• Title/Summary/Keyword: 휴대폰 디자인

Search Result 99, Processing Time 0.022 seconds

The Relationship between the Relative Attention of Design Elements and Product Preference Response (디자인 요소의 상대적 주목성과 제품 선호 반응의 상관관계)

  • Heo Seong-Cheol
    • Science of Emotion and Sensibility
    • /
    • v.8 no.3
    • /
    • pp.253-263
    • /
    • 2005
  • In this study, the basic purpose was to identify the characteristics of the perception response of the elements that have an influence on the information search process for an assessment of product preference. Also, the relationship between the characteristics and the preference of products were reviewed in terms of the experience of the use of products. For this, photos of mobile phones and proposal-type products were selected and the experimental stimulant and experiments were conducted in two steps. In the first experiment, observations were made on the photos of the proposed products and they were arranged in the order of preference. In the second experiment, the part with the first attention in the preference assessment was marked by using the product photos that were previously selected and ranking them from 1 to 10. Two conclusions were obtained from the results of the experiment. First, the experimental memory information with the experience of the use of the products activates an interpretational response to the various constitutional elements included in the object for conception in the process of a preference rating. Second, no product use experience induces the reaction that perceptually accepts the esthetical elements included in the object for perception, regardless of preference.

  • PDF

A Storytelling approach to user affective interface design (감성적 인터페이스 디자인을 위한 스토리텔링 접근)

  • Hwang, Sin-Woong;Lee, Sun-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
    • /
    • v.12 no.1
    • /
    • pp.19-32
    • /
    • 2009
  • Recently emotional relationships between industrial products and user experience are getting more attention than ever. However, current user interface design has focused just on the mechanical and logical aspects. This research proposed a new approach to improve user's emotional experience to interface design and introduced storytelling as a new possibility. Four types of user interface - logical interface, picture added interface, storytelling-applied interface, and storytelling-applied interface with a story script - were used for this research. Eighty college students participated in this research. Each participant was randomly assigned to one of four types of user interfaces. Additionally, their individual differences in affect intensity were measured. he results show that users reported more emotional experience in the storytelling-applied interface and storytelling-applied interface with a story script than the logical interface and just picture added interface. The results also suggest that the higher satisfaction was experienced for the storytelling-applied interface. And all those results are differentiated by the users' affect intensity. The users who have higher affect intensity expressed heavier emotional experience and deeper satisfaction for the storytelling-applied interface.

  • PDF

Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.441-448
    • /
    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

  • PDF

Smartphone vs Wearable, Finding the Correction Factor for the Actual Step Count - Based on the In-situ User Behavior of the Two Devices - (스마트폰 vs 웨어러블, 실제 걸음 수 산출을 위한 보정계수의 발견 - 두 기기의 In-situ 활용 행태 비교를 바탕으로 -)

  • Han, Sang Kyu;Kim, Yoo Jung;An, A Ju;Heo, Eun Young;Kim, Jeong Whun;Lee, Joong Seek
    • Design Convergence Study
    • /
    • v.16 no.6
    • /
    • pp.123-135
    • /
    • 2017
  • In recent mobile health care service, health management using number of steps is becoming popular. In addition, a variety of activity trackers have made it possible to measure the number of steps more accurately and easily. Nevertheless, the activity tracker is not popularized, and it is a trend to use the pedometer sensor of the smartphone as an alternative. In this study, we tried to find out how much the number of steps collected by the smartphone versus the actual number of steps in actual situations, and what factors make the difference. We conducted an experiment to collect number of steps data of 21 people using the smartphone and wearable device simultaneously for 7 days. As a result, we found that the average number of steps of the smartphone is 62% compared to the actual number of steps, and that there is a large variation among users. We derived a regression model in which the accuracy of smartphone increases with the degree of awareness of smartphone. We expect that this can be used as a factor to correct the difference from the actual number of steps in the smartphone alone healthcare service.

Application of Paper-prototyping Method for Touch Interface Design Evaluation (터치 입력방식 디자인 평가를 위한 페이퍼 프로토타이핑 기법 적용)

  • Shin, Kyung-Jin;Lee, Tae-Il
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.888-894
    • /
    • 2009
  • Recently, touch screen systems with direct touch interfaces are prevailing in digital products such as MP3's, DMB's, PDA's and navigators, which give rise to new interface issues related to speed, feedback and accuracy, and consider additional considerations for solving those issues in evaluation processes. Although paper prototyping method, the one of applicable methods, is efficient ways to evaluate the touch interface, it still requires a certain amount of adaptations for touch interfaces. This study aims to identify emerged issues regarding to paper-prototyping method for the evaluation of touch interface, to come up with alternatives for applying the method. The study started with analyzing the touch interface in digital products, and suggests the 'Touch Wheel' interface based on mainly used interface. 'Touch Wheel' interface allows the user searching for her/his favorite songs by rolling 'wheel-like' menu list. The Userbility test was conducted by 24 MP3 users with 4 times, and based on such conditions as materials, making methods and evaluating process of paper prototyping for evaluating the touch interface, effective alternatives were considered in each evaluation steps. As a result, paper prototypes for evaluating the touch interface should give active operations to subjects by offering direct experience, so as to provide subjects with proper feedbacks and for designers to collect effective alternatives for expected problems in initial interface design process.

  • PDF

Fabrication and Characteristics Analysis of an Ultrasonic Motor for the Camera Module of Mobile Phone (휴대폰 카멜라모듈용 초음파모터의 제작 및 특성분석)

  • Yun, Yong-Jin;Kwon, Oh-Deok;Kang, Sung-Hwa;Lim, Ki-Joe
    • Proceedings of the KIEE Conference
    • /
    • 2005.07c
    • /
    • pp.1853-1855
    • /
    • 2005
  • 본 논문에서는 카메라폰용 광학줌(Optical zooming)과 자동초점조절장치(Auto Focusing, AF)에 쓰일 초음파모터를 제작하였다. 초음파모터의 제작 및 시뮬레이션은 유한요소해석 프로그램인 ATILA 5.2.1(Magsoft)를 사용하여 디자인설계에 따른 구동특성을 고찰하였고 세자된 초음파모터는 한쪽 면이 없는 사자형의 탄성체를 제작하였으며 탄성체의 양쪽 다리에 각각 압전체를 부착하였다. 또한 압전세라믹의 조성은 $0.9Pb(Zr_{0.51}Ti_{0.49})O_3$-$0.1Pb(Mn_{1/3}Nb_{1/3}Sb_{1/3})O_3$의 조성으로 설계하였고 시편의 제조는 7-layer로 적층하였다. 제작된 압전세라믹의 치수는 $6*2*0.35mm^3$ (길이*폭*두께)로 제작하였다. 또한 탄성체의 외형치수는 $10*10*2mm^3$ 제작하였으며 두께를 각각 0.3[mm], 0.5[mm], 0.8[mm]으로 변화시키며 제작하였다. 두께가 0.8[mm]인 경우 공진주파수 60.5[kHz]를 나타내었으며 초음파모터의 압전세라믹에 인가전압이 증가함에 따라 회전속도와 모터에 흐르는 전류는 증가하였다. 인가전압이 40[Vpp], 공진주파수는 60.5[kHz]일때 무게추를 달고 그때의 토크 및 효율을 측정하였다. 회전 속도는 토크가 증가함에 따라 거의 선형적으로 감소하였으며 효율은 토크에 따라 증가하다가 토크가 약 20(mNmm)일 때 약 28[%]로 최대치를 나타내었다.

  • PDF

발명하는 사람들-제52호

  • Han, Mi-Yeong
    • The Inventors News
    • /
    • no.52
    • /
    • pp.1-16
    • /
    • 2006
  • '2006 여성발명인걷기대회' 성황리에 마쳐/여성의 힘을 발명으로 승화하자/건강관리휴대폰 기술, 특허출원 급증/세계적 귄위 인명사전 '마르퀴즈 후즈후' 등재/고객 감동 주는 독특한 기능성 명함 등장/각 국의 상표 디자인 동향/현장 스케치/6백만불의 사나이 현실화 되다/핸드라이팅 전자펜 국내 최초 개발/특허법원이 지금 어떤 일이/중기청, 가짜 여성기업 골라 낸다/'여성 취업.창업정보 여기에 다 있어요'/중기청 여성기업.혁신형중기.재래시장 집중지원/'코리아나화장품 식물원' 개원/국민은행 '명품 여성통장' 대박/난방비 획기적 절감, '전기온풍기' 나와/3백50년 묵은 덧간장, $1\ell$ 5백만원에 팔려/한국기술거래소, 중소기업 기술 장터로 각광/순대, 기능성 음식으로 진화/해외 화제/역사 속의 발명품/하루 10분 발명교실/특허Q&A/함씨네토종콩식품 함정희 대표/중기청연구장비공동이용알선.중개계획/가짜 '메이드 인 코리아'중동지역서 판친다/아이디어 착상 및 발명 기법/여성의 사회참여 확대와 여성발명 확산/인공감미료를 만들어 낸 사람들/'중소기업청장 조찬간담회' 열려/휴면 특허율 66.8% 지식 경쟁력 걸림돌/발명가.의사 등 '이그노벨상' 수상/한국여성발명협회 '자문위원 위촉식' 갖다/한미영 회장, 간호용품아이디어대회 특강/발명인의 전당.특허고객서비스센터 오픈/여성발명인, 산재권 교육 참가 열의 높아져/생활 아이디어/11월 '지재권 및 여성발명 창의교실' 개최 안내/한국여성발명협회 회원사 발명품 가이드

  • PDF

A Study of Mobile Content Generation System using 2-Dimensional bar code in Smart Device Environment (스마트 기기 환경에서 2차원 바코드를 활용한 모바일 콘텐츠 생성 시스템 연구)

  • Jin, Byung-Wook;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.4
    • /
    • pp.2349-2354
    • /
    • 2014
  • While the number of smart phone subscribers excessing 30 million people, Korea is leaping into the 'smart powerhouse' from IT powerhouse. The popularizat+ion of smart devices so called 'PC in the hand', brought surely change to people's life style, and also it had led to a revolutionary change to and also to business and government. In several corporations of each countries, a variety of smart devices smart devices such as smart phone, tablet PC and E-books have been developing. Nowadays, the usage of the smart phone is not only the simple function calling. It has become a culture of the terminal type in the hand anywhere at any time, which makes can communicate with the others in anywhere and anytime. However, some of the subscribers who visit the website for PC version with the mobile devices screen, can feel kind of discomfort while surfing the net on a smartphone devices because the install of the existing video and flash files and the screen size for computer is not available for mobile devices. Therefore, in this paper, we studied on effective mobile contents generation program using QR code that is two dimensions bar code under the smart device environment. Also, unlike previous QR code generator that decorate standardized design, we realize an original QR code generation system from user perspective.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.643-667
    • /
    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

User's emotions expressed while using a product and user's satisfaction with the product (제품 사용 중 표출되는 사용자의 감성과 제품 만족도)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.17 no.3
    • /
    • pp.65-74
    • /
    • 2014
  • Due to recent interest in user experience and its significance, much research surrounding this theme is now being conducted. In this research, I investigated user experience during usage of a product and the satisfaction acquired by it, as well as the relationship between satisfaction of having used a product and whether the user would be more likely to purchase another product from the same company. The same experiment was conducted in South Korea and the United States of America in order to get more generalized experimental results. I found that amongst the six representative user emotions expressed while using a product, two of them correlated the most. First, 'Satisfaction in Usability' (the emotions aroused by satisfaction with usage or the practicality of the product); and second, 'Discomfort or Displeasure' (uncomfortable or unpleasant emotions expressed while using a product. The above two factors were found to be of the most influence concerning satisfaction of the product. Also 'Satisfaction in Usability' was found to be of the most influence in their preferability towards purchasing an item from the same company in the future. The significance of this finding is that aside from focussing on the attractiveness of the product's exteriors and design, one should be concerned on the ease of usage and effectiveness as well as usability of the product, all of which contribute to how efficiently a consumer will utilize the product. Furthermore, in agreement with previous research concerning the correlation between satisfaction of a product and positive perspective on consecutive purchases, the result of this study shows that the more satisfaction consumers feel after using a product, the more likely they are to purchase additional merchandises from the same company which manufactured the original product.