System (PSS) design, the measurement of similarity between different cases becomes more complex and challenging because of the compound nature of the PSS design and the interdependencies of product and service. Existing researches cannot provide a comprehensive case representation framework or a suitable retrieval strategy for comparison of PSS design cases. This research proposes a similarity measurement framework among PSS design cases based on the context-based activity model of design activity. In the proposed framework, a PSS design case is indexed and quantified by design activity element, design process, and function requirement. The framework also specifies a way to measure similarity between PSS design indices and design cases. A case study was conducted to validate the proposed framework.

 

 

Publications:

 

 

Wu, Y., Lee, J.-H., Kim, Y. S., Lee, S. W., Kim, S.-J., & Yuan, X.-F. (2015). A similarity measurement framework of product-service system design cases based on context-based activity model. Information and Software Technology (submitted). SCIE

 

 

Wu, Y., Yuan, X., Kim, S., & Lee, J.-H. (2012). A Design Knowledge Representation Framework for a Case-based Product-Service System Design Recommender System, in Proceedings of the 3rd International Service Innovation Design Conference (ISIDC) 2012, 22-24 October 2012, Tainan, Taiwan, pp. 143-150.

 

 

Wu, Y., Kim, S., Yuan, X., & Lee, J.-H. (2012). A case-based recommendation system for product-service system design. Paper presented at the 1st Korean National Conference on Service Design (kSDN) 2012, 19 July 2012, Seoul, Korea.

 

 

 

 


Development of design-service system environment integrating CBR and ontology to support intelligent building information retrieval (2009 - 2012)

 

 
 

 

The Internet has become a significant transaction platform for the real estate industry because it encourages the homebuyers to search more intensively, and discover and visit more properties. However, the use of the Internet is not beneficial to the homebuyers in terms of search time, flexibility, and intuitive results wasting more time and energy. To improve the efficiency of real estate searches, we developed an online homebuyers’ search program based on the investigation of search behaviors, and implemented a user-oriented recommendation system for real estate websites via a combination of case-based reasoning and an ontological structure. The combination of case-based reasoning and ontological structure enhances the recommendation accuracy and information management efficiency, respectively. A user test was carried out to demonstrate the effectiveness of the proposed system and validate the findings of this study.

 

 

Publications:

 

 

Yuan, X., Lee, J.-H., Kim, S.-J., & Kim, Y.-H. (2013). Toward a user-oriented recommendation system for real estate websites. Information Systems 38(2), 231-243. SCI

 

 

Park, J. & Lee, J.-H. (2012). A home design system based on component reusability. In T. Fischer, K. De Biswas, J. J. Ham, R. Naka & W. Huang (Eds.), Beyond codes and pixels: Proceedings of the 17th International Conference on Computer-Aided Architectural Design Research in Asia, 25-28 April 2012, Chennai (pp. 27-36). Chennai, India: The Association for Computer-Aided Architectural Design Research in Asia (Web of Science, Prize for Young CAADRIA Award)

 

 

Kim, Y.-H., Park, S.-J., Park, J., Kim, S.-J., & Lee, J.-H. (2011). Home suggestion service in real estate searching system: Using ontology and case-based reasoning. In T.S. Zupancic, M. Juvancic, S. Verovsek, & Anja Jutraz (Eds.), Respecting Fragile Places: 29th eCAADe Conference Proceedings, 21-24 September 2011, Ljubljana (pp. 605-614). Ljubljana, Slovenia: Faculty of Architecture, University of Ljubljana (Web of Science).

 

 

 


Affective Quality of Interactivity by Motion Feedback (2010 - 2011)

 

 

 

 

 

Emotion is a crucial aspect of user experience. To design a user interface for a positive emotional experience, the affective quality of the user interface needs to be carefully considered. An important factor of affective quality of today’s user interface for digital media is interactivity, in which motion feedback plays a significant role as an element. This role of motion feedback is particularly evident in touchscreen user interfaces, which have been adopted rapidly in mobile devices. This paper presents two empirical studies performed to increase our understanding of motion feedback in terms of the affective quality of mobile touchscreen user interfaces. With this prototype, the effects of applying pressure requirements on four different types of user interfaces were examined. Results show that implementing the Weight factor can significantly influence the affective quality and complement the physical feelings of the user interface.

 

 

Publications:

 

 

Park, D., Lee, J.-H. & Kim, S. (2011). Investigating the affective quality of interactivity by motion feedback in mobile touchscreen user interfaces. International Journal of Human-Computer Studies 69(12), 839-853. SCI

 

 

Park, D. & Lee, J.-H. (2010). Understanding How the Affective Quality of Motion is Perceived in the User Interface.
ACM Computers in Entertainment 8(2), Article 14. doi: 10.1145/1899687.1899696. SCOPUS

 

 

Park, D. & Lee, J.-H. (2010). Investigating the Affective Quality of Motion in User Interfaces to Improve User Experience. In H.S. Yang, R. Malaka, J. Hoshino, & J. H. Han (Eds.), Entertainment Computing - ICEC 2010, the 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings), Lecture Notes in Computer Science 6243, 67-78. SCOPUS

 

 

 


Jeju Multi-purpose Bike Way Roof Design Project (2009 - 2010)

 

 
  • Project Name: Hubo Content Design Research Development
  • Duration: 2009/11 - 2010/1
  • Supported by: (주)휴보통상
 

 

Usually most travels are quite divided from the local dwellers. And sometimes, this fact causes unintended anger between visitors and dwellers. In this design process, the bike travelers and local dwellers were considered as target users. Using Jeju’s solar and wind energy, we could design a new way for cooperation. Implementing our new concept will allow decreasing of the danger and inconvenience that are caused when local dwellers drive a motor way or enter in their farm with farm machine. Reducing the gap between travelers and local dwellers also expectable by implementing an eco-energy generation and return for local dwellers.