• Title/Summary/Keyword: Metaphor Icon

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Study on the present condition of cognition of metaphor icon and the plan to improve it is cognition (메타포어 아이콘(Metaphor Icon)의 인지현황과 인지향상 방안에 관한 연구 - 웹 사이트(Web Site)에서 행해지는 아이콘 인지를 중심으로 -)

  • 전성복;정수연
    • Archives of design research
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    • v.16 no.2
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    • pp.77-86
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    • 2003
  • In web environment, we accept most of useful information visually. Icon is a channel through which we explore information, and we need icon design to deliver information clearly and quickly to users who accept information visually. Studies on icon have been carried out vigorously according to system environment, styles and characteristics of users. This study is on the metaphor icon, and judging from the characteristics of metaphor icon, it is by the phenomena of user's association of ideas. Divide metaphor and simile and analyzed metaphor icon that is searched in World Wide Web to distinguish similarity in metaphor icon special qualify, And I clarified the present condition of cognition by questionnaires asking people if they recognize the function. I also clarified if elements of icon design influence the level of user's cognition by visually comparing icons. The result of comparative analysis showed that different elements make different level of user's cognition, and to objectify it more, I made up questionnaires about elements of icon design and proved it again. To summarize the result of this study, the similarity between function and elements of design increases the level of recognition of metaphor icon proportionally. To improve user's cognition, I suggest designing with elements which materialize functions.

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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.

A Comparative Study of Metaphor & Metro Icon Form (메타포와 메트로 아이콘 형태의 비교 연구)

  • Kim, su-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.63-64
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    • 2013
  • 메타포와 메트로스타일의 형태의 우열은 아직 논하기는 어려운 시점으로 두가지 모두 목적과 개발환경에 맞춰 디자인이 되어야 할 것으로 보이며 지금도 새로운 트랜드라는 명목하에 많은 디자이너들은 계속 새로운 시도를 하고 있다. 새로운 시도도 중요하지만 정확히 알고 적용하는 것이 더 좋은 UI를 제공하게 되므로 간단하게 장단점 및 유형, 특징에 대해 비교하고자 한다.

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"Married Chastity": The Language of Paradox in Shakespeare's "The Phoenix and the Turtle" ("결혼한 순결"-「불사조와 산비둘기」와 역설의 언어)

  • Park, WooSoo
    • Journal of English Language & Literature
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    • v.59 no.4
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    • pp.527-544
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    • 2013
  • William Shakespeare's dirge, "The Phoenix and the Turtle," is still a crux in the Shakespearean canon and interpretation. The poem is still believed a dark allegory dealing with some arcane and obscure courtly matters and politics. However, we cannot recover its allegorical significance. This interpretive situation enforces us to read the poem as a self-conscious artwork in terms of its paradoxical language and meta-poetic metaphors. Paradox, as a subspecies of metaphor, challenges categorical and judgmental absolutes, and produces a sense of wonder in reconciling the logically contradictory opposites. In this poem the urn containing the ashes of the phoenix and the turtle is the icon of the mysterious unity of art, born of the wonderful marriage of male and female. Shakespeare's poem demonstrates in itself the magical power of poetic language in transforming an elegy into an epithalamion. The union of the phoenix and the turtle defies the singularity of their respective entity, and at the same time it retains their distinctive particularity of the two-ness. This neo-Platonic mystery of the "married chastity" is a paradox which confounds reason and verifies the poetic truth of imaginative intellect. The marriage of Christian perichoresis is crystallized in the artwork of the urn, which is admired at by posterity, though the marriage was issueless, due to its passing virtue. "The Phoenix and the Turtle" depicts the metaphor-making process and its effect, the poem.

Aesthetic Characteristics and UX Evaluation of Mobile Platforms (모바일 플랫폼의 미학적 특징과 UX 평가)

  • Chung, Donghun
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.71-80
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    • 2015
  • Minimalism means abstinence characterized by simplicity, clarity, repetition, and exclusion while skeuomorphism means visual metaphor design characterized by retro, function, and emotion. Mobile platform interface has been developed based on those two aesthetic characteristics and user experience is evaluated using apple iOS6 and iOS7 representing skeuomorphism and minimalism respectively in this paper. Those two aesthetic designs on typography, color, and icon were tested with a sample of 35 undergraduate participants in the repeated measures design and the results showed that participants distinguished two types of aesthetic designs, and evaluated that iOS7 is superior to iOS6 on typography and identity. Comparing the levels of the three variables, aesthetic of typography, and accuracy, aesthetic and consistency of icon design were significantly differentiated and this means that although accuracy of icon design of iOS6 is superior to iOS7, iOS7 is superior in the rest of it. Overall, the participants had a positive evaluation toward iOS7.

A Study on the evaluation method of the design (인지패닉 상황에서의 디자인 사용성 평가 방법에 관한 연구)

  • 최인환
    • Archives of design research
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    • v.15 no.1
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    • pp.225-233
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    • 2002
  • People's thinking and aging ways, which are spread in the abnormal situation called the reoognition panic, are different from those in the normal situation. So the design which is applied to this situation have the different points to be considered. The design in the abnormal situation is as important as that in the normal situation. This study is to evaluate the basic usability of the icons which are applied to this situation. The basic data about the recognition course, icon and metaphor have been collected and analyzed, and then the experiments based on this have been planned. The proprieties and conclusions about the ways have been generalized through accomplishing and analyzing the planned experiments. The most important meaning of this study is to suggest the examples of the usability estimating ways of the design works in the abnormal situation where the recognition panic may happen with high frequency. I hope that this study will be used for checking and improving in advance the difficulties of using the design which may happen in the real situation, by using actively the similar ways to this experiment.

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How of Improve an identity of mobile device interface and usability? (모바일 디바이스의 인터페이스 아이덴티티 개선 및 사용성 증대방안)

  • Song, Sang-Gon;Kim, Young-Sun;Choo, Hee-Jeong;Kang, Tae-Young;Hong, Noh-Kyung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.140-145
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    • 2008
  • Mobile device has a constraint such as a small physical display size and interaction. One of the most important issues in mobile devices is the express an identity of one's products company. It can be appeal to the user in side of consistency. Thus, we integrate and extract an identity element from user experience including, Graphical User Interface, Information Architecture and Audio User Interface. The study was conducted by a task force team with User Interface practitioners of managing divisions of each product. In this study, methods and processes that were attempted in order to establish consistency principles of user experiences, enhancing the various characteristics of each product, are described. The results and practical experiences obtained through the processes are introduced.

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A Proposal on Digital Cable TV Menu for 20's (20대 사용자를 위한 디지털 케이블 TV 메뉴 제안)

  • Kim, Yong-Seong;Noh, Ji-Hye;Park, Su-Bin;An, So-Hyeon;Yeoun, Myeong-Heum
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1053-1058
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    • 2009
  • Digital cable TV(DCATV) is totally different with a existing TV which is passive, and can pick the contents anytime we want. It is very popular in many houses and we can see bright future with this. This study will show a standard that is a suitable and convenient VOD menu category for 20's through a various usability test. Moreover it will be provided new menu style and GUI through the preferences. For this, we found expected problems first through the heuristic analysis and did iterative usability test to verify and improve these problems. As a result of that, we improved errors of VOD menu structure and suggested new menu style including metaphor, colour and icon users can recognize easily. That is, VOD categories should be grouped among definite meanings. And we found using convenience is more important than new discovery of method on menu style for experienced users. This study can be not only based data when DCATV menu is renewed but also can be used as a reference data when designing other DCATV menu.

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SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.4
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    • pp.226-230
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    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.