• Title/Summary/Keyword: user-experience

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Key Success Factors for Institutionalization of User Experience Team (사용자 경험(User Experience) 조직 구축에 관한 연구)

  • Pan, Young-Hwan;Lee, Tae-Sook
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.784-788
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    • 2006
  • UE (User Experience) 조직이나, UI (User Interface or User Interaction) 조직, 사용성 조직이 2000 년대에 들어서 국내에 많이 활성화 되었다. 국내에서는 UE 조직이 구축 될 때에 전략적인 계획에 의해 형성이 되기 보다는 스타일 중심으로 디자인이 부서에 소수인원으로 시작이 되거나, 또는 개발부서의 지원 부서로 시작되다가 확대 되는 경우가 많아 비효율적으로 구축이 되거나 비효율적으로 운영이 되는 경우가 많았다. 본 연구에서는 UE 팀이 조직화 될 때에 고려해야 할 점에 대해 연구를 하였다. 조직의 구축 단계, 역할, 프로세스 등을 중심으로 연구를 하였고 효과적으로 팀을 구축하는 데 중요한 요소에 대해 연구를 하였다. UE 조직의 성숙도를 파악하는 것이 중요하고, UE 팀의 차별화 포지션을 파악하는 것으로 고객과 제공해야 할 것과 방법론을 잘 파악해야 한다 이 결과는 UE 관련한 조직을 구축하거나 운영을 하는데 활용될 수 있다.

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An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

A Study on the Increase of Intuitive Play in Web Site - Especially on the Internet Shopping Mall Design using Tactile User Experience (웹사이트에서의 직관적 유희성 증대에 관한 연구 -촉각적 사용자 경험을 활용한 인터넷 쇼핑몰 디자인을 중심으로-)

  • 황선영;서종환
    • Archives of design research
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    • v.16 no.3
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    • pp.23-32
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    • 2003
  • Web sites are needed to approach the lots of ways that increase the user intuitive play over communicating information nowadays. So the stimulus of tactile sense establish it's importance through active study in other fields and we expect great effect to applicate this tactile sense in web site. This study analyzed both the experience for intuition and the increase of intuitive play in web site and investigated the importance of tactile sense. This user experience through the tactile sense not only communicates between designer and user but has the intuitive play for users. So we analyzed the factors of tactile user experience in web site and considered it's application and then applied these factors in internet shopping mail. After that, we analyzed the users'response in the Internet shopping mall using the tactile user experiences through the research.

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Comparison the Difference of User Experience for Mobile Facebook and Instagram Using Nonparametric Statistics Methods -Focused on Emotional Interface Model- (비모수적 통계방법을 이용한 모바일 페이스북과 인스타그램의 사용자 경험 차이 비교 -감성인터페이스 모형을 중심으로-)

  • Ahn, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.481-488
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    • 2016
  • This study is about comparing the mobile user experience of Facebook and Instagram which are most often used among the recent SNSs by the people in their 30s and under. This study analyzed the user experience level after dividing the user experience factors through the Creating Pleasurable Interfaces model, and suggested the mean analysis as well as the result of Wilcoxon rank test which is a nonparametric statistics method. As a result of study, the Display information visually factor in functional factor and the configuration of the main page in convenient factor were a statistically significant difference in the mobile user experience of Facebook and Instagram. It is expected that this study may help seeking the user experience factors to be promoted preferentially in a competitive situation through the statistical comparative evaluation of the experience of two SNS users.

Evaluating User Experience of Smart Television Using Emotional Representation Language (감정표현어를 이용한 스마트TV의 사용자경험 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.132-141
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    • 2015
  • Smart television(TV) is replacing the traditional television model and the importance of user experience(UX) is rising. User experience evaluates the emotion state of users such as immersion, pleasure, and interest. User experience together with usability is a principle to be considered as for designing a smart television. It contributes to improve user satisfaction and lead to the long-term purchase. User experience is more difficult to measure than usability, because UX evaluation requires to biological and psychological techniques. However, the disadvantages of these physiological and psychological techniques require high experimental costs and the restriction of experimental environment. The objective of this paper is first to review conventional methods regarding UX evaluation and suggests a new method for measuring the UX of smart TV which detects keywords related emotional representation. The text is acquired from purchase postscripts of smart TV in the Internet shopping malls. This method costs less than the questionnaire survey to detect emotion.

User Experience Evaluation of Augmented Reality based Guidance Systems for Solving Rubik's Cube using HMD (HMD를 이용한 증강현실 큐브 맞추기 안내 시스템의 사용자 경험 평가)

  • Park, Jaebum;Park, Changhoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.935-944
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    • 2017
  • As augmented reality technology has developed, various augmented reality contents can be seen in real life, and the performance of mobile device is improved, so augmented reality technology can be used even without special device. As a result, a training system, guidance system and a museum art guide system based on augmented reality technology are emerging, and interest in augmented reality is also increasing. However, the existing guidance systems using a single mobile device have limitations in terms of the user experience (UX) because the camera of the device limits the field of view or the two hands are not free and the user input is difficult. In this paper, we compare augmented reality based guidance systems for Rubik's Cube using tablet and HMD to improve the constraint of user experience of such a single mobile device, and find elements that positively improve user experience. After that, we evaluate whether the user experience is actually improved through the user experience comparison test and the questionnaire.

Developing and Applying a New Methodology for Value-Centered HCI: Focusing on User Experience Structure of Mobile Data Service (가치 중심적 HCI를 위한 새로운 방법론의 개발 및 적용: 모바일 데이터 서비스의 사용자 경험 구조를 중심으로)

  • Lee, In-Seong;Choi, Bo-Reum;Kim, Jin-Woo;Lee, Ki-Ho;Jung, Seung-Ki
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.13-24
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    • 2007
  • For many years, human-computer interaction (HCI) practitioners have focused on usability in order to enhance the user experience, and companies have seen it as an area where they can gain advantages over their competitors. However, a focus on usability limits the potential of HCI research because it restricts the concept of user experience to just an implemented functionality of the information technology (IT). Therefore, it is necessary to expand the boundary of user experience research into a holistic dimension. We suggest that one of the most powerful ways to broadly understand user experience with an IT is to investigate the attributes of an IT and users' perceived values and to construct a user experience structure, a hierarchical structure between the attributes of an IT and users' perceived values. This study thus undertakes two research tasks: to develop a specific methodology, which is the visual probing, for constructing a user experience structure with the attributes of an IT and users' perceived values, and then to build a user experience structure practically by conducting a case study to a specific IT: mobile data service.

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Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.