• Title/Summary/Keyword: 디자인 가이드라인

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Comparison of preference and Empirical Fit Success Rates for Spheric and Aspheric RGP Lenses (구면 및 비구면 디자인 RGP 콘택트렌즈의 선호도와 경험적 피팅 성공률 비교)

  • Kim, Jai-Min;Kim, Soo-Hyun
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.2
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    • pp.9-16
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    • 2008
  • To assess the preference and efficacy of empirical fitting methods with spheric and aspheric RGP lenses. Methods: Healthy 37 subjects were fitted with spheric design (diameter 9.3 mm) on right eye and aspheric design (dia 9.6 mm) on the left eye. Base curves which were fitted empirically (using on-K, Kavg-0.50D (or 1.00D) and manufacturer's recommended fitting guide) were compared with another base curve which obtained the best diagnostic fit with spheric and aspheric RGP lenses. The preference and fitting type (lid attachment or interpalpebral) for two design lenses were investigated 2 weeks after fitting RGP lenses. Results: Of 33 successful RGP lens-wearing subjects, 76% preferred spheric design compared with 24% of aspheric RGP lens wearers. Sixty seven percent were fitted with lid-attachment in spheric lenses, whereas 64% were fitted with lid-attachment in aspheric lenses. The acceptable fit success rates within ${\pm}$0.50D of base curves were 97% for the on-K fit, 100% for the Kavg-0.50D fit and 100% of the manufacturer's guide fit compared with the diagnostic fit in spheric design, whereas 91%, 79% and 94% reported on-K, Kavg-1.00D and manufacturer's guide, respectively, in aspheric design. Conclusions: Although aspheric RGP lenses are more popular in the Korean market, it is still preferable to fit subjects with spheric RGP lenses. Empirical fitting may be best accomplished with the spheric lenses using Kavg-0.50D fit and the manufacturer's fitting guide, whereas aspheric RGP lens designs are unacceptable lens fit based on empirical fitting.

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Service Design Guideline for Maker Space (메이커 스페이스를 위한 서비스 디자인 가이드 라인)

  • Kwak, Sojung;Baek, Yuncheol;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.389-397
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    • 2019
  • The purpose of this study is to present guidelines for service design for efficient operation of Maker Space due to the proliferation of Maker Movement. First, we investigate the literature survey and prior research on the definition and status of Maker space. Second, we performed video ethnography, participant observation and in-depth interview on maker space service by qualitative survey method. Third, we analyze the surveyed contents and present guidelines such as Persona or Blueprint for maker space. We classify Maker space into general lab and professional lab, derive Persona from each Maker space, and establish Blueprint to provide guidelines for design and operation. It is expected that the Maker space service design presented in this study can be used as a guideline to help the service improvement of the existing Maker space and the planning, design and operation of the new Maker space.

A Study on Design Development Direction for Designing Aging Friendly City through The Case Analysis (사례분석을 통한 고령친화도시 디자인 개발방향연구)

  • Nah, Ken;Sung, Sora;Jeon, Youngje;Lee, Eunkyung
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.61-69
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    • 2017
  • The purpose of this study is to suggest a foundational design direction for seniors, according to paradigm shift in aging society. This paper researched on current state of the aging society through literature study and defined the theoretical concept that set the foundation of the study. Secondly, for building an age-friendly city, relevant studies on seven cities were selected and their regional design guidelines were analyzed. As a result, essential design elements for building the aging-friendly city were defined as safety, recognition, and accessibility. A detailed design guideline that applies the three elements with understanding on seniors is required to construct the environment for a senior-friendly city. Ultimately, the result of this study is expected to be in practical use as a fundamental resource for age-friendly city design.

Interface Design Guideline for Personalization of Interactive TV Service - Focusing on SkyLife's SkyTouch Service - (쌍방향TV 서비스의 개인화를 위한 인터페이스 디자인 가이드라인 -스카이라이프의 스카이터치 서비스를 중심으로 -)

  • Goo, Min-Jung;Lee, Tae-Il
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.129-140
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    • 2007
  • This study attempts to investigate the personalized schemes of interface for the interactive TV sonics enhancing the satisfaction of users from the standpoints of the user and to suggest designing guidelines. In the preface, firstly, the purpose as well as structure of the study were described, the characteristics of the interactive TV and the personalization were defined. Also, it was attempted to understand the development directions of the basic media for services. In addition, the data and elements that became the ground for this study were arranged, including the elements for designing interface, the appraisal method of usability to evaluate the requirements of users, etc. Then, the interfaces of "SkyTouch", an interactive TV sonics by Skylife having the number of users reaching one million at the moment, that is the representative runner in the interactive TV, were analyzed. Then the needs central to the navigation structure and layout for the convenience of users through the evaluation of usability were examined and arranged. In addition, the designing directions of personalized interfaces were studied in the interactive TV by analyzing the web portal sites which were being carried out prior to the personalized services. Based on the data investigated and analyzed previously, the guidelines for the interface design for the personalization of the interactive TV were suggested by classifying the navigation structure and layout, and the personalized interface design was proposed according to the suggested guidelines by applying them directly to "SkyTouch" that is currently carrying out the interactive sonics although it provides limited services in an independent style.

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A Study on the UI/UX Design of Object Control Application Using Wireless Communication (무선통신을 이용한 사물 제어 어플리케이션의 UI/UX 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.281-286
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    • 2018
  • In recent days, when the development in smartphones has made it common to operate objects by using them, this study aimed to present a guideline for the UI/UX designs for applications which are necessary for operating various objects through the wireless communication technology. To suggest the application guideline, existing object control application case studies were analyzed, and based on this investigation the object control application UI/UX design guidelines were proposed. This study classified the types of wireless connections used by smartphones (LTE, Wi-Fi, Bluetooth, NCF, RFID) and analyzed the necessary design factors for operating objects by each type. Based on such analysis, this study presented the design sequence, factors, and methods for the UI/UX guidelines of applications. First, the method of connection was selected; second, the control device was selected. This new direction for designing smartphone applications for operating objects will likely help systemize the design process and enable the user to operate the object more intuitively. In future research, case studies will be designed applying the guidelines suggested from this study.

Development of Integrated Analysis Model for Eyegaze Analysis - With Emphasis on the Generation of Heuristic Guidelines for User Interface Design - (시선추적 분석을 위한 통합 해석 모델의 개발 - 사용자 인터페이스 디자인을 위한 휴리스틱 가이드라인의 도출을 중심으로 -)

  • 성기원;이건표
    • Archives of design research
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    • v.17 no.2
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    • pp.23-32
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    • 2004
  • This paper's objective is the analysis of eye-movement recording with visual perception process, the inference of heuristic guidelines with human information processing, and the generation of design principles for practical works. For this objective, it was experimented on that the user's eye-movement recording of interactive media with the Eyegaze Interface System, and analyzed the visual perception process of top-down & bottom-up processing, and inferred the design principles from human information process. Our results provide the implications of design through the analysis of the user's eye-movement recording that were changed according to each menu depth of the interactive media. And, it is proposed that the new concept of heuristic guidelines based on each stage of action that is related to human factors.

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A study on the development of interface design evaluation method for web-based multimedia instructional system. - Focused on the user′s psychological language extraction.- (웹 기반 멀티미디어 교육사이트의 인터페이스 디자인 평가방법체계 구축에 관한 연구 -사용자의 심리적 불만족 언어 도출을 중심으로.)

  • 박순주;이종호
    • Archives of design research
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    • v.13 no.3
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    • pp.81-90
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    • 2000
  • There are a great number of difficulties without Interface Guideline, even though the utility of the web in the educational field has been increased. In spite of having a guideline there still remains problems, when the researcher develops a practical web design, because of uniformity and universality. The purpose of this research will give a good model and a guideline, developing a way of web-site assessment through psychological language. First, the researcher has to induce psychological language and recognize the relevance of the principle of device system. Second, they should build an assessment model based on an established system of classification. As a result, they recognized that an assessment model based on the system of psychological language can help in working out authentic design problems. The designer faces many difficulties when using Interface Guideline for the sake of the existing software developer because of specific terminology. On the contrary, these days, the guideline of psychological language system provides the designer with easy comprehension of language and also able to perceive problems in advance. In addition, the researcher can realize that it can be used, as a good source and data.

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Development of Aged-friendly Design Guideline in Physical Environment (물리적 환경의 고령친화 디자인 가이드라인 개발)

  • Lee, Kwang Hyun;Kim, Seiyong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.33 no.12
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    • pp.85-92
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    • 2017
  • The purpose of this research is to provide a basic framework of design guideline for elderly people who can live without inconvenience. It is time to think about how to create an age-friendly city for the Korean society which is rapidly advancing in population aging. Design guidelines studied in this research cover not only architecture but also urban, landscape and transportation fields, and consist of 90 items in 7 areas (park&open space, buildings, pedestrian street, crosswalk&bicycle lane, bus stop&subway station, parking housing). The importance of each item and each area were surveyed to verify objectivity. The result of importance of each item can be used to select design guidelines which can be applied first to create an aged-friendly physical environment.

Analysis of Design Guidelines for Inclusive Parks as an Inclusive Environment for the Disabled and the Non-Disabled (장애·비장애인 통합 환경으로서의 통합공원 조성을 위한 관련 가이드라인 분석)

  • Nam, Hyeon-Gyeong;Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.2
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    • pp.89-100
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    • 2017
  • Since the 1960s, as de-institutionalization for the disabled advanced, the concept of integration for the disabled and the non-disabled has gradually developed as well. Despite efforts to improve various welfare policies for the disabled, their satisfaction level in culture and leisure activities has not significantly increased. This study aims to analyze the 10 selected design guidelines dealing with disability in order to diagnose the current status of the guidelines adaptable to inclusive park design, which can provide opportunities to access natural and cultural public spaces. From the users' point of view, the guidelines turn out not to have a balance between the disabled and the non-disabled in terms of the usage of certain spaces and they heavily focus on physical disability in adult ages. From the planning and design aspect, a specified design process is overlooked. Amenities/facilities and programs, layout and zoning are only mentioned while they are very specific about accessibility and mobility. It is necessary to establish the concept and goal of inclusive parks, and to provide specialized guidelines for inclusive parks from a more balanced perspective.