• Title/Summary/Keyword: 사용자인터페이스디자인

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A Study on Kiosk GUI Design in Fast Food Store for Effective Interaction (효과적인 상호작용을 위한 패스트푸드점 키오스크의 GUI 디자인에 관한 연구)

  • Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1043-1050
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    • 2018
  • As the cconvenience economy of food culture becomes more widespread and the consumption trends for easy and convenient meals grew, every food company is making their various efforts to provide better service. Along with this change, various methods have been allowed for quick and easy ordering. Especially, the introduction of kiosk systems with various merits such as reduction of queues for cashes, saving labor costs, and smoothness of business processes have been actively growing recently. If kiosk system provides not only order but also systematic contents and interface design considering differentiated identity from other companies, brand image enhancement and customer service strategy would be available as well. A kiosk GUI design for effective interactions that provides more usability and satisfaction to users by analyzing the structure and contents of kiosks in fast food stores and GUI designs and investigating usage patterns and design preferences of kiosks through user surveys.

A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

Do hedonic icons work better? (아이콘의 유희적 요소가 사용성에 미치는 영향 - 모바일 아이콘을 중심으로 -)

  • Tae, Eun-Ju;Jung, Dae-Hyun;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.274-280
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    • 2008
  • 최근에는 정보 가전의 사용이 크게 증가하였고, 다양한 제품 출시와 기술의 발전에 힘입어 제품에 따른 사용성에 있어 큰 차이가 없게 됨에 따라 사용성(usability)의 개념(Gould and Leuis, 1985; Benner, 1984)이 단순한 편리성과 기능성에서 사용자의 경험을 중시하는 방향으로 확장되었다(Carroll, J.M., 2004). 이러한 측면에서 유희적인 측면은 점점 강조되고 있는 실정이다. 아이콘은 GUI 환경에서 사용자가 이루고자 하는 바를 실제 공간에서 대상을 직접 조작하는 방식과 비슷하게 조작할 수 있도록 해줌으로써 중요한 구성요소로 인식되고 있다. 하지만 지금까지 아이콘과 관련된 대부분의 연구들은 아이콘의 기능적인 측면만을 다루어 왔으며, 아이콘이 가질 수 있는 재미나 즐거움과 같은 유희적인 측면에 대한 연구는 거의 이루어지지 않았다. 본 연구에서는 재미와 즐거움을 유희적인 요소로 규정하고 아이콘의 사용성과 주관적인 평정에 있어 재미가 어떠한 영향을 주는지 알아보았다. 그 결과 전형적인 인터페이스와 재미있는 인터페이스는 객관적인 사용성(Ergonomics quality)에 있어서 차이가 나지 않았음에도 불구하고, 사용자들은 재미있는 인터페이스에 대해 더 호감이 가고 매력적이고, 좋다고 평가하였다. 본 연구는 아이콘 디자인에 있어 기본적인 기능을 유지하면서도 참신성을 기준으로 재미요소를 추가하였을 때에 본래의 아이콘이 가지는 장점을 살리면서도 사용자의 경험을 풍부하게 해줄 수 있다는 것을 발견했다는 점에서 의의가 있다.

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User Interface Design Platform based on Usage Log Analysis (사용성 로그 분석 기반의 사용자 인터페이스 설계 플랫폼)

  • Kim, Ahyoung;Lee, Junwoo;Kim, Mucheol
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.151-159
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    • 2016
  • The user interface is an important factor in providing efficient services to application users. In particular, mobile applications that can be executed anytime and anywhere have a higher priority of usability than applications in other domains.Previous studies have used prototype and storyboard methods to improve the usability of applications. However, this approach has limitations in continuously identifying and improving the usability problems of a particular application. Therefore, in this paper, we propose a usability analysis method using touch gesture data. It could identify and improve the UI / UX problem of the application continuously by grasping the intention of the user after the application is distributed.

A study on the type of navigation interface design for information search in e-commerce (이커머스에서 정보 탐색을 위한 네비게이션 인터페이스 디자인 유형 연구)

  • Jung, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.411-418
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    • 2021
  • In this study, information search methods and user interface types provided to users were investigated for the top 100 e-commerce services selected by Statista and the National Retail Federation. And the characteristics of each type were derived by analyzing the interaction method of the user's manipulation with the visualization elements constituting the interface. The research results are as follows. First, as the information provision method, spread format was more often used as the number and hierarchy of information increased, and drop-down and mega menu methods were used more often as the number and hierarchy of information decreased. Second, as a visual classification method according to the information hierarchy, the background color, font change, and line were often used, and there were many cases where the background color and line were used at the same time. Third, there were various elements such as background color, text color, and line as an interaction method for user manipulation, and two or more of them were applied at the same time the most. This study is meaningful in that it defines the characteristics of each type through the analysis of the types of interfaces for e-commerce information search and items that can be the selection criteria for detailed elements.

A Study on the Meaning of Prototypes and Prototyping Strategy in User Interface Design (사용자 인터페이스 디자인에서 프로토타입의 의미와 프로토타이핑 전략에 대한 연구)

  • 박정순
    • Archives of design research
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    • v.13 no.3
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    • pp.145-152
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    • 2000
  • Since interactive systems that the user interaction is important factor can be very complex, its design process may have various testing and feedback based on continuous prototyping. The prototypes in this process function as medium to explore design problem and communicate opinions with another expert of project team. So prototyping strategy may be needed to enhance the design quality by focusing on the goals of project. This study clarifies critical issues around the prototypes and characteristics of interactive system to understand broad meaning of prototypes. And prototype model proposes as a framework for establishment of prototyping stategy.

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Diagraming Piece Based Fashion Design System (도식화 피스기반 패션 디자인 시스템)

  • 김영운;정성태;정석태;이용주;홍경옥;조진애
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04a
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    • pp.910-912
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    • 2004
  • 국내 의류ㆍ패션디자인 분야의 CAD 및 도식화 프로그램은 다양하게 존재하고 있으나, 본 연구에서는 데이터베이스 시스템을 접목한 피스 기반의 디자인 CAD와 도식화 시스템을 구현하였다. 본 시스템에서는 도식화 피스에 대하여 다양한 분류와 검색어를 제공해 디자이너가 사용하고자 하는 데이터를 빠르고 쉽게 찾아 활용할 수 있다 본 시스템은 사용하기 쉬운 사용자 인터페이스(GUI), 다양한 드로잉 도구 지원, 벡터형식 문서지원. XML 기반의 데이터 활용, 다양한 라이브러리 제공, 쉬운 Mapping 기능 등을 제공한다.

Case study on the user interface design based on the psychology of persuasion (설득의 심리에 근거한 사용자 인터페이스디자인 사례연구 -온라인 쇼핑몰을 중심으로-)

  • Park, Jinhee
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.369-378
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    • 2014
  • The information processing capabilities of contemporary people have reached its limit as the daily life in an information society calls for prompt judgment and decisions while being overwhelmed with information. We no longer make optimal decisions after analyzing all necessary data and information and instead make automatic decisions based on just a handful of important information. Such a phenomenon can be observed not just in daily life but also on the internet. People believe they are making a rational choice when selecting and purchasing a product online, but in fact subconscious thoughts and behavior triggered immediately by certain parts of the brain without our knowing are what makes the decision. Therefore, this study seeks to investigate the cases of various UX designs where the persuasion method based on Cialdini's psychology of persuasion is applied and to suggest a direction for a more effective user interface design based on the findings.

Design and Implementation of a Paper Submission Management System Using Domain Object Interface and Object Oriented Design Patterns (객체지향 설계 유형 및 도메인 객체 인터페이스를 이용한 논문 투고 관리 시스템 설계 및 구현)

  • Sim, Chun-Bo;Jung, Se-Hoon;Lim, Eun-Cheon;You, Kang-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.5
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    • pp.449-458
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    • 2010
  • Recently, the interest on object oriented design patterns has been increased considering to reusability of software and efficiency of maintenance expense in designing software architecture. In this paper, we design the paper submission management system applicable to specific domain using domain object interface based on object oriented design patterns, and then implement it with Java and XML. The proposed system applies method of implementation by assemblying each system objects with upward after system entire architecture design by combining properly downward method and upward method and applies with GoF Design pattern. As well as, we convert domain data of system into the form of various persistent objects through XML, and minimize the complexity of system by not adopting method that generates domain object as in Class with automatic. Finally, the implementation of our system can be used in general C/S environment, but we implement system user GUI using the XSLT built in general web browser in consideration for user convenience and consistency.

Proposal of Location-aware Interface using Empirical Metapo Element (경험적 메타포 요소를 활용한 위치 인식 인터페이스 제안)

  • Kim, Daun;Song, Jinkyung;Shin, Yejin;Jeong, Garam;Park, Su-e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.145-147
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    • 2018
  • As mobile devices increase use, users are forced to recognize and navigate their own location and virtual space within a given small display. Unlike trains and buses, this study aims to select a space inside a subway train that is difficult to transfer location information to and suggest an interface to reduce cognitive differences to users. First, observe the actual environment and then derive the empirical factors. Second, by using Metapo which is an act of understanding or experiencing specific targets that are not familiar with familiar objects, the interface is designed according to the UX principle after converting the experience element into metapo. Finally, usability will be assessed through user experience evaluation and problem elicited and supplemented in future studies. This study expects the use of spatial interfaces to be increased and applied as a variety of services by using metaphors through experience elements to help users easily recognize their location within the mobile interface.

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