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게더타운 UX 디자인 분석을 통한 메타버스 공간 사용성 개선방안 연구A Study on Improving the Usability of Metaverse Spaces through Analysis of UX Design in Gather Town

Other Titles
A Study on Improving the Usability of Metaverse Spaces through Analysis of UX Design in Gather Town
Authors
안상우송지성
Issue Date
Mar-2023
Publisher
한국디자인리서치학회
Keywords
Metaverse(메타버스); Non-Face-to-Face Clinic(비대면 진료); UX(사용자경험); Metaverse; Non-Face-to-Face Clinic; UX
Citation
한국디자인리서치, v.8, no.1, pp 137 - 149
Pages
13
Indexed
KCI
Journal Title
한국디자인리서치
Volume
8
Number
1
Start Page
137
End Page
149
URI
https://scholarworks.bwise.kr/erica/handle/2021.sw.erica/113057
DOI
10.46248/kidrs.2023.1.137
ISSN
2508-2817
Abstract
게더타운에 개원한 한림대의료원 ‘메타버스 어린이 화상병원’의 상담실 내 서비스 오브젝트에서 나타나는 UX의 특징과 불편함을 조사 및 분석하고 이를 개선하여 디자인을 개발하는 것을 목적으로 하였다. 연구의 진행은 첫째, 게더타운과 메타버스 플랫폼에서의 비대면 진료 서비스를 문헌을 통해 분석하였다. 둘째. ‘메타버스 어린이 화상병원’ 상담실 서비스 오브젝트의 사용성을 테스트를 통해 분석하였다. 셋째, ‘메타버스 어린이 화상병원’의 상담실 내 서비스 오브젝트의 UX에 대한 디자인을 제안하고 사용성을 평가하였다. 연구 결과는 수집된 자료를 분석하여 디자인 개발 방향의 키워드를 ‘오브젝트 통일성, 오브젝트 연결성, 오브젝트 시인성’으로 도출하였다. 3가지 키워드를 바탕으로 서비스 오브젝트의 배치와 서비스 오브젝트의 그래픽을 디자인하였다. 메타버스 플랫폼을 활용한 비대면 진료에 있어서 상담실의 서비스 오브젝트 외의 문제점들은 후속 연구를 통해 진행될 것이다.
Since the COVID-19 pandemic, the medical field has actively attempted non-face-to-face transformations, and the use of the metaverse has attracted attention in this regard. In this study, we investigated and analyzed the user experience (UX) characteristics and inconveniences that appear in the service objects inside a counseling room at the Hallym University Medical Center's Metaverse Children's Burn Hospital, which was launched on the Gathertown metaverse platform. UX improvement of this hospital is expected to benefit other hospitals as well as non-face-to-face treatments that will eventually be launched in the Metaverse. We first analyzed the non-face-to-face treatment services on the Gathertown metaverse platform based on the techniques reported in the literature and using some examples. Second, the usability of the service object in the counseling room was analyzed via tests. Third, a major analysis was conducted on the UX of the service object. Fourth, a UX design of the service object was proposed, and its usability was evaluated. By analyzing the data collected, the design direction was derived based on three keywords: Object connectivity, object unity, object visibility. Based on these keywords, the object placement and graphic design direction were set to improve the UX of the service object within the counseling room. To better utilize the metaverse platform in non-face-to-face treatments, investigation of other service objects will be conducted as a follow-up study.
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