• Title/Summary/Keyword: 사용자 중심 디자인

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Usability Principles for a Mobile Augmented Reality Application -Focus on Wayfinding- (증강현실 기반 모바일 애플리케이션의 사용성 원칙 연구 -길찾기 서비스 중심으로-)

  • Yoo, Chang-Hwa;Oh, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.643-651
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    • 2022
  • The mobile augmented reality(MAR) market is rapidly growing with following the sudden rise of the metaverse. However, research on improving user experience in mobile augmented reality environment is lacking. This study aims to develop the usability principles of an AR-based smartphone app. The research conducts following methods. 1)The characteristics of MAR were understood to identify usability elements of AR apps. 2)Usability principles were collected through analysis of case studies on the usability of AR and the 14 usability principles were developed through in-depth interviews with experts for the purpose of chunking. 3)To verify the 14 developed usability principles, evaluation items were composed based on the usability principles and usability evaluation survey was conducted. Consequently, significant differences were found in immersivity, presence, efficiency, satisfaction, playfulness and It was verified that the developed usability principle is useful in developing AR based smartphone apps. This study is meaningful in that it conducted the basic research of mobile AR usability principles

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Comparative Analysis on Smart Features of IoT Home Living Products among Korea, China and Japan (한·중·일 IoT홈 가전생활재의 지능형 기능성 비교연구)

  • Zhang, Chun Chun;Lee, Yeun Sook;Hwang, Ji Hye;Park, Jae Hyun
    • Design Convergence Study
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    • v.15 no.2
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    • pp.237-250
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    • 2016
  • Along with rapid development, progress of the network technology and digital information technology, human are stepping into the intelligent society of internet. Thereby the quality of living environment and working environment are keep improving. Under the big background of internet era, the timeliness and convenience of smart home system has been improved greatly. While lots of smart products have gradually penetrated into people's daily life. The household appliances are among most popular ones. This paper is intended to compare smart features of household living products among most representative brands in China, Japan and South Korea. The smart features include self-learning, self-adapting, self-coordinating, self-diagnosing, self-inferring, self-organizing, and self adjusting. As result, most smart features of these products showed great similarity. While some features were dominated according to countries such as remote control feature in Korea, energy saving feature in Japan, and one button operation feature in China.

Design Characteristics of Nursing Home Environment Created by Care Professional Based on Practical Experience (케어전문가의 실천적 경험에 입각한 노인요양시설 환경디자인 노력특성연구)

  • Lee, Yeun-Sook;Yoon, Hye-Gyung;Park, Eun-Ji
    • Journal of the Korean housing association
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    • v.22 no.5
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    • pp.21-28
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    • 2011
  • This thesis aims to identify the design guidelines for environmental plans for the facilities for the aged people with a focus on the users' needs and the concept of aging in place. For this purpose major environmental design factors were researched by analyzing spaces and interviewing the managers and supervisor of W nursing home in Jeju Island that was opened in 1980s. Surveyed factors were divided into five categories, and by applying the design guideline theory of age friendly environment and nursing home facilities to them, five municipal composition factors of Kevin Lynch, universal design, environmental behavior model of John Zeisel principles were found. On the other hand, the environmental changes and development process of W nursing home is a showcase that reveals the importance of narrowing the gap in the opinions of the space users, the experts of architecture and administration which is emphasized in the principles of Inquiry by Design of John Zeisel. This research is expected to be used effectively for the researchers who study the space designs for the age-friendly environment.

Implementation of Responsive Web Contents for Hybrid Framework (하이브리드 프레임 워크를 위한 반응형 웹 콘텐츠 구현)

  • Lee, Hyun-Jik;Kim, Yoon-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.1
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    • pp.45-50
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    • 2013
  • Recently, as various devices including the smart phone, tablet and smart TV increase rapidly, it have been trouble to develop services separately, which are the same as in each device. When it comes to manufacture these kinds of web applications, what is worse, it takes too much time, cost ineffective and hard to maintain as well. In order to solve the non-unity of these flat forms, some researches for the responsive web design according as the hybrid framework are being progressed. In this paper, we analyzed the technologies and trends of the hybrid framework, and also implemented the responsive web contents which is based on hybrid framework.

Innovation of Neighborhood Community Center through ICTs Aided Intelligent Space Design Contents (지역커뮤니티를 위한 ICT 기반의 커뮤니티센터 디자인에 관한 연구)

  • An, Se-Yun;Kim, So-Yeon;Kim, Ho;Fan, Qiangqiang
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.270-282
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    • 2016
  • A community center is situated near the residential areas and is the public facility that acts as the core of local cultural activities. A community center, as the general cultural activities increases, is transforming into a facility that promotes the community restoration and living convenience such as welfare, sports, art activities, and education etc. beyond location of simple leisurely activities. This study considers local residents' accessibility through the renovation of preexisting community center.

A study on the device management application production of the focal of user interface (사용자 인터페이스 중심의 디바이스 관리 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.170-171
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    • 2015
  • At the present time it continues to be the smart device released has also been commercialization device accessories accordingly. Such accessories are getting great response to consumers in the form of an external device to a character commercialization design. However, these products are not useful in the functional aspects of using the external form of the device is concentrated only. This study documents the management app to give the game character acts on the application category grouping the ability to efficiently manage the smart device. Research method is to study the existing product released to find out how it works come from the smart device management side, The device app management features added to the game play will be produced based on them.

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Clothing for the Handicapped: Brace.Crutch & Wheelchair User (장애인을 위한 의복디자인 (I) -부목 .목발 및 휠체어 사용자를 중심으로-)

  • 홍성순
    • The Research Journal of the Costume Culture
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    • v.9 no.6
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    • pp.830-841
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    • 2001
  • The purpose of my study is to provide some information on clothing for the handicapped with special needs. So I have designed clothes for the handicapped to provide some solutions for their clothing problems. These clothing designs for crutch and wheelchair users were based on solutions proposed by many researchers. The number of handicapped has been increasing gradually for years, especially the physically handicapped. Although they make use of many instruments for ease of movements and other physical conditions, most of the handicapped generally use crutches and wheelchairs. So I designed clothing for the crutch and wheelchair users. In order to ease problems in dressing and undressing, when using the crutch and wheelchair, various physical attributes of clothing should be considered: (1) Selection of fabric, (2) construction and location of the opening, (3) type and location of fastenings, and (4) design of garments for comfort and ease of movement. Clothing should also be able to satisfy psychological needs related to attractive appearance. My designs have proposed seven items of clothing. These include a cape-coat, over-blouse, one-piece dress and an pants for the crutch users. Also, a shirts, pants, and wheelchair wrap for wheelchair users will be displayed.

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Research of the user oriented interior design for FRT (FRT차량의 사용자중심적인 실내디자인 연구)

  • Kim Sang-Joong;Kim Seong-Nam
    • Proceedings of the KSR Conference
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    • 2004.10a
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    • pp.455-460
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    • 2004
  • The Fuel cell Rubber tired Train (FRT), which is now getting the attention as the next generation vehicle with its environment-friendliness, is the transportation for smooth connections of city traffic. It is the revival of the surface-car system with its revaluation of the function and technological development. Accordingly, fixed time operation and high speed driving became possible. FRT is operated together with other vehicles on the regular drive way. While this vehicle can solve the problem of traffic congestion in the urban area, it also can be cost-effective when it is compared to the cost of subway construction. It is also designed to minimize the underground or elevated traffic lane, to introduce the new construction technology, to reduce a term of works, and to cut down the operation cost by unmanned automatic driving system. Furthermore, it is considered as the alternative measure of other transportation due to its potential for the ecological way of speed improvement and the accessability to the disabled, elderly and children by developing the vehicle with folding steps or by building the high boarding platforms. In this research, I concentrated on the user oriented interior design of the FRT to make it passenger-friendly and safe in order to maximize the utilization of the vehicle so that all users including wheelchaired, user with baby carriage, elderly and children can conveniently use this vehicle.

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The Issue-network: A Study of New User Research Method in the Context of a Car Navigation Design (이슈 네트워크를 활용한 사용자 조사 방법론: 자동차 내비게이션 디자인을 중심으로)

  • Kim, Dongwhan;Lee, Dongmin;Ha, Seyong;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.22 no.4
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    • pp.502-514
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    • 2019
  • Existing user research methods are subject to a variety of research conditions such as the amount and variety of data collected and the expertise of the facilitator of a group research session. In this study, we propose a new user research methodology using an 'Issue-Network' system, which is developed based on the theory and methods of social network analysis. The Issue-Network is designed to define problem spaces from the issues raised by users in a group research session in a form of an interactive network graph. The system helps to break out of ordinary perspectives of looking into problem spaces by enabling an alternative and more creative way to connect issues in the network. In this study, we took a case study of generating the Issue-Network on behalf of the problems raised by users in various driving-related situations. We were able to draw three navigation usage scenarios that cover relatively important problem spaces: safety and being ready for the unexpected, smart navigation and notifications, making use of the spare time. In the future, the Issue-Network system is expected to be used as a tool to identify problems and derive solutions in group research sessions involving a large number of users.