• Title/Summary/Keyword: 인터렉션 가이드

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The Study of Interaction Design for Preventing and Reducing of Carsickness of Passengers in an Autonomous Mobility (자율주행 모빌리티 탑승자의 멀미 예방 및 완화를 위한 효과적인 인터렉션 디자인 연구)

  • Kim, Soo-Hyun;Kim, Jae-Yeop
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.447-457
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    • 2020
  • Mobility passengers with over four levels of autonomous driving are more likely to feel carsickness because they do not drive independently. Therefore study on how to prevent or mitigate carsickness are needed to ensure comfortable and productive moving experience of passengers. Therefore this study looked into prior researches on the causes and solutions of carsickness and conducted a survey on the specific situation of carsickness among the general public. Based on this preliminary study the four interaction guide lines for preventing and mitigating of carsickness were designed and validated by performing a CVT (Concept value test). The study have shown that people prefer auditory sense and somatic senses for response in carsickness. These current have been similar in CVT and I believe that specific interaction design proposals and validations will be needed in the future.

Comparative cultural research Interaction usage by following task based on Fiedler s contingency theory of leadership (Task 수행성향에 따른 제품 인터렉션 디자인의 사용행태 비교 문화적 연구 - 피들러의 상황 리더쉽 이론을 중심으로 -)

  • Seo, Mi-Young;Kim, Jeng-Hwa
    • Journal of the HCI Society of Korea
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    • v.6 no.1
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    • pp.17-20
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    • 2011
  • The contingency theory of leadership was proposed by F. Fiedler. In his theory, he divided the group into Task oriented and Relationship-oriented people based on work-style by LPC(Least Preffered Co-workers) test. This survey searches significance of interaction usage depending on which group has more aggressive interaction on the address list with mobile phones focusing on the differences between mainfunctions (name, cell phone, group name) and sub-functions (birthday, Photo, E-mail). Itis the hypothesis that the relationship-oriented group has more interaction than the task-oriented group which was identified through the analyzed usage of the address list. Results show that the contingency theory was not appropriately related with the research. Interaction usage by the following task based on Fiedler's contingency theory of leadership isn't related much. However, by discovering the interesting patterns by the test, this research is able to guide human-centered address design directions.

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Interaction and Interface Design of Smart Watches (스마트워치 인터렉션 및 인터페이스 디자인)

  • Lim, Da-Eun;Wang, Lin
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.11-20
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    • 2015
  • Recently, with the market of smart phones slowing down, more attention is paid to wearable devices. It was suggested that 2013 was the "year of the smart watch", due to that the majority of major consumer electronics manufacturers were undertaking work on a smart watch device. However there are still many issues on the interaction and interface design of smart watches. This study reviewed related literatures and evaluated the interaction methods, interface and content design of current smart watches. Based on that, future research directions were proposed. The research results have significant meanings for the guidance of future directions of smart watch.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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A Study on the GUI Design of Fashion Customizing Web : Centered on Custom Knitware (패션 커스터마이징 웹 GUI디자인연구 : 커스텀 니트웨어를 중심으로)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.124-137
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    • 2020
  • The need for customized products has also been increasing as more active consumers consume according to their values in recent years. Accordingly, fashion customizing web is becoming popular, but because custom freedom is low, we want to increase custom freedom by applying knitwear. To this end, a theoretical review was conducted through prior research and literature research on customization, knit design, and GUI, and based on this, a case analysis was conducted focusing on knit-making programs and fashion customizing web. Knit designs have more considerations than other fashion design process, resulting in more UIs, so users should use visual elements that are easily recognizable. Therefore, a draft assessment item was derived based on the preceding survey and three Delphi surveys were conducted on experts based on the draft. Each item was modified and deleted during the Delphi research process to produce the Custom Knitware Web GUI Design Guide. Through this study, we were able to identify the need for intuitive understanding and application of knit custom functions in GUI design of custom knitwear web. Through this research, it is expected that this data will be used to improve the usability of custom knitwear websites and to refer to knit design fields that utilize knit machines.