• Title/Summary/Keyword: UX디자인

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UX Design Proposal for Educational Software Service Middle-aged and Elderly (중·고령층 키오스크 교육용 소프트웨어 서비스를 위한 UX 디자인)

  • Yoon, Yea-Jin;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.227-239
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    • 2021
  • The transition into a digital society has been accelerated in many aspects of our everyday social activities, and thereby, the unmanned order and payment system via kiosk has already has been seen commonly throughout the social community. Yet, the majority of the mid-to-elderly population have been experiencing difficulties utilizing this newly emerged unmanned system, resulting in the emergence of digital alienation among those age groups. In regard to this phenomenon, this study is intended to explore ways to improve the digital divide concerning the issues related to the unmanned order payment kiosks. In this process, the study involved close examination of various research perspectives on improving the digital divide and proceeded with the focus on both empirical and literature research on providing education on kiosk utilization. In addition, the study identified the limitations to the current kiosk education and proposed improved kiosk-education software UX that may help curtail the limitations. Through this, one was able to identify areas in which the efficacy of the education applied in kiosk usage and derived new measures that could improve the system. One anticipates having the results of this study put to use as research materials on educational service development to expand the opportunities of kiosk education for those mid-to-elderly age groups who experience a day-to-day digital alienation.

Development of Smart Athleisure Fashion for Dumbbell Economy -Focused on the Analysis of Upper and Lower body muscle strength by angle- (덤벨 이코노미 현상을 반영한 스마트 애슬레저 패션 개발 -상·하체의 각도별 근력운동을 중심으로-)

  • Kim, Ga-Yeon;Kim, Youn-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.165-176
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    • 2021
  • Recently, interest in home training and changes in lifestyle are expanding the market in the healthcare field, and high value-added fashion products reflecting the dumbbell economy phenomenon are being released. This study had the following objectives: to investigate the possibility of developing a fashion item that can be applied to the dumbbell economy phenomenon; to develop the UI/UX of a smartphone application for beginners who wish to work out their upper and lower bodies regardless of time and space; and to create a wearable customized smart athleisure fashion device. First, the study identified factors related to exercise methods, breathing techniques, and range of exercises for beginners by investigating the postures of workouts of the upper and lower bodies by angles. Based on the results, the study collected empirical data through a user needs analysis from muscle strengthening exercise experts to verify the significance of the study and use as fundamental data. Second, the study developed the UI/UX of a smartphone application with three different contents: counting, suggesting exercise postures, and providing exercise calendars. Further, the study analyzed necessary user-centered concepts and characteristics in terms of design and technology and developed a wearable customized smart athleisure fashion device based on the results.

Understanding User Perception of Generative AI and Copyright of AI-Generated Outputs: focusing on differences by user group (생성 AI와 AI 창작물 저작권에 대한 사용자의 인식 연구: 사용자 그룹의 차이를 중심으로)

  • Dahye Choi;Jungyong Kim;Daeun Han;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.777-786
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    • 2023
  • Generative AI systems are expected to be more widely utilized. However, relatively little attention has been paid to understanding how users perceive and accept generative AI results. To identify strategies for increasing the future use of generative AI and prepare for potential issues, we organized design workshop for the general user group and the designer group. They created artwork utilizing Novel AI and semi-structured interview was followed to evaluate their attitudes toward generative AI and its copyright. Results indicate that the general public views generative AI positively, while the design-related group views it quite negatively. The participants expressed concerns as to the misuse the system, specifically related to copyright issues. People who are likely to utilize generative AI outcomes have insisted more strongly that copyrights should be their own. Those working in the design field highly evaluated the possibility of using generative AI in their work. Copyright perceptions were not significantly influenced by users' satisfaction or their level of involvement in the creation process. We discuss design implications for interfaces using generative AI based on the findings.

Analysis of the Visual Trajectory for Wire Frame of Online Markets (온라인마켓 와이어 프레임에 대한 주시빈도 분석)

  • Ha, JongSoo;Ban, ChaeHoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.454-457
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    • 2016
  • 본 연구는 온라인마켓을 효율적이고 경험 디자인(User Experience Design : UX 디자인)적 설계가 가능하도록 제작하기 위하여 와이어 프레임에 대한 사용자의 주시빈도를 분석한다. 국내 대표적인 온라인마켓의 와이어 프레임을 제작하여 각 사이트의 화면분할과 정보영역을 분석한다. 주시빈도 확인을 위해 시선추적 장치를 사용하고 시선이 머무는 히트맵을 제시한다. 이를 통해 온라인마켓의 디자인 설계시 화면에 보이는 요소들의 효율적 배치를 위한 프레임 레이아웃 영역을 살펴본다.

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A Study on the Customer Experience Design through analyzing Smart Hotels in China (중국 스마트 호텔의 사례 연구를 통한 사용자 경험 연구)

  • Luo, Xuan;Pan, Yonghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.115-124
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    • 2021
  • The outbreak of covid-19 has brought the characteristics and advantages of non-contact services to increased prominence, and the development of smart hotels"has accelerated. This study aims to identify, categorize and define the smart service experience at different touch points of the customer experience. The concept and characteristics of the smart hotel were examined based on existing research and literature. An analytical framework was designed using smart experience factors and customer touch points of smart hotels. Selected Chinese smart hotels were then examined under this framework. The case analysis results show that the customer experience design of smart hotels has developed to different degrees, in terms of interactivity, personalization, accessibility, information and privacy security. Based on the above findings, this article suggests that the design of smart hotels should use integrated data to further enhance personalized service experience.

User Types of Shared Mobility Services and UX Design Strategies: an application of Q Methodology (Q방법론을 적용한 공유 모빌리티 서비스의 이용자 유형 연구 및 모빌리티 서비스 UX 디자인 전략)

  • Hong, Seung-Hye;Byun, Young-Si;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.568-580
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    • 2019
  • With mobility-as-a-service(MaaS) drawing attention to its influence and ripple effect around the world, the mobility service market is currently growing rapidly mainly focusing on mobility sharing. In order to preemptively dominate the mobility service market following the full-scale spread of MaaS, it is important to first identify the recognition and experience of users in personal mobility sharing services, which are currently in the early stages of diffusion, and through which to understand the characteristics of potential consumers of the extended mobility service market. Therefore, the study aims to classify the user types of mobility service and establish a future user experience-oriented mobility service strategy using a subjectivity study method, Q methodology.

User-friendly Improved Prototype Development on Web-based Diagnostic-supplement Learning System for Basic Academic Skills (웹기반 기초학력 진단-보정학습 시스템의 사용자 친화적인 개선 프로토타입 개발)

  • Hwang, Yunja;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.63-78
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    • 2019
  • This study aims to improve User eXperience (UX) of the diagnostic-supplement learning system for Basic academic skills which has been utilized by teachers nationwide since 2015 in order to provide a consistent and systematic support on students' basic academic skills in K-12 school contexts. To achieve the research objective, usability evaluations such as basic questionnaire about UX/UI of the system according to user types, user testing, in-depth interview, expert heuristics were conducted. In addition, user-centered system was suggested through developing and iteratively evaluating the prototypes based on the user requirements drawn from the findings of such quantitative and qualitative usability evaluations. This study has an implication in suggesting the user-friendly design through the UX/UI improvements of the diagnostic-supplement learning system for Basic academic skills.

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.

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.

Development and Verification of User-centered Design Guidelines on Online Support System for Curriculum at primary/secondary schools (초·중등 교육과정 온라인지원시스템의 사용자 중심의 디자인 가이드라인 개발 및 검증)

  • Cha, Hyunjin;Hwang, Yunja;Noh, eunhee
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.511-525
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    • 2021
  • The purpose of this study is to develop a design guideline to provide user-friendly experience and convenience for the online support system for the curriculum at primary/secondary schools. To achieve the objective, best practices of overseas on the online support system for curriculum as well as prior research were analyzed. In addition, UX/UI usability problems and needs were derived through a survey of 74 professionals and teachers who are monitoring NCIC and high school credit system sites. Based on the analysis of best practices of overseas and survey results, the draft of the design guideline was derived, and Delphi method was conducted by experts to re- vise the design guidelines and evaluate their validity. This study is meaningful in that it suggests the direction of improvement of the system currently being serviced and the direction of the design of the system to be developed in the future, by providing design guidelines that can be generally applied to online support systems that perform tasks related to the curriculum.