• 제목/요약/키워드: Design Interaction

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A Study on the Design Method of Children's Food Packaging Based on Emotional Interaction

  • Yu Lu
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.116-122
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    • 2024
  • The growth of the national economy and the improvement of household consumption have had a profound impact on the design of children's food packaging. As household economic conditions improve, children's consumption needs and habits are becoming more diverse. Especially in the field of children's food, food packaging still plays a key role, not only to protect the freshness and safety of food, but also to create a pleasant and fun emotional atmosphere in the minds of children. The aim of this study is to explore the close link between emotional interaction and the children's food market, and to study approaches to children's food packaging design to provide beneficial insights to promote sales and meet changing consumer needs.

A Study on Interface Design for File management in Mass storage Mobile phone - Focused on apply User's prior experience in Windowexplorer - (대용량 휴대전화에서의 파일관리를 위한 인터페이스 디자인에 관한연구 -사용자의 윈도우탐색기 사용 경험적용을 중심으로-)

  • Lee, Chang-Hee;Hahm, Won-Sik;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.557-562
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    • 2006
  • 휴대전화는 용도적인 측면에서 PC와 유사해 지고 있으며 네트워크 기술의 발달로 다 수의 파일들을 다룰 수 있을 것으로 전망되고 있다. 그러나 휴대전화는 PC와는 다른UI특징을 가지고 있으며 이러한 차이는 다 수 파일의 관리나 이와 관련된 복잡한 태스크 수행 시 문제점이 예상된다. 본 연구는 사용자의 선험적 지식을 바탕으로 휴대전화의 UI특징에 적합한 효용성 있는 파일관리 UI가 무엇인지 알아보는 것에 목적이 있다. 이에 따라 사용자의 선험적 지식이 있는 윈도우탐색기의 사용행태 조사를 통해 자주 수행하는 태스크와 메타포어를 분석하여 휴대전화와 비교, 문제점 과 해결방안을 도출하였다. 이를 바탕으로 프로토타입을 제작하여 사용자 평가를 통해 가로방향의 페이지 분할 방식과 * 또는 #키와의 중복을 활용한 단축키 제공, 일괄적인 옵션 메뉴의 제공은 사용자가 익숙해져 있는 4방향 네비게이션 키와 12 숫자 키패드를 입력장치로 사용하는 휴대전화에서 파일관리 시 효용성이 있음을 알 수 있었다.

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A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Development of an E-book Design Model for Reinforcing Interaction among Learners (학습자간 상호작용을 강화한 전자책 설계 모형 개발)

  • Kim, Hoon-Yeung;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.9 no.1
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    • pp.15-26
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    • 2005
  • Recently, interests on e-book (electronic-book) have been increasing since e-book can provide many benefits than traditional books can do. Especially, e-book can be attractive for elementary school students due to its interaction provided by various multimedia tools. However, despite the fact that the numbers of elementary school students using e-book have been increasing, researches on e-book have not made a significant progress. Also since most researches on e-book have been concentrating on fairy tale books without considering interaction, the true virtue of e-book has not been maximized. Taking this into account, this study is intended to suggest an e-book design model for elementary school students with interaction among learners reinforced. In this study, first, existing e-book design models are analyzed in terms of interaction. Based on this analysis, an e-book design model is designed and developed. The proposed model can help learners interact within their learning levels, support with many functions such as interchangeable help function, various search instruments, previews, messenger functions, and provide a book-like environment where learners themselves can take initiative in learning.

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A Study on Interaction Modes among Populations in Cooperative Coevolutionary Algorithm for Supply Chain Network Design (공급사슬 네트워크 설계를 위한 협력적 공진화 알고리즘에서 집단들간 상호작용방식에 관한 연구)

  • Han, Yongho
    • Korean Management Science Review
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    • v.31 no.3
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    • pp.113-130
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    • 2014
  • Cooperative coevolutionary algorithm (CCEA) has proven to be a very powerful means of solving optimization problems through problem decomposition. CCEA implies the use of several populations, each population having the aim of finding a partial solution for a component of the considered problem. Populations evolve separately and they interact only when individuals are evaluated. Interactions are made to obtain complete solutions by combining partial solutions, or collaborators, from each of the populations. In this respect, we can think of various interaction modes. The goal of this research is to develop a CCEA for a supply chain network design (SCND) problem and identify which interaction mode gives the best performance for this problem. We present general design principle of CCEA for the SCND problem, which require several co-evolving populations. We classify these populations into two groups and classify the collaborator selection scheme into two types, the random-based one and the best fitness-based one. By combining both two groups of population and two types of collaborator selection schemes, we consider four possible interaction modes. We also consider two modes of updating populations, the sequential mode and the parallel mode. Therefore, by combining both four possible interaction modes and two modes of updating populations, we investigate seven possible solution algorithms. Experiments for each of these solution algorithms are conducted on a few test problems. The results show that the mode of the best fitness-based collaborator applied to both groups of populations combined with the sequential update mode outperforms the other modes for all the test problems.

Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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Interaction Design Type in sensor-based meida installation Artwork (센서 기반 미디어 설치 제작에서의 인터랙션 설계유형)

  • Seo, Sang Hee;Lee, Jung Eun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.747-752
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    • 2023
  • This study is about interaction design types in the production of sensor-based media installations combining Arduino, an open source platform. By typifying the realized media installation works, we seek to explore the diversity and meaning of new media art expression methods. Based on the understanding of the interaction method of media art, the interaction design type in the production of media installation using sensors was divided into physical movement through motor control, 'artificial plants using ultrasonic sensors and motors', and 'virtual garden using light and sound sensors'. 'Moving images using tilt sensors' are classified into four types. Through this, it is expected that media software can be selected as an appropriate technology for the work and can be presented as an example of artistic expression that is evolving into various expressions.

Interaction Design Framework for Idea Generation of Smart Products (스마트 제품 아이디어 발상을 위한 인터랙션 디자인 프레임웍 제안)

  • Choi, Jung Min
    • Korea Science and Art Forum
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    • v.30
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    • pp.453-464
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    • 2017
  • With the development of IT technology, various smart products and services have been spread in our daily life, providing users with convenience and emotional satisfaction. Particularly, input and output technologies, sensor technologies, and intelligent system technologies have offered new opportunities for diverse interaction patterns and new user experiences. This research started from the interest in the idea generation of product designers who need to combine various technological aspects with users' needs. The goal of this research is to propose an interaction design framework which can be used in an idea generation stage. To do so, first, the concept and characteristics of smart products were studied through literature reviews, and the interaction technologies, including input/output modality and context-aware technologies, were also investigated. Then, the frameworks that have been proposed in the deisgn fields were reviewed. This paper finally proposed the interaction design framework and explained its application to the idea generation, using several case studies. The proposed framework consists of four categories: product components, context-awareness elements, information input elements, and feedback output elements. Each of these are divided into several sub-categories, focused on users' needs. Sub-categories includes some elements of interaction, and each of the elements is explained with an existing smart product/system. The paper also describes how the proposed framework would be used in the idea generation process, using some design ideation examples. In the future study, more various concept ideas will be proposed through some elaborated case studies, and the framework is expected to be verified in terms of its possibility as an idea generation tool.

A Suggestion for of a Digital Mirror which Draws Different User Interaction by Mirror-User Distance (사용자 거리에 따라 다른 형태의 정보를 제공하는 디지털 거울 제안)

  • Park, Ji-Eun;Lee, Seung-Eun;Hahn, Min-Soo;Hahm, Won-Sik;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.499-505
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    • 2006
  • 거울은 인간이 자신의 모습을 들여다 보기 위해 오랜 세월 동안 이용했던 친숙한 도구이다. 디지털 기술의 발달로 우리는 빛과 정보를 함께 반사해 주는 거울에 대한 여러가지 접근들을 보아 왔다. 전통적인 거울은 빛의 즉각적인 반사에 의해 일어나는 자동적인 시각적 피드백 덕분에 특별한 조작이 필요하지 않으나, 빛과 정보가 함께 반사되는 디지털 거울에서는 다른 형태의, 좀더 적극적인 사용자 인터랙션을 기대할 수 있다. 본 논문에서는 사용자와 거울간의 거리에 따른 행태 조사를 중심으로 인터랙션 유형의 사례 분류 및 사용자 조사 연구를 정리하였다. 이를 바탕으로 거리에 따라 다른 사용자 요구사항을 충족하는 디지털 거울에 적합한 조작 인터페이스를 제안하고, 초기 모델로 회전식 적외선 격자를 이용한 조작, 비젼 기반의 정면 이미지 획득 및 얼굴 확인, 그리고 적외선 위치확인을 통해 사용자와 인터랙션하는 거울을 설계하였다. 본 연구에서는 거울과의 인터랙션에서 나타나는 사용자의 요구사항을 토대로 여러 비접촉식 거울 인터페이스를 설계하고 시스템에 적용한 사례를 분석한다. 아울러 결과물의 초기모델에 대한 분석을 통해 더 개선된 형태의 '거울을 응용한 시스템'의 설계 가능성을 보일 수 있다.

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Content design for Gamification applied to advertising in user interaction (사용자 상호작용에 광고를 적용한 게이미피케이션 콘텐츠 설계)

  • Jung, WonJoe;Lee, ChangJo
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.71-78
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    • 2017
  • In this paper, we investigated the approach of advertisement to game users. The interaction area in the game was considered to be an effective advertising delivery area. In order to verify this, theoretical research was applied to the theory of advertising in game interaction. Then, based on the theory, we designed and produced the contents of the Gamification contents. The game was produced by being classified as exposed advertisement and interactive advertisement. Based on these two, professional focus test was conducted. As a result, we have verified the design of a Gamification advertisement applied to game interaction. The validity of the theory of Interactive Advertising Design was acknowledged. However, production verification proved to be below average.