• 제목/요약/키워드: Ergonomics design

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의료용 침대 디자인에 관한 연구 (A Study on Design of Hospital bed)

  • 여태영
    • 한국디자인학회:학술대회논문집
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    • 한국디자인학회 2000년도 추계 학술발표대회 논문집
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    • pp.78-79
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    • 2000
  • 의료용 침대는 입원을 필요로 하는 환자의 안정과 가료 및 의사와 간호사의 효과적인 치료 행위를 위한 병원 입원실의 필수적인 설비 기구이다. 현대의 의료기술의 발전에 따라 첨단 치료 장비들을 갖춘 병원이 늘어나고 있는 반면 기본적인 설비라 할 수 있는 의료용 침대는 환자를 위한 전문적인 고려가 부족한 낙후된 제품을 그대로 방치해 사용하는 병원이 많은 것이 현실이다.(중략)

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Elements and Structure of the Smart Lighting Design in the Office

  • Yang, Hyejin;Pan, Younghwan
    • 대한인간공학회지
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    • 제35권1호
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    • pp.29-38
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    • 2016
  • Objective: The purpose of this research is to extract factors affecting office lighting and their relations, and then develop a framework that helps designers research and design smart lighting systems. Background: Due to the highly specialized usages of offices, the lighting system within offices also varies according to space, work, user, etc. A framework which considers these various factors and their relations is necessary for understanding and developing smart lighting systems. Method: First we extract factors affecting office lighting conditions, and select factors that can be controlled. We then analyze and develop a structure which reflects the relations among these factors from procedural perspective. Results: We divide factors affecting office lighting into physical and social factors, and then conceptualize their relations using a circular model. We then develop our framework from procedural perspective by dividing these factors into three levels, namely Subject, Action and Object. Conclusion: The developed framework organizes various factors affecting office lighting and their relations, and helps understand the procedural and structural aspects of lighting system. Application: Our framework helps designing and refining smart lighting system for complicated office spaces by helping people understanding the overall structure of office lighting.

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

  • 반영환
    • 대한인간공학회지
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    • 제27권1호
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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.

모바일 폰 한글입력방식의 유니버셜 디자인에 관한 연구 (Universal Design of Hangul Input Method for Mobile Phones)

  • 홍승권
    • 대한인간공학회지
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    • 제26권3호
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    • pp.117-124
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    • 2007
  • A few people are frequently using Korean text entry function in the mobile phone. To make matters worse, too many kinds of Korean text entry methods exist in the market, compelling mobile phone users to learn how to input texts all over again, whenever they purchase a new mobile phone. The purpose of this study is to propose a universal design of Korean text entry method for mobile phones. Several experiments and several questionnaire surveys were conducted in order to induce design factors for the universal design. Participants were mobile phone users with the diverse levels of text entry expertise and with the diverse ages. The results of this investigation were identical, irrespective of participants' age and expertise. The efficiency of the text entry method was not more important factor than memorability. The layout of vowels to keypad was preferred to map just 3 strokes to the 3 buttons so that users can make for themselves vowels that they want to input. The preference on the consonants layout was different according to investigation methods. According to the survey, it was preferred that consonants were arranged by alphabet order. However, the result of text entry speed measurement was that the arrangement by alphabet order was not superior to the typical arrangement. Such results may be used to design mobile phones for diverse users.

Application of Digital Human Modeling for Design of Yacht

  • Kim, Dong-Joon;Ko, Chan Gil;Lee, Yujeong;Chang, Seong Rok
    • 대한인간공학회지
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    • 제32권5호
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    • pp.475-480
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    • 2013
  • Objective: In this study, virtual reality was adopted to consider ergonomic factors in yacht design. Virtual human which is the same actual human was created in virtual environment using Digital Human Modeling which has been used in the manufacturing communities to design better workplaces and maximize the safety of workers. Background: During the past 40 years yachting has expanded from being, generally speaking, a minority sport - too expensive for the large majority of people - into a major recreational activity practiced by millions all over the world. Many new yacht designs have appeared and number of professional, as well as amateur designers has increased steadily. But they had not considered ergonomic factors in yacht design. Method: Worker's posture, traffic line and workload had been analyzed in sailing yacht. After the caution level was evaluated, we pointed out clues which had high workload and interference. To reduce workload, we applied ergonomic principles for improving working conditions and environments in Digital Human Model. Results: We found the space problems and workload of postures. Conclusion: (1) Unnatural posture of crews was sustained. (2) Workload that occurs in the human body was overloaded. (3) Crew's work space was very narrow. Application: This study will be applied the new ergonomic design of yacht.

Comparison between Overview Menu and Text Menu in Smartphone

  • Kim, Kyungdoh
    • 대한인간공학회지
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    • 제32권6호
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    • pp.529-534
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    • 2013
  • Objective: This study determines which of two types of 2D menu is better on iPhone. Background: Menu systems have been important components in modern graphical user interfaces. Review of menu design studies for human-computer interaction suggests that menu design guidelines for smartphones need to be reappraised. Method: A nested factorial design was used. Twenty-four participants were divided into two groups. The subjects were nested within the menu type. Two types of menus are an overview menu and a text menu. Two different breadth levels are 16 and 64. The participants performed five tasks in each breadth level. A task is defined as locating a product or product class on the deepest level of the hierarchy. An Apple iPhone 2G was used. Results: The results for ANOVA indicated a lack of a significant difference for time to respond between the two types of 2D menus. The overview menu showed the better satisfaction score between the two menu types. Conclusion: Even though the differences were not significant, an overview menu tended to show better performance and preference scores than a text menu that required scrolling. Application: This study can provide menu design guidelines when 2D menus are considered for small displays in a high breadth level.

사용편의성에 영향을 미치는 제품 설계 변수의 통계적 선별 방법 (A Statistical Approach to Screening Product Design Variables for Modeling Product Usability)

  • 김종서;한성호
    • 대한인간공학회지
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    • 제19권3호
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    • pp.23-37
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    • 2000
  • Usability is one of the most important factors that affect customers' decision to purchase a product. Several studies have been conducted to model the relationship between the product design variables and the product usability. Since there could be hundreds of design variables to be considered in the model, a variable screening method is required. Traditional variable screening methods are based on expert opinions (Expert screening) in most Kansei engineering studies. Suggested in this study are statistical methods for screening important design variables by using the principal component regression(PCR), cluster analysis, and partial least squares(PLS) method. Product variables with high effect (PCR screening and PLS screening) or representative variables (Cluster screening) can be used to model the usability. Proposed variable screening methods are used to model the usability for 36 audio/visual products. The three analysis methods (PCR, Cluster, and PLS) show better model performance than the Expert screening in terms of $R^2$, the number of variables in the model, and PRESS. It is expected that these methods can be used for screening the product design variables efficiently.

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Interacting with Touchless Gestures: Taxonomy and Requirements

  • Kim, Huhn
    • 대한인간공학회지
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    • 제31권4호
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    • pp.475-481
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    • 2012
  • Objective: The aim of this study is to make the taxonomy for classifying diverse touchless gestures and establish the design requirements that should be considered in determining suitable gestures during gesture-based interaction design. Background: Recently, the applicability of touchless gestures is more and more increasing as relevant technologies are being advanced. However, before touchless gestures are widely applied to various devices or systems, the understanding on human gestures' natures and their standardization should be prerequisite. Method: In this study, diverse gesture types in various literatures were collected and, based on those, a new taxonomy for classifying touchless gestures was proposed. And many gesture-based interaction design cases and studies were analyzed. Results: The proposed taxonomy consisted of two dimensions: shape (deictic, manipulative, semantic, or descriptive) and motion(static or dynamic). The case analysis based on the taxonomy showed that manipulative and dynamic gestures were widely applied. Conclusion: Four core requirements for valuable touchless gestures were intuitiveness, learnability, convenience and discriminability. Application: The gesture taxonomy can be applied to produce alternatives of applicable touchless gestures, and four design requirements can be used as the criteria for evaluating the alternatives.

시각적 공간분할로 본 Dart 위치의 조형적 설계 (The plastic design of dart location from the viewpoint of visual-spatial division)

  • 정옥임
    • 대한인간공학회지
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    • 제6권1호
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    • pp.33-40
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    • 1987
  • To study the body trunk basic to Clothing construction, and study the peculiarities of visual spatial division, necessary items are measured indirectly from 216 unmarried women from 19 to 24 years old by a photographic net-work method. In so doing, the problem of Fashion Design in establishing the location of Darts for Basic Dress is not considered. The following results are obtained. 1) Indirect measuring method, is obtained approximate to actual size, with an error of .+-. 2.8cm. 2) In the modeling plan of Dart location viewed from the visual-spatial division in Basic Dress, it is concluded that Darts are to be placed at the point of 1/3k+1/5k form the waist. From the aesthetic point of wiew, it is more appealling for darts to be placed at the point of 6cm .+-. 0.6cm right or left of center. 3) From direct measurement dart location can be set based on bust point width, and from indirect measurement, dart location can be set based on waist width.

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모바일제품을 위한 청각 아이콘 설계에 관한 연구 (Design of Auditory Icons in Mobile Applications)

  • 박동현;명노해
    • 대한인간공학회지
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    • 제24권3호
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    • pp.29-34
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    • 2005
  • Little research has been performed regarding auditory icons even though auditory icons have great potentials as a strategy for creating informative, intuitively accessible, and unobtrusive interface. Therefore, this study was conducted to design new auditory icons through the iconic mapping for ten most frequently used mobile phone menus, and to show the usability of auditory icons. Two most familiar auditory sounds for each menu were collected and compared to the current button-pressing sound. The results show that the newly designed auditory icons had shorter recognition times, better satisfaction than the current icons. In other words, auditory icons could be an effective interface to provide a redundant feedback along with visual feedbacks in navigating mobile devices.