• 제목/요약/키워드: Mobile user interface

검색결과 559건 처리시간 0.032초

화면 활용과 사용자 입력을 위한 모바일 웹 사용자 인터페이스 패턴 (Mobile Web User Interface Patterns for Screen Usage and User Input)

  • 최종명;이영호;조용윤
    • 디지털산업정보학회논문지
    • /
    • 제8권1호
    • /
    • pp.183-190
    • /
    • 2012
  • Mobile web applications are different from desktop web applications because of their small screen size and small user input devices. Therefore user interface designers have spent their effort and time to re-design the user interface of mobile web applications to meet these differences. In this paper, we introduce five user interface patterns for mobile web applications to reduce their effort and time. Two of them are for utilizing small screen size efficiently, and they are space overloading pattern and data filtering pattern. These patterns enable designers to reduce screen usage. The other three patterns - data suggestion pattern, input reuse pattern, and incremental data input pattern - are for helping users' data input on mobile devices. These three patterns enable users to reduce direct data input. Our work will help user interface designers develop mobile web interface to utilize screen space efficiently and get data with less errors and less efforts from users.

휴대폰의 사용자 인터페이스 설계를 위한 사용자들의 기초 사용특성 분석 - 20대와 30대 사용자들을 중심으로 - (Users Basic Characteristics for Designing the User Interface of Mobile Phone - Focus on the twenties and the thirties -)

  • 정광태;채이식;권오성;이동하;김재환
    • 산업공학
    • /
    • 제15권1호
    • /
    • pp.73-81
    • /
    • 2002
  • In mobile phone, complex user interface tend to cause the degradation of product usability. This problem is mainly due to the small hardware user interface of mobile phone. That is, because many functions must be operated in small hardware interface, the principle of one-to-one mapping between a function and a control is disregarded in design, often. In order to resolve this problem, users' characteristics must be considered in the user interface design of mobile phone. So, users' basic characteristics that must be considered in the user interface design of mobile phone were studied through two experiments, questionnaire survey and user testing.

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

  • 반영환
    • 대한인간공학회지
    • /
    • 제27권1호
    • /
    • pp.29-35
    • /
    • 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.

유저인터페이스 매니지먼트 - Mobile Phone User Interface를 중심으로 한 정성적 고찰 - (User Interface Management - Qualitative Analysis Based on Mobile Phone User Interface Applications -)

  • 권오성
    • 대한인간공학회지
    • /
    • 제26권3호
    • /
    • pp.53-57
    • /
    • 2007
  • The User Interface (UI) in the company is more important than ever. But the application of UI for the industry use is restricted by various constraints such as delivery, technical limitation, etc. User Interface designers in the company have thought how to set up the UI organization, how to define identity and goal, how to communicate with other teams, what is the best UI process, and many other issues. In this paper, the author discuss the practical issues arisen when User Interface organization is formed and managed based on the mobile phone manufacture's perspective. The pros and cons of location of UI organization, advanced UI organization, UI member formation, UI role, UI output, UI evaluation, and understanding of UI in the society and company are discussed. This discussion will help UI designers in industry to set up and manage UI organization.

모바일 서비스 고객선호도에 관한 실증연구 (An Experimental Examination of Customer Preferences on Mobile Interfaces)

  • 백승익;조민;김봉준
    • 경영과학
    • /
    • 제23권3호
    • /
    • pp.27-39
    • /
    • 2006
  • Designing mobile Interfaces is fundamentally different from designing online interfaces. Not only are there differences in underlying technologies, but also in the way people use mobile Interfaces. If these differences are not taken into account in designing mobile interfaces, mobile services are likely to fail. If mobile services do not deliver what people want, these services will fail no matter how excellent the underlying technology is. The user interface design commonly used in mobile services is based on multi-layered approach, which is not very user-friendly. A well designed single layered user Interface will be more user friendly than the conventional one and it will be having edge over others. However, it is quite difficult to Provide a single layered user Interface in a small screen. This study aims at examining how design attributes of mobile interfaces affect customer preferences. In order to explore customer preferences to each design attribute of mobile interfaces, we measure and analyze customer's WTP (Willingness To Pay) toward their different interface designs. Ultimately, throughout the study, we try to answer how to design mobile interfaces in small screen of mobile devices. In addition, we propose an optimal design solution that customers likely prefer.

휴대폰 User Interface 개발을 위한 가이드라인 (Guidelines for Mobile Phone User Interface Development)

  • 권오성
    • 감성과학
    • /
    • 제12권3호
    • /
    • pp.325-330
    • /
    • 2009
  • 신기술의 지속적인 적용으로 휴대폰의 사용 난이도가 높아짐에 따라 user interface의 중요성이 강조되고 있다. User interface 개발 프로세스의 복잡도와 이에 따르는 로드 또한 지속적으로 높아지고 있다. 본 논문에서는 체계화된 휴대폰 user interface의 개발 방법론에 대하여 논의하였다. 기존 휴대폰 개발 프로세스를 검토하고, 이에 따르는 개발상의 이슈사항을 살피고, 4단계의 가이드라인 적용을 통한 user interface 개발 프로세스를 제안하고 있다. 기존 유저 인터페이스와 관련한 연구들은 대부분 개발 대상에 대해 집중되어 있으나 좋은 user interface는 좋은 UI개발 프로세스를 통하여 실현될 수 있으며, 때문에 UI 매니지먼트 레벨의 논의는 제품 UI 개발과는 별도로 다루어질 필요가 있다. 본 논문에서 제시된 4단계 가이드라인은 휴대폰의 UI 개발뿐만 아니라 타제품 및 서비스의 UI개발에도 응용될 수 있을 것으로 사료된다.

  • PDF

실시간 비접촉 모바일 제어 기법 (Touchless User Interface for Real-Time Mobile Devices)

  • 정일룡;니콜라이 아카티에프;장원동;김창수
    • 전기학회논문지
    • /
    • 제60권2호
    • /
    • pp.435-440
    • /
    • 2011
  • A touchless user interface system is proposed for real-time mobile devices in this work. The proposed system first recognizes the position of pattern to interact various applications based on the scene taken from mobile camera. Then, the proposed system traces the route of the pattern, which estimates the motion of pattern based on the mean-shift method. Based on this information, we control menu and keypad for the various applications. Differ from other user interface systems, the proposed system provides the new experience to even for the user of low-end mobile without additional hardware. Simulation results demonstrate that the proposed algorithm provides better interaction performances than the conventional method, while achieving real-time user interacting for mobile devices.

모바일 유저인터페이스 개발을 위한 통합 플랫폼 4A DUOS 설계 (The Design of an Integrated Platform 4A DUOS for Mobile User Interface Development)

  • 강선미
    • 전기전자학회논문지
    • /
    • 제17권2호
    • /
    • pp.89-95
    • /
    • 2013
  • 모바일 장치는 공급업체에 따라 다양한 운영체제와 개발 플랫폼을 가지고 있다. 이로 인해 유저인터페이스 설계 시 각각의 환경에 따라 소프트웨어를 개발해야 한다. 본 논문에서는 다양한 모바일 환경에 독립적인 유저인터페이스를 개발하기 위한 통합 플랫폼 4A DUOS를 제안한다. 제안하는 플랫폼은 다양한 운영체제에 구애받지 않는 웹언어를 사용하였으며, 유저인터페이스 설계의 편의성을 높이는 API 및 컴포넌트들을 온라인으로 제공한다. 또한 제작된 유저인터페이스는 서버에 탑재되어 사용자에게 서비스를 실시한다. 따라서 사용자는 제안하는 플랫폼을 사용하여 하나의 소스만으로도 다양한 모바일 장치에 종속되지 않는 유저인터페이스를 설계할 수 있다.

User Interface Design & Evaluation of Mobile Applications

  • Samrgandi, Najwa
    • International Journal of Computer Science & Network Security
    • /
    • 제21권1호
    • /
    • pp.55-63
    • /
    • 2021
  • The design functionality put forward by mapping the interactiveness of information. The presentation of such information with the user interface model indicates that the guidelines, concepts, and workflows form the deliverables and milestones for achieving a visualized design, therefore forming the right trend is significant to ensure compliance in terms of changing consideration and applying evaluation in the early stages. It is evidenced that prototype design is guided by improvement specifications, includes modes, and variables that increase improvements. The study presents five user interface testing methods. The testing methods are heuristic evaluation, perspective-based user interface testing, cognitive walkthrough, pluralistic walkthrough, and formal usability inspection. It appears that the five testing methods can be combined and matched to produce reasonable results. At last, the study presents different mobile application designs for student projects besides the evaluation of mobile application designs to consider the user needs and usability.

모바일 기기의 사용자 인터페이스 설계 도구로서 Trajectory Mapping 방법에 관한 연구 (A Study of Trajectory Mapping Method as a User Interface Design Tool for Mobile Devices)

  • 이석원;명노해
    • 산업공학
    • /
    • 제22권1호
    • /
    • pp.17-25
    • /
    • 2009
  • In mobile device's user interface, menu organization is very important as well as menu structure because small display of mobile device. Menu items should be organized based on user knowledge structure to design user-centered interface. Traditionally, MDS (Multidimensional Scaling) have been most often used to expose users' perceived organization of menu items. But, information that MDS reveals is just relative spatial location of concepts and not relevant to concepts connection. Unlike MDS, Trajectory Mapping explicitly finds users' cognitive links between perceived concepts. This study proposes a Trajectory Mapping technique for eliciting knowledge structure, especially a set of cognitive pathways linking menu items, from end user. With twelve participants, MDS and Trajectory Mapping were conducted using cellular phone's menu items. And user knowledge structure was analyzed through Visual Concept Map that combination of results of MDS and Trajectory Mapping. After then, menu items were organized according to users' perceived organization. Empirical usability test was also conducted. The results of usability test showed that usability, in terms of task performance time, number of errors, and satisfaction, for newly organized interface was significantly improved compare to original interface. The methodology of this study is expected to be applicable to design a user-centered interface. In other words, Trajectory Mapping technique can be used as a design tool of user interface for imposing user knowledge structure on the interface.