• Title/Summary/Keyword: UX(user experience)

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Suggestion for Collaboration-Based UI/UX Development Model through Risk Analysis

  • Cho, Seong-Hwan;Kim, Seung-Hee
    • Journal of Information Processing Systems
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    • v.16 no.6
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    • pp.1372-1390
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    • 2020
  • An attractive user interface (UI) design with a clear user experience (UX) is the key for the success of applications. Therefore software development projects require very close collaboration between SI developers and front-end service developers. However, methodologies for software development only exist with inadequate development processes or work standards for collaboration. This survey derived 13 risk factors in developing UI/UX from 113 risk factors of IT projects through a questionnaire and factor analysis and proposed a collaboration-based UI/UX development model that can eliminate or mitigate six risks with high weights and reliability. To extract risk factors with high reliability, factor and reliability were analyzed to extract 13 major risks, and based on the expert opinions and the results of correlation analysis, UI/UX development stages were classified into planning, design, and implementation. The causal relationships between risks were verified through regression analysis. This study is the first to expertly analyze major risks based on collaboration in UI/UX development and derive a theoretical basis that can be used in project risk management. These findings are expected to provide a basis for research on development methodologies for higher levels of front-end services and to construct rational collaboration systems between SI practitioners and front-end service providers.

Building Service UX Index : Measuring UX Satisfaction in Mobile Content Services (사용자 만족도에 기반 한 서비스 UX 인덱스 구축 -모바일 컨텐츠 기반 서비스를 중심으로)

  • Park, Jongmin;Ha, Hyunnam;Hong, Sangwoo;Chung, Kyungwon
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.41-51
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    • 2014
  • In mobile content services like apps for smart mobile devices in specific, there has been a growing interest in evaluating UX quality to make sure that it provides better experience to users and consequently, secures competitiveness in a market. In that sense, usability testing has been considered as one method that enables designers and design managers to evaluate UI quality before they launch their service. However, those designers have been faced with a following fundamental question to be answere d : Is good UX design a good business? In other words, can well-designed service, which has good usability, actually satisfy target users and improve competitiveness in a market? There is no doubt that usability is one important factor perceived by users. However, it has a limit in terms of evaluating UX quality in macro level, as it mostly focuses on ease of use and efficiency of performing tasks, but does not cover other possible experiential factors, which also can be perceived by users, such as market situation and preexistence experience. Therefore, this research aims to identify key experiential factors in using mobile content services, and establish service UX index model that enables to measure perceived user satisfaction, and identify how UX design contributes to the satisfaction in quantitative way.

UHD Video Stitching Method for Enhanced User Experience (사용자 경험을 극대화한 UHD 영상 합성 기술)

  • Gankhuyag, Ganzorig;Hong, Eun Gi;Kim, Giyeol;Choe, Yoonsik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.7
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    • pp.1387-1394
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    • 2015
  • Along with the development of network transmission technology, the IPTV market is growing in fast pace. Additionally the UHD resolution broadcasting system along with user experience (UX) that provides better service to user has attracted attention recently since there are not enough research has been done with differentiated the UX that can enhance the UX yet. Therefore we proposed a low complexity syntax level image stitching implementation technique that run with multi-view services, which makes possibility to view multiple channel or video contents on the screen at the same time. Simulation results have demonstrated the liability and effectiveness of the proposed algorithm by showing that capability of generating more than 80 frames per second by stitching four Full-HD size videos into UHD frame.

User Experience Evaluation of Augmented Reality based Guidance Systems for Solving Rubik's Cube using HMD (HMD를 이용한 증강현실 큐브 맞추기 안내 시스템의 사용자 경험 평가)

  • Park, Jaebum;Park, Changhoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.935-944
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    • 2017
  • As augmented reality technology has developed, various augmented reality contents can be seen in real life, and the performance of mobile device is improved, so augmented reality technology can be used even without special device. As a result, a training system, guidance system and a museum art guide system based on augmented reality technology are emerging, and interest in augmented reality is also increasing. However, the existing guidance systems using a single mobile device have limitations in terms of the user experience (UX) because the camera of the device limits the field of view or the two hands are not free and the user input is difficult. In this paper, we compare augmented reality based guidance systems for Rubik's Cube using tablet and HMD to improve the constraint of user experience of such a single mobile device, and find elements that positively improve user experience. After that, we evaluate whether the user experience is actually improved through the user experience comparison test and the questionnaire.

Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments (온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안)

  • Jueun Lee;Jindo Hwang
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.44-62
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    • 2024
  • The development of online funeral services and social issues of eco-friendly funeral culture have raised awareness of the new need for online funeral culture. There have been several attempts to revitalize online funeral services in domestic institutions and companies, but the effect is weak. The purpose of this study is to propose a design that can improve the accessibility and usability of online memorial services by analyzing the usability problem factors through a First Time User Experience analysis of the online memorial platform. Therefore, in this study, in order to identify the problem factors of the online memorial platform, a literature review on the UX, OOBE, and FTUE theories was conducted. The subject of the study was the app 'Memorial'. Before analyzing the First-Time User-Experience, IA was compared and analyzed with other similar services to understand the characteristics of the UX service of the app 'Memorial', which is the subject of the study. In addition, tasks corresponding to the Unpack-Setup/Configure-First Use stage were performed on 10 subjects who had no experience using the online memorial platform. The experimental process was expressed as the UX Curve to identify factors that caused negative experiences. As a result, the major problem factors included unnecessary UI elements, the need for sensitive personal information at the membership stage, and lack of immersion in the service. The improvements included strengthening community functions to facilitate the sharing of emotions and promote smooth communication between users. We proposed UI/UX service developments that enhanced the app by incorporating these insights. In order to verify the effectiveness, serviceability, and value of the developed prototype, an interview with a expert was conducted. The interviewes consisted of three service design experts. This study was conducted to contribute to the quality improvement and activation of the recently emerging online funeral services. The study is significant as it aims to understand the current status of these services and identify the factors necessary to improve service accessibility and usability. Subsequent studies require in-depth user verification of how much the proposed improvement plan affects the actual user experience.

Categorization of UX method based on UX expert's competence model (UX 전문가의 역량 모델에 기반한 수행역량유사도에 따른 UX 방법론 분류에 대한 연구)

  • Lee, Ahreum;Kang, Hyo Jin;Kwon, Gyu Hyun
    • Design Convergence Study
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    • v.16 no.4
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    • pp.1-16
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    • 2017
  • As the local manufacturing industry has entered a phase of stagnation, service and product design based on user experience has been highlighted as an alternative for the innovation. However, SMEs(Small and Medium-sized Enterprises) are still struggling to overcome the current crisis. One of the reasons is that SMEs do not have enough contact points with the validated UX firms and experts. Thus, SMEs has a high barrier to invest in new opportunity area, user experience. In this study, we aim to figure out UX experts' competence to perform the UX method to solve the UX problems based on the KSA framework(Knowledge, Skill, Attitude). Based on the literature review and expert workshop, we grouped the UX method according to the similarity of the competence required to conduct the method. With cluster analysis, 5 different groups of UX method were defined based on the competence, Panoramic Analysis, Meticulous Observation and Analysis, Intuitive Interpretation, Agile Visualization, and Logical Inspection. The results would be applied to compose a portfolio of UX experts and to implement a mechanism that could recommend the professional experts to the company.

Exploration of User Experience Research Method with Big Data Analysis : Focusing on the Online Review Analysis of Echo (빅데이터 분석을 활용한 사용자 경험 평가 방법론 탐색 : 아마존 에코에 대한 온라인 리뷰 분석을 중심으로)

  • Hwang, Hae Jeong;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.517-528
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    • 2016
  • This study attempted to explore and examine a new user experience (UX) research method for IoT products which are becoming widely used but lack practical user research. While user experience research has been traditionally opted for survey or observation methods, this paper utilized big data analysis method for user online reviews on an intelligent agent IoT product, Amazon's Echo. The results of topic modelling analysis extracted user experience elements such as features, conversational interaction, and updates. In addition, regression analysis showed that the topic of updates was the most influential determinant of user satisfaction. The main implication of this study is the new introduction of big data analysis method into the user experience research for the intelligent agent IoT products.

UX Design for Digital TV Platform (디지털 TV 플랫폼의 UX 디자인)

  • Yim, Jin-Ho;Lee, Sang-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.563-568
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    • 2010
  • TV businesses that have brought a competitive structure in terms of price, definition, product design for a long time now are bringing User eXperience (UX) into relief as DTVs come to support broadcast information-related services such as various broadcast channels and Electronic Program Guide(EPG), etc., and playing of multimedia contents like music/videos, etc. This study worked on an evaluation by developing a UI to control easily the various and complex broadcast contents or multimedia contents provided by DTVs. The UI Design for new DTVs was developed based on Function, Flow and Form in the concept of Single ABC (Access, Browser and Control), and the usability test of the developed UI concept along with the UIs of the major DTV products, was done for Channel Managers and the multimedia browsers for 32 users of DTVs in the U.K./U.S., respectively. As a result of the usability test, the new concept of Channel Manager was evaluated high both in the U.K./U.S, while the multimedia browser was evaluated low in the U.S., relatively.

Analysis of the User's Visual Attention Frequency for UX Design of Online Markets (온라인마켓의 UX설계를 위한 사용자의 주시빈도 분석)

  • Ha, JongSoo;Ban, ChaeHoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2079-2084
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    • 2016
  • When designing the interface of the web site, we must consider what users want and need in the design, because design trends are recently changing from user interface design to user experience design. In this paper, we present the method to apply the user experience design when designing the main page of the web site. We select representative online markets and analyze the information elements which compose the main page. Using the eye tracking method which measure user's visual attention frequency, we compare the main page with the wire-frame and analyze changes of the visual attention frequency over time. As a result of experiments, it is efficient to allocate the important information as the image or the moving image to the center of main page for use's visual attention at the time of designing the main page of the online market.

Design and Implementation of a Prototype for Blockchain-based Artworks Trade System Interoperating with Social Media (소셜 미디어와 연동되는 블록체인 기반 예술품 거래 시스템을 위한 프로토타입 설계 및 구현)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.105-110
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    • 2021
  • In this work, we design and implement a prototype of the mobile UX that works with blockchain-based smart contract systems so that artists and buyers who trade artworks through social media can find reliable trading partners and make secure transactions with each other. The developed prototype has the following characteristics. Utilizing prototypes, we cost-effectively validate the design of mobile UX(User Experience). First, we implement familiar UXs that social media users can use without additional explanation. Second, it is possible to check the reputation of the counterpart and encourage users to make fair deals that can increase their own reputation. Third, it implement the UX for common use by users around the world. Fourth, we design and implement to operate independently of the social media system.