• Title/Summary/Keyword: Affordance design

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A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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Comparative Affordance Analysis of Smart Docents for Exhibits (전시관 스마트 도슨트의 어포던스 비교분석)

  • Park, Minhyuk;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.63-75
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    • 2022
  • In this study, the smart docent interface provided at 25 exhibition halls at domestic and foreign were compared and analyzed based on affordance. Heuristic evaluation techniques were adopted, centered on a small number of experienced people, and six research participants were selected based on Jacob Nielsen's guidelines that five to eight people per set of research can achieve sufficient results. As a result of comparative analysis of affordance, smart docent used in the Oriental showed a higher average value than smart docent used in the Western, but a lower value for sensory affordance alone. In addition, the categories were subdivided to derive the affordance values for each country, and a singularity was found that the sensory affordance of smart docents used in the United States represents the highest value compared to other countries. In conclusion, this study was able to compare the four affordances of smart docents used in domestic and foreign exhibition halls while presenting directions for future behavioral improvement, which could provide practical implication for smart docent interface design and exhibition hall service strategies.

The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

Development of Design Identity for Service Robot (로봇의 디자인 아이덴티티 개발)

  • Kim, Hyun-Jeong;Kim, Jae-Wook;Oh, Hyo-Jung;Kim, Myung-Suk
    • The Journal of Korea Robotics Society
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    • v.4 no.2
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    • pp.81-87
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    • 2009
  • As expanding of service robots into the human life, the needs of robots are increased. The experts group forecasted that the robot market would grow rapidly in a short time, robot companies should compete with others for prior occupation in a market. In this research, we proposed a framework of robot identity design based on building methods of product identity and developed a case study. Identity is one of the strategies to distinguish from competitors through managing image united. It is possible to apply this identity approach on robot area, which was used for making image of companies, brands, and products. In general, identity has visual, invisual features, which can be classified into three elements; Robot Philosophy, Functional Affordance, Family Look. Robot philosophy means the vision or philosophy of a company through robot development, functional affordance is a character or role to serve and family look includes visual design elements like as shape, color, material, graphic, behavior etc. We suggest that this guide will be applied to build identity of following series of a model, models of same service group and all models of a company or commercial space.

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A Study on Elderly Households′ Needs for Affordance of Interior Design (재가노인 단독세대의 실내디자인 지원성에 관한 요구 -광주광역시 노인을 중심으로 -)

  • Moon Hee-Jeong;Kim Mi-Hee
    • Journal of the Korean housing association
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    • v.15 no.4
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    • pp.65-74
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    • 2004
  • As the advent of an aging society, housing for the elderly has been of great concern. Because the majority of the elderly prefers living in their own familiar homes rather than moving to new ones, this study is concerned with the ways use and maintenance of the existing houses from the viewpoint of their independent living. The data was analyzed with frequency, percentage, mean, correlation, and multiple regression by using the SPSS 10.0 for Windows. The findings from the study were: Needs for Affordance of interior design(AID) were required slightly above the average. Among the items of AID, physiological maintenance was the most demanding, and social facilitation, behavioral facilitation, and perceptual maintenance were sequentially followed in the level of needs. The elements that should be considered in housing environment plans for the elderly household ire: (a) use of slip-proof tiles for the floor of the bathroom, (b) installation of safety bars in the bathroom, and (c) installation of emergency buttons. It also turned out that educational levels and health status were the most significant factors on the needs for AID.

Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.62-69
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    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.

A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

A Study on Hybrid System of Affordance-based Future Housing using Convergence Technology (컨버젼스 기술을 이용한 어포던스 기반 미래주거 공간의 하이브리드 구조에 관한 연구)

  • Kang, Min-Soo;Choo, Seung-Yeon
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2009.04a
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    • pp.95-100
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    • 2009
  • In the coming 21st centuries, words of development of information communication technology among the key words being emerged as an important concern has been talked about frequently and ubiquitous environment that helps human living being networked with humans, objects and environments has been rapidly progressed, influencing significantly over the various fields as well as architectural area. And eventually in this architectural area, the space that is desired to be shown to and experienced by the people could be found in the creation of a space in a new form that has not been existed in this world by utilizing the information communication technology. The purpose of this study is to develop one-step advanced space from the existing space and to form a new paradigm of the future space by utilizing convergence technology and the psychology-based design principle of behavioral inducement called affordance.

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