• Title/Summary/Keyword: UI Design Process

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Improving Student's Design Prototyping Skills using Interactive Prototyping Tool

  • Kim, Jongwan;Jeon, Jae-wook;Kim, Ki-yeon
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.75-78
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    • 2021
  • This paper will explain the importance of using interactive prototyping tools in the HCI design process. The Future of HCI education project performed by ACM SIGCHI shows that students recognize that prototyping, especially paper prototyping and interactive prototyping, are both very important. Two widely-used prototyping tools in academy, Balsamiq and Oven, will be compared and rated by students according to their preferences. We choose the Balsamiq as our design tool because Oven can be designed on the web but applications cannot be designed directly on Mac or Windows. The Balsamiq tool will help you understand the task process of UI work and highlight the benefits of digital prototyping to test the execution of expected results in a fast fashion compared to high-level prototyping. We also present the outcome of this work through two case studies. In particular, the smart mirror project with voice recognition function shows the effectiveness of the proposed method as an example.

Adopting Design Thinking for Website Innovation: Case Studies of Korean Award Winners

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.57-68
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    • 2020
  • This research investigates how digital design agencies and client companies incorporate design thinking-a human-centered approach to solving difficult problems-into their website development processes. Based on a literature review on the design-thinking-driven web development process, multiple case studies of award-winning website projects were performed by in-depth interviews with key practitioners. Through analyses of these cases, their user-centered approaches for website innovation were identified according to the following four phases: web planning (discovery and defining phases) and web design and development (development and delivery phases). Moreover, distinct approaches of design thinking practices were identified according to two website types: a brand promotion website with a killer brand storytelling approach; and a service channel website with a strategic UI/UX-driven approach. Next, the key success drivers of these website projects were suggested in light of the typical themes of design thinking (i.e., human centeredness, research based, context awareness, and collaboration). Some practical limitations were also found in adopting the design-thinking-driven web development process, such as limited research methods and tools, and insufficient prototyping and experimentation. Along with these limitations, it was also discovered that current digital design agencies still face the following challenges in adopting the design-thinking-driven web development process: building a long-term, playful partnership with clients; leveraging decision-makers' design thinking awareness; and coping with limited resources (design thinking practitioners, budgets, and schedules).

A Study on Improving Usability focused User Interface in the BIM tool sets - Focused on Preliminary-Design and Schematic-Design in Architecture - (BlM 도구의 사용자 인터페이스 개선사항에 관한 연구 - 건축기획과 계획 설계 과정을 중심으로 -)

  • Jeong, Hyeock-Jin
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.1
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    • pp.31-40
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    • 2009
  • This study is intended to suggest methodologies in theory that is dedicated to improve existing features in BlM tool sets and introduce a new horizon for developing new features in the future so that more functionality can be provided to the work process of architect. To be more utilized of BlM tool sets in a useful way, it is important to make sure to program a calculation method used in the design process which is based on the information provided by architect, such as design item with detailed process and transformed parametric information on warranty data. Finding pros and cons in the usability from the well-known 3D modeling applications and taking highly usable UI features from the existing applications, and using a common wording were carried out. Design architect identifies reusable parametric information and then finds an algorithm between each items so that BlM tool sets can contribute to design field in the future. Therefore, the formula has been developed for the items considering business aspects and architecturing size in the preliminary-design, and design aspects in the schematic design with idendifying inputs and outputs that is necessary to become fixed factors.

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A user interface design of the health QR code system in China (중국 보건 QR 코드 시스템의 사용자 인터페이스 설계)

  • Zhu, Qiming;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.37-47
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    • 2021
  • In the pandemic era, smart medical technology has also been applied to prevent and control diseases such as COVID-19. Health QR code system shave sparked recent discussion in the hopes of improving its convenience and safety. The many types of current health QR code systems in China exists causes inconvenience to those that are vulnerable, as well as raising the issue of personal information protection. In order to solve this problem, this paper proposes transparent integration of the health QR code systems and the process of protecting personal information, as well as designs an interface for user convenience. Through the method presented in this paper and the newly designed interface, users can enjoy the smart pharmaceutical system more conveniently and safely, and ensure effective results in the prevention and control of diseases that are likely to spread.

A Usability Testing for the Verification of User Mental Model in Using Multifunction Printer (프린터 복합기의 사용자 심성모형 검증을 위한 사용성 평가)

  • Chung, Sung-Jae;Kim, Bong-Gun;Ha, Kwang-Soo;Jung, Hye-Heon;Lim, Bong-Uk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.1-10
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    • 2010
  • This study is about what process and methodology could make UI designer be able to achieve the interface which considers user's mental model through implementing corporate line-up model, when people design an interface between product of multi-function printer and user. The most important concern of UI designers who are dealing with an interface between product and user is how they can make product system image match user's mental model so that users can utilize products without any confusion and discomfort. If concept model which designers bring up and mental model which users expect and recognize could be of one accord, then users can feel ease of use toward products. The understanding and observation for user behavior and use pattern is prerequisite to develop user-centered interface between product and user. However, UI designers do design interface from their own perspective and assumption in many business areas, and users do not react as designers assumed and intended in many cases or examples. This study is to find inappropriate system images against users' mental model on basic function of multi-function printer, and the relationship of system image and user's mental model is diagramed to build up a hypothesis. The hypothesis from this study is validated through evaluation of domestic and international users. In addition, two suggestions to improve usability problems revealed from user test are proposed. The optimal solution is designed based on the result of user evaluation and consideration of many user environments, and then it is implemented to line-up product. In conclusion, this study considers how UI designers can create system image which is close to user's mental model.

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Wall Painting System using Robot (로봇을 이용한 벽화 시스템)

  • Jang, Ho-Yeon;Ryoo, Seung-Taek;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.592-599
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    • 2009
  • In this paper, I explain the design and implementation of an automated drawing system by communicating with a user. I made a system providing an UI for virtual environmental actual robot to interwork with environment to make a drawing that I was able to read work, and to help convenience of a user in computers. The UI of a system was used the AWT(Abstract Window Toolkit) in NetBean tools. To draw images, I got image information from SVG vector files. This system can make images according to the demand of users by using real-time communication. Also this kind of drawing process can be an artists performance, not only the final image as a result of the work. So I suggest that this real-time drawing process which is operated by user’s command can be considered as an artists performance.

Economic Sampling Inspection Plan for Markov Dependent Production Processes (Markov 종속(從屬) 생산(生産) 공정(工程)에서의 경제적(經濟的) 샘플링 검사(檢査) 계획(計劃))

  • Yu, Jeong-Sang;Hwang, Ui-Cheol
    • Journal of Korean Society for Quality Management
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    • v.21 no.1
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    • pp.65-77
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    • 1993
  • Often in a production process, the quality of items is serially dependent. We assume that the quality of items is an attribute which can be classified as good or bad with a Markovian dependence structure. In order to determine sampling inspection plan characteristics such as total inspection cost and average outgoing quality, we design an economic model and illustrate an efficient procedure for design of best inspection plan using graphs based on numerical calculations.

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A study on the Web Form System for Separating Design from Business Logic on Web Project (웹 프로젝트에서 디자인과 비즈니스 로직의 분리를 위한 웹 폼 시스템에 관한 연구)

  • 정강용;허영남;김원중
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.3
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    • pp.363-369
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    • 2003
  • The Web-based project is seriously not efficient area at software engineering. In order to develop a Web-based system, UI(User Interface) designers usually first design display layout and then business logic developers bring to complete the coding of the display layout source. In the case of maintenance, it goes through the same process. This kinds of Web-based software development method were proposed by the various methods same as the tag library of JSP. But there are many problems to apply them and they are low productive comparing to the C/S based software development method. WFS(Web Form System), which is suggested on this thesis, separates UI design from business logic on a Web project and offers the better environment to develop Web-based software. Eventually WFS will improve the productivity to develop Web-based software.

Designing Mobile Application for Improvement in Public Understanding of Blood Donation (헌혈에 대한 대중 인식 개선을 위한 모바일 어플리케이션 디자인)

  • Heo, Sun-Joo;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.112-120
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    • 2011
  • Korean Blood Services have grown with history of half a century or more, and in its developing process, technological growth have contributed largely toward it. However, Korean Red Cross and public blood centers are finding difficulty in their business because the public doesn't feel necessity of blood donation and have distrust in current blood management system. Recently, smart phone shows new possibility to the modern life as it plays a role of micro PC. With this tendency, mobile application is being highlighted as a new media. Therefore this paper aims to propose an application called 'Nanumi'(tentatively named) to improve negative awareness about blood donation. For specific development suggestion, I analyzed existing theses and applications. Also, I interviewed experts in blood management and did a public survey to firm up necessity and appropriateness of this research. In this paper, I proposed structure of functions and UI design for the application.

User Experience Element Integrated of Diverse Handheld Devices (다양한 Handheld Device의 사용경험 요소 통합화를 위한 연구)

  • Park, Wan-Je;Kim, Joon-Hwan;Jang, Hyun-Kook;Kwon, Hee-Jin;Lee, Jeong-Yeon;Hwang, Ho-Ik
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.512-517
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    • 2007
  • 다양한 디지털 가전제품을 제조하는 회사들은 초기에 제품 하나하나에 제품의 사용경험을 담는데 비중을 높여 개발을 하였다. 하지만 제품이 알려지고 종류가 많아지면서 각 제품들을 아우르는 사용자 경험요소 통합화가 필요하게 되었다. 이에 다양한 화면 사이즈와 Input Device를 가진 Handheld Device들 간의 일관된 사용 경험(user experiences)을 제공하는 것을 목적으로 하는 연구가 진행되었다. 대상이 된 제품들은 Digital Media Broadcasting의 수신, Multimedia 파일이 재생, 파일 creation 등이 가능한 Handheld Devices였고, 각 제품들은 특정 기능에 충실한 UI를 구현하고 있다는 특징이 있다. 따라서, 기존 제품의 사용성을 저해하지 않는 수준의 표준화가 필요하며 기존 UI 사용성과 표준화 UI 사용성 간의 조화가 중요 하였다. 기존 제품의 개별 특징을 분석하고 Handheld Device의 사용자 요구사항을 조사를 통해 사용경험 요소를 발굴하고 Navigation, Menu Hierarchy, Screen Layout 등의 설계를 통해 Prototype 개발을 하고 Usability Test를 통해 보완을 하였다. Usability Test는 한국, 미국, 영국, 중국 4개국에서 광범위한 사용자 조사가 이루어졌다. 국가 선정은 제품의 주요 시장 및 각 대륙을 대표하는 기준으로 선정되었다. 사용자 그룹은 연령, 지식 수준, 성별에 구분되었고 Web Survey 1000명, Usability Test는 각 국가별 총 100명이 넘는 참석자에 의한 데이터 분석이 이루어 졌다. 이렇게 조사된 데이터를 바탕으로 UI 사용경험 요소를 정의하고 제품의 공통 가이드와 개별 가이드를 개발하는 일련의 프로세스를 확립하고 검증하였다. 본 논문을 통해 대상 제품들의 다양한 특성을 살리면서도 user Interface의 일관성 원칙을 설립하기 위해 시도했던 방법과 과정을 기술하고, 이 과정을 통해서 얻은 결과와 실제적인 경험을 소개한다.

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