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A Study on Channel 4's Station Identification: focused on 'Modular Typography'

  • John, Adjah;Hong, Mi-Hee
    • Cartoon and Animation Studies
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    • s.42
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    • pp.241-262
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    • 2016
  • British TV Channel 4 is one of the famous TV Channel in the world. Its station ID has also played a leading role in the developments of Motion Graphics including station IDs. This station ID's main visual design concept is its name and an iconic logo '4' at the same time. The first channel 4 station ID was designed by using modular typography to construct the iconic '4'. Modular typography is a technique of creating letters with similar elements. Channel 4's station ID was constructed from coloured polygons. The polygons split and converge at the same point in 3D space. Modularity in Channel 4's station ID is evidenced by the similar units of polygons. After the first station ID, Channel 4 was re-branded. Eventhough the station IDs which followed did not use coloured and geometrical polygons, modularity is seen in most of the station IDs especially between 2004 - 2011. In these station IDs, the iconic '4' is formed from similar natural and environmental objects like rocks, buildings, lights etc. In this analysis paper, there is a visual narrative on the history of Channel 4, the concept of modular typography in the original station ID and the application of modular typography in other Channel 4's station IDs.

Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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A Previous Study on Customized Visualization Expression of Personal Health Record (개인건강기록의 맞춤형 시각화 표현을 위한 선행연구)

  • Yang, Junggi;Lee, Yong-Jun;Kim, Hae-Na;Lee, YoungHo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.115-126
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    • 2014
  • In order to improvement of the perceptive of health state and the motivation, this study suggests the ways and design forms which provide PHR information customizing individual attributes as well as guidelines through a decision support system and services which integrate medical information visualization. Expression methods using the color, form, position in order to visualization based on images improved performance of information awareness by changing radar chart from existing information which provide only numerical figure. The methods providing a graphic figure which seems like beads of blood which shows the result of blood tests would also arise patient's attention. They gives the patient's information which is able to compare their health status and normal status and visualizes the records as a human figure in order to perceiving their status as well. The visualization showing the position of human body figures marks in inspection elements located in position of relevant organs. The method also uses icons represent examination results so they improve attention of the results and shorten recognize times.

ANOVA of Satisfaction based on Navigation Location and Number of Items in Mobile Applications (모바일 어플리케이션의 네비게이션 위치와 항목 수에 따른 만족도에 대한 분산 분석)

  • Park Sung-Hum;Kim Tae-Wan
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.38-47
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    • 2022
  • The user interface is a very important factor in application usability. The user interface of a typical application has a navigation system and the selection of the item takes place to move the movement. In this study, we would like to see if there are differences in user satisfaction depending on the location of the navigation and the number of items. The methods of in this study, a random group of 135 adult men and women who randomly selected four to six items as independent variables was conducted on the top, bottom, side, and three locations of navigation in a typical application. As a result, the navigation system rejected the null hypothesis of 0.000 and 0.008 respectively, with a significant probability of 0.05 or less than 0.000 and 0.008, respectively. It was also confirmed that the study theory of whether the interaction of navigation location and number of items creates a difference in satisfaction was significant with a significant probability of 0.016. In the post-analysis (Schefe), there were significant differences in the position of navigation, as each group was classified as a new group at the top <bottom <, and in the number of items, there were significant differences between the two groups of six <4 . Conclusion of this research, depending on the results of some significant differences in satisfaction with the location of the navigation and the number of items, it can be seen that the satisfaction of the interface increases when the navigation position is located at the bottom. However, follow-up research is needed on whether side-type navigation is suitable for different mobile sizes.

Design and Implementation of a Comparative Shopping Agent for E-Commerce (비교쇼핑 에이전트의 설계와 구현)

  • Choi, Moo-Jin;Hwang, Jin-Yeol
    • Information Systems Review
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    • v.7 no.1
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    • pp.97-113
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    • 2005
  • This paper designed and implemented(programmed) a comparative shopping agent that helps consumers to shop at on-line shopping malls over Internet. At offline stores, as consumers usually tell a sales clerk about a manufacturer, functions and price range of an item they want to purchase, the sales clerk will show the products or relevant catalogues. Then the consumer will compare functions, design and prices of the product and buy it with the lowest price. PriceMeter, a comparative shopping agent, introduced in this paper, is designed best geared to this consumers' buying behavior. Basically, as consumers enter a manufacturer's name, price, features and etc. at a search window, PriceMeter will search the web and provide a list of product informations such as features and prices that meet the search conditions. Consumers can see the information in either a form of catalogue or a printing format. As consumers click specific items to examine closely, it will show prices and information about shopping malls that sell the requested items. Clicking a 'Buy' icon, the consumers will be transferred to the right web page at the linked shopping mall. The emergence of the comparative shopping agent will expedite a consumer-centered retailing economy in the age of e-commerce. As consumers are provided with a better set of product and shopping mall information, they can make better purchasing decisions and gain more bargaining power shifted from manufacturers(sellers). The presentation of this comparative shopping agent is intended to promote the consumer-centered B2C e-commerce.

The Implication and Recognition of International Garden Exposition Suncheon Bay Korea 2013 on Blogs (블로그(Blog)를 통해 본 2013순천만국제정원박람회에 대한 인식)

  • Jang, Min-Ji;Choi, Jung-Min
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.4
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    • pp.60-75
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    • 2014
  • The purpose of this study was to look for useful implications in its next application or similar planning by assessing visitors' recognition of International Garden Exposition Suncheon Bay Korea 2013. To do this, blogs acknowledged as powerful communication media in modern information society were used. After searching for blogs related to International Garden Exposition Suncheon Bay Korea in the portal site ranked first in the domestic market share, this study classified 300 cases. This study was able to grasp the consciousness as bloggers gave descriptions of information and impressions and experiences of spaces without making any adjustments. The survey results are as follows: First, Dutch gardens were the most preferred, followed by Korean gardens, Chinese gardens and French gardens; in general, visitors were not satisfied with the national gardens. Inquiry is needed into the method of determining diverse cultural identity rather than a sample garden type through blogs delivering regret regarding the world gardens. Second, the survey results showed that the level of awareness of designers' gardens was low. This study judges that more emphasis should be placed on their roles as places speaking for the original purpose of the garden exposition which introduces gardening art and design through experimental design. Third, it was understood that many bloggers were deeply impressed by ephemeral landscapes like the change in landscape consequent on the elapse of time, distinctive atmosphere, and detailed-landscapes. These aspects are important landscape elements, and those elements should be addressed with weight in a subsequent study. Fourth, the most impressive places are 'Suncheon Lake Garden' and 'Bridge of Dreams', which are establishing themselves as icons of International Garden Exposition Suncheon Bay Korea 2013. However, relatively, public attitude towards the world gardens and designers' gardens are weak. Fifth, bloggers were providing a variety of information like transportation, events schedules, ticket purchasing & prices, discount information, etc. Ticket price was commented on the most, and most of the bloggers thought ticket prices were 'expensive'. This study understands such a phenomenon as a result of the general population's non-establishment of the perception that it's proper to view gardens at visitors' own expense. Generally, bloggers expressed satisfaction with International Garden Exposition Suncheon Bay Korea 2013, but with criticism as well. Their criticism included disappointing matters, to be improved upon and wishes without any distortion, providing meaningful implications deserving reference for similar cases. In this context, a blogger could be called a citizen-reviewer while a blog could be referred to as 'a field of informal discourse' for the public. As a research method of this study, blogs are difficult to interpret as they are subjective and personal, and have limited data analysis through their quantifications; however, blogs as methods of recognition survey are channels for varied, concrete and detailed awareness which are hard to grasp through a questionnaire survey or interviews. This study judges that such an aspect of a blog could be a useful means of grasping and reflecting upon visitors' attitude in future studies.