• Title/Summary/Keyword: 휴대폰 디자인

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A Comparative Study for User Interface Design between TV and Mobile Phone (TV와 휴대폰의 사용자 인터페이스 디자인 비교 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.1
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    • pp.29-35
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    • 2008
  • An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.

Menu Structure Design using Asymmetric Spreading Activation in Mobile Phone (비대칭 활성화 확산 이론을 이용한 휴대폰 메뉴 구조 디자인)

  • Oh, Se-Eung;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.28 no.1
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    • pp.1-7
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    • 2009
  • As products are getting more diverse and new products are entering the market faster, customers have trouble learning how to use them. User-oriented menu structures may solve this problem. In order to design user-oriented menu structures, spreading activation theory has been studied. The spreading activation test shows that the strong associative relationship between words has shorter response times. Based on the spreading activation test, asymmetric spreading activation was introduced and a hypothesis that in a well-designed menu structure, association between upper-low menu pairs is not affected by an activation direction was tested for this study. In this study the menu of a cellular phone (Model: SPH-w2900) was extracted, and underwent 1st spreading activation tests. Then, on each menu pair, response time differences (asymmetric transition) by accuracy and directions were analyzed to find out problems in labels and improve menu structures and vocabulary. Second spreading activation tests were conducted to check whether asymmetric transitions decreased. The results showed that response time differences (asymmetric transition) for activation directions were found to be dropped significantly. Asymmetric transitions in spreading activation presented in this study will be helpful to define user-oriented menu structures.

제품속성을 활용한 중소/벤처기업의 브랜드 정통성 구축방안에 대한 실증적 연구

  • Go, In-Gon
    • 한국벤처창업학회:학술대회논문집
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    • 2020.06a
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    • pp.149-153
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    • 2020
  • 본 연구의 목적은 마케팅 관점에서 제품속성과 브랜드 정통성에 대한 통합적 연구모형을 이론적으로 제시하고, 이를 실증적으로 살펴보는 것이다. 이와 같은 연구목적을 위하여 제품속성과 브랜드 정통성을 정의하고, 브랜드 정통성의 구성 요인을 학문적 관점에서 이론적으로 제시하였다. 구체적으로 제품속성은 내재적 속성으로는 품질과 디자인, 외재적 속성으로는 브랜드와 가격으로 구분하고, 브랜드 정통성은 기존 연구들을 분석하여 총 13개의 하위 차원으로 정리하였다. 제품속성이 브랜드의 정통성과 브랜드 이미지에 미치는 영향관계를 실증적으로 분석하고자, 총 400개 표본을 대상으로 분석을 실시하였다. 조사대상 제품은 S전자의 최신 휴대폰인 S20으로 하였다. 본 연구는 선행연구에서 논의되지 않았던 연구모형을 기반으로 하였으며, 마케팅관점에서 소비자가 제품 속성을 통하여 지각하는 브랜드 정통성과 브랜드 이미지의 관계를 실증적으로 살펴봄으로써 다양한 이론적, 실무적 기반을 제공할 것이다. 특히, 브랜드의 정통성을 구축하기 위해서는 오랜 기간 동안 많은 투자가 수반되므로 중소/벤처기업은 대기업에 비해 상대적으로 불리하다. 이런 이유로 중소/벤처기업은 우선적으로 제품의 품질향상에 많은 노력을 기울이는 경향이 있지만 만일 제품 속성이 브랜드 정통성에 의미 있는 영향을 미치지 못한다면 중소/벤처기업은 관련된 전략을 수정하여야 할 것이다. 따라서 본 연구는 중소/벤처기업의 시각에서 제품의 속성을 활용하여 브랜드 정통성을 구축하기 위한 방안을 제시하고자 한다. 본 연구의 결과는 특히 스타트업의 마케팅전략 수립에 도움이 될 수 있을 것이다.

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A Study on human sensibility ergonomic design for mobile phone using Quality Function Deployment (QFD기법을 응용한 휴대폰의 감성공학적 디자인에 관한 연구)

  • Ryu, Je-Hyeok;Byeon, Seung-Nam
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.533-536
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    • 2005
  • This research aims to develop a procedure that help transform user's feelings or images of a product into the product's design elements. Current approach of product design has focused on providing proper functions of the product. However, as the users' needs get more diversified, it is necessary to accommodate the users' sensitive requirements in product design. The concept called Human Sensibility Ergonomics(HSE). In implementing the HSE, first, it has been surveyed the users' requirements through questionnaires or interviews. Next, has been analyzed the collected data using various statistical analysis technique, resulting in identification of the users' feelings or images of the products.

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Research on difference between interfacing virtual prototype and real prototype of a wireless phone (가상 프로토타입과 실제 프로토타입에서의 인터페이스 차이에 대한 연구 - 무선전화기 중심으로 -)

  • Hyeon, Hye-Jeong;Hwang, Min-Cheol;Lee, Byeong-Seon
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.172-175
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    • 2007
  • 본 연구는 인터페이스 연구에 이용되는 가상 프로토타입에 대한 인터페이스가 실제크기모형(mockup)과 가까운 실제 프로토타입(real prototype)에 대한 인터페이스와 차이를 분석하고자 하였다. 휴대폰 중심으로 프로토타입을 가상의 그래픽을 구축하고 임베디드 시스템(embedded system)을 이용한 실제 프로토타입(real prototype)을 구축하였다. 휴대품에 대한 감성 평가 모델을 구축하여 두 프로토타입에 대한 평가를 실시하였다. 두 프로토타입의 인터페이스 면에서의 차이는 인터페이스 디자인에 적용되는 제품 평가에 가이드라인을 제시할 것이다.

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Usability Analysis for Designing Mobile Phones Based on Universal Design for the Elderly (노인층을 고려한 범용디자인 휴대폰 설계를 위한 사용성 분석)

  • Yim, Jang-Bin;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.24 no.1
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    • pp.47-53
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    • 2005
  • The purpose of this study was to evaluate performance and subjective satisfaction of mobile phone's interface elements considering the elderly users. First, mobile phone's interface elements were outlined recent foreign and domestic studies. Then, final three mobile phone's interface elements were determined by expert rating, AHP analysis, and questionnaire analysis. Objective and subjective measures were then used to determine the effects of several specific design parameters and aging differences on performance of mobile phones. In this experiment, 38 subjects and 4 independent variables were used to measure task completion time and user's subjective satisfaction. The statistical analyses indicated significant aging differences between older people and younger people in terms of keypad type and bell sound level in performance. Significant aging differences were also found for user subjective satisfaction. It is suggested that some major results from this study be used to develop mobile phone design guidelines that are more usable and accessible for most users, particularly for older users.

The Classification of Galaxy Phone User's Sensibility Type (갤럭시폰 사용자의 감성 유형)

  • Lee, Young-Ju
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.137-140
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    • 2012
  • 본 연구는 갤럭시 폰을 선호하는 사용자의 감성경험디자인 요소의 주관적 관점을 밝히는데 초점을 두었으며 주관성 연구를 위해 Q 방법론을 통해 3개의 유형을 발견할 수 있었다. 제 1 유형은 합리적 행동 추구 유형으로 갤럭시 폰에 대한 직 간접 체험을 통해 감성품질에 대한 높은 기대치를 가지고 있으며 휴대성과 사용성을 중요시 하고 외형의 형태와 재질에 관해서는 낮은 선호도를 가지고 있음을 알 수 있었다. 제 2 유형은 계획된 행동 추구 유형으로 주관적인 개인의 지각을 중요시하며 기능, 물리적 느낌 그리고 사용성 모두를 중요하게 생각하고 사용함으로써 얻어지는 즐거움과 효율을 선호하는 유형으로 구분되었다. 제 3 유형은 차별적 개성 추구 유형으로 개인이 소유한 제품을 통해 다른 이에게 전달하고자 하는 메시지를 중요하게 여기며 심미적 요소의 차별을 통한 개성 표출을 중요시하는 유형으로 파악되었다.

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A Study on Voice User Interface for Domestic Appliance (가전제품의 음성 인터페이스 디자인 적용에 대한 연구)

  • Hong, Ji-Young;Jeon, Myoung-Hoon;Han, Kwang-Hee;Chae, Haeng-Suk
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.55-68
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    • 2007
  • This paper describes a Voice User Interface(VUI) method and a design guideline tool which supports the studies for domestic appliance. This issue covers specification of user requirement and selection of appropriate VUI to represent speech generation. The criteria for paper is interaction design to enhance user engagement. The studies were carried out to measure prototype of domestic appliance such as a refrigerator, a washing machine, a Gimchi refrigerator, an oven range, a dishwasher and an air conditioner. This paper is presented a study of user preferences and suitability. The results of these findings to voice interface design are discussed and it is suggested that VUI guideline and optimal prototyping can provide a useful application tools in the design process.

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Development of Shading Tape for Manufacturing of Touch Panel Display with High Screen-to-Body Ratio (기기 면적 대비 높은 화면 비율을 갖는 터치 패널 디스플레이 제조를 위한 차광 테이프의 개발)

  • Kim, Ki-Chul
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.75-81
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    • 2017
  • The design trend of information technology is quickly changed with the times. The design trend of information display is a bezel-less display, recently. The bezel-less display or edge-less display is a new trend of mobile phone display. In this study, the shading tape was manufactured for assembling process of touch panel display with the high screen-to-body ratio so-called bezel-less display. The shading tape was fabricated on PET film with the UV curable acrylic pressure sensitive adhesive(PSA) by roll-to-roll process. The UV curable PSA was synthesized with the eco-friendly toluene-less manufacturing method. The adhesive power of manufactured shading tape was investigated by motorized tensile testing machine. The thixotropic, maintaining property of cutting shape, was characterized by field emission scanning electron microscope. As results, the shading tape exhibits high adhesive power and good thixotropic performance suitable for assembly process of touch panel display. The functional shading tape will be expected to improve productivity of assembly process of touch panel display.

An Implementation of Mobile Messenger Application for Kindergartens and Nurseries (영유아교육기관용 모바일 메신저 어플리케이션 구현)

  • Han, Dong-Gyoon
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.401-412
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    • 2012
  • Communication through smartphones is creating a new paradigm of mobile communication beyond the restrictions of mobility and space. The mobile instant messengers of the smartphone, which began on the desktop environment, are providing various communication features, including multimedia contents, texts, and voice. Kindergartens and nurseries are using Websites, phones, SMS, printed materials, handwritten notifications, etc. to communicate with the parents. IsPlus was developed to facilitate the communication between the parents and the teachers, including exchanges of pictures and videos, chatting, and attendance management using smartphones. This is meaningful in that it is an early smartphone mobile messenger for educational institutions for infants and preschoolers. This study presented a new approach to the development of a mobile messenger for a specific group of users by analyzing the user environment, communication types, application planning process and interface design development using storytelling.