• Title/Summary/Keyword: Homepage Design

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A Design of Architecture Information Management System Using XML (XML을 이용한 건축정보관리 시스템 설계)

  • Lee J.-Y.;Han C.-G.;Kim I.-H.;Jo C.-W.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.3
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    • pp.238-245
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    • 2004
  • This paper describes an architecture information management system using XML. The purpose of the system is to manage the information stored in standard format, XML, that has many valuable properties. The proposed architecture information consists of project information, drawing information, and material information. Each information is expressed using XML and for each information, XML schema is presented in this paper. In this system, detail information of materials that exists on the supplier's homepage can be displayed when the user of the system wants to check the detail information. Also, drawings stored in STEP data can be browsed in this system. The reports of each information are prepared using XSL. The proposed system shows that XML can be used for a format to store architecture information and various functions can be implemented based on XML related standards.

A Study for the Design of Cyber Shopping Mall Using Internet Survey (인터넷 설문조사를 활용한 사이버 쇼핑몰 디자인에 관한 연구)

  • Kim, Gwang-Yong;Kim, Gi-Soo
    • Asia pacific journal of information systems
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    • v.9 no.2
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    • pp.133-150
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    • 1999
  • With the increase of using internet in business, the gathering of customer information with real time process is emphasized more and more. This paper summarized the several characteristics of internet survey as a tool of gathering information of customer, and did empirical test for the effect of the design of cyber shopping mall on the customer's buying decision using internet survey. The survey result shows that the customer's buying decision in cyber shopping mall is affected by design factors such as multimedia and consistent framework of homepage. The survey also shows that as the intention of using cyber shopping mall is high, the more preference for navigation aid, and as the internet experience is long, the less preference for the animation and too much using of graphics.

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An analysis of design for a branding strategy of online shopping mall for women in their 20s focusing on the main homepage (20대 여성복 온라인 쇼핑몰의 브랜드 전략을 위한 메인 홈페이지 디자인 분석)

  • Jeong, Hwa-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.20 no.4
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    • pp.131-146
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    • 2018
  • In this study, five women's fashion shopping mall companies were selected as the subjects based on the number of searches per month for analyzing website design of online shopping mall for women in their twenties. Design characteristics are divided into three aspects such as structural, visual, and customer service, and the results are as follow. First, from the structural perspective, the main navigation area and global navigation area of most shopping malls are arranged at the top center, and below them, the main image, the banner area, and the content area are arranged in order. Looking at the visual aspect, the logo is mostly written in a black text, the colors used on the main page were only one or two colors such as pink-based, gray-based, and red. Finally, from the customer service aspect, most shopping malls were encouraging buyers to place celebrity sponsorship, videos using products, self made products, and best products in the banner area. The results of this study are to present the direction of design for the founders who intend to operate the women' fashion shopping mall in future, and provide basic data for online shopping mall design research.

Educational Program Model of Housing Welfare (주거학 전공자를 위한 주거복지 교육 프로그램 모델 개발 기초연구)

  • Park Nam-Hee;Choi Jae-Soon
    • Journal of the Korean housing association
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    • v.17 no.3
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    • pp.89-98
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    • 2006
  • The purpose of this study was to survey curriculum of the department of housing and to develop housing welfare educational program in order to offer the information helpful to the professional of housing education and housing policy makers. Documentary research and content analysis methods were used in this study. Data drawn from internet homepage of each universities and public institutions. The major results of this study are as follows. 1) There were 30 universities which has related to the department of housing and the name of major was very various. The half of their curriculum were housing and interior design. 2) The housing welfare educational program should be step by step. The first is basic step to team basic theory of housing and to establish concept of housing welfare. The second is application and practice step of housing design and housing policy and housing economics. The third is specific application step to consider that who were taker from the housing welfare policy and to take practical training in field.

Educational Program Model of Housing Welfare (주거학 전공자를 위한 주거복지 교육 프로그램 모델 개발)

  • Park, Nam-Hee;Choi, Jae-Soon
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.363-366
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    • 2005
  • The purpose of this study was to survey curriculum of the department of housing and to develop housing welfare educational program in order to offer the information helpful to the professional of housing education and housing policy makers. Documentary research and content analysis methods were used in this study. Data drawn from internet homepage of each universities and public institutions. The major results of this study are as follows. 1) There were 30 universities which has related to the department of housing and the name of major was very various. The half of their curriculum were housing and interior design. 2) The housing welfare educational program should be step by step. The first is basic step to learn basic theory of housing and to establish concept of housing welfare. The second is application and practice step of housing design and housing policy and housing economics. The third is specific application step to consider that who were taker from the housing welfare policy and to take practical training in field.

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FinTech in Saudi Arabia: A User Experience Aanalysis of FinTech Platforms

  • Abdulhadi M. Eidaroos
    • International Journal of Computer Science & Network Security
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    • v.23 no.9
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    • pp.177-185
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    • 2023
  • The global FinTech industry has experienced significant growth, with key projects developing the financial sector. In Saudi Arabia, startups have used technology to offer FinTech services. In this area, it is important to investigate the usability of platforms that offer FinTech services. This research aims to examine the usability of samples of Saudi FinTech websites and identify design issues impacting user experience. Usability testing was conducted on the websites of two FinTech firms identified design issues, including navigation problems on the homepage and a lack of transparency in displaying investment details, negatively impacting end users. Employing usability methods can assist in enhancing the development of FinTech platforms and addressing these issues. This study contributes to a deeper understanding of FinTech usability problems and the user experience, enabling advancements in the industry.

A Status Analysis of the Education Game Graphic Design in the Universities: Focusing on Comparison of Education between USA and Korea (대학의 게임그래픽디자인 교육과정 현황분석: 미국과 한국의 교육과정비교를 중심으로)

  • Shin, Hyun-Suk
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.114-121
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    • 2017
  • The game industry, which is based on high technology, requires specialized personnel. In particular, game graphic design, which occupies the visual area of games, is a fusion of technology and design. In this study, we classify and analyze the curriculum status of US and Korean game - related universities, which is the world 's top game industry. US universities ranked 10 universities in the ranking through official evaluation agencies, and Korea compared 10 universities with relatively well-publicized educational courses through the official homepage. In this analysis, it is necessary to study the curriculum that can complement the creativity and flexibility of game graphic design course by preparing creative subjects for securing professors who have experience in field work and developing various game graphic designs.

A Design and Implementation of Content Management System for Integrative Medicine Diagnosis based on Mobile phones (모바일 폰 기반에서 통합의학적 진단을 위한 콘텐츠 관리 시스템 설계 및 구현)

  • Lee, Min-Sun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.253-259
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    • 2011
  • In a ubiquitous society, the world is changing to the place where we can access to network anytime, anywhere, on any device. The mobile internet is leading the ubiquitous world and the most commonly used medium is a cell phone. However, it is uncomfortable to link to cafe, blog, and mini homepage. Because we have to stop wap service in order to upload the mobile contents like photos, videos, sound recordings produced by mobile phones. Also we have to re-access. So, in this paper content management system was designed and implemented which mobile users don't have to stop wap service in order to upload photos, videos, sound recordings produced by mobile phones. Also it supports upload in wap service integrative medicine diagnosis and contents can be managed by category.

The Characteristics of Fashion Designer's Work Shown in Supermodern Environment (슈퍼모던 환경에서 나타나는 패션디자이너의 작품 특성)

  • Kim, Wan-Joo;Lee, Keum-Hee
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.100-114
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    • 2008
  • The purpose of this study was to analyze the characteristics of supermodern fashion designer's work, which is shown by responding to supermodern environment where non-spaces such as road, railroad and airport are surplus in modern city environment. For the study, the researcher used existing study and specialized book basically and analyzed photograph materials by selecting them in specialized fashion book, internet site and designer's homepage. The results of this study showed that supermodern fashion design is the functional fashion responding to the change of time and space concept of supermodern society directly. As the common points of supermodern designer's works, first, they try to create private space enabling wearer to cope with risk caused by the environmental change and transitional space by adding architectural factor to fashion. Second, they display the design with protective function and metaphorical expression of concealment and deception in the supermodern environment where nonspace is increasing. Third, designers search the functional design from the aspect of fabric and detail while intending the technology in order to cope with supermodern environment.

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Design of Community Blog Page : cLOG (커뮤니티 블로그의 설계)

  • 유진환;김길성;편현장;이진아;한영석
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.595-597
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    • 2004
  • 본 논문에서는 인터넷이 우리 생활의 일부가 되면서 인간관계 형성의 하나의 방법으로 잘 알려진 블로그(weB Log, blog) 및 미니홈페이지 (mini homepage)의 문제점을 지적 하고, 그 문제점을 보완하여 구현된 커뮤니티 블로그(Community bLOG, cLOG)에 대해서 설명한다. 기존의 서비스는 학교와 같은 열린 커뮤니티에서 구성원간 조직적인 체계를 이루기 어렵다. 커뮤니티 블로그는 지식창출과 지식 공유를 더 효과적으로 하게 하고, 조직의 구조와 구성원간의 관계를 모델링하고 활용할 수 있게 하여 커뮤니티의 기능적 효율성을 높인다. 사이트 중심이 아닌 각 이용자 중심의 인터페이스인 컨텐츠 도메인(contents domain)을 유기적으로 접목시켜 개인 중심의 지식 창출 환경을 구축한다.

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