• Title/Summary/Keyword: User experience design

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A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
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    • v.6 no.4
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    • pp.79-87
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    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.

Research on the Application of Gamification in Fitness App Based on Kano Model

  • Jing Ren;Chang-wook Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.136-148
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    • 2024
  • In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.

A Study on the Experience Design Construction and Its Application Model (경험디자인의 구성과 적용 모형에 관한 연구)

  • 윤세균;김태균;채승진
    • Archives of design research
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    • v.16 no.4
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    • pp.289-298
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    • 2003
  • The 21st century could be called the age of Experience Economy associated with the importance to external and internal experience of product users. It needs the understanding of customer's needs in new point of view. In the area of design development, it requires the extensive application of experience from traditional method that was based on the style and usability to more advanced concept. To correspond to these changes, we need to explore new customer's value system for knowledge-information design and systematic approaches to experience system. The purpose of this research is to define the concept of 'experience' newly in the importance side of customer's life, form a clear definition of experience design and present the model of application system. Theoretical frameworks of this research are based on the Empiricism and John Dewey's theory. By applying these frameworks make dear the concept of experience concept and reanalysis the meaning and style in the perspective of design. In this process, we can extract the main factors that inducing the experience, create new application system and model again to the field of design. Application model can creates various experiences through supplying different experience style and factors for customer, make customer realize experience object. Experience designs offer optimal experience to users by making a plan and design experience to user's goal.

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Design of menu structures for the human interfaces of electronic products (전자제품 휴먼 인터페이스의 메뉴 설계 방안)

  • 곽지영;한성호
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1995.04a
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    • pp.534-544
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    • 1995
  • Many electronic products employ menu-driven interfaces for user-system dialogue. Unlike the software user interfaces, a small single-line display, such as a Liquid Crystal Display, is typically used to present menu items. Since the display can show only a single menu item at a time, more serious navigation problems are expected with single-line display menus(SDM). This study attempts to provide a set of unique guidelines for the design of the SDM based on empirical results. A human factors experiment was conducted to examine the effects of four design variables: menu structure, user experience, navigation aid, and number of targets. The usability of design alternatives was measured quantitatively in four different aspects, which were speed, accuracy, inefficiency of navigation, and subjective user preference. The analysis of variance was used to test the statistical effects of the design variables and their interaction effects. A set of design guidelines was drawn from the results which can be applied to the design of human-system interfaces of a wide variety of electronic consumer products using such displays. Since more generalized guidelines could be provided by constructing prediction models based on the empirical data, some powerful performance models are also required for the SDM. As a preliminary study, a survey was done on the performance models for ordinary computer menus.

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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.

Development of User Experience Model in Product Design - focused on the Information Appliance - (제품디자인에서의 사용자 경험 모델 개발에 관한 연구 -정보기기 (Information Appliance)를 중심으로-)

  • Maeng, Seung-Woo;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.24-29
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    • 2008
  • 기술의 발달로 인하여 제품의 특징과 편익이 제품을 선택하는데 있어서의 중요성이 약화되었다. 이로 인하여 제품의 기능성을 바탕으로 하여, 사용성 더 나아가 제품을 사용하는데 있어서의 즐거움을 제공하는 것이 기업의 성공에 큰 영향을 끼치게 되었다. 이러한 제품의 기능성, 사용성, 사용하는데 있어서의 즐거움 같은 요소들이 통합되어 제품을 사용하는데 있어서의 사용자의 경험을 이루게 된다. 이러한 경험을 실제 디자인과 연관 짓는데 있어서 경험이라는 것 자체가 정성적이고 복잡한 구조를 가지고 있고, 추상적이어서 진정한 의미의 경험디자인의 단계에 이르지 못하고 있다. 본 연구에서는 무수한 요소와 여러 환경 적인 영향을 받는 복잡한 사용자 경험에 대하여, 여러 방면에서 연구되고 있는 사용자 경험의 요소들을 종합하여 그 구조 규명하였다. 또한 사용자 경험의 요소와 그 경험을 가능하게 해주는 제품의 디자인 팩터들을 정의하여, 이러한 요소들이 어떤 관계성을 갖고 어떠한 요소에 의해 영향을 받는지에 대하여 모델링 하였다.

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Smart Tourism Design: A Semiotic Affordances Approach

  • Chulmo Koo;Jaehyun Park;William C. Hunter
    • Journal of Smart Tourism
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    • v.3 no.2
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    • pp.15-21
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    • 2023
  • This paper presents a conceptual approach to Smart Tourism Design based on semiotic affordances theory. This conceptual approach repositions smart tourism from a techno-centric perspective that frames a seamless connection between the device and its software, to a more human-centric perspective that favors the user's needs, desires as perceived through the senses. An updated Smart Tourism Design emphasizes the aesthetic dimension of smart tourism that presents the objects of the travel experience as destination specific rather than universal, through representations as digital artifacts. This theory is based on an empirical and objective understanding of representations and how they can be identified as useful in the digital augmentation of travel experiences. Using Peirce's sign systems and Gibson's theory of affordances, smart tourism can transcend a prefabricated device-oriented experience to a closer dynamic and direct interaction between the user and the travel destination. Researchers and developers can use semiotics as a structural approach to recognizing objects as sign-types, and they can use affordances to better identify the immediacy of digital artifacts and purpose-driven by users' spontaneous and immediate motives.

Suggestion of Guidelines for Separation System According to Recycling Separate Discharge (재활용 분리배출에 따른 분리 체계 가이드라인 제안)

  • Moon, Seon-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.399-405
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    • 2022
  • This study suggests focused in user-centered design which are new separate discharge system that must recycle in paper materials. I searched cases in Korea's current law and regulation in recycling disposal guidelines and already succeed cases in each city that are Asia, Europe, and North America. Suggesting focused in user-centered design of ID(Identification) separate discharge system due to user's good participations, feedbacks of participation's results, and well-organized in awarding. This system consists of visual individual's ID(Identification) that are stickered in only used bag. User must recycle in separate discharge system only used bags, and results must visualized in each user and rewards to user. This separate discharge system is meaning to stimulate user's good participations.

User Factor Analysis and Evaluation of Virtual Reality 3D Color Picker (가상현실 3차원 색상 선택기의 사용자 요인 분석 및 평가)

  • Lee, Jieun
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1175-1187
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    • 2022
  • 3D interaction between humans and computers has been possible with the popularization of virtual reality, and it is important to study natural and efficient virtual reality user interfaces. In user interface development, it is essential to analyze and evaluate user factors. In order to analyze the influence of factors on users who use the virtual reality color picker, this paper divides the user groups based on whether they major in art or design, whether they have experience in virtual reality, and whether they have prior knowledge about 3D color space. The color selection error and color selection time of all user groups were compared and analyzed. Although there were statistically significant differences according to the user groups, all user groups used the virtual reality color picker accurately and effectively without any difficulties.

A Study on user experience design for efficient control of Smart TV (효율적인 스마트TV조작을 위한 사용자 경험 디자인 설계)

  • Lee, Hye-Ran;Lee, Won-Hyung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.43-53
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    • 2013
  • In this paper research covers a study on the need for smart TV according to smart TV 'smart' of issues, consider the changing elements of paradigm, according to the evolution of TV, from the point of view of the user experience analyze the Applications of Smart TV UX. Through analysis of user behavior from the current viewpoint of the TV and Future TV, reflected in the design of Smart TV UX. Ultimately for efficiently operating the contents, screen proposed a prototype for personalized intelligent user based on UX design. Ultimately, to satisfy the playfulness for the course of using the TV as the primary goal and content through the TV content easily to the desired goal to be reached quickly and easily at the point of how to approach the user's destination, shorten the access path is proposed in this study.