• 제목/요약/키워드: User experience design

검색결과 909건 처리시간 0.026초

A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device (모바일 현장체험학습 저작도구 개발을 위한 기초연구)

  • Kang, Young Ok;Cho, Na Hye
    • Spatial Information Research
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    • 제23권3호
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    • pp.123-132
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    • 2015
  • Recently both the importance and the interests of field-experience learning have kept increasing since the Education of Ministry encourages students to take a field-experience learning with the self-driven and creative education as the main issue in the 7th revised education curriculum in 2009. As the importance of field-experience learning goes up continuously, not only the release of its related mobile applications is increasing, but also a variety of researches for supporting the field-experience learning are ongoing. In this research we perform two things. First, we define the basic concept of authoring tool for which support the field-experience learning based on its characteristics and user requirements analysis. We confirmed that the authoring tool for the field-experience learning has to 1) support all activities that happen in pre-field, field-experience and post-field phases, 2) be possible to write the location-based field work, 3) have the authoring function which reflects the characteristics of curriculum such as history, science and geography, etc. that the field learning can be realized, 4) be designed as the structure that the results of inquiring activity after the field experience activity can be reused. Second, we create a conceptual design after confirming the authoring tool.

Effect of Unplanned Haptic Experience on Product Evaluation (계획되지 않은 햅틱 경험이 상품의 가치 평가에 미치는 영향)

  • Park, Yong Bae;Park, JuHwa;Cho, KwangSu
    • Design Convergence Study
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    • 제14권5호
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    • pp.47-56
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    • 2015
  • People often use haptic experience as a basis for their preference decisions and value judgments, assuming that haptic experience with a product results from the properties of the products. However, research has suggested that unplanned haptic experience, which does not arise from the properties of the product itself, can also influence people's preference and value evaluation (Ackerman, Nocera, & Bargh, 2010). In this study, in order to verify (1) if such unplanned or accidental haptic experience changes user's cognitive tendency and (2) if accidental haptic experience leads to misattribution of the cause of haptic experience, two hypotheses were suggested and empirically investigated. Participants of the experiment were exposed to certain products on a display of a tablet PC and asked to decide on the maximum price they were willing to pay for each product. The products displayed on the screen were made up of either soft material or hard material. Results of the experiment revealed that accidental haptic experience had an effect on participants' value evaluation of products via altering their cognitive inclinations. Possible applicability of accidental haptic experiences that occur in various situations were discussed.

A QEE-Oriented Fair Power Allocation for Two-tier Heterogeneous Networks

  • Ji, Shiyu;Tang, Liangrui;He, Yanhua;Li, Shuxian;Du, Shimo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권5호
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    • pp.1912-1931
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    • 2018
  • In future wireless network, user experience and energy efficiency will play more and more important roles in the communication systems compared to their roles at present. Quality of experience (QoE) and Energy Efficiency (EE) become the widely used metrics. In this paper, we study a combinatorial problem of QoE and EE and investigate a fair power allocation in heterogeneous networks. We first design a new metric, QoE-aware EE (QEE) to reflect the relationship of QoE and energy. Then, the concept of Utopia QEE is introduced, which is defined as the achievable maximum QEE in ideal conditions, for each user. Finally, we transform the power allocation process to an optimization of ratio of QEE and Utopia QEE and use invasive weed optimization (IWO) algorithm to solve the optimization problem. Numerical simulation results indicate that the proposed algorithm can get converged and efficiently improve the system energy efficiency and the QoE for each user.

The Effect of Space Size and Dialogue Topic on Metaverse UX (대화 공간의 크기와 대화 주제가 메타버스 경험에 주는 영향)

  • Song, Stephen W.;Chung, Hanna;Chung, Donghun
    • Journal of Korea Game Society
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    • 제22권1호
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    • pp.65-76
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    • 2022
  • What difference does the metaverse experience have from the real world? This study investigated the effect of space size and dialogue topic on metaverse user experience. The results from a 3(space size: reality vs. metaverse in an open room vs. metaverse in a closed room) x 2(dialogue topic: positive vs. negative) mixed factorial design experiment (N = 75) revealed statistically significant effects of space on responsiveness, and dialogue topic on closeness. This result implies that designing metaverse for non-immersive devices should include careful considerations regarding the characteristics of the user's real space.

A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • 제18권7호
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

A Study on the Visual Experience of Users about Corporate Image and Design Identity from the Perspective of Design Management Strategy - Focus on Design Management Case of KT Communication Service Corporation - (디자인 경영전략 관점에서 디자인 아이덴티티를 통한 기업이미지에 대한 사용자의 시각적 경험 연구 -통신서비스기업 KT의 디자인경영 사례를 중심으로-)

  • Heo, Jin Ju;Ko, Hye Young;Kang, Leehwan
    • Journal of Korea Multimedia Society
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    • 제19권5호
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    • pp.957-969
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    • 2016
  • The corporate image is one of the key elements improving competitiveness of the business, and is conveyed to the public through a design management strategy and its activities with design identity. Therefore, it is important to enhance the corporate image through systematic design management. Recently, in the field of communication services, as a technical gap between corporations has been narrowed, and the importance of design has been magnified, more and more corporations have adopted the design management. It is, however, not easy to build and convey the corporate image to the public systematically, because not only do the corporations run a communication service, the corporations face various business areas and targets. In this study, we analyzed the relationship between the intended image of the corporate and users' visual experiences based on the surveys on the case of KT, which pioneered design management and has made outstanding design results. According to the result, KT's strategic image concepts have positive effects on users' visual experience in each subarea of its design identity. In conclusion, it is necessary to narrow the gap between users' experiences and images that a corporate intends to convey through continuous research on users' experiences and improvement in a design management system.

User Experience Analysis of Smart bands (스마트 밴드에 대한 사용자경험 분석)

  • Kim, Gun-A;Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제18권8호
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    • pp.99-105
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    • 2017
  • With the advancement of Information and Communication Technology (ICT), the wearable-device industry is growing at a rapid pace in line with the hyper-connected society of people-to-things and things-to-things network connections. International Data Corporation (IDC), a market research institute, estimates that the wearable-device industry will grow rapidly by 2020, despite not yet attracting a popular response. This study investigates the trend of the wearable-device industry and draws implications for product and service development through user experience analysis. The subject of analysis was smart bands and the data generated from product review were collected and analyzed. As a result, user experience could extract utility, usability, aesthetics, value, and reliability, and polarity was analysed and visualized in the extracted data. The study results reveal that current wearable-devices are expensive, that users cannot receive useful information from the long-term viewpoint since the analysis of accumulated data remains focused on functional development, and that they are recognized as a fashion item or an accessory. These factors hinder the continuous usage, motivation and market spread of the product. In a future follow-up study, we will conduct a comparative study on bands and watches by analyzing the second smart watch.

Impact of Tablet Magazine's Quality Factors on Perceived Usefulness, User Satisfaction and Intention to Continued Use (태블릿 매거진의 품질요인이 지각된 유용성, 사용자 만족, 지속적 사용의도에 미치는 영향)

  • Lee, Seungjoon;Kim, Eehwan;Park, Jooseok;Park, Jaehong
    • The Journal of Information Systems
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    • 제24권2호
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    • pp.117-138
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    • 2015
  • Purpose The number of Tablet PC users has recently increased in steep, which started to offer media companies more opportunities to enter into a new business field. Based on Information System Success model, this study finds that tablet magazine's quality factors influence perceived usefulness, user satisfaction and intention of continuous use. Design/methodology/approach We conducted a survey for 20-40's Tablet PC users. After pilot study, we analyzed the main survey data by using SPSS 18.0 and AMOS 18.0, and employed structural equation modeling to test the hypotheses. Findings Our research results are summarized as follows : First, information quality has a positive impact on user satisfaction, but not on perceived usefulness. Second, service quality has a positive impact on perceived usefulness, but not on user satisfaction. Third, perceived usefulness positively influences user satisfaction. Fourth, user satisfaction positively influences the intention of continuous use. In particular we found that Tablet PC usage experience had a moderating effect on the relationship between perceived usefulness and user satisfaction.

A Study on Inflow of Information by Majors Reflecting Car Lifestyle -Focused on User Experience of Design Major and Engineering Major- (자동차 라이프스타일을 반영한 전공별 정보 유입에 관한 연구 -디자인 전공자와 공학 전공자의 사용자 경험을 중심으로-)

  • Ahn, Jung-Hyun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • 제10권7호
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    • pp.163-168
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    • 2019
  • The purpose of this study is to find out latent needs of users through the difference of information inflow between design major and engineering major reflecting car lifestyle and to complement them. Although those two relationship deepens due to the development of industrialization, collaboration is still a difficult situation. To find out lifestyle of between those two majors, experiments were carried out quantitatively by conducting in-depth interviews and additionally survey were conducted concurrently. The results showd clearly difference in meaning and value of the automobile. This phenomenon is related to identity. The designers expressed themselves by car, and others differed by using their cars as a means of mobility.

A user interface design of the health QR code system in China (중국 보건 QR 코드 시스템의 사용자 인터페이스 설계)

  • Zhu, Qiming;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • 제12권1호
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    • pp.37-47
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    • 2021
  • In the pandemic era, smart medical technology has also been applied to prevent and control diseases such as COVID-19. Health QR code system shave sparked recent discussion in the hopes of improving its convenience and safety. The many types of current health QR code systems in China exists causes inconvenience to those that are vulnerable, as well as raising the issue of personal information protection. In order to solve this problem, this paper proposes transparent integration of the health QR code systems and the process of protecting personal information, as well as designs an interface for user convenience. Through the method presented in this paper and the newly designed interface, users can enjoy the smart pharmaceutical system more conveniently and safely, and ensure effective results in the prevention and control of diseases that are likely to spread.