• Title/Summary/Keyword: button design

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Measuring Changes of Dominance in Designs of Mobile Phones (휴대폰 디자인에 있어서 지배성 변화 측정)

  • Park, Sang-June;Lee, Yu-Ri
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.91-102
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    • 2010
  • This study investigates the dominant degree of product design factors through the process of change of design factors. The previous research suggested a concrete measurement method of dominant designs, but it did not investigate empirically the degree of dominance due to the limited data for changes of designs. In this research, thus, after collecting design data of mobile phones and we measured the dominance and structure change of the designs by year. The analyses showed the following two things. First, in design factors of mobile phone the dominance on the body form and the edge grows more and both of them as dominant design factors tend to converge into the rectangular body form and the round edge, respectively. Second, the dominance on other design factors(e.g. the button type, the open type, whether or not to have digital multimedia broadcasting(DMB) and video telephony functions, the combination of colors and the body color) increases and decreases; and hence, design levels tend to diverge. In conclusion, the measurement of dominance on product design factors contributes to marketing managers and designers who are required to establish a strategy for products under the rapidly changing circumstances of market. This research aims to provide those managers and designers with a guide line for a successful development of new product to prepare for the dominant design from this empirical study.

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A Study on Formative Feature Characteristic of Modern Retro-Fashion (현대패션에 나타난 레트로스타일 연구)

  • Yang, Li-Na
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.2
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    • pp.47-59
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    • 2006
  • The purpose of this study is to grasp the meaning of retro-fashion, to research the formative feature characteristic and aesthetic values. Retro-fashion is one of the expression of spatiotemporal-eclecticism, The formative of modern Retro-fashion are as follows: First, Retro-fashion based on spatiotemporal-eclecticism have been come from 40s, 50s, 60s, 70s, 80s style of time, and the asia, africa, middle east, latin America in region. Second, the design inspiration and technique is used more primitive crafts and decoration like handcrafted material, handmade ornaments as dyeing and embroidery of bohemian, jacqwuard pattern, oriental beads, applique, new hippie touch, patchwork, smocking, primitive button, woods, ethnic motives. Third, modern Retro-fashion is reflection of human feelings as nostalgia from the past, it supplies the sense of fashion creativity and new ideas.

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Universal User Interface Design of ATM Touch Screen Based on the Reaction Time

  • Kim, Yong Hwan;Jeong, Byung Yong;Park, Myoung Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.5
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    • pp.403-411
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    • 2016
  • Objective: This study is concerned with the user interface (UI) design of touch screen based on the reaction time of Automated Teller Machine (ATM) user. Background: Adopting the touch screen technology, the ATM service has recently established a new user interface different from the existing button-type interface. Method: Experiments were conducted by simulating ATM touch screen layouts, and layouts were focused on location of menu buttons (left and right, top and bottom), number of menu buttons (8 and 12 buttons). Results: The results show that there are significant differences in correction ratio and reaction time by user groups, types of menu location, and the number of buttons. Conclusion and Applications: The results of this study can be used to provide baseline information for the interface design of ATM touch screen and the age differences in reaction time.

A Study of Production Techniques of Bronze and Gilt Bronze Buttons Excavated from Seogam-ri Tomb No. 9 (석암리 9호분 출토 청동 및 금동단추의 제작기법 연구)

  • Park, Jihye;Kwon, Yoonmi
    • Conservation Science in Museum
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    • v.17
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    • pp.55-68
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    • 2016
  • Conservation and research efforts are currently underway at the National Museum of Korea on a series of artifacts excavated from Tomb No. 9 at Seogam-ri nearly a century ago by an archaeology team from the institution's colonialera predecessor. Among these objects are a number of bronze and gilt bronze buttons. The present study explores the production techniques used in making such buttons. Both bronze and gilt bronze buttons are hemispherical in shape and are similar in external appearance. However, their shanks differ significantly in size and cross-sectional shape, some with a round cross-section while others are square. The buttons, first sorted into two groups by each type of shank, were further subdivided by size. Analysis of round shanks has found variations in design and location as well as in shank thickness. In addition, the location where round shanks attach to buttons are usually irregular in surface. Square shanks, on the other hand, are more uniform in design and location. The shanks are typically located on the backs of buttons and attach to a groove which ostensibly serves to mark the correct position. X-ray imaging has revealed that round shanks have thick borders made from metal rather than dirt or other material. The buttons themselves appear to been cast using lost-wax technique. The ways in which each shank attaches to its respective button varies based on its cross-sectional shape.

A Design and Implementation of Bus Information Notification Application

  • Kang, A-Yeon;Lee, Tae-Hyeon;Lee, Na-Kyung;Lee, Won-Joo
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.6
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    • pp.81-88
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    • 2021
  • In this paper, we design and implement a bus information notification application based on the GPS sensor of a smartphone. This application provides the ability to check bus stops within a radius of 200m based on the current user's location using the smartphone's GPS sensor, Google Map, and open API. In addition, if you click the marker of the desired stop, you can see the name of the stop, and click the view arrival information button to check the detailed bus arrival information of the stop. In addition, it provides a function to check the location information of pharmacies, nonghyups, and post offices that sell public masks, the names of public mask stores, and mask inventory through the public mask store button. Each icon was used differently to make visual differences in order to easily indicate the difference between the times of public mask sales and bus stops. In addition, if you want to know the information of other bus stops and the route of the desired bus, not around the user's location, click the bus stop search button. Finally, after storing the destination stop or location, it implements a function that provides an alarm when it approaches the location.

A Design and Implementation of Health Schedule Application

  • Ji Woo Kim;Young Min Lee;Won Joo Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.99-106
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    • 2024
  • In this paper, we design and implement the HealthSchedule app, which records exercise data based on the GPS sensor embedded in smartphones. This app utilizes the smartphone's GPS sensor to collect real-time location information of the user and displays the movement path to the designated destination. It records the user's actual path using latitude and longitude coordinates. Users register exercise activities and destination points when scheduling, and initiate the exercise. When measuring the current location, a lime green departure marker is generated, and the movement path is displayed in blue, with the destination marker and a surrounding 25-meter radius circle shown in sky blue. Using the coordinates of the starting point or the previous location and the current GPS sensor-transmitted location coordinates, it measures the distance traveled, time taken, and calculates the speed. Furthermore, it accumulates measurement data to provide information on the total distance traveled, movement path, and overall average speed. Even when reaching the destination during exercise, the movement path continues to accumulate until the completion button is clicked. The completion button is activated when the user moves into the sky blue circular area with a radius of 25 meters, centered around the initially set destination. This means that the user must reach the designated destination, and if they wish to continue exercising without clicking the completion button, they can do so. Depending on the selected exercise type, the app displays the calories burned, aiming to increase user engagement and a sense of accomplishment.

A Usability and Product in Unsubstantial Space (물리적 실체가 없는 공간에서의 Product,그리고 사용성에 관한 연구)

  • 김시만
    • Archives of design research
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    • v.15 no.3
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    • pp.93-102
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    • 2002
  • The changing pattern of living and communication, combined with wireless technologies has given rise to more fluidity between spaces and relationships. Despite this, the way we use technology and the qualities of product and service are limited. For example, ON or OFF is like BLACK or WHITE, it presents a harsh distinction This severity in definition can make me uncomfortable when using products. The aim of this project is to improve the use of a product's functions and Qualities. As an example, the switch button has limited the possible interaction of a product. even each function is different. 1 intend this study is to imbue the switch with a greater freedom of interpretation. What will happen If I create a journey in between on and off\ulcorner For instance, time, pattern, state, rhythm and so on are analogue properties of a switch. The playful, spontaneous, and enjoyable behaviour of a switch will be able to bring other qualities of function and service. The switch will then be able to be an object with more human qualities, not simply an on and off button.

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A Study on The Application of Experimental Data of Ergonomics to Computer Monitor Front Design (컴퓨터 모니터 디자인 개발에서 인간공학 응용 연구)

  • Sin, Myeong-Cheol
    • Journal of the Ergonomics Society of Korea
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    • v.17 no.3
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    • pp.103-115
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    • 1998
  • Although applying experimental data of ergonomics to a industrial design seems to be a difficult task, making every effort to the application of ergonomics to the industrial design process is still attempted. Sometimes, it is easy to use experimental data, yet, it is very hard to take that data and implement it into the design process. The essence of industrial design depends on human sensitivity, thus we can call the sense of design the software and the experimental data of ergonomics the hardware. The harmony of this hard & software is very important for the process and development of design. New products always demand new forms. Accordingly, it is easy for designers to neglect applying experiments and ergonomic data to products for public users. However, the study of ergonomics data continuously helps to be applied to more products year after year. This paper explores, how to improve the design of the tilting angle related to the shape of knobs on a front panel of a computer monitor. The results of experiments show that a tilted angle is more efficient than that of straight-type when placed on the front panel of a computer monitor with a power button.

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A Design Research for the Practical Use of College Women′s Casual Hanbok (여대생들의 생활한복 실용화를 위한 디자인 연구)

  • 김장향
    • Journal of the Korea Fashion and Costume Design Association
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    • v.2 no.2
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    • pp.55-79
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    • 2000
  • This study is the design research for the practical use of Casual Hanbok. The conclusion of basic research for Casual Hanbok design reads as follows. Today's college women are fairly positive to the practical use of Casual Hanbok. Especially, they are strongly interested in the new design and have the active intention to wear it on actually. The concrete design of every parts of Casual Hanbok which is wanted by college women is as follows. Firstly, college women like well matched two-piece dress style in colors. And they want to decide the coloration independently than to follow the traditional coloration passively. Secondly, according to the design of jacket, sometimes they like the presence of a collar, a collar strip, a gore etc. and at other times they like absence of them. Thirdly, the side line of jacket they like and the seam line of sleeve they like is smoothly curved one and the adjusting means they like is a fancy button. Fourthly, the length of jacket they like reaches to their waist and the width of an armhole they like must be convenient for moving of arm. Fifthly, one out of two college women likes mixed spinning fabrics as material for jacket, skirt, pants. In the other hand, one out of five college women likes cotton. Sixthly, the skirt style they like is A ­line one having from two to four gathers on the waist and the length of skirt they like reaches to their ankle or calf of the leg. Seventhly, the pants style they like is the western style but the hem line of pants is the korean traditional pants style.

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Study on Improved Interactive Mode of Delete in Mobile Phone's Full Keyboard and Its Usability (휴대폰의 풀 키보드에서 향상된 대화식 삭제 모드 및 사용성에 관한 연구)

  • Guo, Haoyue;Pan, Younghwan;Luo, Tao
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.41-48
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    • 2020
  • The text has always been an important recording channel for the development of human civilization. The delete text function is essential. The current method of deleting text is to "press" the delete button to complete the operation. It does not meet the user's need to delete large amounts of text. This article focuses on a new interactive approach to this problem. We consider problems and find solutions from the perspective of zero-order position control and first-order rate control. Through experimental design analysis and comparison, the new keyboard interaction method greatly improves efficiency and user experience. This article hopes to evaluate the usability of the new keyboard through usability studies.