• Title/Summary/Keyword: UX디자인

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A Study on the Public Service of Big Data in Ocean Information -Focusing on user requirements of government services- (해양 정보 빅데이터의 대국민 서비스 제공 방안: 정부기관 서비스의 사용자 요구 사항을 중심으로)

  • Kim, Seungmin;Park, Byoung yong
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.241-255
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    • 2020
  • In Korea, utilizing and protecting the ocean from the sea on three sides can be considered the basis of national power. Recently, it has been distributed to IOT and 5G networks, and attempts to provide various information based on telecommunication infrastructure are continuing in the public and private sectors. In this study, an online survey was conducted with the aim of improving the services of marine information services (KOMC, safe and open seas) provided by the Government Agency for Oceanographic Research. Through an online survey, the survey was conducted on sites that are mainly used to survey people's need for marine information and to collect information. In addition, the survey was conducted on the UX, UI problems and improvements of KOMC, open and safe sea sites provided by the National Oceanographic Research Institute. The awareness and experience of marine information service by the Korea Oceanographic Research Institute were confirmed. Later, the previous steps of FGI also examined the usability of various users after allowing them to use the actual service. Here, the experience of collecting marine information from actual users was investigated, not just by looking at and evaluating the design of the service website and application. As a result, users presented a variety of opinions related to marine information services, including accessibility, reliability of information, providing media, and importance of information provided. The findings could be used as data to identify ocean-related data and ways to provide information required by users of various age groups and occupational groups.

Metaverse Friend Making System Design and Implement (메타버스 비대면 친구사귀기 시스템 디자인 및 구현)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

Service Experience Design Using CPTED: Location-Based Safe Return Home Assistance Application (셉테드(CPTED)를 이용한 서비스 경험디자인: 위치기반 안전 귀가 보조 어플리케이션 개발)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.1
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    • pp.48-53
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    • 2021
  • The purpose of this study is to establish a crime prevention system through the Crime Prevention Through Environmental Design (CPTED). The research method went through the double diamond process and discovered the user's needs through the persona analysis. The most representative features are the functions that informs users of the safe and optimal route, checks the presence of streetlights or cctvs in real time to update them, and allows people with similar routs to return home together. It is a function to help safe return home with the help of an autonomous method, and a self-defense function to protect themselves. Therefore, the application presented in this study was intended to be of great help when actually returning home by adding these new functions. In particular, we help users to return home most safely by recommending the best safe route. Through the persona analysis, research method which we had chosen, the needs of users were discovered and implemented in a design that reflected those needs and requirements.

Extraction of An Improvement Plan of Day Care Center's Interior Environment Design Reflecting Persona Characteristics -The case of Jounno Ward Silver Center- (페르소나 특성을 반영한 데이케어센터 실내환경디자인 개선방안 도출 - 종로 구립 실버센터의 사례를 중심으로 -)

  • Lee, Jin-Woo;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.43-53
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    • 2015
  • As part of alternative of elderly problems in the future super-aging society, this study aims to extract an improvement plan of interior environment design of Seoul-type day care centers to expand in future by observing day care centers as medical and healing environments, from the perspective of user experience. For this study, after selecting major activity areas of representative cases of Seoul-type day care centers, user behaviors in the space were observed and 4 seniors of baby-boom generation who are potential uses were chosen as personas by reflecting characteristics of healthy elderly, physical aging, mental aging and infirm elderly, from the perspective of user experience. Based on previous studies on healing environments, these characteristics and demands of personas were classified into environmental aspects, physical aspects and mental aspects to extract an improvement plan. The study results are as follows. First, interior environment design reflecting persona characteristics helps the elderly adapt to the environment and provides a comfortable environment like home for stability, treatment and recovery of memory. Second, interior environment design reflecting persona characteristics helps psychological healing through light entering the large windows and natural environment elements. Third, for interior environment design reflecting persona characteristics, finish materials with bright and soft colors should be used to change the images of facilities positively. Fourth, spatial composition should be remedied through division of space and built-in furniture depending on the needs of users for loitering of extra time and programs.

A Study of Weather App Based on Behavioral Economics (행동경제학 관점에서 날씨 어플리케이션 연구)

  • Yoon, Ji-Yeon;Kim, Bo-Yeun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.249-254
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    • 2019
  • As an alternative to the growing problem of weather anomalies, users are using mobile weather apps to predict the weather. Even though it provides clear information, the user makes mistakes in forecasting the weather. For this reason, The purpose of this study is to find elements that can be prepared for the volatile weather through mobile application. Jakob Nielsen's "heuristic" evaluation found weaknesses in the application. Then I proceeded to analyze it from a behavioral economics standpoint. As a result, the two applications had various functions and accurate information. However, user accessibility was low and focused on 'information delivery'.

A Study on Mobile Personalized Healthcare Management System (모바일 개인건강관리시스템에 관한 연구)

  • Lee, Nan Kyung;Lee, Jong Ok
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.6
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    • pp.197-204
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    • 2015
  • Recent changes in health care environment including aging population and prevalence of chronic disease encourage the adoption of new innovative technological solutions including wearable vital sensors, wireless networks, and smart phone. In this paper, we present an effective at-home lifestyle monitoring system that can be used for self-management and health intervention of patient himself in the Management-by-Exception perspectives. We implemented the filtering and queuing algorithms as a preprocessor of monitoring system to enhance efficiency of proposed system, and the effective UX design for self-management of patients themselves. The 94,467 actual clinic data was used to test the efficiency of the proposed system. As as a result, 64.8% of the incoming vital data was identified to be filtered out.

Effect of Constraint and Supporting Features of Mobile Social Networking Games(SNGs) on User's Satisfaction (모바일 소셜 네트워크 게임의 제약과 지원 기능이 사용자의 만족에 미치는 영향)

  • IM, Chae-Rin;SHIN, Young-soo;KIM, Jin-woo;LEE, In-seong
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.353-367
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    • 2015
  • From the era of feature phone to the current smart phone which bloomed Social Network Games(SNGs), mobile games have held the top position as killer contents of mobile market. Mobile game has many constraints such as specification of device, network status, and external environment. Based on common perspective of game research, these factors have negative influences on flow of user. Even with these opinions, most mobile gamers have felt satisfaction. To explain this phenomenon, our research focuses on the constraints. Referring to theoretical concepts, we attempt to clarify the relationship between game features and flow through survey methodology. Our finding shows that the constraints have a positive effect on flow even though it disaccords with previous studies. Therefore, we argue that users of mobile game have sense of satisfaction not a cognitive overload as discomforts.

A Comparative Study of the Use of Intelligent Personal Assistant Services Experiences: Siri, Google Assistant, Bixby (지능형 개인비서 서비스의 사용경험 비교 연구: 시리, 구글어시스턴트, 빅스비를 중심으로)

  • Yoo, Cho-Rong;Kim, Song-Hyun;Kim, Jin-Woo
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.69-78
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    • 2020
  • This study compares and analyzes user experiences of intelligent personal assistant services based on the evaluation criteria of human-computer interaction to explore positive elements of user experiences and factors that could be improved. The research was conducted on Apple's Siri, Google's Google Associate, and Samsung's Bixby, which is presently the smartest personal assistant service on the market. The research method was to compare and analyze the concepts and characteristics of the current services through a literature review and by interviewing seven UI/UX design experts for the second 2 weeks using contextual inquiry. The interview reorganized Peter Morville's user experience honeycomb, reducing his seven usability principles down to five, asking questions about usability, convenience, visual attractiveness, reliability, and satisfaction. On the basis of the reconfigured usability principle, the assessment was conducted on the basis of the assessment timing and the system usability scale. This study is meaningful in that it analyzed the user experience of artificial intelligence personal assistant services both quantitatively and qualitatively.

Effects of Personalization and Types of Interface in Task-oriented Chatbot (과업형 챗봇에서 개인화와 담화 종류에 따른 인터페이스의 차이가 수용의도, 만족도에 미치는 영향)

  • Park, Sohyun;Jung, Yoonhyun;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.595-607
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    • 2021
  • In response to increasing demand of contactless services, the overall usage of "task-oriented chatbots" in the industry is on the rise. The purpose of a task-oriented chatbot is to raise the efficiency of data sharing and workflow; in order to establish a guideline, there must be a discussion on "what" and "how" to share information. We investigate the effects of personalization and different types of the interface on 'performance expectancy', 'effort expectancy', 'intention to use', and 'satisfaction' in the context of a task-oriented chatbot. Results show that 'intention to use' and 'satisfaction' were higher when the level of personalization was higher. Within the closed-discourse interface, 'intention to use' and 'satisfaction' were higher when personalization was lower. We highlight the practical insights in the use of personalization and types of chatbot interface based on 'perceived personalization', 'expectation disconfirmation theory', 'privacy concern' and 'privacy paradox'.

Design and Implementation of Home IoT Cultivation System with iOS Interface (iOS 인터페이스를 지원하는 가정용 IoT 재배 시스템 설계 및 구현)

  • Jeong, Seung Gyun;Kim, Gyu Dong;Kim, Byeong Chang
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.2
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    • pp.61-68
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    • 2023
  • Demand for "pet plants" and "planteriers" is increasing due to the increase in COVID-19 and fine dust. In this paper, Smart pots for planterior should be small in size while providing the functions for cultivation without any problems. They should provide a user interface for long-range control for user's convenience. We implemented smart pots by incorporating IoT into pots. In response to the growing number of iPhone users, we developed an iOS app for user interface and UX/UI design. By communicating with the smartphone app and a home pot server over the Internet, users can check and control the state of the pot anytime, anywhere. The server and the pot module were separated to reduce the size of the pot itself. By locating a water bottle at the bottom of the pot, we expect that it is suitable for a "planterier" because it adopts a circulating structure in which drainage flows down to the water bottle as it is.