본문 바로가기
KERD
논문KCI 등재

Users' Knowledge Aquisition and Utilization in User-Product Interaction

0

조회

0

다운로드

1

인용

0

참고문헌

키워드

주제분류디자인

초록

When using an interactive product or system to achieve a goal, a user utilizes his/her existing knowledge and acquires new knowledge. Throughout this process, the user's knowledge is constantly modified and generated. In the current technological era, however, interactive products and systems do not provide enough opportunities for users to generate their own knowledge in interaction. Rather, knowledge needed for producing quality results tend to be hidden behind product operation, not communicated to users. As a result, users' experience in interaction tends to be confined to passive machine-operating procedures, and users may not be able to learn how to adjust their product use in order to achieve quality results in various situations. When designers seek to fully support users' goal achievement in interaction, they should consider how to support users' effective and efficient knowledge development. To this end, this particular paper aims to investigate users' knowledge acquisition and utilization process in their interaction with a product. This paper first defines what kinds of knowledge are involved in user-product interaction and what components and factors shape users' learning experience. Then, the effects of users' levels and types of knowledge on their knowledge process are investigated through some observational user studies. The observation results particularly emphasize that in order to achieve quality results through interaction, it is necessary for users to acquire and properly apply sufficient problem-solving knowledge of the domain of concern (i.e. domain knowledge).

Abstract

When using an interactive product or system to achieve a goal, a user utilizes his/her existing knowledge and acquires new knowledge. Throughout this process, the user's knowledge is constantly modified and generated. In the current technological era, however, interactive products and systems do not provide enough opportunities for users to generate their own knowledge in interaction. Rather, knowledge needed for producing quality results tend to be hidden behind product operation, not communicated to users. As a result, users' experience in interaction tends to be confined to passive machine-operating procedures, and users may not be able to learn how to adjust their product use in order to achieve quality results in various situations. When designers seek to fully support users' goal achievement in interaction, they should consider how to support users' effective and efficient knowledge development. To this end, this particular paper aims to investigate users' knowledge acquisition and utilization process in their interaction with a product. This paper first defines what kinds of knowledge are involved in user-product interaction and what components and factors shape users' learning experience. Then, the effects of users' levels and types of knowledge on their knowledge process are investigated through some observational user studies. The observation results particularly emphasize that in order to achieve quality results through interaction, it is necessary for users to acquire and properly apply sufficient problem-solving knowledge of the domain of concern (i.e. domain knowledge).

참고문헌 (9)

  1. Card, S. K., "The Psychology of Human-Computer Interaction" (1983), Lawrence Erlbaum Associates
  2. Cohen M. H., "Voiceuserinterfacedesign" (2004), Ad
  3. Choi, K., "Socio-Cultural Factors for New Product Acceptance in Home Environment Design", Journal of the Human-Environmental System, 11(1), pp.65~71 (2008)
  4. Keller, J. M, "Strategies for stimulating the motivation to learn", Performance and Instruction Journal, 26(8), pp.1~7 (1987)
  5. Kuutti, K., "Activity Theory as a Potential Framework for Human-Computer Interaction, In Context and Consciousness: Activity Theory and Huamn-Computer Interaction. 3rd ed" (2001), MIT Press
  6. Kaptelinin, V, "Activity Theory: Implications for Human-Computer Interaction, In Context and Consciousness: Activity Theory and Human-Computer Interaction, 3rd ed" (2001), MIT Press
  7. Sasse, M. A, "Eliciting and Describing Users’ Models of Computer Systems", 박사, pp.1997
  8. Zimmerman, B, "Dimensions of academic self-regulation: A conceptual framework for education. In Self-regulation of Learning and Performance" (1994), Erlbaum
  9. Zhang J, "Representations in Distributed Cognitive Tasks", Cognitive Science, 18, pp.87~122 (1994)

관련 논문AI추천

이 간행물의 다른 논문 (42건)