• Title/Summary/Keyword: interaction design strategy

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An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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Industrialization issues of VR-Tangible Interaction Contents and its application case study on Autism Remedy system (VR-Tangible Interaction을 활용한 산업화 콘텐츠 개발과 발달장애 치료 프로그램 개발에의 적용 사례 연구)

  • Lee Hyun-Jhin
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.53-61
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    • 2005
  • This study reviewed research and design directions on VR-Tangible interaction and explored market-driven approach of VR-tangible interaction applications. As a case study, we studied autism remedy system based on VR-tangible interaction design. Literature and field study has done on autism and its remedy methodologies. Based on observation process about patients, therapists, and remedy programs, interaction factors for autism remedy are found and then design strategy, system configuration, and remedy contents scenarios are set up to solve time and resource problems, presence problems, and efficiency issues of remedy results.

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Analysis and Adaptation of Strategy for Designing Web Interaction through Analyzing Cases of Interactive Website (웹 인터랙티비티의 사례분석을 통한 인터랙션 디자인 전략 분석 및 개발 사례)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.17 no.4
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    • pp.37-50
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    • 2004
  • As web-based programming tools(such as flash action script, javascript, java and etc.) has been improved and it has become more aware to take interactivity importantly as users' whole experience, web sites have evolved from the form of webzine to the form of interactive application that displays more interactive interface and gives instant feedbacks for the users' inputs. Web, rather than software, is used to execute relatively easy tasks by users of various levels, so that web sites could give more fun and less cognitive burden by supporting users' tasks in more interactive way. This paper examined design strategies to make more interactive web by figuring out definition of web interaction as users' experience and by analyzing web interaction design trends from cases of interactive web sites. The ultimate objective of this paper is show how design strategies can be adapted in the web interaction design process. Thus, case study of designing interactive bookshell in E-book site was done and is demonstrating one way of adapting strategies to design web interaction.

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An Analysis of Verbal Interaction among Science-Gifted Students in Inquiry Learning Based on Analogical Experimental Design Strategy Emphasizing Understanding and Checking Stages (이해와 검토 단계를 강조한 비유 실험 설계 전략을 활용한 탐구수업에서 나타나는 과학영재 사이의 언어적 상호작용 분석)

  • You, Ji-Yeon;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.671-685
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    • 2012
  • In this study, we developed an analogical experimental design strategy emphasizing understanding and checking stages and applied it to four groups consisting of 7th grade science-gifted students. We classified the patterns of experimental design processes and analyzed the verbal interactions among the science-gifted students at the levels of turn and interaction unit. The analyses of the results reveled that three groups were relevant to reinitiated motion and the other to backward-divergent motion. In the analyses of turn and interaction unit, the frequencies of the statements related to the task were high, especially 'making suggestion' and 'elaborated symmetrical interaction'. The analyses for each stage of strategy indicated that the frequencies of 'explain', 'question', and 'cumulative interaction' at understanding stage were high. At designing stage, the frequencies of 'making suggestion', 'cumulative interaction', and 'disputative interaction' were found to be high. At checking stage, 'making suggestion', 'receiving opinion', and 'disputative interaction' were high. In the comparison of the patterns, the qualitative differences among interaction unit were found at all the stages, whereas there were differences only between designing and checking stages in the turn cases. Educational implications of these findings are discussed.

Design And Implementation of An Adaptive Interaction Model for Web-Based Instruction System (웹기반 교육 시스템을 위한 적응적 상호작용 모형의 설계 및 구현)

  • Choi, En-Young;Song, Hee-Heon
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.65-77
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    • 2003
  • This paper presents a model for supporting the adaptive interaction between the computer and the learner. To design an adaptive interaction model, the strategy to support the adaptive interaction in the web-based educational system was established. And then. the necessary components for executing each strategy were selected. Also. the logical relations among the components were verified. To verify the effectiveness of the proposed adaptive interaction model, we applied the existing web-based courseware and the new courseware using the adaptive interaction models to two groups respectively, and then measured the performance of each group. Experimental results reveal that the adaptive interaction model actually has positive effects on the learning activities of the learner.

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A Cyber-Physical Information System for Smart Buildings with Collaborative Information Fusion

  • Liu, Qing;Li, Lanlan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.5
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    • pp.1516-1539
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    • 2022
  • This article shows a set of physical information fusion IoT systems that we designed for smart buildings. Its essence is a computer system that combines physical quantities in buildings with quantitative analysis and control. In the part of the Internet of Things, its mechanism is controlled by a monitoring system based on sensor networks and computer-based algorithms. Based on the design idea of the agent, we have realized human-machine interaction (HMI) and machine-machine interaction (MMI). Among them, HMI is realized through human-machine interaction, while MMI is realized through embedded computing, sensors, controllers, and execution. Device and wireless communication network. This article mainly focuses on the function of wireless sensor networks and MMI in environmental monitoring. This function plays a fundamental role in building security, environmental control, HVAC, and other smart building control systems. The article not only discusses various network applications and their implementation based on agent design but also demonstrates our collaborative information fusion strategy. This strategy can provide a stable incentive method for the system through collaborative information fusion when the sensor system is unstable in the physical measurements, thereby preventing system jitter and unstable response caused by uncertain disturbances and environmental factors. This article also gives the results of the system test. The results show that through the CPS interaction of HMI and MMI, the intelligent building IoT system can achieve comprehensive monitoring, thereby providing support and expansion for advanced automation management.

Research on the Influence of Interaction Factors of mobile Phone Dance Live Broadcast on User's Intention of Use -Centered on Perceived Usefulness and Perceived Accessibility

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.51-58
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    • 2019
  • In this paper, we propose to characteristics of mobile phone dance live broadcast platform and the second-generation technology acceptance model TAM2, this paper established the user acceptance model of mobile phone dance live broadcast platform, aiming to study the influencing factors of users' acceptance on mobile phone dance live broadcast platform. Based on the empirical analysis of user survey, the model is validated, and the relationship between variables in the model is clarified. It is also confirmed that human-computer interaction, scene interaction, relationship interaction and other factors will affect the user's acceptance on mobile phone dance live broadcast platform. At the same time, based on the relationship among variables obtained in the research, this paper tries to analyze how the variables affect each other based on the actual practice of mobile phone dance live broadcast platform. In addition, the video design strategy and marketing strategy for further development of mobile phone dance live broadcast platform are given to help the platform and dance creators to carry out better promotion on the mobile side. In the end, this paper summarizes the shortcomings of this study and points out further research directions in the future, providing a reference for researchers in the field of mobile phone dance live broadcast platform acceptance.

Study on Service Identity and Identity Framework

  • Kang, Hwa-Sun;Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.33-40
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    • 2012
  • Objective: Service industry has become the most important industry among various economic activities, as the percentage of service related industry in advanced nations is over 60% of their GDP and the percentage of service industry in South Korea, a traditional manufacturing nation, now takes up over 60% of the entire economy. Background: Such industry paradigm shift has changed consumers from those that simply purchased products into groups of people that evaluate the companies that manufacture products, thereby further intensifying competition among companies and increasing the importance of integrated communication between companies and consumers. However, the excessive existence of sub-identities that have been developed for integrated management of the existing corporate identities, as well as the undifferentiated general management strategies by companies are creating confusion not only for consumers but also for various corporate interest parties. In addition, service identity strategy has become the most important strategy than any other sub-identity strategies in forming corporate identity at the increased importance of corporate service in the era of service industry. However, the current domestic circumstance is that the concept of service identity has not been well established through specific related studies. Method: Accordingly, the existing academic and field studies on the corporate identity(CI), brand identity(BI) and product identity(PI) used for the communication with consumers were reviewed in this study to establish and summarize the concept of service identity(SI) that appeared at the service economization. Results: The purpose is to examine the kind of change that could be brought about by SI for the corporate integrated identity strategy developed through the existing corporate, brand & product image in order to present a new direct in corporate identity strategy according to the industry paradigm shift through a SI centered new corporate identity framework. Conclusion: For preparing the new era of service industry, the corporate integrated identity strategy must be integrate with concept of service identity and which is essential to differential from other companies. Application: The proposed concept and framework of service identity on this paper will help to understand and clearly define why service identity is important factor of the new idea of corporate identities.

Research on the tightening strategy of bolted flange for contact stiffness of joint surface

  • Zuo, Weiliang;Liu, Zhifeng;Zhao, Yongsheng;Niu, Nana;Zheng, Mingpo
    • Structural Engineering and Mechanics
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    • v.83 no.3
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    • pp.341-351
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    • 2022
  • During bolted flange assembly, the contact stiffness of some areas of the joint surface may be low due to the elastic interaction. In order to improve the contact stiffness at the lowest position of bolted flange, the correlation model between the initial bolt pre-tightening force and the contact stiffness of bolted flange is established in this paper. According to the stress distribution model of a single bolt, an assumption of uniform local contact stiffness of bolted flange is made. Moreover, the joint surface is divided into the compressive stress region and the elastic interaction region. Based on the fractal contact theory, the relationship model of contact stiffness and contact force of the joint surface is proposed. Considering the elastic interaction coefficient method, the correlation model of the initial bolt pre-tightening force and the contact stiffness of bolted flange is established. This model can be employed to reverse determine the tightening strategy of the bolt group according to working conditions. As a result, this provides a new idea for the digital design of tightening strategy of bolt group for contact stiffness of bolted flange. The tightening strategy of the bolted flange is optimized by using the correlation model of initial bolt pre-tightening force and the contact stiffness of bolted flange. After optimization, the average contact stiffness of the joint surface increased by 5%, and the minimum contact stiffness increased by 6%.

A Study on Sequential Design of Experiments Using Non-Central Composite Designs (비중심합성계획을 이용한 순차적 실험방법에 관한 연구)

  • Shin, Byung-Cheol;Byun, Jai-Hyun;Yun, Tae Hong
    • Journal of Korean Society for Quality Management
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    • v.49 no.1
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    • pp.31-45
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    • 2021
  • Purpose: A noncentral composite design method is to be developed to explore farther region for the first factorial design. A general guideline for sequential experimentation is provided. Methods: (1) A non-overlapping noncentral composite design (NNCD) is developed, in which the second factorial design shares one design point that indicates the best response value in the first factorial design. (2) Four composite designs are compared in terms of the four design evaluation criteria, which are D-, A, G, and I-optimality. (3) A follow-up design strategy is suggested based on the interaction effect, direction of improvement, number of factors. Results: (1) NNCD and model building method are presented, which is useful for exploring farther region from first factorial design block. (2) The performances of the four composite designs are compared. (3) A follow-up design strategy is suggested. Conclusion: (1) NNCD will be useful to explore farther region for the first factorial design. (2) A follow-up design strategy can be beneficial to the experimental practitioners for product and process design and improvement.