• Title/Summary/Keyword: User interface Design

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Design improvements for 'display' devices

  • Roh, Seung-Wan
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.304-304
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    • 2009
  • We may need to consider 'display' interface and product design as distinct from traditional user- and technologydriven product design. Technology-dominated product development may lead users to demand another 'technological improvement' rather than 'design improvement.' This cycle of product development may cause both users and producers to disregard the potential of 'display' technology and interface. We must develop a better understanding of significant and unique 'display' potential in comparison with 'real' world communications and current sociological and technological contexts.

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A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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A Study on the Interface Design of the Public library for the Elderly (공공도서관의 노인용 인터페이스 디자인에 관한 연구)

  • 김선호
    • Journal of Korean Library and Information Science Society
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    • v.34 no.3
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    • pp.111-124
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    • 2003
  • The number of elderly people is increasing rapidly in Korea. A large part of their information seeking behaviors are changed form a few conventional types of media such as letters to computers and Internet. Their use of computers and Internet, however, was difficult due to various problems including the interface especially. This work has examined and analysed the basic elements and components of interface design for the elderly people into the previous papers. The result of the study would be applied to the public libraries for the elderly and the interface design within the institution.

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Gesture Communication: Collaborative and Participatory Design in a New Type of Digital Communication (제스츄어 커뮤니케이션: 새로운 방식의 디지털 커뮤니케이션의 참여 디자인 제안)

  • Won, Ha Youn
    • Korea Science and Art Forum
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    • v.20
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    • pp.307-314
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    • 2015
  • Tele-Gesture is a tangible user interface(TUI) device that allows a user to physically point to a 3D object in real life and have their gestures play back by a robotic finger that can point to the same object, either at the same time, or at another point in time. To understand the extent of the gestures as new way of digital collaborative communication, collaboration situation and types were experimented as TUI implementations. The design prototype reveals that there is a rich non-verbal component of communication in the form of gesture-clusters and body movements that happen in an digital communication. This result of analysis can contribute to compile relevant contributions to the fields of communication, human behavior, and interaction with high technology through an interpretive social experience.

Gesture Interaction Design based on User Preference for the Elastic Handheld Device

  • Yoo, Hoon Sik;Ju, Da Young
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.519-533
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    • 2016
  • Objective: This study lays its aims at the definition of relevant operation method and function by researching on the value to be brought when applying smart device that can hand carry soft and flexible materials like jelly. Background: New technology and material play a role in bringing type transformation of interface and change of operation system. Recently, importance has been increased on the study of Organic User Interface (OUI) that conducts research on the value of new method of input and output adopting soft and flexible materials for various instruments. Method: For fulfillment of the study, 27 kinds of gestures have been defined that are usable in handheld device based on existing studies. Quantitative research of survey was conducted of adult male and female of 20s through 30s and an analysis was done on the function that can be linked to gestures with highest level of satisfaction. In order to analyze needs and hurdles of users for the defined gesture, a focus group interview was conducted aiming at the groups of early adopters and ordinary users. Results: As a result, it was found that users have much value regarding usability and fun for elastic device and analysis could be conducted on preferred gesture and its linkable functions. Conclusion: What is most significant with this study is that it sheds new light on the values of a device made of elastic material. Beyond finding and defining the gestures and functions that can be applied to a handheld elastic device, the present study identified the value elements of an elastic device - 'usability and 'fun' -, which users can basically desire from using it. Application: The data that this study brought forth through preference and satisfaction test with the gestures and associated functions will help commercialize an elastic device in future.

Moderating Effects of User Gender and AI Voice on the Emotional Satisfaction of Users When Interacting with a Voice User Interface (음성 인터페이스와의 상호작용에서 AI 음성이 성별에 따른 사용자의 감성 만족도에 미치는 영향)

  • Shin, Jong-Gyu;Kang, Jun-Mo;Park, Yeong-Jin;Kim, Sang-Ho
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.127-134
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    • 2022
  • This study sought to identify the voice user interface (VUI) design parameters that evoked positive user emotions. Six VUI design parameters that could affect emotional user satisfaction were considered. The moderating effects of user gender and the design parameters were analyzed to determine the appropriate conditions for user satisfaction when interacting with the VUI. An interactive VUI system that could modify the six parameters was implemented using the Wizard of OZ experimental method. User emotions were assessed from the users' facial expression data, which was then converted into a valence score. The frequency analysis and chi-square test found that there were statistically significant moderating gender and AI effects. These results implied that it is beneficial to consider the users' gender when designing voice-based interactions. Adult/male/high-tone voices for males and adult/female/mid-tone voices for females are recommended as general guidelines for future VUI designs. Future analyses that consider various human factors will be able to more delicately assess human-AI interactions from a UX perspective.

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).

Design and Implementation of 3D Visualization System for Real-time Environmental Sensor Data (실시간 환경 센서 데이터의 3차원 시각화 시스템 설계 및 구현)

  • Kim, KyeongOg;Ban, KyeongJin;Ryu, NamHoon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.783-787
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    • 2007
  • Although data analysis in earlier days had been sufficiently done only by character user interface, users of these days are more used to the graphic user interface and the requirements for the user interface are gradually varying and increasing. In order to meet users' various wants and needs and to develop well-equipped interface, not only software developers but also professional designers who can complement the technique of the developers are needed. But in reality there are many restrictions and difficulties for developers and designers to work together cooperatively. Moreover, developing user interface in use of 3D type of graphics and animation techniques causes the rise of the developing cost. The thesis attempts to design and implement 3D visualization for real-time sensor data collected by the various environmental sensor and measuring devices, by using WPF (Window Presentation Foundation) which can make both developers and designers work together cooperatively and which makes it possible to implement various multimedia functions such as a 2D and 3D type of graphics, animation techniques, and an acoustic effect.

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Design and Implementation of a Network Packet Scanner based on Multi-Platform (멀티 플랫폼 기반의 네트워크 패킷 스캐너 설계 및 구현)

  • Lee, Woo-In;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.101-112
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    • 2010
  • The recent trend of the hacking deals with all the IT infrastructure related to the profit of the companies. Presently, they attack the service itself, the source of the profit, while they tried to access to the service infrastructure through the non-service port in the past. Although they affect the service directly, it is difficult to block them with the old security solution or the old system and they threaten more and more companies with the demand of money menacing the protection of customers and the sustainable management. This paper aims to design and implement multi-platform network packet scanner targeting the exception handling network intrusion detection system which determines normal, abnormal by traffic. Linux and unix have the various network intrusion detection and packet management tools like ngrep, snort, TCPdump, but most of them are based on CUI (Character based User Interface) giving users discomfort who are not used to it. The proposed system is implemented based on GUI(Graphical User Interface) to support the intuitive and easy-to-use interface to users, and using Qt(c++) language that supports multi-platform to run on any operating system.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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