• Title/Summary/Keyword: button design

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Wearing Condition & Preference of Shirts for Males in Their Twenties and Thirties (20~30대 남성의 셔츠 착용실태 및 선호도 연구)

  • Seong, Hyeyun;Yi, Kyong-Hwa
    • Journal of Fashion Business
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    • v.20 no.5
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    • pp.60-75
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    • 2016
  • This research was conducted to understand the different circumstances for wearing shirts by adult males aged 20-39, and to provide this basic information to the shirt industry prior to developing new functional men's shirts. A total of 345 respondents participated in the survey. Most of questionnaire, frequency, mean and standard deviation were calculated and the differences between the 20s and 30s were analyzed by t-test or ${\chi}^2$ test. The results of the survey are as follows. Grading the satisfaction degree of their body parts, the respondents were relatively unsatisfied with their height, weight, and waist, abdominal and hip circumferences. Majority preferred department stores, discount stores and outlets for purchasing shirts. Many have never owned tailored shirts - men in 20's had less experience with tailoring than men in 30's. The foremost selection criterion for purchasing shirts was fit -during purchase, men in their 20's considered fit more important than men in their 30's. The most preferred unbuttoning of the top button when wearing shirts. For favored collar shapes with one button unbuttoned, the most valued collar angle and style was V-neck shape when unbuttoned, low collar band, collar with unopened collar, and stiff collars. Most shirt designs and details included slim fit, no dart in the front and one dart on the back. Men in 20's more preferred the no dart in the front and one tuck on the back, as compared to men in 30's. On the other hand, men in their 30's preferred one dart shirts than men in 20's. Regarding shirt bands and cuffs, one button and regular collar and one button cuffs with round angle design, were the most preferred, respectively.

Importance of Convenience and Consumer Rights to Information in Internet of Things Shopping: Amazon Dash Button Case Study (사물인터넷 쇼핑의 편리성과 소비자 알 권리 중요도: 아마존 대시 버튼 사례 연구)

  • Lee, Minsun;Lee, Hyun-Hwa
    • Journal of Fashion Business
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    • v.24 no.4
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    • pp.85-98
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    • 2020
  • The Internet of Things (IoT) shopping environment can provide benefits and risks to consumers, including shopping convenience and invasion of consumer rights, respectively. We experimentally tested whether exposure to information regarding the benefits and risks of IoT shopping would elicit changes to consumer perceptions of the importance of shopping convenience and rights to information, as well as shopping intention among young online shopping consumers. The participants (N=218) were randomly assigned into one of two experimental conditions. The control group was exposed to a news article and a video emphasizing the shopping convenience of the Amazon Dash Button service, while the experimental group was exposed to the same news article and video provided to the control group, along with a news article about the judgment of the Munich court that the Dash Button violates German consumer law. We found an interaction effect of experimental condition and time on changes to the perceived importance of shopping convenience and shopping intention. The changes to the perceived relative importance of shopping convenience to consumer rights to information from pre- to post-manipulation differed significantly between the two experimental groups. The results of this study emphasize the importance of providing information on both the benefits and risks of IoT shopping. This was the first experimental study to examine the possibility of the invasion of consumer rights to information in the IoT shopping environment. This study urges researchers, marketers, and policy makers to focus more on consumer rights to information in the newly coming IoT shopping environment.

Study on the Design of the Patient's Clothes for a disabled Child (기동부자유(起動不自由) 아동(兒童)을 위한 환자복(患者服) 디자인)

  • Nam, Yoon-Sook;Shin, Myung-Jin
    • Journal of Fashion Business
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    • v.9 no.1
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    • pp.79-88
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    • 2005
  • The purpose of this study is to propose the design of the patient's clothes for a disabled child between 4 and 6. For this, in this study, I would present the following design plan which includes 3 upper garments, 2 trousers and a one-piece dress. In case of the damage on head and neck, a neck line should be deep and wide thereby providing ease to the clothes. To facilitate injection and dressing/undressing, there should be parting from neck to cuff which can be fixed by snap or button. By rolling up sleeves with strings inside the cuffs and fixating plaster cast with snap button outside the cuffs. In case of body cast with plaster cast around body part, front adjusting part should be wider and the width should be adjusted with strings. In case of hip spica cast which covers waist, I separated front part and rear part, fixated them with snap buttons, gave more width to front adjusting part with strings to adjust width, which constitute one-piece dress. In case of shoulder spica cast, the other shoulder which is not covered with plaster cast should be exposed, and to prevent clothes' coming down, strings with snap button or velcro should be attached over a shoulder so that the length of the strings can be adjusted. In case of applying plaster cast or aid to the whole part of a leg, one part of trousers should be shorter so as to expose the injured part and there should be a parting with strings or velcros on the side for easy dressing/undressing. When plaster cast or splint is short, The strings are meant to adjust length of trousers. The partings are located 2 cm from side lines toward the center.

A Comparative Study on Data Input Design of E-business Websites (E-business 웹사이트에서의 데이터 입력디자인에 관한 비교 연구)

  • 정홍인
    • Archives of design research
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    • v.17 no.1
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    • pp.127-134
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    • 2004
  • The purpose of this study was to compare data input interfaces used in e-business applications on the web and find optimal input design characteristics. Basic data entry tools such as a pull down menu, list, text input box, and radio button were examined by inputting data into a simulated hotel room reservation web site. Experimental results indicated that the text input box was most efficient for experts or experienced operators when there are more than four menu-items and pull down menu was considered most satisfactory, simplest, and easier to use for novices or unexperienced users. A simple list was determined to be the best for the input of binary data considering user's satisfaction, simplicity, and flexibility but radio button was evaluated best for the ease to use. Design guide lines of this study can be applied to build a usable interactive web sites and increase economic efficiency.

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A Study of Rapid Prototyping Based on GOMS Model (GOMS 모델을 기반으로 한 Rapid Prototyping에 관한 연구)

  • Cha, Yeon-Joo;Jo, Sung-Sik;Myung, Ro-Hae
    • IE interfaces
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    • v.24 no.1
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    • pp.1-7
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    • 2011
  • The purpose of this research was to develop an integrated interface for the usability test of systems or products in the design process. It is capable of automatically creating GOMS models which can predict human task performances. It can generate GOMS models to be interacted with the prototype interfaces. It can also effectively manage various design information and various usability test results to be implemented into the new product and/or system design. Thus we can perform usability test for products or system prototypes more effectively and also reduce time and effort required for this test. For usability tests, we established an integrated interface based on GOMS model by the LabVIEW program. We constructed the system that the linkage to GOMS model is available. Using this integrated interface, the menu structure of mobile phone can be constructed easily. User can design a depth and a breath that he want. The size of button and the label of the button is changable. The path to the goal can be defined by the user. Using a designed menu structure, the experiment could be performed. The results of GOMS model and the actual time are presented. Besides, values of operators of GOMS model can be defined as the value that user wants. Using the integrated interface that we developed, the optimal menu structure deducted. The menu structure that user wants can be established easily. The optimal layout and button size can be decided by comparison of numerous menu structures. User can choose the method of usability test among GOMS model and empirical data. Using this integrated interface, the time and costs can be saved and the optimal menu structure can be found easily.

Design and Evaluation of Motion-based Interface for Image Browsing in Mobile Devices (모바일 장치에서의 이미지 브라우징을 위한 동작 추적 기반 인터페이스의 설계 및 평가)

  • Yim, Sung-Hoon;Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.40-44
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    • 2009
  • In this paper, we evaluate the feasibility of a motion-based interaction for image browsing in the mobile device. We present the design of a motion-based interface and a navigation scheme. A designed interaction scheme was evaluated in a usability experiment alongside the conventional button-based interaction for image browsing. After enough training of user, the usability and the user task performance of the motion based interaction were significantly increased, approaching those of the button based interaction.

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Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

Cognitive-oriented Design of Automotive Instrument Panel (인지측면을 고려한 자동차 IP 설계)

  • Kang, Sun-Mo;Baek, Seung-Ryul;Park, Beom
    • Proceedings of the ESK Conference
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    • 1987.04a
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    • pp.143-148
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    • 1987
  • The Design of automotive IP must be designed for improving safety, and for satisfying the consumer's preference and for enlarging the usability of various gauges and information displaydevices. Also, these objects become more important by regarded and will be treated very sensitively for the next-generation vehicle concepts. Therefore, Automotive IP must be designed to adjust these trends, besides accord with car-inner lifestyle. One of these concept's designs is to apply Human Sensibility Ergonomics. This study suggestes the driver-centered design of the IP components that focused on the audio unit and HVAC(Heat and Ventilation Air Conditioner) through cognitive experiment. Primarily, analyzed components of IP in use, then, combined these components (especially, the number and arry of buttons, the position of LCD panel, etc.) nd designed some sample images(prototypes) the same as real size. After the subjects looked at the sam ples at the interval of 0.2/0.4/0.6 seconds, subjects should fill out the given forms from their memory. Then, the optimal prototype of IP was designed in respect to the correctness of cognition. The results will show the basic guideline of optimal design of IP that in the case of aaudio unit, the position of LCD, the array and the number of channel, in the case of HVAC, the position of LCD, TEMP button type and other button types.

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A New Approach to Mobile Interaction - focused on optimized button layout for mobile phone - (모바일 인터랙션을 위한 새로운 접근 -휴대폰 버튼의 최적화 배치 방법을 중심으로 -)

  • Byun, Jae-Hyung;Moon, Joon-Ki;Yang, Sung-Ho;Kim, Myung-Suk
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.165-172
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    • 2005
  • Button layout of mobile phone depends on the manufacturer and is going to be characterized in it's own way. So, there is not a standard layout except for numeric part. It is due to the lack of study on physical user interface and methodology to develop a design guideline. This study focuses on suggesting a methodology for development of button layout for mobile phone in term of physical user interface. The methodology of this study starts from scenarios of mobile phone usage. Operational sequences of 4 scenarios for 5 models are gathered based on the user manual. Proximity of each buttons is calculated according to the operational sequence. One of 5 models is selected and benchmarked by evaluating operational path. Considerations and directions are implicated to develop new solution alternatives. After evaluation of them, one of alternatives is suggested as an optimized button layout for mobile phone. This study focuses on an attempt to suggest a methodology of UI development in the matter of physical user interface, and a simple and easy way to be adopted and used at product designer level, compared to existing UI methodology for the expert.

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A Study on the LED Button Guide to improve the IPTV's Usability (IPTV 사용성 향상을 위한 LED 버튼 가이드)

  • Kim, Sung-Hee;Kim, You-Min;Jung, Jae-Wook;Lee, Dong-Wook;Ryu, Won;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.933-937
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    • 2009
  • The IPTV which was commercialized and is being serviced to customers at present has a complicated GUI (Graphical User Interface) to provide two-way services and a remote control containing more than 40 buttons unlike the conventional TV. Accordingly, the remote control becomes one of the causes that make the usability of the IPTV worsen. In this paper, we suggest a LED button guide system as a solution to improve a usability of the IPTV, and analyze the effects of the interface obtained from the user evaluation on the user action.

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