• Title/Summary/Keyword: 행위 디자인

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User Behaviors Involved Infographic and the Analysis of Their Specific Types Appearing in the Middle School English Textbook : Focusing on the Types According to the Teaching-learning Standards (영어교과서에 활용된 사용자 행위 반영형 인포그래픽 유형 분석: 교수·학습기준에 따른 유형을 중심으로)

  • Jeon, Eun-Kyung;Han, Ji-Ae;You, Sicheon
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.651-660
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    • 2015
  • This study was conducted to consider application methods of infographic that corresponds to the educational goals of English subject, which is applied with different teaching and learning standards than other subjects. The aim of this study is to analyze the types and the characteristics of 'infographic completed by know-how learning', in other words, 'User behaviors involved infographic', which is frequently used in English textbook. Based on an analysis according to the teaching and learning standards, infographic used in English textbook were suggested in three types, which are 'General Concept', 'Significance' and 'Signification' centered infographic. In addition, according to the level of diagram composition, the main visualization attributes were derived as 'Overview', 'Structure', 'Relationships', 'Sequence', 'Transition between states' and 'Messages'. The major findings of this study are as follows: First, it is necessary to conduct a study on diverse display methods for 'Signification-centered infographic' that need to be displayed on the basis of two or more visual attributes. Second, as the purpose of application for applying infographic in English textbook collides with that in information design fields, it is found that verification is required on the educational effects in relation to this aspect.

Impulsive Buying Behavior of CATV Home-Shopping on Fashion Product (CATV홈쇼핑에 관련된 충동구매행동 - 패션제품을 중심으로-)

  • 박은주;소귀숙
    • Journal of Distribution Research
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    • v.7 no.1
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    • pp.21-40
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    • 2002
  • The purposes of this study were to examine the conceptual structure of consumer characteristics and marketing elements affecting impulsive buying behavior of the CATV home-shopper on fashion products, and to compare the differences of consumer characteristics and marketing elements between impulsive buying shoppers and non-impulsive buying shoppers in CATV home-shopping. We collected data from 263 females of CATV home-shoppers in Busan. Data were analyzed by factor analysis, t- test, $\chi$2-test, and discriminant analysis. The results showed that the exploratory tendency of CATV home-shoppers was consisted of Patronage-orientation, and Product- orientation. The marketing elements perceived by CATV home-shoppers were composed of Promotion, Product and Payment method. There were differences of consumer characteristics and marketing elements between impulsive buying shoppers and non impulsive buying shoppers. Especially, impulsive tendency of shoppers and promotion factor of marketing were significant variables in the impulsive buying behavior of CATV home-shopping. The results provide information about impulsive buying behavior in CATV home-shopping, useful to consumer behavior researchers and retailers.

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A Class and Cosmetics of Make-up in Make-up Deisgn (메이크업 디자인에서 메이크업 종류)

  • Shin, Seong-Yoon;Shin, Kwang-Sung;Lee, Hyun-Chang;Jin, Chan-Yong;Rhee, Yang-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.144-145
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    • 2012
  • Make-up is the act of protecting the body and face, or a beautifully decorating by covering the shortcomings. In this paper, classification and type of makeup was newly organized to suit the present day. And the meaning of the new make-up were evaluated. Makeup helps protect skin from external changes. It gives the beauty function to hide defects of the skin and make it beautiful. Thus, it allows to have a social life actively and aggressively given the confidence to look.

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Drug identification application for aged group (노년층을 위한 의약품 식별 애플리케이션)

  • Cho, Hyunjun;Seo, Hyemin;Jung, Hwanhoon;Lim, Hyuk;Joo, Jong Wha J.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.673-675
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    • 2022
  • 우리 사회에서 개인이 복용하고 있는 약물의 종류와 수가 점점 늘어나고 있다. 약물의 사용이 증가하면서 때로는 치명적일 수 있는 약물 오남용 또한 빈번히 발생하고 있으며 특히 노년층과 같이 약품을 정확하게 구별할 수 없는 사람들은 더욱더 그 위험에 노출되어있다. 본 논문에서는 사용자가 간단한 사진을 찍는 행위를 거치면 약물의 정보를 제공하고, 복용법을 알 수 있는 모바일 애플리케이션에 관하여 기술한다. 이를 구현하기 위하여 세밀한 시각적 분류 (Fine-Grained Visual Categorization, FGVC) 기법과 광학 문자 인식 (Optical Character Recognition, OCR) 기법을 결합한 인공지능 모델을 사용하였으며, React Native 를 사용하여 운영체제에 종속되지 않도록 애플리케이션을 제안한다. 이 애플리케이션은 노년층에 친화된 UI/UX 로 디자인되었으며, 약물의 정보 제공 이외에도 개인 약물 관리, 주변 약국 길 찾기 등의 편의 기능을 통해 노년층에 삶의 질 향상을 기대할 수 있을 것이다.

A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
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    • v.6 no.4
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    • pp.79-87
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    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.

Game Storytelling Analysed through Montage Technique Borrowed from Film - Case Study of Game 'World of Warcraft' - (영화의 몽타주 기법을 통해 분석해 본 게임 스토리텔링 - 게임 World of Warcraft를 중심으로 -)

  • Lee, Jun-Hee
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.119-128
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    • 2006
  • 'Play' itself is enough of a motivation for anyone to do it. Still, it will be very difficult to continue to enjoy meaningless and aimless repetition of fights, mimicking, chases, discoveries or changing of sceneries by the mechanism alone. Of course, in rare occasions there are games like Tetris which can be enjoyed on its great gameplay alone for hours. But for most cases, players need goals, initiatives, and dynamism through storytelling for their experiences to be a rich one. Validity and feasibility of storytelling in games has always existed with plenty of skepticism. However, as games evolved from some small play mechanisms for spare times to a major entertainment with recognizable volume and content, a need to keep players interested and participating has made storytelling an essential ingredient. Storytelling within games has to have different meanings and shapes to existing narratives. Hence, new definition and methodology must emerge and studies has been active. If a case can be made so that a tested and tried methodology that has been successful for other media can be substituted for games, then it can bring a new direction to the ongoing studies. This study will borrow some methodology from cinema which can sometimes be seen as opposite to games and sometimes as something games want to be alike.

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The Characteristics of Visualizing Hierarchical Information and their Applications in Multimedia Design (멀티미디어디자인에서 정보위계 표출방식과 그 활용에 관한 연구)

  • You, Si-Cheon
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.209-224
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    • 2006
  • Hierarchy which is often named as the tree-structure is used to reduce complexity and show primitive structures of complicated information. This paper aims at explaining information-visualization methods using hierarchies in multimedia domains and prospecting the possible applications by examining how they affect the user's tasks involved in information-seeking activities. As a result, four types of information visualization methods named Treemap, Hyperbolic, Cone Tree and DOI Tree employed in multimedia domain, are presented and pros and cons of each method are explained in this paper. Another important part is defining the core tasks and other related-tasks in information-seeking activities, such as, overview, zoom, filter, details-on-demand, relate, history, and extract. Followings are major findings. Treemap uses 'overview' as the core task, which makes user to gain a overall meaning of the whole information cluster. Hyperbolic and DOI Tree apply 'Boom' task through the function of focus+context or by the function of meaningful scaling to magnify or downsize each node. Cone Tree, also, makes the information organizer to classify the patterns of information acquired in the process of users' information-seeking activities by using 'extract' task. Through this study, it is finally found out that the information-visualization methods using hierarchies in multimedia domains should incorporate the wide variety of functional needs related to users' information-seeking behaviors beyond the visual representation of information.

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Comparative Study of Subjective Mental Workload Assessment Techniques for the Evaluation of ITS-oriented Human-Machine Interface Systems (지능형 교통체계 기반 인간-기계 인터페이스 시스템 평가를 위한 정신적부하 측정방법의 비교 연구)

  • Cha, Doo-Won;Park, Peom
    • Journal of Korean Society of Transportation
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    • v.19 no.3
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    • pp.45-58
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    • 2001
  • Subjective mental workload assessment technique becomes a standard human factors and human-machine interface evaluation tool for the evaluation of ITS(Intelligent Transport Systems)-oriented information systems as well as the drivers visual activity analysis, physiological indices(GSR, EEG, ECG, etc.), secondary task performance, reaction time. vehicle control parameters(speed, steering behavior, accelerator control) that are widely applied for transportation and vehicle systems to evaluate the safety, to decide the system or design alternatives, and to establish the design guidelines. This paper reviewed and compared the most globally employed four mental workload assessment techniques that have been designed for the use of various human-machine systems and ITS-oriented in-vehicle information systems. NASA-TLX(National Aeronautics and Space Administration-Task Load Index). SWAT(Subjective Workload Assessment Technique), MCH(Modified Cooper-Harper) scale, and recently developed RNASA-TLX(Revision of NASA-TH) were compared in terms of sensitivity and subjective evaluations to derive the human-machine interface evaluation guidelines for the application of ITS-oriented in-vehicle information systems. Then, experiment results supported that RNASA-TLX is the prospective tool for the mental workload assessment of ITS-oriented in-vehicle information systems.

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A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

A semiological analysis on the relationship between popular music and fashion style exposed in Subculture (하위문화에 나타난 대중음악과 패션의 기호적 해석)

  • Kim, Shin-Woo;Jeon, Jong-Chan;Kim, Young-In
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.233-244
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    • 2005
  • Fashion is one of the characteristics which represents the comtemporary sociocultural signifiant. A style that a certain stream of fashion brings is not just limited in fragmentary tendencies and fads. That can be a code to communicate and function as a medium in itself. Music has been displaying it's power to fashion while fashion has been exercising it's influence over the music. There is an inseparable relationship between music and fashion in terms of expressing our images of the world: fashion delivers them through visuality and music does it by sound. Both fashion and music are reflecting our society as well as they are influencing on sociocultural aspects generally. Whenever music has been changed new youth culture has been made and this culture has been expanded with forming some distinct fashion trends. The study focuses on identifying the relations between pop music and fashion styles which are occupying positions firmly on the bases of youth culture through analysing the relations between the fashion styles and music genres which are used in sub-culture groups to express their own identities and consciousness from a point of semiotics. In conclusion, subculture is the exit of their escaping from the compelling inconsistency cause by the condition of people's life and the way for them to solve through cultural sublimating for themselves. People come up with distinctive style of music and fashion to express their resistant signifie in their symbolic way. In addition, a particular music trend has much to do with a contemporary fashion style. In the relationship between music and fashion, there have been the subtle mechanism to boost and influence and some crucial similarity each other to signify inner values of the times. This study lets us realize that fashion is not only a popular style of clothes, hair, etc. at a particular time or place but also a medium to communicate and to guarantee polysemous identity by functioning as a flexible tool to exchange contemporary sociocultural meanings.

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