• Title/Summary/Keyword: User interface Design

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Securing of Potential Users of Smartphone UI due to the Philosophy of its Design (스마트 폰 UI의 디자인 철학에 따른 잠재적 사용자 확보)

  • Kim, Su-Hee;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.503-513
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    • 2016
  • Innovator and Early Adopter are main clients of smart phone until now, but the silver generation enjoying price stability and the Internet emerges, so a strategy of the importance, systematic classification, and focus of a neglected class is needed. It is necessary to analyze UI that can departmentalize not a neglected class limited to the silver generation but potential users who can be voluntarily users and can secure them. To secure them, the researcher analyzes how Windows, Icons, Mouse Pull-Down-Menus(WIMP) of UI has been applied in the process that skeuomorphism UI of iPhone, Metro UI of MS, and Material UI of Google change. As a result of an analysis, skeuomorphism is not entirely new and has secured potential users slowly with a method to compensate and improve a part that users disregard. As a concept of touch UI, Metro UI considered potential users from the beginning but did not secure them with new and epoch-making UI. However, Material UI of Google compensates the weaknesses of skeuomorphism UI and Metro UI and emphasizes cost-effectiveness, so has developed into UI that can secure final consumers of potential users. Therefore, to secure potential users, it should make users themselves understand why they should use smart phone, and it should approach with more organized studies on UI through feedback of observation and direct talks.

Design and Implementation of a COncept-based Image Retrieval System: COIRS (개념 기반 이미지 정보 검색 시스템 COIRS의 설계 및 구현)

  • Yang, Hyung-Jeong;Kim, Ho-Young;Yang, Jae-Dong;Hur, Dae-Young
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.12
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    • pp.3025-3035
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    • 1998
  • In this paper, we describe the design and implementationof COIRS COncept,based Image Retricval System). It differs from extant content-based image retrieval systems in that it enables users to query based on concepts- it allows users to get images concepmally relevant. A concept is basically an aggregation of promitive objects in an image. For such a cencept based image retrieval functionality. COIRS aglopts an image descriptor called triple and includes a triple thesaurus used for capturing concepts. There are four facilities in COIRS: a visual image indeses a triple thesaurus, an inverted fiel, and a user query interface. The visnal image indeser facilitates object laeling and the percification of positionof objects. It is an assistant tool designed to minimize manual work when indexing images. The thesarrus captires the concepts by analyzing triples, thereby extracting image semantics. The triples are then for formalating queries as well as indexing images. The user query interiare enables users to formulate...

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Ergonomic Evaluation of Refrigerator Design (냉장고 디자인의 인간공학적 평가)

  • 박재희;황민철;박세진;김명석
    • Archives of design research
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    • v.14
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    • pp.1-7
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    • 1996
  • 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 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, etc. To support the refrigerator design, we applied several ergonomic methods to the evaluation of refrigerator. EMG was measured to evaluate the load of users lumbar muscle. Based upon the experimental EMG data, we developed a model to estimate the relative load corresponding to the height of refrigerator shelves. Two different layouts of a refrigerator, R/F and F/R styles, were compared with the model. A three-dimensional motion analysis method was used to evaluate the users motion of using a refrigerator. Ten door-handles with the different shapes and positions were evaluated by tracking the rotations of the users arm. Video protocol analysis was used to evaluate the user interface of a control panel in a refrigerator. Finally, we suggested 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 refrigerators

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Ergonomic Design of Medic Work Table (MWT) for Medical Technologist

  • Choi, Kyeong-Hee;Lee, Sung-Yong;Lee, Jun-Hyub;Kong, Yong-Ku
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.595-609
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    • 2016
  • Objective: The purpose of this study was to develop and validate the guidelines for Medic Work Table (MWT) based on the anthropometric data of medical technologists. Background: Users' anthropometric data such as sitting height, sitting elbow height, knee height, and so on are significant factors for designing comfortable and useful furniture. Thus, many guidelines for different types of desks and chairs based on the users' anthropometric data have been suggested to many researchers. However, few researches have been conducted to provide design guidelines for MWT for blood collecting task. Medical technologists often use their upper extremities to perform blood collecting task with high repetitions. These repeated motions could be a critical factor in the prevalence rate of Work-related Musculoskeletal Disorders (WMSDs). Therefore, a study on ergonomic design of MWT would be essential in preventing the WMSDs and improving the quality of the working environment of medical technologists. Method: This study suggested design guidelines for ergonomic MWT by focusing on the heights of the upper side and underside, depths of the inside and outside, and width of MWT through anthropometric studies and literature reviews. Afterwards, a new MWT was made using the suggested design guidelines for this study. Five healthy medical technologists participated to evaluate the original MWT and new MWT. All participants took part in the range of motion (ROM) test, electromyography (EMG) muscle activity test, and usability test to validate the suggested guidelines in this study. EMG signals of related muscles (Flexor Carpi Ulnaris, Extensor Carpi Ulnaris, Deltoid Anterior, and Biceps Branchii) were recorded through the surface electromyography system from both the original MWT and the new MWT. The ROM test of the shoulder and elbow flexion was also assessed using motion sensors. Results: The newly designed MWT showed decreased ROMs of the shoulder and elbow up to 22% and 18% compared to the original MWT. The muscle activities in the new MWT also showed a decrease of 13% in Anterior Deltoid, 6% in Biceps Brachii, 5% in Flexor Carpi Ulnaris, and 8% in Extensor Carpi Ulnaris muscle groups, compared to the original MWT. In the usability test, the satisfaction score of the new MWT was also 56.1% higher than that of the original MWT. Conclusion: This study suggested guidelines for designing MWT and validating the guidelines through qualitative and quantitative analyses. The results of motion analysis, muscle activity, and usability tests demonstrated that the newly designed MWT may lead to less physical stress, less awkward posture, and better physical user interface. Application: The recommended guidelines of the MWT would be helpful information for designing an ergonomic MWT that reduces physical loads and improves the performance of many medical technologists.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

Development of Automated 3D Modeling System to Construct BIM for Railway Bridge (철도 교량의 BIM 구축을 위한 3차원 모델 생성 자동화 시스템 개발)

  • Lee, Heon-Min;Kim, Hyun-Seung;Lee, Il-Soo
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.31 no.5
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    • pp.267-274
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    • 2018
  • For successful BIM settlement, it is a key technic for engineer to design structures in the 3-dimensional digital space and to work out related design documents directly. Lately many BIM tool has been released and each supports their 3-dimensional object libraries. But it is not easy to apply those libraries to design transportation infra structures that were placed along the route(3-dimensional line). Moreover, in case of design changes, it is so difficult to reflect those changes with the integrated model that was assembled by them. Because of they were developed without consideration for redundancy of parameters between objects that were placed nearby or were related each other. In this paper, a method to develop module for modeling and placing 3-dimensional object for transportation infra structures is presented. The modules are employed by a parametric method and can deal with design changes. Also, for a railroad bridge, through developing user interface of the integrated 3-dimensional model that was assembled by those modules the applicability of them was reviewed.

The knowledge and human resources distribution system for university-industry cooperation (대학에서 창출하는 지적/인적자원에 대한 기업연계 플랫폼: 인문사회계열을 중심으로)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.133-149
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    • 2014
  • One of the main purposes of universities is to create new intellectual resources that will increase social values. These intellectual resources include academic research papers, lecture notes, patents, and creative ideas produced by both professors and students. However, intellectual resources in universities are often not distributed to the actual users or companies; and moreover, they are not even systematically being managed inside of the universities. Therefore, it is almost impossible for companies to access the knowledge created by university students and professors to utilize them. Thus, the current level of knowledge sharing between universities and industries are very low. This causes a great extravagant with high-quality intellectual and human resources, and it leads to quite an amount of social loss in the modern society. In the 21st century, the creative ideas are the key growth powers for many industries. Many of the globally leading companies such as Fedex, Dell, and Facebook have established their business models based on the innovative ideas created by university students in undergraduate courses. This indicates that the unconventional ideas from young generations can create new growth power for companies and immensely increase social values. Therefore, this paper suggests of a new platform for intellectual properties distribution with university-industry cooperation. The suggested platform distributes intellectual resources of universities to industries. This platform has following characteristics. First, it distributes not only the intellectual resources, but also the human resources associated with the knowledge. Second, it diversifies the types of compensation for utilizing the intellectual properties, which are beneficial for both the university students and companies. For example, it extends the conventional monetary rewards to non-monetary rewards such as influencing on the participating internship programs or job interviews. Third, it suggests of a new knowledge map based on the relationships between key words, so that the various types of intellectual properties can be searched efficiently. In order to design the system platform, we surveyed 120 potential users to obtain the system requirements. First, 50 university students and 30 professors in humanities and social sciences departments were surveyed. We sent queries on what types of intellectual resources they produce per year, how many intellectual resources they produce, if they are willing to distribute their intellectual properties to the industries, and what types of compensations they expect in returns. Secondly, 40 entrepreneurs were surveyed, who are potential consumers of the intellectual properties of universities. We sent queries on what types of intellectual resources they want, what types of compensations they are willing to provide in returns, and what are the main factors they considered to be important when searching for the intellectual properties. The implications of this survey are as follows. First, entrepreneurs are willing to utilize intellectual properties created by both professors and students. They are more interested in creative ideas in universities rather than the academic papers or educational class materials. Second, non-monetary rewards, such as participating internship program or job interview, can be the appropriate types of compensations to replace monetary rewards. The results of the survey showed that majority of the university students were willing to provide their intellectual properties without any monetary rewards to earn the industrial networks with companies. Also, the entrepreneurs were willing to provide non-monetary compensation and hoped to have networks with university students for recruiting. Thus, the non-monetary rewards are mutually beneficial for both sides. Thirdly, classifying intellectual resources of universities based on the academic areas are inappropriate for efficient searching. Also, the various types of intellectual resources cannot be categorized into one standard. This paper suggests of a new platform for the distribution of intellectual materials and human resources, with university-industry cooperation based on these survey results. The suggested platform contains the four major components such as knowledge schema, knowledge map, system interface, and GUI (Graphic User Interface), and it presents the overall system architecture.

Wearable Technology with Future Fabrics (웨어러블 테크놀로지와 미래 소재)

  • Park, Hye-Sook;Lee, Jae-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.12 s.159
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    • pp.1800-1809
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    • 2006
  • The wearable technology takes the concept of clothing over its limits -integrating software, communication devices, and sensors into the garments to enable them to 'think' for the wearer. A dress is no longer just a dress, but a dress as well as a wearable computer interface. This wearable computer network transports the data power and control signals within the wearer's personal space. The purpose of this thesis is to explore the wearable technology from a commercial perspective. On this theme I made a survey and interviewed 20 men and 20 women in London to find out if many people are familiar with the concept of the wearable technology. The main results of this study include: Firstly, according to the survey, people are not familiar with the concept of the wearable technology, and further people thought negatively about the wearable computer rather than positively they worried about hish prices, inappropriate technology and side effects. Secondly, people are especially interested in items related to health and security, so in this area there are huge potential opportunities for the wearable technology, Finally, wearable technology needs to be a simplified set of interactive devices, which are in a user friendly format for marketability because convenience was one of the biggest concern for consumers. Therefore, development of the wearable computer should be promoted not only through computer engineering but also through the connection with human lift.

Multi Function Console display configuration and HCI design to improve Naval Combat System operability

  • Park, Dae-Young;Jung, Dong-Han;Yang, Moon-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.75-84
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    • 2019
  • The Naval Combat System has several equipment needed to operate the system, such as radar equipment, underwater sensor equipment, guns and missile control and armed control equipment, and a multi function console is configured to control it. The multi function console is equipped with HCI(Human Computer Interaction)-based software for displaying the status information of equipment and controlling equipment, and the operator uses the installed software to operate the Naval Combat System. However, when operating a Naval Combat System for a long time, there are problems such as physical discomfort caused by the structure of the multi function console display and increase in fatigue of the person who operates various and complicated user interface configuration. These issues are important factors in reducing Naval Combat System operability. In order to solve these issues, in this paper, based on a questionnaire survey conducted for Naval Combat System development personnel, multi function console screen design to reduce physical discomfort and HCI design to reduce fatigue and increase intuition are proposed. The proposed design is expected to provide convenience to future Naval Combat System operators and improve operation over existing Naval Combat System.

Design and Implementation of the Word Card Learning Content based on Mobile AR (모바일 AR 기반 낱말카드 교육 콘텐츠 설계 및 구현)

  • Jung, Ji-Eun;Chun, JiYoon;Choi, Yoo-Joo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.616-631
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    • 2015
  • This study proposes a mobile Augmented Reality (AR)-based "word card" learning tool for children aged 3 to 5. First, this study suggests a learning structure to improve motivation and immersion of learning, Secondly, it designs and implements the user interface applying the proposed learning structure. Also, it designs a content management tool supporting the production of the content so that instructors can easily manage the contents for various learners. This study is conducted by four steps - reference research, design of "word card" learning content for the learner, design of content management tool for the instructor and the effectiveness verification of the proposed content. The proposed content was designed based on an education content architecture for enhancement of immersion and motivation to study. Moreover, it includes an 'AR content management tool for instructor' designed to easily update AR education content. The class for six children aged 3 to 5 was given to validate the enhancement of immersion to study. Experiment results showed that the proposed content enhanced the study immersion and that special interaction design for early children was necessary.