• 제목/요약/키워드: User Experiences

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Design of Pressure Injury Management Mobile Application Structure and User Interface (욕창관리 모바일 어플리케이션 구조 설계 및 사용자 인터페이스 구현)

  • Lee, Jisan;Kim, Jungjae;Lee, Yun Jin;Park, Seungmi
    • Journal of muscle and joint health
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    • v.26 no.3
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    • pp.223-231
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    • 2019
  • Purpose: This study aimed to design user interfaces of a mobile application for managing pressure injury patients in a long-term care hospital based on the user's needs. Methods: To reflect users' needs in the mobile application, the user interfaces in this study were designed in five steps: brainstorming and mind mapping, persona and scenario, needs list and priority, a draft version of flow chart and user interfaces and expert review. These steps were conducted with a step nurse at a long-term care hospital, a professor who majored in nursing informatics, a professor who had lots of research experiences about pressure injury and a wound ostomy continence nurse. Results: Two personas, scenarios and needs' lists were derived. Listed Needs included the followings; Accurate staging of pressure injury; Appropriate management by staging; Acquisition of professional knowledge about pressure injury; Acquisition of easy pressure injury information through text, picture and video; and Sharing pressure injury information in unit. The structure, menus and features of the pressure injury mobile application were visualized with user flow based on two personas' scenarios and needs' lists. Conclusion: Our study suggests and visualizes the key features of the 'Pressure Injury Guide', a pressure injury management mobile application for nurses in a long-term care hospital, which can be utilized by nurses, application developers, and related researchers.

Analyzing User's Perceptions on Quality Elements and Attributes of University Library Services and Their Relative Importance (이용자 관점의 대학도서관 서비스 품질요소와 속성 및 상대적 중요도 분석)

  • Kim, Mi Ryung
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.267-292
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    • 2016
  • The purpose of this study is to understand the quality of University library service and to propose analyzing method from user's perspective. For that, this study noted that 'the process' of using the university library service rather than 'what did they use' in the university library. In-depth interview data about User's experiences that they used university library drew service quality elements based on the method of grounded theory. Comparing the derived service quality elements with LibQual+ dimensions, the result of this study is as follows. (1) Service quality element related to the user's emotion and new user-friendly service customization were shown. (2) Substantial claims of users were analyzed more specifically by this study. It seeks ways to differentiate service quality factors by attributes and priority importance about service quality elements which was analyzed using KANO and AHP.

Case Study of User Interface Design for Spectrophotometer based on User Experience (사용자경험 기반의 인터페이스 디자인 사례연구 : 분광광도계)

  • Jeong, Seong-Won;Jeong, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.32-40
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    • 2012
  • This study is a case analysis for user interface(UI) design of spectrophotometer which is widely used in the field of chemistry, biology and environment, based on user experience(UX). Generally, experimental equipment developments are centered on functionality and technology, and the interface for interaction between the user and the machine is developed only by the engineers who do not have much consideration for the users. From this background, this study tried to find out how UX could melt into UI so that a kind of spectrophotometers can be designed to help the work process of researchers in the real context by examining and analyzing the real users' experiences and also considering the developer's perspective. As a result, it was possible to improve UI and was found that redefinition of the goal of UI, time-efficiency, security, and sufficient information delivery are essential to the design of user interface for spectrophotometers.

A study on the effect of traffic information satisfaction & expansion by the attitude on traffic information media using the Structural Equation Modeling (구조방정식모형을 이용한 교통정보 제공수단에 대한 태도가 교통정보 만족도와 확장에 미치는 영향에 관한 연구)

  • Kim, Kyung-Bum;Hwang, Kyung-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4453-4461
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    • 2012
  • In this study, the effect of traffic information satisfaction and expansion by the attitude on traffic information media using the structural equation modeling was evaluated. Research findings showed that the attitude formed by experience with VMS had a positive impact on user satisfaction and expansion on traffic information. Howevr, the expansion on traffic information was not affected significantly. by user satisfaction on traffic information. In other words, If experiences with VMS is positive, higher uset satisfaction on traffic information. In addition, it should be positive to expand traffic information.

A Study on the Expression of Behavior Using Furniture in Visual Arts (조형예술에서 가구를 활용한 행위 표현에 관한 연구)

  • Kim, So Hyun
    • Journal of the Korea Furniture Society
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    • v.28 no.4
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    • pp.278-285
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    • 2017
  • The meaning and context of objects has been changed in various ways depending on the times. Functionality of objects has been developed in various directions according to the point of view of the objects. Objects have been used as mediums to realize art in daily life, and to realize the relational forms. Based on this, it is confirmed that furniture can be an appropriate medium to articulate everyday life and to derive relational form. The 'furniture as a behavior' has the following characteristics. First, it functions to make daily life unfamiliar. By doing something unfamiliar in everyday life, users experience similar experiences as when they entered the surreal world of art museum. In this way, the possibility of everyday arts is acquired. Second, the mental and behavioral functions of furniture are continuously changed by interaction with the user. Behavior does not occur unconsciously, but involves changes in consciousness that the user intentionally does. Therefore, as the user's level of consciousness grows, personal experience changes, and the behavioral function of the household changes. The study of 'furniture as a behavior' is suggested as one approach to design furniture.

Lizeth: Agent Mediated E-Commerce in a Virtual Environment

  • Cairo, Osvaldo;Olarte, Juan G.;Rivera, Fernando E.
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.11-15
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    • 2001
  • The explosion of the Internet, and most recently e-commerce, has caused great interest in agent technologies. The development of virtual environments has also increased in the last few years. A growing number of real-time applications use graphics with photorealistic quality, especially in the field of training, but also in the areas of design and ergonomic research. We describe an attempt to develop a framework that provides customers with multimedia information and interactive experiences with a virtual shopping environment. The application presented consists on a virtual visit to a music -store where the user is guided by an intelligent agent named Lizeth which responds in real-time to user's requests with precise information about music, artist's biographies, prices and related products to help the user to make decisions. The potential of UML and the Java programming language is discussed to show their application in the field of intelligent agents as mediators on shopping processes. We conclude that the proposed framework leads to the creation of application with a potentially significant impact in the development of e-commerce systems embedded in virtual environments.

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SER Analysis of Multi-Way Relay Networks with M-QAM Modulation in the Presence of Imperfect Channel Estimation

  • Islam, Shama N.;Durrani, Salman;Sadeghi, Parastoo
    • Journal of Communications and Networks
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    • v.18 no.5
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    • pp.677-687
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    • 2016
  • Multi-way relay networks (MWRNs) allow multiple users to exchange information with each other through a single relay terminal. MWRNs are often incorporated with capacity achieving lattice codes to enable the benefits of high-rate signal constellations to be extracted. In this paper, we analytically characterize the symbol error rate (SER) performance of a functional decode and forward (FDF) MWRN in the presence of channel estimation errors. Considering M-ary quadrature amplitude modulation (QAM) with square constellations as an important special case of lattice codes, we obtain asymptotic expressions for the average SER for a user in FDF MWRN. The accuracy of the analysis at high signal-to-noise ratio is validated by comparison with the simulation results. The analysis shows that when a user decodes other users with better channel conditions than itself, the decoding user experiences better error performance. The analytical results allow system designers to accurately assess the non-trivial impact of channel estimation errors and the users' channel conditions on the SER performance of a FDF MWRN with M-QAM modulation.

A Study on the Comparison of the Emotional Experiment from Fluorescent Lamp and LED Lighting (사무공간의 사용자 행위별 형광램프와 LED조명 감성비교 실험에 관한 연구)

  • Lee, Min-Jin
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.26 no.8
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    • pp.8-17
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    • 2012
  • Unlike traditional lightings, LED lighting is one of objects that sends user an emotional segments through brightness control from various color temperature and dimming control. Also, within present interior lighting environment, emotional researches about traditional fluorescent lamp and newly implemented LED lighting environment are in active progress. Despite the fact adjectives describing emotions and scale modeling have been repeatedly used in many cases for a long time, there seems to be a lack of results in reliability, and there is a limitation for applying into actual lighting design. The purpose of this study is to construct an actual sized test-bed, which is used to draw out one's emotional words of behavior patterns from inner emotional experiences about lighting environment in an office space. Also, having fluorescent lamp and LED lighting as the main test subjects, we have tested emotional parts according to the changes of color temperature and adjective vocabularies chosen from user's action, and we have compared and analyzed the drawn out data. Also, having fluorescent lamp and LED lighting as the main test subjects, we have tested emotional parts according to the changes of color temperature and adjective vocabularies chosen from user's action, and we have compared and analyzed the drawn out data.

A Case Study on Virtual Reality Service at a University Library (국내 대학도서관 가상현실(VR) 서비스에 관한 사례 연구)

  • Lee, Giyoung;Chung, Yeon-Kyoung
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.133-156
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    • 2020
  • The purpose of this study is to propose ways to improve the Virtual Reality (VR) service in Korea through the user evaluations of a university library that provide users with VR experiences as a new technology. With the advent of the 4th industrial revolution, interests in the VR industry increase and access to technology is strengthened. The kinds of VR services at the university libraries and the status of VR services at the domestic and foreign libraries were analyzed. After carrying out user surveys and in-depth interviews with VR service users, improvement plans were suggested according to the users' opinions and the analysis of domestic and foreign case studies.

An Exploratory Study Examining the Effects of Place Creativity and Workplace Attire on Consumer Trust, Attitude, and Purchase Intention in the Virtual E-Commerce Environment (가상현실 쇼핑 경험 시 공간 창의성과 판매원 아바타 의상의 격식성이 소비자의 상품 구매의사에 미치는 영향)

  • Song, Stephen W.;Shin, Mincheol;Lee, Sanguk;Chung, Donghun
    • Journal of Information Technology Services
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    • v.19 no.3
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    • pp.75-87
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    • 2020
  • This study empirically investigates the design factors that could engender positive impacts on consumers' user experiences with respect to trust, attitude, and intent to purchase a product promoted in the virtual reality (VR) e-commerce environment. Guided by previous literature, we specifically test the role of schema congruity due to the design of the space and virtual agent on trust, attitude, and purchase intention in the context of VR e-commerce. To test the effect of the congruency between user's schema and virtual environment design on user intentions, a 2 × 2 mixed ANOVA design experiment was conducted with place creativity (Low vs. High) as a within factor and workplace attire (Casual vs. Formal) as a between factor. The result showed support for the effect of schema congruity on trust, in that interaction of the two factors were found. Significant positive relationship between trust, attitude, and purchase intention was found. Further implications are discussed based on results.