• Title/Summary/Keyword: User experience design

Search Result 894, Processing Time 0.026 seconds

A Study on Confirmation Bias in Early User Experience Stage (초기 사용자 경험 단계의 확증편향에 관한 연구)

  • Lee, Young-Ju
    • Journal of Digital Convergence
    • /
    • v.19 no.1
    • /
    • pp.355-360
    • /
    • 2021
  • In this study, the factors of confirmation bias that may occur in the initial user experience stage were analyzed using a honeycomb model by deriving user experience factors for each factor. In the initial user experience stage, confirmation bias occurs in the impression stage. At the processing stage of memory, sensory memory, working memory, and long-term memory, which stores and retrieves selective memory, were closely related. Confirmation bias was classified into visibility, correlation, memory, clarity, and universality in the usability part, and satisfaction, joy, and dissatisfaction were derived as emotional factors. As a result of the analysis with the honeycomb model, visuality, clarity, universality in the usability factor, and joy in the emotional factor had little effect on the confirmation bias, and satisfaction and dissatisfaction were analyzed as the main factors of the confirmation bias in the correlation, memory and emotional factors. This study is meaningful in that it can be usefully used as a reference material for companies that customize design patterns for the factor of confirmation bias.

The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
    • /
    • v.10 no.5
    • /
    • pp.15-24
    • /
    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

Extracting User Experience Design Elements in Social TV - Focusing on Case Studies - (Social TV 의 사용자 경험 디자인 요소 추출에 관한 연구 - 해외 Social TV 의 사례분석을 중심으로-)

  • Lee, Joung-Youn;Lee, Seong-Won
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.811-817
    • /
    • 2009
  • In this paper, we present the results of two studies on Social TV. In one study, meaning and possibility of TV as social media was theoretically studied and based on this meaning, we reviewed existing social TV systems and literatures. By doing this, we could extract the conditions and issues raised by designing Social TV's user experience. Based on our analysis, we could conclude with elements which are (1) channel communication, (2) Co-viewing experience, (3) Interaction Devices and elements, (4) Personalized contents browsing and selecting, (5) Accessibility and usability (6) User interface design.

  • PDF

A Convergence Study on the Direction of Consumption Process of Medical Marijuana in Korea (한국 의료용 대마 사용자의 소비 프로세스 방향성에 대한 융합적 연구)

  • Noh, Soo-Hyang;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.11
    • /
    • pp.463-470
    • /
    • 2019
  • Currently, the consumption process of Medical Marijuana is complicated, so it is necessary to provide patient-centered services. This study defined the consumption process of Medical Marijuana as three steps and five procedures for the user-centered consumption process direction study, and created a consumption journey map through user interviews with experience of purchasing Medical Marijuana to find the pain point in the consumption process. Then, based on the case studies of the United States and Canada, three scenarios applicable to Korea were presented according to the scope of implementation. It is meaningful that it is a user-centered study based on the experience of Medical Marijuana consumers and it is expected to be used as reference data in improving the consumption process in the future.

The Scenario Development of User Experience to Expand Seniors' Social Communication using the Service Design (서비스 디자인을 활용한 고령자의 사회적 소통 확장을 위한 사용자 경험 시나리오 개발)

  • Yoo, Hoon-Sik;Kim, Yong Ki;Pan, Young-Hwan
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.13 no.4
    • /
    • pp.87-94
    • /
    • 2013
  • While the society becomes older, the quality growth on the service adequate to seniors is required. The service design is highlighted as a measure to improve the quality of service. And actually, success cases through the service design in various areas are globally introduced. In this study, a research is conducted to develop a service scenario to expand seniors' communication by applying the service design methodology. To analyze seniors' behaviors related to the communication, profiles are established by performing interviews with professionals and the qualitative survey to seniors. And based on the profiles, an idea workshop is conducted with multi-disciplinary experts to develop ideas for seniors' communication. The representative service is drawn by refining ideas. And the detailed service scenario and the video prototype are developed by concentrating one service scenario. The developed service scenario is anticipated to be utilized as a base material to develop services to expand seniors' communication in the future.

Application Possibility of Parallax Scrolling Technique for Website Users' Emotional Experience (웹사이트 이용자의 감성적 경험을 위한 Parallax Scrolling 기법 활용 가능성)

  • Ko, Hye-Young;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.2
    • /
    • pp.277-286
    • /
    • 2015
  • Recently, to draw the web users' attention and stay in the website for a long time to transmit information efficiently, the website designing is focused on providing emotional experience. Emotional experience is possible through the use of interactive storytelling and multimedia. Users immersion, pleasurable experience and synesthesia satisfaction is connected to the emotional experience due to the interaction operation and multimedia feedback. In this study, application of the parallax scrolling technique's possibility has been studied to induce the emotional experience of the web users that appeared in the technical development of the web. Realizing characteristics of the elements that effect emotional experience through web cases are studied and the possibility of effective emotional experience is proposed as using parallax scrolling technique on web.

A Study on the Digitalization of User Research Tool for Service Design (서비스 디자인을 위한 사용자 조사 도구의 디지털화에 대한 연구)

  • Koo, Do Hee;Chon, Woo Jeong
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.3
    • /
    • pp.494-507
    • /
    • 2021
  • As service design becomes more common, various user research methods and tools such as cultural probes and contextual inquiry are being used to grasp the user's experience and needs. These methodologies have the advantage of being able to derive various insights through direct observation and investigation, but have disadvantages in that problems such as time and space constraints, cost occurrence, and delay in the service development process may occur. In addition, it is difficult to conduct actual observations, face-to-face investigations, and interviews due to COVID-19, which has recently spread rapidly around the world. Accordingly, prior to the digitization of cultural probes, I would like to suggest the direction of digital tools. First, after grasping the concept of service design and user research through literature research, the necessity of user research in service design was confirmed. After that, the necessity of digitalizing user research was confirmed by extracting functional elements that could be understood and digitalized about the cultural probes methodology, and analyzing previous studies using existing mobile-based survey techniques. Finally, we confirmed the direction of digital tools through user interviews through cultural probes.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
    • /
    • v.17 no.2
    • /
    • pp.101-107
    • /
    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

UX Design of Next Generation Web Platform (차세대 웹 플랫폼의 UX설계)

  • Kim, Seon-U;Cho, Young-Ju;Kim, Jin-Hyuk
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2017.01a
    • /
    • pp.251-254
    • /
    • 2017
  • 최근 현대인들은 웹 환경에 대해 높은 관심을 보이고 있다. 또한 웹 환경에서 HTML5의 표준화에 따라 사용자의 경험, 즉 'UX(User Experience)' 설계에 대한 관심 또한 높아지고 있다. 이러한 환경을 차세대 웹 플랫폼이라 한다. 차세대 웹 플랫폼이라 함은 HTML5라는 웹 표준 규약에 따라 설계한 것을 뜻한다. 따라서 본 논문에서는 이러한 차세대 웹 플랫폼의 UX 설계에 대한 최신 트렌드와 콘텐츠 UX에 대해서 설명하고 반응형 디자인에 따른 웹사이트 수익과의 관계까지 실험결과를 토대로 제시하고자 한다.

  • PDF

User's Emotional Experience in the Contemporary Emotional Designs : Focused on the Analysis for Basic Aspects and Related Components of Emotional Experience for Design Programming (현대 감성디자인에서의 사용자 감성체험 : 감성디자인의 프로그래밍을 위한 감성체험의 기본범주 및 관련요소)

  • Lee, Jeongmin
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.184-200
    • /
    • 2013
  • In post-industrial society, the ability to feel and express emotion is becoming ever more important. In diverse areas of our lives such as economic, social, political and cultural activities, we are witnessing an increased application of the emotional dimension. This paper deals with the human experiences in emotional designs. Literature reviews and case analyses have been used as the main research methods. I first examine the aspects of emotional experience in designs, and then go on to analyze the components of each aspect. Emotional experience in designs has three basic aspects : (a) initially there exist user's emotional needs (b) then these emotions are delivered through design, (c) finally, emotions expressed in designs are experienced by the user. Followings are the related components for each aspect : (a) Physiological, psychological, social and cultural factors cause one to feel emotional needs. (b) Emotion is delivered either through visual symbols, experience, interaction and participation. (c) Emotion is experienced by sensing, feeling, thinking, acting and relating.