• Title/Summary/Keyword: HCI theory

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The Strategies for Evolutionary Properties of User Interfaces (진화론적 발전 속성에 따른 UI 진화 전략)

  • Kim, Huhn
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.789-794
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    • 2006
  • UI (User Interface)는 끊임없이 진화한다. 사용자의 새로운 요구 사항을 만족시키기 위해, 기존 UI에 대한 불편 사항을 해결하기 위해, 경쟁 제품의 더 좋은 UI를 따라 잡기 위해, 그리고 새로운 기술로 기존에는 불가능했던 것이 가능해 짐으로 인해, UI는 지속적으로 더 좋은 방향으로 변화하고 있다. 특히 휴대폰과 같이 라이프사이클이 짧은 제품의 UI는 매 제품마다 UI를 변화시킬 수 없기 때문에 기업 입장에서의 전략적인 접근이 중요해 진다. 더욱이 충분한 검증 없이 이루어진 진화의 방향은 사용자가 원하는 방향과 일치하지 않게 되어 오히려 퇴화하는 문제도 발생할 수 있다. 본 논문은 UI가 생성, 유지, 융합, 소멸되어 가는 진화론적 발전 속성 및 그러한 속성에 영향을 주는 요소들을 살펴보고, 라이프사이클이 짧은 제품의 UI를 개선할 때 어떤 전략을 취하는 것이 기업 차원에서 좋은지를 설명한다. UI 진화 전략은 크게 점진적 개선을 추구하는 구릉식 전략과 한번에 도약하는 계단식 전략으로 나눌 수 있다. 위 두 전략들은 사용자 만족도, 개선에 필요한 비용과 그 가치, 개선 후의 리스크 (Risk)에 따라 장단점을 가진다. 결론적으로 본 논문에서는 두 전략 모두 서로 상반되는 장단점을 가지므로, 어느 한 전략을 취하기 보다는 UI 요소의 특성 및 변화의 규모에 따라 두 전략을 혼용하는 전략이 기업 입장에서 최적의 전략임을 주장한다.

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Social Network Service Users' Criteria and Strategies for Context Sharing (소셜 네트워크 서비스 사용자의 맥락정보 공유 기준과 전략)

  • Lee, Hae-In;Park, Hye-Jin;Bae, Sang-Won;Kim, Jin-Woo
    • Journal of the HCI Society of Korea
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    • v.7 no.1
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    • pp.11-17
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    • 2012
  • A number of context information is shared through social network service(SNS). Among them, we focused on the information which is rarely shared for various reasons. The result indicated that users prefer to avoid certain types of context information because of: 1)containing socially unacceptable content, 2)laking of desire for disclosure, and 3)potential risk of privacy. Concerning privacy concern, it was found that users developed their own management strategy to control context information rather than employing existing system features. Drawing on Communication Privacy Management(CPM) theory, we analyzed findings and suggested guidelines for system design.

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3-D Hand Motion Recognition Using Data Glove (데이터 글로브를 이용한 3차원 손동작 인식)

  • Kim, Ji-Hwan;Park, Jin-Woo;Thang, Nguyen Duc;Kim, Tae-Seong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.324-329
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    • 2009
  • Hand Motion Modeling and Recognition (HMR) are a fundamental technology in the field of proactive computing for designing a human computer interaction system. In this paper, we present a 3D HMR system including data glove based on 3-axis accelerometer sensor and 3D Hand Modeling. Data glove as a device is capable of transmitting the motion signal to PC through wireless communication. We have implemented a 3D hand model using kinematic chain theory. We finally utilized the rule based algorithm to recognize hand gestures namely, scissor, rock and papers using the 3-D hand model.

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A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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A Case Study of the Mobile Giving Platforms Based on Construal Level Theory: Focused on Bigwalk and Tree Planet (해석수준 이론에 기반한 모바일 기부 플랫폼 사례연구: 빅워크와 트리플래닛을 대상으로)

  • Kim, Minji;Min, Byounga;Shin, Hyeonsik;Hwang, Seongwook;Lee, Inseong;Kim, Jinwoo
    • Information Systems Review
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    • v.17 no.3
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    • pp.135-157
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    • 2015
  • Mobile giving platform is a new type of giving platform which offers donation service through mobile application. Mobile giving platform has developed differently from offline giving platform in the way that induces continuous donation. The purpose of this study is to investigate why mobile giving platform has adopted different strategy, and how it leads to continuous contribution. We conducted a case study with two successful mobile giving platforms; Bigwalk and Tree Planet. The analysis of the strategy is based on the construal level theory which explains the relationship between psychological distance and construal level. The result shows that the users' psychological distance toward giving platform has decreased with the environmental change, offline to mobile. Consequently the mobile giving platform offers services which form low level of construal for encouraging continuous participation. This finding suggests the importance of offering suitable construal level in services, and design guideline for mobile giving platforms.

Enhancing Visual Perception Using Color Processing Of Mobile Display (색상처리를 통한 감성 모바일 디스플레이)

  • Kang, Yun-Cheol;Ryu, Mi-Ohk;Park, Kyoung-Ju
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.697-702
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    • 2008
  • Mobile display panel is small so that users are often difficult to perceive images clearly. About image we perceive much through colors and therefore we propose color fitting approach for clear perception even on the small and low quality LCD panels. Various color modifications have been studied and used in commercial software packages. For mobile usage, our approach instantly enhances color images by modifying colors in a way to contrast differences of them. The method includes tone enhancements (which contrast dark and bright sides) and color enhancements (which reduce saturation for pure colorants). Based on color theory, our method also modifies color values towards specified complementary and preference colors. We term this color fitting. This approach enables displaying photos, multimedia messages, videos and digital media broadcasting (DMB) for better perception in real-time on mobile devices. Index Terms.) color fitting, visualization on small display, mobile graphics, visual perception.

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Social Network Service Research for Quality of Life of Older Adults: Comparing Old and Young adults Using Qualitative and Quantitative Analysis (노인의 Quality of Life 향상을 위한 Social Network Service 연구 -정성 분석과 정량 분석 방법을 이용한 노인과 젊은 세대 비교 분석-)

  • Kang, Jung-Min;Kim, Sun-Jae;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.799-810
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    • 2009
  • 전 세계적으로 노령화 문제가 사회적 이슈로 대두되고 있는 가운데, 노인이 느끼는 전반적인 삶의 질 (Quality of Life, QoL) 이 하락하는 문제가 사회 전반에 걸쳐 중요한 문제로 인식되고 있다. 이에 다양한 형태로 발생하고 있는 노인들의 문제를 해결하기 위하여 노인학, 사회 복지학 등의 분야에서 많은 연구가 진행되고 있다. 이 중 노인의 사회적 관계 (Social Network, SN) 를 강화, 확장하여 노인의 삶의 만족도 향상을 추구하고자 하는 연구를 찾아볼 수 있다. 이러한 관점에서 노인의 사회적 관계를 인터넷을 이용해 개선함으로써, 노인의 삶의 질을 향상시키고자 하는 것이 본 연구의 궁극적인 목표이다. 이에 본 연구의 세부적인 목적은 현재 젊은 층을 중심으로 많이 사용되고 있는 SNS 를 노인들이 사용하지 않는 이유에 대한 분석, 노인을 위한 SNS 의 핵심적인 기능적, 서비스적 요소를 파악하는데 있다. 이를 위해 현재 인터넷을 잘 활용하고 있는 60 세 이상의 노인 22 명을 대상으로 개별 인터뷰, 참가자가 사용하는 서비스 분석, FGI 의 3 가지 방식으로 데이터를 수집하였다. 이후 수집한 데이터를 이용하여 정성적 분석 방법으로 Casual Network 를 도출하였으며, 정량적 분석 방법인 Laddering 분석으로 Hierarchical Map 도출하여 비교하였다. 또한 도출된 결과가 노인들만의 특징인지를 파악하기 위하여 대학생, 직장인 각 10 명씩을 대상으로 노인을 대상으로 한 연구 방식과 동일한 방법으로 데이터를 수집, 분석 하였다. 최종적으로 본 연구는 사회감성적 선택 이론 (Socioemotional Selectivity Theory, SST)를 바탕으로 인터넷에서의 Social Network 활동도 오프라인과 유사한 특징을 가지고 있으며, 현재 친하게 지내고 있는 사람들을 중심으로 SN 을 강화시키려 하는 강화형 타입과 새로운 SN을 생성하기 위하여 노력하는 확장형 타입으로 구분할 수 있었다. 추후 이러한 특징들을 반영하여 노인들을 위한 SNS 가 지녀야 할 기능적, 시스템적 요소를 제안하고, 추후 연구 및 SNS 개발과 관련한 계획을 정리하였다.

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Empirical study of impression dimensions in 3D cyber space : Comparison research between 2D cyber space and 3D cyber space (3D 가상공간에서의 인상 차원에 관한 연구 -2D 기반과 3D 기반의 가상공간에서의 인상차원 비교-)

  • Lee, Su-Jung;Kim, Hee-Sun;Park, Su-E
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1218-1224
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    • 2009
  • Today, 3D cyber space with advancements of 3D technique is changing into a social space. As such, the users want to make social relationships, the impression that one leaves in 3D cyber space has become more important. This study will advance impression dimensions in 3D cyber space that formed each impression dimensions in pre-study with cyber space based on web sites. As this study analyzes the characteristic elements of 3D cyber space which are differentiated with other platform, it has theoretical value to support theory about personal relationship in3D cyber spaces. Then it will be a supporting theory for next study about intercultural and social phenomena in changeable 3D cyber space as advancement of technique.

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Empirical study of impression formation factors in 3D cyber space : Analysis focused on Second Life (3D 가상공간에서의 인상 형성에 관한 실증적 연구 : 세컨드 라이프를 중심으로 인상 형성 요인 분석)

  • Kim, Hee-Sun;Lee, Jae-Hee;Jang, Su-Jin;Park, Su-E
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.513-520
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    • 2008
  • Today, 3D cyber space with advancements of Web 3D technique is changing into a social space. As such, the users want to make social relationships, the impression that one leaves in 3D cyber space has become more important. This study will be confirm a relationship between interpersonal relations and impression and show some impression formation factors in 3D cyber space. As this study analyzes the characteristic elements of 3D cyber space which are differentiated with other platform, it has theoretical value to support theory about personal relationship in3D cyber spaces. Then it will be a supporting theory for next study about intercultural and social phenomena in changeable 3D cyber space as advancement of technique. We will find out the causal relationship between impression dimensions and formative factors in next study.

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Reinterpretation of Lee-Sang's Poems based on McLuhan's Media theory (맥루한의 미디어 이론에 근거한 '이상(李箱) 시(詩)'의 재해석)

  • Jung, Soo-Gyung;Han, Kwang-Pa;Ming, Shihua;Kang, Kyung-Kyu;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.582-586
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    • 2008
  • MeLuhan's work has enormous power in the study of media theory. In Lee-Sang's works, we can find out the Macluhan's idea, "tactile" writing, which enhances more than one single sense, we-Sang's pieces, viewed as the origin of Korean concrete poetry, are being reconfigured in modern times. After publication, Lee-Sang's esoteric and complicated poem was considered as the result of schizophrenia. However, in the reconfiguring process, his continuously issued poems were reconsidered as a fraction of visual arts and analyzed as the substances of Korean dadaism and an attitude to challenge. But the real importance of Lee-Sang's poem is the extension of a sense; his poem is unbiased either by visual part or by emotional part, though one sense is extended to another sense. Now you will see the reinterpretation of we-Sang's world from the viewpoint of media, 'extension of senses'.

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