• Title/Summary/Keyword: User-Centered design

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A design of Key Exchange Protocol for User Centered Home Network (사용자 중심의 홈네트워크를 위한 키 교환 프로토콜 설계)

  • 정민아
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.3
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    • pp.654-660
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    • 2004
  • In this paper, we define that pervasive home network, which provides necessary services for user properties and removes distractions to improve the quality of human life. So, user can enjoy home network technology including devices and softwares at any place with no knowledge of networked home, devices, and softwares. In this home network, a mobile agent, called LAFA, can migrate to unfamiliar home network and control the necessary devices. For this environment, we design security management module for authenticating user and home server that access some other home networks, and for protecting text, multimedia data, and mobile agent that are transferred between home networks. The security management module is composed of a key exchange management module and an access control management module, for key exchange management module, we propose a key exchange protocol, which provides multimode of authentication mode and key exchange mode. One of these two modes is selected according to the data type.

Analysis of design tendency and consumer preferences for wetsuits (웨트슈트 디자인 경향 및 소비자 선호 분석)

  • Kim, Ji U;Kim, Young Sam
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.4
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    • pp.127-142
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    • 2020
  • This study compared the domestic and international commercial design patterns and domestic consumer preferences for wetsuit designs to develop a user-centered wetsuit design. An analysis of the domestic and international design elements for 1,802 wetsuits sold online over the past three years showed that the most frequent shapes, dominant colors, and patterns were the same, as consumers tended to buy full suits that were black or had geometric patterns. Dominant colors and assort/accent colors were different from the survey results. Men's wetsuits used fewer colors and patterns than women's suits. Domestic wetsuits used fewer patterns than those sold abroad; in addition, colors were applied differently. A consumer preference survey conducted on 213 male and female consumers in their 20s and their 50s in Korea indicated that 53.5% of respondents were the most affected by the shape when choosing a wetsuit design. The preferred color scheme was two colors, with a vivid tone used as an accent color. The factor analysis results on wetsuit design preference uncovered the six factors: individuality, display, function, acceptance, imitation, and comparison. An independent sample t-test also showed that men perceive individuality, imitations, and comparison factors higher than women.

A Study about Search Engine Interface Design including User's Search Goal (사용자 검색목적을 포함한 검색엔진 인터페이스에 관한 연구)

  • Jin, Beom-Suk;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.304-309
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    • 2008
  • The development in information technology allowed most of the information around us into digital information, in other words, a database. The innovation increased the accessibility and helped this society change into an informational age. However, there is a shortcoming of this open source as the users have difficulty in assorting the information that s/he needs and realizing if the information provided is important. Therefore, the need for search engine has risen in such a way to increase the accessibility and facilitation of information provided to the users through searching the necessary information in the database by an easy and accurate way. This study aims to increase the utilization of search engine through relationship analysis between purpose of user and interface design factors of search engine. Also, it intends to propose design guidelines for search engine interface design in order to increase user satisfaction and usability. This study categorized and correlated the relationships of the purpose in using the search engine and types of search engine interfaces. This study explicates the critical properties in designing each search engine interface according to the purpose of the users in using them. Also, this study proposes recommendations for appropriate design guidelines for search engine interface and effective advertisement use through properties of interface and their importance. The search engine interface suggested from the result provides interface that allows efficient search for desired information and embrace a variety in users, eventually increasing the usability in search engine.

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A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.

Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

Smart Design for App (스마트한 앱 설계방법)

  • Kung, Sang-Hwan
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.269-274
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    • 2012
  • The paper describes the efficient and agile design methodology for the smart phone application, so called the App. Despite the number of smart phones as well as their applications is rapidly being increased recently, the smart and easy methodology for App development is not well developed and not matured in use yet. Since the App is converted to programs or contents from the new ideas, especially, it is important to design and implement the App rapidly and systematically. In order to resolve this problem, we adopt the UI centered approach first of all, emphasizing user-efficient utilization of applications. And we also try to build the whole process in streamlined procedure, making each step reasonable, and the input and output for the step well organized. The design methodology described here is evaluated by designing popular sample application, Scheduler, and also compared with some well-known software design methodologies.

Development and Verification of User-centered Design Guidelines on Online Support System for Curriculum at primary/secondary schools (초·중등 교육과정 온라인지원시스템의 사용자 중심의 디자인 가이드라인 개발 및 검증)

  • Cha, Hyunjin;Hwang, Yunja;Noh, eunhee
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.511-525
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    • 2021
  • The purpose of this study is to develop a design guideline to provide user-friendly experience and convenience for the online support system for the curriculum at primary/secondary schools. To achieve the objective, best practices of overseas on the online support system for curriculum as well as prior research were analyzed. In addition, UX/UI usability problems and needs were derived through a survey of 74 professionals and teachers who are monitoring NCIC and high school credit system sites. Based on the analysis of best practices of overseas and survey results, the draft of the design guideline was derived, and Delphi method was conducted by experts to re- vise the design guidelines and evaluate their validity. This study is meaningful in that it suggests the direction of improvement of the system currently being serviced and the direction of the design of the system to be developed in the future, by providing design guidelines that can be generally applied to online support systems that perform tasks related to the curriculum.

Development of a Health Educational Program for Maternal Health (사용자 중심설계를 이용한 임산모 건강관리 교육프로그램 개발 연구)

  • Bae, Jeong-Yee
    • Korean Parent-Child Health Journal
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    • v.9 no.2
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    • pp.101-115
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    • 2006
  • Purpose: The purpose of this paper is to describe the development of health educational program for maternity using principle of user centered design. Method: Research process includes five distinct phases: needs assessment, analysis, design, development/testing/revision, and application release. Results: This program includes an introduction, pregnancy test and fetal assessment, maternal and fetal change during pregnancy, self-care methods during pregnancy, complication of postpartum period, process of labor, complication of pregnancy, self care during the postpartum period, information for parenting skill, father page, FAQ, helping resources and institutions. Conclusion: The program will be distributed to health centers for maternal health education. The second phase of this project was evaluation this program for further development of the program. The end result of this program will be pregnant women with a high degree of usability. Author believe this program have true potential in helping maternal health promotion and successful parenting.

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A Study For the Development of Enhanced Classification Method of Consumer Attributes (사용자 요구품질 추출과 분류방법의 개선에 관한 연구)

  • 김승남;김철홍;정영배;김연수
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.24 no.67
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    • pp.77-82
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    • 2001
  • A study was conducted to develop a better classification method of Consumer Attributes that can enhance user-centered product design process. A modified QFD(Quality Function Deployment) survey form based upon Fuzzy set theory was proposed which contains 9 steps of importance level, and Certainty and Necessity function to improve the reliability of extracted consumer attributes. To verify the betterment and advantage of proposed classification method, a series of questionnaire survey was performed. Thirty male and 30 female university students were participated in the survey using a VCR as a target product. The result of the study showed that 80% of subjects were preferred the proposed classification over existing method. A cluster analysis was performed to further verify the betterment of the proposed method. The result also supported that the proposed classification method is more reliable and enhanced method in extracting consumer attributes and can be applied in the product design.

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APPLICATION OF THE CONSTRAINT SATISFACTION APPROACH TO GENERAL LAYOUT PROBLEMS (일반 배치문제 해결을 위한 제약만족기법의 적용)

  • Park, Sung-Joon;Jung, Eui-S.
    • Journal of Korean Institute of Industrial Engineers
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    • v.24 no.4
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    • pp.539-550
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    • 1998
  • A computerized layout system based on a constraint satisfaction problem (CSP) technique was developed to treat both facility layout and instrument panel layout problems. This layout system attempts to allocate various facilities under multiple layout criteria including qualitative design objectives. Since most of the design objectives can be understood as constraints which the layout solution must satisfy to improve the goodness of the solution, a CSP technique was employed to solve the multi-constraints layout problem. The effectiveness of the system was evaluated by the comparison with the well-known facility layout program, CORELAP. Furthermore, the proposed system can also be applied to the instrument panel layout problem successfully. Several user-centered guidelines were well reflected on the solution obtained. CONSLAY, the prototype layout system being developed in the research, greatly enhanced the interactions with the designer so as to deal with the problem-dependent nature of the layout problem and to properly reflect the domain-specific knowledge of the designer.

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