• Title/Summary/Keyword: Design for Experience

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A Study of User Experience from Parallax Scrolling Use on the Web Interface (웹 인터페이스에서 Parallax Scrolling 기법 활용에 따른 사용자 경험 연구)

  • Lee, Su Min;Ko, Hye Young
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.512-519
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    • 2016
  • In this paper, we compared the user experience according to utilize parallax scrolling technique in web site. For this purpose, we divided subjects into two groups. The subjects of Group1 were given to use web site interface with Parallax scrolling and the Group2 were given to use web site interface with non Parallax scrolling. Then, All Subjects answered the questionnaire of user experience. User experience were evaluated by four entries as Novelty, Esthetics, Usage of Satisfaction, Cheerfulness. Consequently. As a result, the web site interface with Parallax scrolling showed significantly higher score of Novelty, Esthetics, Cheerfulness than the web site interface with non-Parallax scrolling. In this study. we proved that using the parallax scrolling technique in web site interface improves the overall user experience, and suggested to apply as a way to advance the attention and persistency on creating a web site.

Study on Improved Interactive Mode of Delete in Mobile Phone's Full Keyboard and Its Usability (휴대폰의 풀 키보드에서 향상된 대화식 삭제 모드 및 사용성에 관한 연구)

  • Guo, Haoyue;Pan, Younghwan;Luo, Tao
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.41-48
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    • 2020
  • The text has always been an important recording channel for the development of human civilization. The delete text function is essential. The current method of deleting text is to "press" the delete button to complete the operation. It does not meet the user's need to delete large amounts of text. This article focuses on a new interactive approach to this problem. We consider problems and find solutions from the perspective of zero-order position control and first-order rate control. Through experimental design analysis and comparison, the new keyboard interaction method greatly improves efficiency and user experience. This article hopes to evaluate the usability of the new keyboard through usability studies.

A Study on the relationship between the multi dimensional integrative model of space experience and space design (공간 경험에 관한 다차원 통합모델과 공간디자인 조형간의 상관성에 관한 연구)

  • Lee, Ji-Young;Kwon, Young-Gull
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.55-60
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    • 2004
  • This paper aims to provide a multi-dimensional integrative model that can give a comprehensive account for human space experience. Human space experience is too complicated phenomenon, so space designer need to understand about mechanism of space cognition. From psychological point of view, I analyze the mechanism that is based on emotional reaction. This model consist of three dimensions: sensory, reflexive, and reflective dimension. Assuming this model, we have attempt the typological analysis to the space by studying human space experience. Finally, the outcome provides how space designer use this effect for application of human experience.

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The Characteristics of Return Factor, Information Search and Perceived Risks by Return Experience in Internet Clothing Purchase (인터넷 쇼핑몰 소비자의 의류제품 반품 경험에 따른 반품 요인, 정보 탐색, 위험 지각 특성)

  • Ji, Hye-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.3
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    • pp.149-161
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    • 2008
  • Internet shopping provides convenience to consumers, however, in recent years the consumer's return rate and return-related disputes continue to increase. This article examines the characteristics of return behavior through return experiences of internet clothing purchases. For an empirical study, questionnaires were handed out to 317 undergraduate male and female students, in which the results had been used for data analysis. Data were analyzed through SPSS 12.0 software, descriptive statistics, factor analysis, t-test, ANDVA analysis, Duncan test, and $x^2-test$. The results are the following: The analysis of consumers' return factor for clothes in Internet shopping showed there are five factors: product and quality, delivery, impulse buying, change of mind, and service. There is a significant difference in product quality of return factors depending on the availability of the return experience. Thus, consumers with return experience showed more return tendency owing to product quality factor than consumers without return experience. The availability of consumer's return experience was significantly related to information search. Consumers with return experience showed more consistent information search than consumers without return experience. There were significant differences in perceived risks depending on the availability and degree of consumer's return experience. In other words, consumers with return experience perceived more account related risk than consumers without return experience. Moreover, the more return experience the consumer has, the more risks consumers perceived in product performance.

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A Study on the Effect of User Experience on Smartphone GUI Design Elements Research: Focused on the 20 Generation Smartphone Users in China (스마트폰 GUI 디자인 요소가 사용자경험 요인에 미치는 영향에 대한 연구 -중국 20대 사용자를 대상으로)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.647-656
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    • 2017
  • It is obvious that the sales of smart phones are increasing every year whereas the growth rate is decreasing year by year from 2010 through the investigation of the current situation of the smartphone market. Therefore, the GUI design of smartphones has gradually become the major design difference and selling point. In this research background, the purpose of this paper is to investigate and analyze the relationship between GUI design and user experience which takes the 20 generation smartphone users in China as the research objects, so as to understand the impact of GUI design on user experience. In this paper, five visual elements of GUI design are derived from prior study, and five essential factors of user experience are educed by using online review text analysis and KJ. Finally, this thesis makes a questionnaire survey on the 20 generation smartphone users in China, and analyzes the influence of GUI design on the user experience. Meanwhile, we put forward some suggestions for improving the user experience on the basis of the survey results.

A Study of Holism based Service Experience Analysis System

  • Kim, Sung-Su;Lee, Eun-Jong
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.49-61
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    • 2012
  • Objective: The aim of this study is to offer a holism based Service Experience Analysis System(HSEAS) for service design. Background: Customer experience has been focused in a lot of service area. But it is difficult to understand the customer's needs and their experiences because it's so complex and uncertain. Thus it needs holistic approach that means it's difficult to explain general character merely through the understanding of small parts that composes an object and it must be analyzed within the overall context. Method: Accordingly, the thesis paper proposes the Service Experience Analysis System that satisfies the four following needs. (1) Need of solid Experience Framework in which the special quality of the service experience is considered, (2) need of support for the semantic cohesion between different kinds of data, (3) need of support for the management and search of vast data, and (4) need of building the knowledge base system for collaborative research. Results: HSEAS combines the short information in the customers' words and behaviors or situations and circumstances and provides a place of analysis where the context of the general experience can be read and allows concrete understanding of the actual state and factor of the problem as a Combined Data Analysis Tool. Conclusion: HSEAS becomes the center of information management, analysis and connection and it provides a free collaboration place where physical condition has no relations to as a knowledge base system based on network. Application: It is expected that length and width will be added to the analysis and assistance for effectively accumulating information will be provided in the area of diverse service.

The Influence of Female Consumer's Cosmetics Purchase Experience on Image-making Efficacy and Cosmetics Pursuit Benefits (여성소비자의 화장품구매체험이 이미지메이킹 효능감과 화장품추구혜택에 미치는 영향)

  • Park, Eun-Hee;Lee, Sang-Joo
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.4
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    • pp.131-144
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    • 2015
  • The object of this study was to find out the influence of female consumers' cosmetics purchase experience on image-making efficacy and cosmetics pursuit benefits. Total 405 surveys of women working at the industrial complex in Daegu-Kyoungbuk area were used for data analysis. Frequency, factor analysis, reliability analysis, regression analysis, and ${\chi}^2$-test were used for data analysis. Our findings are as follows. Cosmetics purchase experience of female consumers had factors as recognition experience, relationship experience, emotional experience, visit experience, and sensual experience. The factors of image-making efficacy were self-confidence in displaying, ability of facial expression and display ability while those of cosmetics purchase experience turned out to be trend/brand pursuit, appearance improvement pursuit, functionality pursuit and economic feasibility pursuit. Cosmetics purchase experience was found to have significant effects on the factors of image-making efficacy, and cosmetics purchase experience on factors of cosmetics pursuit benefits. The differences by ages variable was examined with relation to the level of make-up and how they chose products when buying.

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Evaluation for User Experience about GUI of Design of Educational application -Mainly with Analysis on 'The Cast exams on the EBS lectures'- (교육용 애플리케이션 GUI에 따른 사용자 경험 연구 -EBS 수능강의를 중심으로-)

  • Kim, Ha-Gyeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.295-300
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    • 2017
  • The purpose of this study is to analyze the EBS special lecture, which is an educational application, from a user 's point of view and to propose a direction for improvement of the user experience according to the GUI design. Firstly, we surveyed the theoretical background and service situation through literature review, and secondly, we surveyed the user experience questionnaire based on 7 principles of honeycomb model of Peter Morville. As a result, the EBS special lecture showed improvement of GUI due to lack of visual part in addition to its use. Based on this research, I hope that the service for improvement of the user experience of the education application will be improved in the future and it will be helpful to study the educational application user experience to be conducted in the future.

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.

A Study on the Structure and Characteristic of Overlapping of Storytelling about Experience Space - Focus on the Museum space - (체험 공간 스토리텔링의 중첩 구조 및 특성에 관한 연구 - 뮤지엄 공간을 대상으로 -)

  • Ahn, Hyunjeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.41-51
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    • 2013
  • Lately in many cases, Spaces are designed by stimulating user's sensibility, emotion, psychological software over based on the user behavior and purpose of space. Because space is not only practical using and use purpose but also the place for expressing ourselves by experiences. But space is a physical thing. so we need to arrange a structure of abstract and formless source of design by sophisticated grammaticalization. Especially storytelling of that abstract thing have characteristics of relation, process among users and space. because storytelling is focused on the discourse of stories and relationship record of that discourses. So this is used by expression device for user's emotion things and subjects in numerous cases. And storytelling is the basic, important element for user's experience in a space. By the way, Overlapping is also basic element for being possible to make experiences by concrete thing. that is because, Overlapping is layering phenomenon of some objects. Overlapping is made distance, distance make depth, and this relations take us an experience. Finally storytelling, Overlapping and space of experience are relation of cause and effect. So in this thesis, researcher looks for the relation characteristics between storytelling and overlapping by experience. and makes the abstract source into concrete and sophisticated formular.