• Title/Summary/Keyword: 디자인 프로토타입

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Design of Character Emoticon based on Sex for Efficient Emotion Communication (효율적인 감정 전달을 위한 성별 기반 캐릭터형 이모티콘 디자인)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1641-1652
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    • 2018
  • In this study, a design of emoticons based on sex was studied through Kansai engineering method. First, we developed emoticon prototypes according to a design guideline derived from existing related literatures. Then, the design guidelines was updated from the survey results on the properties of emoticon, and the two sets of modified emoticons were developed from them. Another survey was executed to evaluate the degree of emotional expressions on the three types of emoticons developed in this way. A small number of emoticons were found to be designed fulling the researcher's intention. However, in many other emoticons, it was difficult to find a consistent characteristics. Even though it was observed through detailed analysis that one of the main causes of this result was lack of detail in the design guidelines, the results of this study are expected to be used as basic data for the development and application of character - type emoticons suitable for male and female users' emotional expressions in future researches.

Development of a Prototype of FEM Simulation Environment for Temperature Controller Design (온도 제어기 설계를 위한 유한 요소법을 이용한 시뮬레이션 환경 프로토타입 구현)

  • Jang, Yu-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.696-702
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    • 2010
  • In many industrial applications, it is very important to control the temperature of the controlled object to the target temperature as closely as possible. Although it is apparent that the great obstacles in controller design are time-delay of the thermal responses of the controlled object and the effect of thermal interference between neighboring heating zones, one more fundamental obstacle is a very large amount of time which is required during repeated experiments in controller design process. Therefore, a convenient simulation environment, which can represent thermal behavior accurately within appropriate time, is needed. In this paper, a prototype of 2D FEM (finite element method) heat transfer simulation environment using MATLAB is constructed to be usefully adopted into industrial applications with temperature controller design.

User-friendly Improved Prototype Development on Web-based Diagnostic-supplement Learning System for Basic Academic Skills (웹기반 기초학력 진단-보정학습 시스템의 사용자 친화적인 개선 프로토타입 개발)

  • Hwang, Yunja;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.63-78
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    • 2019
  • This study aims to improve User eXperience (UX) of the diagnostic-supplement learning system for Basic academic skills which has been utilized by teachers nationwide since 2015 in order to provide a consistent and systematic support on students' basic academic skills in K-12 school contexts. To achieve the research objective, usability evaluations such as basic questionnaire about UX/UI of the system according to user types, user testing, in-depth interview, expert heuristics were conducted. In addition, user-centered system was suggested through developing and iteratively evaluating the prototypes based on the user requirements drawn from the findings of such quantitative and qualitative usability evaluations. This study has an implication in suggesting the user-friendly design through the UX/UI improvements of the diagnostic-supplement learning system for Basic academic skills.

Case Study on Capstone Design Model for Computer Engineering (컴퓨터공학 분야의 캡스톤디자인 모델 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.57-66
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    • 2016
  • In this paper, we describe capstone-related courses in the Computer information department of Dongyang-Mirae University and propose a capstone design model for computer engineering discipline based on operating experiences during the last year. Class schedules and contents, etc are presented from the case studies of two courses on system analysis and design and graduation work(capstone design) opened in 2015. Towards the successful operation of capstone design targeted to training practical and talented professionals with creative problem-solving skills, we propose six execution steps along with principal activities and outputs: Course plan, Project plan, Development, Reporting, Evaluation of students and coursework, and Course feedback. The capstone design model of this study is characterized by presenting the necessity and importance of pre and post steps such as 'Course Plan' and 'Course reflux' from a macroscopic view and by applying software engineering techniques such as prototyping, configuration managements, etc to it.

A Study on Development of Travel Application UI Design for Improving User Experience (사용자 경험 개선을 위한 여행 애플리케이션 UI디자인 개발에 관한 연구)

  • Lee, Ji-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.369-374
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    • 2017
  • The object of this study is to offer domestic and overseas travel informations efficiently for domestic tourists growing far beyond 15 million even now through user centered interface more convenient and accurate. In a method of research, 100 people were surveyed after recasting of evaluation questionnaire about UI design using 5-point Likert and nominal scale and additionally, the in-depth interviews were given to 10 people who use travel application frequently. In consequence, this interview revealed where users feel convenience and difficulty and want improvement of usability, information accuracy, etc. Finally, this study has a meaning to suggest new UI prototypes and various guideline about additional UI design on the basis of surveyed parts.

An Experimental Study on the Design of Digital Media Systems using Hue and Color Contrast (색조와 색상차를 이용한 디지털 미디어 시스템의 설계 방안에 대한 실험적 연구)

  • Kim, Jin-Woo;Jeon, Seok-Won;Lee, Su-Jin
    • Information Systems Review
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    • v.9 no.3
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    • pp.133-156
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    • 2007
  • The wide spread of the Internet and personal computers does not only alter the form of content from analog to digital, but also lead to the emergence of a new digital media system that is different from analog media system. The digital media system is a convergent media that includes both public and private systems from the perspective of use-limitation, as well as storage and enjoyment systems from the perspective of use-purpose. The major goal of this research is to suggest and empirically verify an effective way of presenting the perception of places that are converged in the digital media system. Involvement and motivation are suggested as key conceptual factors and color contrast and hue are suggested as concrete design factors to make people perceive corresponding places. Results of our controlled experiment indicated that the color contrast and hue significantly affected the perception of place, and consequently, influenced usability of the digital media system. This paper ends with implications that can be used to construct appropriate perception of places for the media system of digital products.

Mobile Web Magazine Design based on Kansei Engineering and Universal Design (간사이 공학을 적용한 유니버설 모바일웹 매거진 디자인)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1227-1237
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    • 2017
  • In this research, a design of mobile web magazine based on Kansei engineering is studied. Following the procedure of Kansei engineering, we executed user survey to discover latent emotion elements in mobile web magazine, which were 'attractive', 'open', and 'unique'. Corresponding design elements were found to be slide design, text layout, and proportion of image. The methodology of universal design was adopted to improves on those design elements so that the proposed design can be applicable to wide range of users. We could verify the potential of the proposed design method through expert interviews on the developed prototype mobile web magazine.

A Study on The Rich User Experiences contents 'Nurimaru Web VR' (Rich User Experiences 콘텐츠 'Nurimaru Web VR' 제작 방법에 관한 연구)

  • Jung, sung-hoon;Lee, dong-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.625-629
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    • 2008
  • The purpose of study is to explore the design elements should be considered so that Web VR Contents can present a variety of experience to users in Web paradigm Changing, and describe through prototype of Busan Nurimaru APCE House's Web VR Contents.

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Analysis of Pre-Service Mathematics Teachers' Experience on Design Thinking based Teaching Practicum (예비수학교사들의 디자인 사고(Design Thinking) 기반 교육실습 활동 경험 분석)

  • Lee, Jiyon;Kim, Hoonjoo
    • Communications of Mathematical Education
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    • v.34 no.3
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    • pp.235-256
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    • 2020
  • The purpose of this study was to investigate the experience of pre-service mathematics teachers who attended at a university course combined with teaching practicum based on design thinking process to identify the change of their awareness of its activities. For the research, 8 pre-service mathematics teachers participated in a mathematics major course, consisting of 5 phases of design thinking formed by Stanford d.school. In the end of the course, qualitative data were collected through individual and focus group interviews and the course activities. By data analysis, the results of this study were as follows. Firstly, the participants' perspectives of design thinking activities were changed from the difficulty and ambiguity of its activity in the beginning of the process to positiveness with competence of solving authentic problem in terms of teaching practicum over time. Secondly, the participating pre-service teachers emphasized that design thinking activities helped them prepare well teaching practicum and raise understanding of students they met in the school fields. Thirdly, some research participants went through the difficulty in utilizing their products drawn from 4th phase (prototyping) of design thinking process depending on the acceptance of their guidance teachers. Fourthly, the research participants also pointed out that the design thinking was a significant activity in that they learned how to understand and communicate with their students and how to collaborate with team members and it gave an insight about the preparation for a class. Through these results, this study identified the possibility of using the design thinking process for pre-service mathematics teachers' teaching practicum. In addition, the research put forward some implications for better use of design thinking in teacher education.

Effect of design elements of Block Stripe Pattern on Sensibility (블록 스트라이프 패턴의 디자인 요소가 감성에 미치는 영향)

  • 이영진;정혜진;박희주;이주현;조길수
    • Science of Emotion and Sensibility
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    • v.5 no.3
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    • pp.21-28
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    • 2002
  • In order to reflect emotion and sensibility of consumers to textile pattern design, the effect of design elements of block stripe pattern on sensitivity was investigated. The stimuli were manipulated with 4 design elements of value difference (3 levels), arrangement (2 levels), width (2 levels) and interval (3 levels). Among the 36 combinations, 27 stimuli, which showed independent sensibility results in the pretest, were adopted as final stimuli. Male and female university students (n=30) evaluated each sensibility subjectively using a questionnaire developed for this study. The effect of design elements on 12 sensibility dimensions drawn by factor analysis and the relationships between the physical quantities of each stimulus and the sensibilities were investigated. As the results of ANOVA for the effect of design elements on sensibility, there were more significant differences in sensibility in the orders of value difference, interval, width, and arrangement. The value difference showed the highest explanatory power. Looking at the sensibility differences according to the level of design elements, the narrower the width of the stripe, the more 'humble', 'clean', 'modern', 'simple', and 'comfortable', and the narrower the interval between stripes, the more 'impressive' and 'conservative' The smaller the value difference, the more 'luxurious', 'modern', 'humble', 'simple', 'soft', and 'clean'. Regression models to predict the 12 sensibilities showed higher values of goodness of fit except 'conservative', 'casual' and 'modern', which were all over 0.6. Based on these results, 2 design prototypes reflecting consumer's sensibility were presented.

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