• Title/Summary/Keyword: UX디자인

Search Result 177, Processing Time 0.03 seconds

Development of Smart Packaging for Cream Type Cosmetic (크림 제형 화장품용 스마트 패키징 기술 개발)

  • Jeon, Sooyeon;Moon, Byounggeoun;Oh, Jaeyoung;Kang, Hosang;Jang, Geun;Lee, Kisung
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
    • /
    • v.25 no.3
    • /
    • pp.79-87
    • /
    • 2019
  • The degree of cosmetic's oxidation depends on the storage conditions and external conditions when using the product. The microbial contamination and oxygen exposure often results in the quality deterioration of cosmetics. In addition, the problem is that consumers often use cream-type cosmetics, which have short expiration period (6-12 months), even after the product is expired. When using the deteriorated cosmetics, it can be fatal to consumers' safety including some symptoms such as folliculitis, rashes, edema, and dermatitis. Therefore, it is necessary to develop sealed smart packaging for cosmetics to prevent the deterioration of cosmetics and improve consumer safety. In this study, we have developed smart packaging design for cosmetics that can measure the surrounding environment and expiration date for the cosmetics in the real time. In addition, the smart packaging includes sensor, which are linked to the mobile application. Users can find out the measurement results through the application. Also, the packaging design and functions were set up based on the survey results by the user and feasible model can be produced based on user choice. The measurement in the three environment has been done after manufactured the sensor, PCB, and mobile application. As a result, it works normally within a certain range under all three environmental conditions. It is believed that the information on expiration dates and storage environment can be efficiently delivered to the consumers through developed cosmetics smart packaging and applications. The development of UI/UX design for consumer is further studied. The UX/UI design of the application plays an essential role in achieving this goal through the commercialization the cosmetic products in the wide range.

A Study on the Analysis of User Experience with Healing Characteristics in Horticultural Games (원예 게임에서 힐링의 특성을 갖는 사용자 경험 분석 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.4
    • /
    • pp.1-7
    • /
    • 2023
  • This study analyzed user experience elements with healing game characteristics in eight horticultural games based on Lazro's theory of four fun elements, aiming to use horticultural treatment effects as basic data for horticultural game design. The games were found to be developed around "Serious Fun" and "Easy Fun," with "Hard Fun" and "People Fun" also included. Healing games including horticultural activities were highly linked to actual horticultural activities, resulting in horticultural treatment effects. Future studies will design horticultural healing games and verify their effects based on these results.

Drug identification application for aged group (노년층을 위한 의약품 식별 애플리케이션)

  • Cho, Hyunjun;Seo, Hyemin;Jung, Hwanhoon;Lim, Hyuk;Joo, Jong Wha J.
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2022.11a
    • /
    • pp.673-675
    • /
    • 2022
  • 우리 사회에서 개인이 복용하고 있는 약물의 종류와 수가 점점 늘어나고 있다. 약물의 사용이 증가하면서 때로는 치명적일 수 있는 약물 오남용 또한 빈번히 발생하고 있으며 특히 노년층과 같이 약품을 정확하게 구별할 수 없는 사람들은 더욱더 그 위험에 노출되어있다. 본 논문에서는 사용자가 간단한 사진을 찍는 행위를 거치면 약물의 정보를 제공하고, 복용법을 알 수 있는 모바일 애플리케이션에 관하여 기술한다. 이를 구현하기 위하여 세밀한 시각적 분류 (Fine-Grained Visual Categorization, FGVC) 기법과 광학 문자 인식 (Optical Character Recognition, OCR) 기법을 결합한 인공지능 모델을 사용하였으며, React Native 를 사용하여 운영체제에 종속되지 않도록 애플리케이션을 제안한다. 이 애플리케이션은 노년층에 친화된 UI/UX 로 디자인되었으며, 약물의 정보 제공 이외에도 개인 약물 관리, 주변 약국 길 찾기 등의 편의 기능을 통해 노년층에 삶의 질 향상을 기대할 수 있을 것이다.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.643-667
    • /
    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
    • /
    • v.12 no.1
    • /
    • pp.77-91
    • /
    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Bundled SW Design with Application Method of Diary Study (번들소프트웨어 디자인을 위한 다이어리 스터디 적용 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.11
    • /
    • pp.49-57
    • /
    • 2012
  • Recently as the user experience's importance has been emphasized, there has been many tries of various research methodology in order to understand the user. Specially, as the political investigation method's user understanding method based on the statistical analysis so far has encountered a limit, there has been a continuous tendency to try to introduce a humanitarian or cultural anthropological methodology. As part of this effort, there has been many tries of various approach methods of the Ethnography which is the cultural anthropological typical research methodology, but among those the Diary Study Method is mentioned as one of the effective methodologies. Therefore this thesis applies the Diary Study Method to the notebook PC bundle SW's attitude research and tries a deep rooted research about the user attitude. Also centered to the project of understanding the notebook PC bundle SW's user receptivity. it shows a specific example of the Diary Study applied to the user understanding. Through this process, we will examine the summary about the Ethnography research method, and will discuss an effective research methodology by through the process of analyzing and deducting the user inclination by applying and designing the Diary Study to the project. That is to say, it was progressed by actually applying the research methodology through a specific case, with the purpose of breaking away from the textbook discussion and progress with an application aspect discussion. Through the current research, we will verify an active user-inclined process about the user's notebook PC SW, and it is expected to be useful in establishing a SW UX strategy and distribution related to the bundle software.

The Improvement of Point Cloud Data Processing Program For Efficient Earthwork BIM Design (토공 BIM 설계 효율화를 위한 포인트 클라우드 데이터 처리 프로그램 개선에 관한 연구)

  • Kim, Heeyeon;Kim, Jeonghwan;Seo, Jongwon;Shim, Ho
    • Korean Journal of Construction Engineering and Management
    • /
    • v.21 no.5
    • /
    • pp.55-63
    • /
    • 2020
  • Earthwork automation has emerged as a promising technology in the construction industry, and the application of earthwork automation technology is starting from the acquisition and processing of point cloud data of the site. Point cloud data has more than a million data due to vast extent of the construction site, and the processing time of the original point cloud data is critical because it takes tens or hundreds of hours to generate a Digital Terrain Model (DTM), and enhancement of the processing time can largely impact on the efficiency of the modeling. Currently, a benchmark program (BP) is actively used for the purpose of both point cloud data processing and BIM design as an integrated program in Korea, however, there are some aspects to be modified and refined. This study modified the BP, and developed an updated program by adopting a compile-based development environment, newly designed UI/UX, and OpenGL while maintaining existing PCD processing functions, and expended compatibility of the PCD file formats. We conducted a comparative test in terms of loading speed with different number of point cloud data, and the results showed that 92 to 99% performance increase was found in the developed program. This program can be used as a foundation for the development of a program that reduces the gap between design and construction by integrating PCD and earthwork BIM functions in the future.

Study on the Evolution pattern of Tea Industry Service Mode: Focusing on the Needs of Each Generation in GuangXi, China (차 산업 서비스 모델의 변천 패턴에 대한 연구 - 중국 광시 지역 세대별 니즈를 중심으로)

  • Ping, Li;Jang, Wansok;Pan, Yonghwan
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.6
    • /
    • pp.65-74
    • /
    • 2021
  • Since 2020, the GuangXi government of China has focused on the deep integration of tea industry with leisure and cultural tourism, popular science education, health care and elderly care industries. Among the output value targets of the tertiary industry, the GuangXi government plans to achieve 25 billion yuan, and the tea industry is developing rapidly. Through questionnaire survey, field research and interview, this paper studies the differences of demand behavior and selection attributes of tea products among consumers in different years, and finally studies the evolution pattern of service mode of tea industry in GuangXi. The results show that there are obvious differences in life and work style, shopping habits, service design, user experience, social needs and personality needs of each generation consumers in different years. Based on the analysis of demand and behavior habits of tea products, the evolution pattern of service mode of tea industry in GuangXi is studied. Based on the above results, according to the differences of consumers' choice of tea products in different years, the service mode of tea industry in GuangXi is improved The development of tea industry in service design, user experience level is worthy of in-depth attention.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.9
    • /
    • pp.179-193
    • /
    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
    • /
    • v.11 no.1
    • /
    • pp.47-55
    • /
    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.