• Title/Summary/Keyword: UI Layout

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Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout- (효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로-)

  • Chung, Seung-Jae;Lee, Younjoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.395-401
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    • 2021
  • In the digital era, Korean universities are using real-time remote lecture platforms as a tool for learning. However, it is confusing due to low usage experience problems, and usability studies are needed. The purpose of this study is to measure, analyze, and propose gaze tracking and learning experiences according to the UI design layout of ZOOM. A total of 30 subjects were selected to conduct eye tracking and survey when learning. The experiment showed that grid layouts have a higher emotional realism and learning satisfaction than other layouts. Furthermore, it turns out that participants focused the most attention on grid layouts. Therefore, for high learning experience, grid layouts and layouts that visually highlight participants and induce communication are needed.

Optimization lobby UI proposal of Mobile baseball manager game (최적화 로비 UI 제안 - 모바일 야구 매니저 게임을 중심으로 -)

  • Ryu, In-Seok;Kim, Tae-Gyu
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.67-76
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    • 2020
  • This study analyzes the lobby UI of the baseball manager game based on the mobile platform and proposes an optimized lobby UI. The UI layout-based detailed icons and button interactions in the four game lobbies are compared and analyzed by comparing and analyzing the common points and differences to finally calculate the optimized UI composition. Furthermore, based on the analysis, we intend to propose a lobby UI optimized for user-centered design.

A UI Authoring Tool User Needs Analysis through Mobile Game for Smart Devices (사용자 요구 분석을 통한 스마트폰 용 UI 저작도구의 제작)

  • Lee, Jun-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.5-18
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    • 2013
  • A smart phone has an error if we design games on it because smart phone should be able to have input and output simultaneously through the screen. Using the existing layout of the game as a base for research, the layout was divided to four categories that are information area, informational appearance area, operation area and inutility area. Given the research results, we developed an authoring tool to design games for smart phones. Moreover, we applied the authoring tool to develop games and effectively reduce the developing time.

A Development of Smart Phone Application Layout Education Program for Gifted Children of Information (초등정보영재를 위한 스마트폰 애플리케이션 레이아웃 교육 프로그램 개발)

  • Lee, MiSuk;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.409-418
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    • 2012
  • In recent years many people are changing their mobile phones from feature phones to smart phones because huge number of useful smart phone applications are released onto the market everyday. Development of smart phone applications could be very helpful educational contents for technologically gifted children who has lots of curiosity and creativity. For this reason this paper deals with development of smart phone application UI(User Interface) layout education programs for the technologically gifted children. These education programs which can operating under Android-based smartphone, have been developed by using JAVA and Eclipse. Survey from the technologically gifted children education experts has been analyzed by Delphi method to figure out effectiveness of the developed education programs.

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Analysis on MMORPG UI Layout and Research on Effective UI Demanded by Heavy User (MMORPG UI Layout 분석과 Heavy User 요구에 따른 효율적인 UI 연구 및 제시)

  • Rho, Ju-Hee;Chun, Yang-Deok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.263-272
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    • 2007
  • On-line game gradually grew into a significant part in Korean culture due to rapid development of internet. As icons are utilized as interface, the concept of UI(User Interface) receives spotlight in playing games, and the play bug appears most frequently in MMORPG genre. The introduction of icons brought partial inefficiency in dividing screen sectors while playing games, which means play sector is reduced. On the meantime, components of UI possess different places so that cause considerable confusion to heavy users. This study attempts to analyze the top 5 commonly-played games and to understand the necessity and status of UI components by surveying heavy users. The result of this study shows that there is notable difference between UI of games on-service and preference of heavy users. This study could suggest UI of a better quality by restructuring and rearranging the UI components based on the heavy users' preference as shown in the survey. It is expected that this study can contribute to creating a more effective game play by eliminating possible changes of UI upon different games and realizing broader play sector.

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A Study on UI Design of Social Networking Service Messenger by Using Case Analysis Model

  • Youn, Jong-Hoon;Seo, Young-Ho;Oh, Moon-Seok
    • Journal of information and communication convergence engineering
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    • v.15 no.2
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    • pp.104-111
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    • 2017
  • The visual presentation is one key feature which gives much consideration in designing mobile applications as it acquires attention from the end user. It takes only a few milliseconds to form an impression on a person and this is not any different to the web and mobile application designs. The first few milliseconds are a crucial time for developers as the impression produced would indicate further engagement of the service. Developers should continuously update the designs based on human needs. A few of these contents have actually paved its way to being continuously used. By synthesizing results of preceding researchers, this paper considers layout, color, and font as UI design elements of SNS messenger, and illustration and animation as the graphic image of it. In this study, the preference for messaging application chat layout was being surveyed and analyzed. As a result, there has been little significance identified since the instant messaging, so chat layout shows very minimal variance in their design.

Implementation of the Step UI to Collect the Necessary Media Resource for Promotional Video (홍보 영상 제작에 필요한 미디어 리소스 수집을 위한 Step UI 구현)

  • Lee, Ji-Hyun;Jang, Jung-Eun;Han, Man-Jong;Lim, Tae-beom
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.137-138
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    • 2015
  • IT 기기와 서비스가 보편화되고 있는 시점에 사용자 인터페이스의 중요성은 날이 갈수록 중요해지고 있다. 사용자가 특정한 일을 하기 위해서는 반드시 인터페이스를 통해 시스템과 의사소통해야하며 인터페이스가 얼마나 편리하고 친근한가에 따라 작업의 효율성도 달라진다. 그러므로 인터페이스는 사용자와 시스템 간의 원활한 의사소통을 통해 정확한 업무 수행하기 위한 요소로 매우 중요하다. 이러한 분위기 속에서 다양한 IT 기기가 등장하면서 이에 따른 UI 트렌드도 변화하고 있다. 최근 UI 트렌드로는 대표적으로 Responsive UI(반응형 UI)를 비롯해 Metro UI, Tile Layout 등이 있다. 하지만 이러한 UI만으로는 소상공인들 위한 홍보 영상 제작 플랫폼(이하 Ad-it)에서 홍보 영상을 만들기 위한 미디어 리소스 수집하는 데에 어려움이 존재한다. 소상공인의 주요 연령대가 40~50대라는 점을 감안하여 사용자의 IT 기술 친숙도를 반영하지 않았기 때문이다. 이러한 문제점을 해결하고자 본 논문에서는 홍보 영상 리소스 수집을 위해 소상공인이 쉽게 따라올 수 있도록 단계별로 나누어진 Step UI 개념을 도입하여 홍보 영상 제작에 필요한 미디어 리소스를 수집을 위한 Step UI를 구현하였다.

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Design and implemention of ProDesigner System to separate Design from Program on Web Project (웹 프로젝트에서 디자인과 프로그램의 분리를 위한 ProDesigner 시스템 설계 및 구현)

  • Jung Gang-Yong
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.85-95
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    • 2004
  • 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 CIS based software development method, WFS(Neb 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.

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A Study on the Kiosk UI Reflecting the Elderly's Characteristics (고령자의 특성을 반영한 패스트푸드점 키오스크 UI 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.556-563
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    • 2019
  • This study was conducted to improve the use experience of elderly people in fast food kiosks which are actively utilizing 'un-tact' technology. First, the Kiosk design analysis criteria were discussed through literature research. Then, the UI screens of McDonald's, Lotteria and Burger King, which are currently serving kiosks in Korea, were divided into colors, layouts and buttons. Next, the usability evaluation and survey of the elderly revealed problems with the interface design of the current kiosk. As a result, older people do not recognize buttons without an outline as buttons, and errors occur when layout changes or when viewing is complicated. In addition, horizontal navigation and vertical layout menus were error-free, and the design of buttons was error-free with the same color for the same function. Research shows that the Kiosk UI design is preferred by older people. First, buttons in the form of outline or solid are recommended. Second, vertical binding of buttons combined with images and text is recommended. Third, the screen layout should be consistent with the direction of view flow and manipulation, and should avoid increasing the number of menus and information. Fourth, page navigation is recommended in horizontal form and menu arrangement is vertical form. Finally, buttons that perform the same function are efficient for buttons to use the same color, and for different functions, applying a complementary colors can reduce confusion.