• Title/Summary/Keyword: 사용자 경험 요소

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시멘틱 웹과 컨텍스트 기반의 모바일 서비스 : 카네기멜론대학의 Mycampus 사례를 중심으로

  • 권오병;이주철
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.285-292
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    • 2003
  • 시멘틱 웹은 전자거래의 지능화 및 자동화를 실현하기 위한 필수적인 요소로 인식되어가고 있다. 시멘틱 웹에서 사용자와 서비스 정보가 공유되고, 위치, 날씨, 일정과 같은 사용자의 컨텍스트 정보를 활용하여 모바일 장치를 통해 고부가가치의 개인화된 모바일 서비스를 제공하는 것은 그 유용성에 비하여 아직 실제 사용하는 사례가 드물었다. 본 논문에서는 카네기멜론대학에서 실제로 추진되었던 Mycampus 프로젝트에 참여한 경험을 바탕으로 시멘틱 웹과 컨텍스트 기반의 모바일 서비스의 구현 방법과 교훈들을 밝히고자 한다.

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A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

A Study on How the Functional Difference of User Interface Design Layout Affects User Experience. - Focusing on the F-layout and Z-layout - (웹사이트에서 유저인터페이스디자인 레이아웃의 기능적 차이가 사용자 경험에 미치는 영향 연구 - F레이아웃과 Z레이아웃을 중심으로 -)

  • Lee, Moon Hyung;Park, Il Kwun
    • Design Convergence Study
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    • v.14 no.4
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    • pp.181-192
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    • 2015
  • The layout includes various functions not only arrangement, connection, division of information but also affordance and information recognition as the important element that determine the whole structure of information. Recently, the layout of web interface design was gradually changing from the concept of the original Z-layout to F-layout, whereas, it is being changed again into the split layout as the transform of Z-layout. However, there can be lack of grounds as to the reason of the change of layout. Therefore, it needs to study on how the functional difference between the F-layout and Z-layout affects user experience. In this study, we conduct the study on the effect of each layout type on the user experience focusing on the product description of web-page by user test. The user test have shown that the user has better feeling on the split layout based on the Z-layout than F-layout. The Z-layout also has more advantages on the formation of the favorable attitude of user in efficiency, accessibility and concentration. This result is consistent with the trend of web-design to change into the split layout based on the Z-layout and we provided the objective reasons for the effective web-design layout by user test.

Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

A Study on the UX-based Ethical AI-Learning Model for Metaverse (UX-기반 메타버스 윤리적 AI 학습 모델 연구)

  • Ahn, Sunghee
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.694-702
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    • 2022
  • This paper is the UX-based technology strategy research which is a solution to how conversational AI can be ethically evolved in the Metaverse environment. Since conversational AI influences people's on-offline decision-making factors through interaction with people, the Metaverse AI ethics must be reflected. In the machine learning process of conversational AI, cultural codes along with user's personal experience data must be included and considered to reduce the error value of user experience. Through this, the super-personalized Metaverse service can evolve ethically with social values. With above hypothesis as a result of the study, a conceptual model of a forward-looking perspective was developed and proposed by adding user experience data to the machine learning (ML) process for context-based interactive AI in the Metaverse service environment.

A Theoretical Study on the Mechanism of Occurrence of 'FUN' through Form-Giving (조형으로부터의 'Fun' 감성의 발생 메커니즘에 대한 이론적 고찰)

  • 김유진;이동연
    • Archives of design research
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    • v.15 no.4
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    • pp.139-148
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    • 2002
  • This study deals with the occurrence and application of 'Fun' as a linguistic function through form-giving. As a linguistic function, Fun could be defined, in a broad sense, as an emotion of desire when in relation to artifacts, and, in a narrow sense, as a physical or mental response when a person discovers unexpected information or artifacts. Hence, the occurrence of 'Fun' could be an analogy of a removal of a 'mental block' from using (or perceiving) artifacts. As an aspect of cognitive psychology, the context of form-giving, which has meanings in both artifact and design activity, will deal with an important factor of form-giving. From that, the elements of the context and the transformation of the elements are suggestive of 'Fun-oriented form-giving'. Hence, this study will show how to deal with that elements, what is required condition on it, 'Fun' in form-giving, and the Mechanism of Occurrence of 'FUN' based on this study, will be expected to apply them for product-concept effectively and Form-Giving fashionably.

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A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Extended Information Structure Modeling for Business System Analysis (비즈니스 시스템 분석을 위한 확장된 정보구조 모델링)

  • Lee, Hye-Seon;Park, Jai-Nyun
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.379-381
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    • 2005
  • 비즈니스 시스템 분석을 위한 비즈니스 모델링에서 사용자와 개발자간의 원활한 의사소통은 프로젝트의 성공을 결정할 수 있는 중요한 요소이다. UML 기반의 유스케이스 모델링은 숙련자의 경험에 많이 의존하고 있으며, 모델링의 수준을 결정하기 어렵고, 또한 사용자가 쉽게 이해하기가 어렵다. 따라서 사용자의 업무를 분석하여 직관적으로 표현할 수 있는 속성구조 다이어그램을 이용한 정보구조 모델링은 사용자와 개발자 모두 쉽게 이해할 수 있는 구조로 사용자의 요구사항을 직관적으로 분석하여 요구사항 분석에서부터 발생되는 사용자의 잦은 변경을 줄일 수 있으므로 유스케이스 모델링을 보완할 수 있는 효과적인 방법이 될 수 있다.

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Adaptation of Contextual Research on Elderly Users' Needs in Using Mobile Phone (문맥적 조사기법을 적용한 고령사용자의 휴대폰 관련 요구사항 도출에 관한 연구)

  • Kim, Hyun-Jeong;Heo, Jung-Yoon;Park, Soo-Jung;Kim, Mi-Young;Shim, Jung-Hwa;Park, Sang-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.7-14
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    • 2007
  • 디지털 컨버전스가 가속화됨에 따라 휴대폰의 기능은 나날이 복잡해져 가고 있으며, 이러한 경향은 사람들에게 자신에게 불필요한 기능까지 익혀야 하는 불편함을 초래하고 있다, 특히, 단순한 통화방식에 익숙하고 인지적으로 새로운 것을 유연하게 받아들이지 못하는 고령 사용자들에게도 이미 생활필수품이 된 휴대폰은 사용하는데 어렵고 불편한 부분이 많이 있다. 본 연구에서는 한국의 고령사용자들을 대상으로 휴대폰 사용에 있어 문맥적, 정성적 조사(Contextual & Qualitative research)기법을 적용하여 평소 그들이 일상생활에서 느끼는 휴대폰 관련 요구사항을 도출하고자 하였다. 조사는 세 단계로 이루어졌다. 먼저, 휴대폰을 사용 중인 60대 이상 고령사용자 83명을 대상으로 사용 현황 및 수준을 파악하고 적절한 사용자를 섭외하기 위한 설문을 진행하였으며, 둘째, 초보사용자 8명, 중급사용자 3명을 대상으로 휴대폰 사용 기록을 기반으로 하는 심층인터뷰를 진행하였으며, 초보사용자들을 대상으로는 문자메세지, 전화번호부, 카메라 폰 기능 교육 세션을 통한 행동 관찰법을 시행하였다. 마지막으로, 교육 세션 한달 후, 사용성 평가와 추가 인터뷰를 진행하였다. 이상과 같이 장기간에 걸친 사용자 조사를 통해, 고령사용자들의 휴대폰 사용에 있어 심리, 문화적 특이사항과 인터랙션 상의 불편요소들을 발견할 수 있었으며, 수집된 동영상 데이터를 분석하여 고령사용자의 휴대폰 관련 요구사항을 신체적 요인, 인지적요인, 심리적 요인의 세가지로 구분하여 제시하였다. 본 연구에서는 문맥적, 정성적 사용자 조사를 통해 고령사용자들의 일상생활에서의 휴대폰 관련 요구사항을 도출함으로써 풍부하고 실증적인 경험데이터를 수집할 수 있었다. 이와 같이 도출된 요구사항 데이터는 이후 고령사용자를 위한 유니버설 디자인 휴대폰 개발 전략수립과 UI 디자인 개발에 활용되었다. 뿐만 아니라, 이 연구는 휴대폰 사용 경험 연구에 적용할 수 있는 문맥적 조사기법 프로세스의 사례를 제시하고 있다는데 의의가 있다고 하겠다.

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