• Title/Summary/Keyword: User experience design

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Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

How of Improve an identity of mobile device interface and usability? (모바일 디바이스의 인터페이스 아이덴티티 개선 및 사용성 증대방안)

  • Song, Sang-Gon;Kim, Young-Sun;Choo, Hee-Jeong;Kang, Tae-Young;Hong, Noh-Kyung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.140-145
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    • 2008
  • Mobile device has a constraint such as a small physical display size and interaction. One of the most important issues in mobile devices is the express an identity of one's products company. It can be appeal to the user in side of consistency. Thus, we integrate and extract an identity element from user experience including, Graphical User Interface, Information Architecture and Audio User Interface. The study was conducted by a task force team with User Interface practitioners of managing divisions of each product. In this study, methods and processes that were attempted in order to establish consistency principles of user experiences, enhancing the various characteristics of each product, are described. The results and practical experiences obtained through the processes are introduced.

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Study on the Evolution pattern of Tea Industry Service Mode: Focusing on the Needs of Each Generation in GuangXi, China (차 산업 서비스 모델의 변천 패턴에 대한 연구 - 중국 광시 지역 세대별 니즈를 중심으로)

  • Ping, Li;Jang, Wansok;Pan, Yonghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.6
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    • pp.65-74
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    • 2021
  • Since 2020, the GuangXi government of China has focused on the deep integration of tea industry with leisure and cultural tourism, popular science education, health care and elderly care industries. Among the output value targets of the tertiary industry, the GuangXi government plans to achieve 25 billion yuan, and the tea industry is developing rapidly. Through questionnaire survey, field research and interview, this paper studies the differences of demand behavior and selection attributes of tea products among consumers in different years, and finally studies the evolution pattern of service mode of tea industry in GuangXi. The results show that there are obvious differences in life and work style, shopping habits, service design, user experience, social needs and personality needs of each generation consumers in different years. Based on the analysis of demand and behavior habits of tea products, the evolution pattern of service mode of tea industry in GuangXi is studied. Based on the above results, according to the differences of consumers' choice of tea products in different years, the service mode of tea industry in GuangXi is improved The development of tea industry in service design, user experience level is worthy of in-depth attention.

Design and Implementation of a Prototype for Blockchain-based Artworks Trade System Interoperating with Social Media (소셜 미디어와 연동되는 블록체인 기반 예술품 거래 시스템을 위한 프로토타입 설계 및 구현)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.105-110
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    • 2021
  • In this work, we design and implement a prototype of the mobile UX that works with blockchain-based smart contract systems so that artists and buyers who trade artworks through social media can find reliable trading partners and make secure transactions with each other. The developed prototype has the following characteristics. Utilizing prototypes, we cost-effectively validate the design of mobile UX(User Experience). First, we implement familiar UXs that social media users can use without additional explanation. Second, it is possible to check the reputation of the counterpart and encourage users to make fair deals that can increase their own reputation. Third, it implement the UX for common use by users around the world. Fourth, we design and implement to operate independently of the social media system.

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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A Study on the Improvement for Bidet Product-Service Design for Seniors by PSS-based 4D Double Diamond Design Process Model (PSS 기반 4D 더블 다이아몬드 모델을 활용한 시니어를 위한 비데 제품-서비스디자인 개선방안 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.29-40
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    • 2022
  • This study uses the bidet 4D double diamond design process model to propose an improvement for "senior-oriented bidet product service design" that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a "smart application service for user-customized function setting guide" was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to "user-oriented product service interface" was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a "bidet care service linked with products and health/hygiene care" that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).

The Roles and Human Resources of Service Design

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.1-5
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    • 2012
  • Objective: The aim of this study is to investigate the roles and human resources of service design. Background: The definition of service design is not clear yet, also did not define in this study. I studied the components of service design which are roles and human resources. That is helpful to understand the definition of service design and to clarify the works in service design. Method: I compare the service design with user experience design. I empirically define the roles and human resources of service design. Results: The roles of service design are service strategy, research, service concept design, service specification, service architecture design, integrated communication design, integrated system design, integrated operation design, service evaluation, launch, operation, and knowledge management. Conclusion: We defined who works and what works in service design. Application: The results of this study help the clarification of service design.

Design Characteristics of Nursing Home Environment Created by Care Professional Based on Practical Experience (케어전문가의 실천적 경험에 입각한 노인요양시설 환경디자인 노력특성연구)

  • Lee, Yeun-Sook;Yoon, Hye-Gyung;Park, Eun-Ji
    • Journal of the Korean housing association
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    • v.22 no.5
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    • pp.21-28
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    • 2011
  • This thesis aims to identify the design guidelines for environmental plans for the facilities for the aged people with a focus on the users' needs and the concept of aging in place. For this purpose major environmental design factors were researched by analyzing spaces and interviewing the managers and supervisor of W nursing home in Jeju Island that was opened in 1980s. Surveyed factors were divided into five categories, and by applying the design guideline theory of age friendly environment and nursing home facilities to them, five municipal composition factors of Kevin Lynch, universal design, environmental behavior model of John Zeisel principles were found. On the other hand, the environmental changes and development process of W nursing home is a showcase that reveals the importance of narrowing the gap in the opinions of the space users, the experts of architecture and administration which is emphasized in the principles of Inquiry by Design of John Zeisel. This research is expected to be used effectively for the researchers who study the space designs for the age-friendly environment.

A Development of Fixture Planning Module using Machine Learning (기계 학습을 이용한 치구 공정 계획 모듈의 개발)

  • 김선우;이수홍
    • Korean Journal of Computational Design and Engineering
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    • v.2 no.2
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    • pp.111-121
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    • 1997
  • This study intends to develop a fixture planning module as a part of the planning system for cutting. The fixture module uses machine learning method to reuse previous failure results so that the system can reduce the repeated failures. Machine learning is one of efforts to incorporate human reasoning ability into a computerized system. A human expert designs better than a novice does because he has a wide experience in a specific area. This study implements the machine learning algorithm to have a wide experience in the fixture planning area as a human expert does. When the fixture planner finds a setup failure for the suggested operations by a process planner, it makes the process planner store its attributes and other information for the failed setup. Then the process planner applies the learned knowledge when it meets a similar case so that the planner can reduce possibility of setup failure. Also the system can teach a novice user by showing a failed setup with a modified setup.

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