• Title/Summary/Keyword: Familiarity to design

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Sensitivity Analysis on Korean Fonts Between Korean and Chinese (한글글꼴에 대한 한국인과 중국인의 감성분석)

  • Yoon, Hyung-Kun
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.637-644
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    • 2011
  • The purpose of this research is to provide objective information about Korean and Chinese's sensitivity and preference among various Korean fonts, and offer guidelines for using it. Firstly, to analyze Korean fonts in objective way, We compared about image of Korean fonts to Chinese who feel unfamiliar with Korean letter, and proved how different from Korean's opinion. Secondly, one compared preference in particular fonts between Korean and Chinese. Through the factor analysis, the results are as follows. First, Korean and Chinese feel the same about the two groups of factors. There are differences in the rank, but the majority of fonts are included in the same group. It can be concluded that both Korean and Chinese has similar sensitivity about Korean fonts. Second, while Korean and Chinese decides preference on the familiarity, Chinese who are not familiar with Korean letters, have tendency to prefer calligraphic font which they have been using in the Chinese letter.

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Soft Keyboard Interface Design for Mobile Device (모바일기기를 위한 소프트키보드 인터페이스 디자인)

  • Oh, Hyoung-Yong
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.79-88
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    • 2007
  • As the mobile computers such as Personal Digital Assistants (PDAs) or Smart Phone has been widespread in our daily life, the demand of an extensive data input will gradually be increased. Consequently, many alternative soft keyboards have been proposed to satisfy this requirement. However none of them can provide an absolute solutions for that, the segregated guideline for keyboard arrangement and usage still cause much confusion to the user. Therefore, an integrated guideline is seriously required. In order to come up with the integrated guideline for Korean Soft keyboard GUI, the questionnaire and the experimental test compared with five soft keyboards were conducted in this study. As a result this paper presents five guidelines for improving an input speed of soft keyboard on the mobile computing; following familiarity for effective screen use, using a single key rather than grouping key, considering position of prediction word, considering prompt feedback, finally, considering optimized keyboard size.

Image Making As a Planning/Design Principle: A Case Study of Andong Municipal Museum Complex (AMMC)

  • Lee, Do Young
    • Architectural research
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    • v.3 no.1
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    • pp.21-27
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    • 2001
  • This study addressing the underlying strategies for Andong municipal museum complex development is in timely view that Andong has obtained a worldwide reputation as a treasury of traditional Korean Confucian culture. Thus far, there has been a tendency that various local museums are proposed to meet architectural aspirations architects and users commonly hold. Overall, though, the major role they play in making overall city image has not been considered in a systematic manner. Based on Lee's (2001) two previous studies, this study summarized the utility of cognitive distance and cognitive map concepts, which are proposed by Kevin Lunch (1976) to evaluate city image, in planning Andong municipal museum complex (AMMC). Sample is stratified into city residents and outsiders, and also into the general public and design-related professionals to see if there is any group difference in constructing their mental image. Three major findings are obtained. First, familiarity, so-called the degree of knowing, is the function of the length of stay in a designated area. That is, the longer people stay in Andong, the more likely they are familiar with its overall environmental aspects. Second, mental proximity of Andong municipal museum complex relative to existing cultural landmarks is closely related to the degree of how people value those landmarks in terms of their significance. Dosan Seowon and Hahoe folk village are most highly valued, which means higher proximity. Third, functional diversity turned out to be the most important design dimension, while display mechanism are least valued. Cognitive simulations of this sort are meaningful in that projected composite image might be a rough first approximation of true public image.

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Predicting US and Chinese consumers' purchase intention of Korean textiles and apparel related cultural products

  • Lee, Yu-Ri;Kim, So-Young;Cho, Yun-Jin
    • International Journal of Costume and Fashion
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    • v.10 no.2
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    • pp.15-36
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    • 2010
  • This study aims to examine if a consumer's evaluations of and purchase intentions towards textiles and apparel-related cultural products are influenced by their culture, as indicated by their nationalities. Additionally, several psychological variables, such as novelty-seeking tendency, world-mindedness, and familiarity with Northeast Asian culture were included in the analyses to compare the relative importance of cultural influences with the importance of individual characteristics. To conduct a quantitative analysis, we collected data from 400 female consumers in two countries: 200 from the USA and 200 from China. Key findings showed that, nationality and novelty-seeking were found to have a strong influence on purchase intention when product evaluation variables were not included. Evaluation of appearance and Northeast Asian design emerged highly significant predictors of purchase intention for Korean cultural products, regardless of the product type. Cross cultural comparative research on cultural product evaluations is extremely rare. This study focused on groups of consumers residing in the US and China and asked them to evaluate a series of textiles and apparel-related cultural products produced in Korea.

Study on Laughter-arousing Factors of Character Designs of Kakaotalk Emoticons (카카오톡 이모티콘 캐릭터 디자인에서 웃음 유발 요인에 관한 연구)

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.253-259
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    • 2015
  • The spread of smartphones enabled the two-way communication through the Internet, and character emoticons added fun and comfort to communication among users. To figure out laughter-arousing factors, a survey about emoticon designs of Kakaotalk Itemstore was conducted, targeting university students in their twenties. An interaction of 'user-preferred emoticons' and 'laughter-arousing emoticons' was analyzed. 90% of 'user-preferred emoticons' were 'humorous emoticons', and 84% of respondents answered that there is a relationship between 'user-preferred emoticons' and 'laughter-arousing emoticons'. Consequently, a high interaction between the 'rank of emoticons' and 'laughter-arousing emoticons' was derived. Also, factors of laughter-arousing emoticons were analyzed by studying the ranks of emoticon from 1st to 8th of Kakaotalk Itemstore. Two-divisional figures reminding pure kids, maximization of emotional expression by omission or exaggeration of mouth, and smoothness by concave curves aroused laughter. Intuitively understandable gestures were employed in terms of action. Furthermore, two-divisional figures' acting with comparably small body, hands and foot to their head, and people-mimicking motions of animals with cuteness and familiarity enabled arousal of laughter. In facial expressions, humorous articulation of sad, busy or mad expression enabled positive communion among users.

Metaphor and Typeface Based on Children's Sensibilities for e-Learning

  • Jo, Mi-Heon;Han, Jeong-Hye
    • Journal of Information Processing Systems
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    • v.2 no.3 s.4
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    • pp.178-182
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    • 2006
  • Children exhibit different behaviors, skills, and motivations. The main aim of this research was to investigate children's sensibility factors for icons, and to look for the best typeface for application to Web-Based Instruction (WBI) for e-Learning. Three types of icons were used to assess children's sensibilities toward metaphors: text-image, representational, and spatial mapping. Through the factor analysis, we found that children exhibited more diverse reactions to the text-image and representational types of icons than to the spatial mapping type of icons. Children commonly showedn higher sensibilities to the aesthetic-factor than to the familiarity-factor or the brevity-factor. In addition, we propose a collaborative-typeface system, which recommends the best typeface for children regarding the readability and aesthetic factor in WBI. Based on these results, we venture some suggestions on icon design and typeface selection for e-Learning.

Design of Lightweight JavaScript Software Platform for the Internet of Things

  • Lee, Wonjun;Na, Yeoul;Kim, Seon Wook
    • IEIE Transactions on Smart Processing and Computing
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    • v.3 no.6
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    • pp.393-396
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    • 2014
  • Recently, the internet of things (IoT) has become increasingly attractive in many areas to realize smart worlds. JavaScript has become prevalent for IoT programming because of its familiarity with web programmers. On the other hand, JavaScript does not allow the direct control of IoT hardware due to its language limitation. This paper proposes the IoT software platform for JavaScript programming to resolve the limitation. For proof of concept, the platform based on SpiderMonkey and Raspberry Pi was implemented.

A Study on the Architectural Planning of Corridor Space in Nursing Homes for the Elderly with Dementia (치매노인전문요양시설의 복도공간에 관한 건축계획적 연구)

  • Han, Kyun;Kwon, Soon-Jung
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.11 no.1
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    • pp.69-77
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    • 2005
  • The purpose of this study is to build fundamental data related to corridor space for nursing home design. Elderly with dementia were observed in corridor space at two nursing homes in In-cheon City. Two types of behavior were found out through in-depth observation; Group and Personal behaviors. Group behaviors were varying according to the type of programs such as rest, care, diet, and therapeutic services. Personal behaviors could be classified into wandering and private seclusion. These two behaviors were influenced by management programs of facilities, services of care-givers and individual characteristics of residents. The result of this study was discussed on the following matters: 1) Optimum size of residential unit; 2) Working spaces of care-givers; 3) Relationship between bedroom and common space for gathering; 4) Planning for wandering path; 5) Familiarity of interior finishing materials

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A Study on the Meaning Extension of User-Centeredness in UX Design (사용자 경험 디자인의 사용자 중심성에 대한 의미 확장 연구)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.301-310
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    • 2021
  • The purpose of the study was to induce meaning of the UX design from users' interview. The study covers interviews from 20 untact finance application users in their twenties in written form. It aims to examine previous studies on UX design and to overcome their shortcomings by categorizing usability qualities focusing on verbs used in the interview. The followings are the result: Usability of UX design can be summarized into Unity, Trust, Persistency, Recognition and Approachability of the information to the 20 users in their twenties. As for the data earned from interviews focusing on verbs, usability included Security, Familiarity, Accessibility, Convenience of Operation and Visibility. Each of the qualities fell into related categories such as Security, Information, Brand and Design. In conclusion, analysis based on verb choices led to better understanding of the user-based experience compared to using objective means in previous studies and can be a suggestion to make up for errors in the former evaluation process.

Preference for Spatial Planning Elements of Common Spaces in Senior Congregate Housing according to Pre-Senior Citizens

  • Hong Yi-Kyung;Oh Hye-Kyung
    • International Journal of Human Ecology
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    • v.6 no.2
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    • pp.85-94
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    • 2005
  • The purpose of this study is to analyze the preference of spatial elements for common space planning in senior congregate housing. For the study, 500 potential consumer's residing in Seoul was surveyed using the questionnaire in the social survey methodology. As for the common spaces, gardens, treatment, and exercise rooms were preferred. A combination of both separate and group arrangement of the buildings was preferred, indicating that people wanted separation of the common space and the individual living units. Second, people preferred sharing parts of the common space with their neighbors and as is the traditional custom, preferred to take off their shoes at the entrance to individual units. Third, for the furniture and facilities, they wanted the manager room in the lobby, the small meeting rooms in the public dining room, a fitness center in the activity room, the rack or alcove to store items in front of an individuals unit in the hallway, a chair to sit down in the elevator, and the chair to rest on the stairway landing. Fourth, in terms of priority for planning the senior citizens' community housing, safety, familiarity like a regular home, reduced isolation and loneliness, sense of belonging, economic factors, aesthetic appreciation, daily life supplement, variety, and self-identity were answered in that order.