• Title/Summary/Keyword: User Interface Design Principles

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Human Factors and Evaluation methods of Refrigerator Design (냉장고 설계의 인간요소와 인간공학적 평가방법)

  • 박재희;황민철;박세진;김명석;안영진
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.19.1-24
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    • 1998
  • Designers often hesitate to decide the shape, size, and layout of a product. Though ergonomic principles and data are absolutely needed in this process, they don't have enough guidelines to refer. For the refrigerator designers, they also are not convinced of their decision: the vertical position of the freezing and refrigerating rooms, the height of shelves, the shape of door-handle, and etc. To support the refrigerator design, we applied several ergonomic methods to the evaluation of a refrigerator. EMG measurement was used to evaluate the load of user's lumbar muscle. Based upon the experimental EMG data, we developed a model to predict the relative load according to the height of refrigerator shelves. Two different layouts of a refrigerator, R/F and F/R style, were compared with the model. A three-dimenaional motion analysis method was used to evaluate the user's motion of using a refrigerator. Ten door-handles with the different shapes and positions were evaluated by tracking the rotations of the user's arm. Video protocol analysis was used to evaluate the user interface of a control panel in a refrigerator. Finally, we made several ergonomic design guidelines based on the facts found in this research and the anthropometric data of the Korean adults. The results of this study can be applied to the ergonomic design of a refrigerator.

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An Introduction of Information Design for Web Information Services (웹 환경의 정보서비스를 위한 인포메이션 디자인)

  • 이상렬
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.11 no.2
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    • pp.125-139
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    • 2000
  • The purpose of this paper is to introduce and propose the vision of information design for the user-friendliness and accessibility for web-based information services. Information design, which focuses more narrowly on the information itself in one or more information units, and may encompass the information aspects of elements of design(labels, knobs, and the physical interface), information content design, page design, Web site design, typography decisions, and so forth. Information design is an alternative to all traditional approaches to information (science, philosophy, and others). Information is designed according to consciously chosen principles and criteria. rather than by following habitual patterns of a traditional profession.

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A Study on Ecological characteristic in Interactive architecture (상호작용하는 건축공간에서 나타나는 생태학적 특성에 관한 연구)

  • Koh, Gwi-Han
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.121-128
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    • 2012
  • Interactive space became one of the modern contemporary society design paradigms. For elevating the interactive effect, we need Interactive design development which uses the influential factors on the interactivity. Digital technology is resulted in a change to a society as well as to the life of human and its way of communication. This study is inquiry into the relations and the common characteristics between ecological architecture space and eco-centric environmental philosophy by making a comparative research. This aims to examine type of spatial contexts for performed through literature research for theory by interactive space and case studies for ecological construction elements to design. And the range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type. Five principles that draw at ecological design conceptualization process, whole unity, variety of organic at ecological design conceptualization process, circularity, homeostasis, allness, biological evolution, diversity have involved with concept that presents in ecological esthetics and organic property of ecology-system.

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An Analysis of Information Visualization Problems using User Interface Design Principles (이용자 인터페이스 설계 원칙에 의한 정보시각화 시스템 평가 및 문제점 분석)

  • Lee, Jee-Yeon
    • Journal of Information Management
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    • v.34 no.2
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    • pp.67-88
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    • 2003
  • There have been increased interests in information visualization. Information visualization has been considered as a way to summarize textual data so that the users can access large amount of data more efficiently and effectively. However, many information visualization techniques stem from scientific visualization techniques, which might be difficult for the regular users to understand. More importantly, the system models used by most of the information visualization techniques do not have real world counterpart. For example, most of the users do not represent or process the textual data in terms of fisheye view or a topological map. This means that there is no affordance on the current information visualization systems from the users point of view. In this paper, we analyzed this problem by using the user interface design principles to point out what lacks in the current information visualization systems. More specifically, we have applied Nielson's Heuristic Evaluation technique to review four representative information visualization techniques. The analysis results confirmed our original hypothesis on why the current information visualization systems are not part of the mainstream information systems. Finally, we suggested to invest more efforts in improving the currently prevalent and familiar bullet list type textual information presentation method based on the usability studies and the intelligent content analysis.

A Study on the Modelling Interface in Design With an emphasis on linear perspective and CAD programs (디자인의 모델링 인터페이스 투시도법과 CAD 프로그램을 중심으로)

  • Park, Hae-Cheon;Lim, Chang-Young
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.203-218
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    • 2007
  • Does CAD technology have a possibility to promote new logics of design thinking and form-creation? Starting with such a question, this study inquires into soical constructions of linear perspective and CAD programs. Using a concept of the modelling interface as an analytical frame, this study discusses; 1) a historical process in which the linear perspective, as a drawing-oriented modelling interface, had permeated its geometrical principles into the artificial environment and justified them in a dimension of the aesthetic discourse, 2) technological contexts in which computer-based modelling interfaces such CAD programs were developed and separated from the tradition of the linear perspective, with the introduction of new kinds of modelling algorithms and graphic user interfaces.

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A Usability Checklist for the Heuristic Evaluation of Mobile Phone User Interface

  • Park, Jun-Ho;Suh, Young-Bo;Lee, Cheol;Ji, Yong-Gu;Yun, Myung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.909-917
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    • 2006
  • In the last decade, the research of the usability of mobile phones has been a newly evolving area with few established methodologies and realistic practices that ensure capturing usability in evaluation. Thus, there exists growing demand to explore appropriate evaluation methodologies that evaluate the usability of mobile phones quickly as well as comprehensively. This study aims to develop a task-based usability checklist based on heuristic evaluations in views of mobile phone UI practitioners. A hierarchical structure of UI design elements and usability principles related to mobile phones were developed and then utilized to develop the checklist. In order to demonstrate the practical effectiveness of the proposed checklist, comparative experiments were conducted on the usability checklist and usability testing. Majority of usability problems found by usability testing and additional problems were discovered by the proposed checklist. It is expected that the usability checklist proposed in this study could be used quickly and efficiently by usability practitioners to evaluate the mobile phone UI in the middle of the mobile phone development process.

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Development of a Usability Checklist for Mobile PhoneUser Interface Developers (휴대폰 UI 개발자를 위한 사용편의성 체크리스트의 개발)

  • Park, Jun Ho;Yun, Myung Hwan
    • Journal of Korean Institute of Industrial Engineers
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    • v.32 no.2
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    • pp.111-119
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    • 2006
  • In the last decade, the research of the usability of mobile phones has been a newly evolving area with few established methodologies and realistic practices that ensure capturing usability in evaluation. Thus, there exists a growing demand to explore appropriate evaluation methodologies that evaluate the usability of mobile phones quickly as well as comprehensively. This study aims to develop a task-based usability checklist based on heuristic evaluation in views of mobile phone UI practitioners. A hierarchical structure of UI design elements and usability principles related to mobile phones were developed and then utilized to develop the checklist. In order to demonstrate the practical effectiveness of the proposed checklist, comparative experiments were conducted on the usability checklist and usability testing. A majority of usability problems found by usability testing and additional problems were discovered by the proposed checklist. It is expected that the usability checklist proposed in this study could be used quickly and efficiently by usability practitioners to evaluate the mobile phone UI in the middle of the mobile phone development process.

Aircraft Waypoint Navigation Control with Neural Network-Based Altitude-Hold Control

  • Lee, Hyunjae;Bang, Hyochoong;Lee, Eunhee;Hong, Chang-Ho
    • International Journal of Aeronautical and Space Sciences
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    • v.2 no.1
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    • pp.93-102
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    • 2001
  • Flight control design for the autonomous waypoint navigation of aircraft is presented in this study. The waypoints are defined in terms of desired longitude and latitude. The control design is conducted in longitudinal and lateral directions, respectively. The lateral control is based upon coordinated turn strategy for which no sideslip is allowed under the turning maneuver. The longitudinal control is mainly focused on altitude hold during navigation. Neural network control approach is applied to the altitude-hold mode control. Simulation of the proposed control strategy has been performed under various conditions. A graphical simulation tool was developed to visually demonstrate the control technique developed in this study. A method to simulate the gas turbine transient behavior is developed. The basic principles of the method.

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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.

Design and Implementation of Educational problem solving game (교육용 문제 풀기 게임 설계 및 구현)

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.83-89
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    • 2010
  • The reality is that existing games are commercial or violent rather than informative. So, such a phenomenon resulted in many social problems. To solve such problems, I designed and implemented a game which is not violent but educative and child-friendly. In this thesis, an educative game is defined and its characteristics are described. I designed the user interface of the game for children, proposed relevant algorithms, and showed resultant screens of the game. Also, I compared the game with the existing games in order to prove that my game is non-violent, non-commercial, and rather educative. This ladder rejection game is different from the existing game in terms of design, functions, and contents of the screen. This paper contains specific explanations about the supplemented ladder rejection game. First, the design of this ladder rejection game extended fundamental principles of the existing game and added new diverse functions.