• Title/Summary/Keyword: 사용 경험

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A study on interaction design of digital device for analog-based experience -Focused on multimedia mobile phone- (아날로그 경험 중심의 디지털 기기 개발을 위한 인터랙션 디자인 연구 -멀티미디어 휴대폰을 중심으로-)

  • Sung, Won-Kyu;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.290-295
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    • 2006
  • 지금까지 디지털 기기의 진화 과정을 볼 때 오직 기능적 발전만이 추구되고 그것을 사용하는 사용방식에 대한 진지한 고민은 부재하였다. 때문에 디지털 기기가 갖고 있는 버튼 위주의 획일적 사용방식은 사용자보다는 기기 중심의 디자인이 우선시되는 사회적 병리현상을 야기하고 있다. 반면 오랜 기간 인간이 다루어 온 전통적인 아날로그 도구들은 작업의 특성과 작업자의 상황에 맞도록 다양한 사용성을 고려하며 진화되어 왔다. 따라서 본 연구에서는 사용자들에게 익숙한 아날로그적 경험을 디지털 기기의 인터랙션 디자인에 적용시켜 보다 인간 중심적인 디지털 도구를 제안 하고자 한다. 연구의 목표는 다양한 기능이 복합된 대표적 디지털 기기인 휴대폰에 아날로그 경험을 접목시킴으로써 전통적인 도구들과 같이 디지털 기기의 자연스러운 인터랙션 스타일을 디자인하는 것이다. 이를 위하여 한정된 디바이스로 다양한 기능들을 조작해야 하는 모바일 기기에 적합한 아날로그 경험들에 대한 연구가 진행되었고, 기호와 조합으로 이루어진 카드놀이 메타포에서 그 단서를 발견할 수 있었다. 따라서 본 연구는 메타포로 제시한 카드놀이를 하며 일어나는 행위와 경험을 멀티미디어 휴대폰에 접목시켜 새로운 사용 방식을 제안하는 것이다. 예를 들어, 메뉴 선택의 경우 카드를 펼쳐 원하는 카드를 뽑으면 되는데 아래로 펼치면 그 카드의 수직 메뉴가, 옆으로 펼치면 그 카드의 수평 메뉴가 나타난다. 또 메뉴 안의 내용을 찾을 때는 카드를 뒤로 넘겨서 보게 되고 자신만의 개인적인 내용을 보고자 할 때는 카드를 은밀히 보는 듯한 행위를 취하면 된다. 즉 멀티미디어 폰 안의 내용뿐 아니라 사용하는 행위 자체도 하나의 즐거움이 되도록 카드놀이 경험을 새로운 인터랙션 스타일로 개발하여 그 가능성을 연구하였다.

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Information acquisition and searching in hypertext: Comparison Between adults and children (하이퍼텍스트상의 정보획득과 성인과 아동의 정보탐색)

  • 최순희;조경자;이승복
    • Korean Journal of Cognitive Science
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    • v.11 no.3_4
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    • pp.1-11
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    • 2000
  • This study investigated information acquisition from hypertext and the difference of searching behavior between adults and children. In experiment 1. we compared the amount of information acquisition from the hypertext to that of the printed text. The result showed that the performance in printed text was better than in hypertext. However. the performance of experienced (in the internet) participant showed no difference between the hypertext and the printed text. Experiment 2 compared the information-searching behavior of the adults and children in the hypertext environment. The results showed that adults performed the information-searching faster than children, yet there was no difference in the proportion of correct responses of the two groups. However. children who were more experienced in the internet and produced right answers to the 7th level questions in depth performed better and faster than the adults who were not. These results suggest that the experience in the internet is the most important factor in the searching of the wanted information.

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Factors related to problematic experiences of smartphone use among adolescents according to gender (성별에 따른 청소년의 스마트폰 사용의 문제적 경험 관련 요인)

  • Kim, Ki-Bong;Moon, Weon-Hee;Kwon, Myoung-Jin
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.84-92
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    • 2021
  • This study was conducted to identify factors related to the problematic experiences of smartphone use among adolescents according to gender. The subjects of this study were 54,603 male and female adolescents. This study data was analyzed using SPSS 25.0 program. As a result of this study, the relevant factors for the problematic experiences of smartphone use among male students were academic performance, economic level, counselors, fast food consumption frequency, depression, suicidal ideation, suicide plan, happiness, subjective body image, stress, and smartphone usage time. Drinking and smoking were found to be significant related factors only for female students. Therefore, in order to reduce the problematic experience of smartphone use, an intervention considering the influence factors according to gender is required.

A Study on Information Architecture & User Experience of the Smartphone (스마트폰의 정보구조와 사용자경험)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.383-390
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    • 2015
  • In this study it placed the object of the present invention is to provide a more efficient user interface experience to analyze the structure information and the user experience when using the pattern of the search with the number of intended use of the smart phone. Naver and Daum were the results of the study will consist of 28 dogs and 15 each category Naver and Daum had both a top-down sequential structure. In the case of Naver it has raised the possibility of cognitive load through the use of duplicate content and excessive scrolling news Daum has been in the case of shopping categories at the bottom of this error was raised the possibility of using touch gestures.

An Exploration of Parental Concern about Infant's Smartphone Usage Experience (영아의 스마트폰 사용 경험에 대한 부모의 걱정 탐색)

  • Mo, A-Ra
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.691-698
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    • 2017
  • The purpose of this study was to investigate parental concern about infant's smartphone usage experience. The research participants were 6 parents with infants lived in Seoul and Gyeonggi province. The data were collected by focus group interviews. The results of this study revealed that parent's smartphone usage experience could be classified as "Everyday life" and "Supporting tool of parenting". And parental concern could be classified as "Uncertain educational expectation", "Developmental problems", and "Addiction propensity". This study could contribute to understanding the problems of smartphone usage of infants, and providing basic materials for parent education about correct guidance and addiction prevention of digital devices including smartphone.

Systematic Determination of Empirical Parameters Used in Helicopter Conceptual Design (헬리콥터 개념설계에 사용하는 경험적파라메터의 체계적인 결정기법)

  • Kim, Won-Jin;Chae, Sang-Hyun;Oh, Se-Jong;Kim, Seung-Bum;Ahn, Iee-Ki;Yee, Kwan-Jung
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.40 no.8
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    • pp.703-710
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    • 2012
  • At the stage of conceptual design of a helicopter, it is a general way using low fidelity analysis methods because of a large number of design calculations and trade-off studies. Determination of empirical parameters used in analysis codes for more practical design, depends on an user's design experiences, which effects on the accuracy and the fidelity of conceptual design results. Thus, more precise and logical method should be required to determine the empirical parameters used in the conceptual design of a helicopter. The present method is to be used not only in verifying the empirical parameters generated by design requirements, but also regenerate them if they contain any errors. Empirical parameters produced by present method were used to design a helicopter with a payload objective and performance constraints of an operating helicopter. As a result, weights and geometries of designed helicopter matched the target value within 5% significance level, proving that the suggested parameter generating method can be useful in the conceptual design of a helicopter.

Multivariate empirical distribution plot and goodness-of-fit test (다변량 경험분포그림과 적합도 검정)

  • Hong, Chong Sun;Park, Yongho;Park, Jun
    • The Korean Journal of Applied Statistics
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    • v.30 no.4
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    • pp.579-590
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    • 2017
  • The multivariate empirical distribution function could be defined when its distribution function can be estimated. It is known that bivariate empirical distribution functions could be visualized by using Step plot and Quantile plot. In this paper, the multivariate empirical distribution plot is proposed to represent the multivariate empirical distribution function on the unit square. Based on many kinds of empirical distribution plots corresponding to various multivariate normal distributions and other specific distributions, it is found that the empirical distribution plot also depends sensitively on its distribution function and correlation coefficients. Hence, we could suggest five goodness-of-fit test statistics. These critical values are obtained by Monte Carlo simulation. We explore that these critical values are not much different from those in text books. Therefore, we may conclude that the proposed test statistics in this work would be used with known critical values with ease.

A Study on the User Experience through Analysis of Earphones Use Behavior of Generation Z (Z세대의 이어폰 사용 행태 분석을 통한 사용자 경험 연구)

  • Koo, Eun-Seo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.317-323
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    • 2020
  • This research is based on product development that improves user experience such as design and function by analyzing the usage behavior of elements experienced by generation Z as customers and users in the process leading to disposal of earphones even before purchase. The behavior of earphones in Generation Z was analyzed through in-depth interview and surveys of the customer experience and user experience of earphones. The results of the study were common or characteristic. They are user experience based on brand dependency, sharing experiences and seeking simplified design and convenience, which is related with the lifestyle of the generation Z. This study is expected to be a fundamental study of product research and marketing strategies that will take advantage of the characteristics of Generation Z, who will be the main player of the market in the future.

Case Study of User Interface Design for Spectrophotometer based on User Experience (사용자경험 기반의 인터페이스 디자인 사례연구 : 분광광도계)

  • Jeong, Seong-Won;Jeong, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.32-40
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    • 2012
  • This study is a case analysis for user interface(UI) design of spectrophotometer which is widely used in the field of chemistry, biology and environment, based on user experience(UX). Generally, experimental equipment developments are centered on functionality and technology, and the interface for interaction between the user and the machine is developed only by the engineers who do not have much consideration for the users. From this background, this study tried to find out how UX could melt into UI so that a kind of spectrophotometers can be designed to help the work process of researchers in the real context by examining and analyzing the real users' experiences and also considering the developer's perspective. As a result, it was possible to improve UI and was found that redefinition of the goal of UI, time-efficiency, security, and sufficient information delivery are essential to the design of user interface for spectrophotometers.

The Experience of Pesticide Poisoning and It's Related Factors in a Rural Area (일부 농촌지역 주민의 농약중독 경험과 관련요인)

  • Lim, Kyung-Soon
    • Journal of agricultural medicine and community health
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    • v.22 no.1
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    • pp.35-41
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    • 1997
  • The purpose of this study is to analyse both actual conditions and health problems of farmers in using peshcrde and to develop protective methods. This study research was carried out by means of questionnaires with members of 100 families randomly selected from 279 families residing within the managing territory of primary health post. The results are as follows: Based on 10 kinds of safety instructions, it was shown that 76% complied with more than 6 isntractrons, and less than 4 instructions were 24%, of which 25% carefully read their handling instructions, 58% did sometimes, and 17% never read such instructions. Not complying with those safety instructions, the most frequent experience was physical symptoms, of which headache accounted for 80.9%, dizziness for 73.5%, dermatitis for 64.7%, and vomiting for 41.2%. Their experiences of pesticide poisoning indicated 68.0%, of which the aged level accounted for 88.9% which was relatively high. A spraying time of peshcide was less than 2 hours accounted for 64.0%, and more than 2 hours for 36%. It was also shown that the number of farmers, who experienced poisoning after spraying such chemicals, accounted for 77.8%. The hate of poisoning experiences were 92.0% in group not wearing a protective equipment, were 62.5% in group wearing a complete set of protective equipment.

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