• Title/Summary/Keyword: UI/UX

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A Study on the Feasibility Analysis of AI CARE Design Graphic Planning through Modern Design Trend Analysis -Focusing on AI CARE BED part-by-part analysis and design proposal- (현대 디자인 트랜드 분석 통한 AI CARE 디자인 그래픽 기획에 관한 타당성 분석에 관한 연구 -AI CARE BED 파트별 분석과 디자인 제안을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.599-604
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    • 2021
  • In an era where AI artificial intelligence converges into each field, design of AI-CARE function and UI UX design are in the spotlight. The application of shape design and the trend of color are important for visual effects to match new features. In this paper, we would like to use this to present an example of the arrangement and application of form trends and to present design directions. In the introduction, the latest design environmental factors were analyzed and studied in the direction of the new proposal. In the text, the design direction and consideration of the design in the planning were studied by separating the functional design form, and the direction of the design work was presented. At the stage of form and color, a plan was proposed to match the flow of minimalism, universal design, and affordance design. A study method based on case practice is a consideration of how to consider content on shapes and colors specialized in the partial design work, and proposed to enable graphic production of new areas of UI UX in content images to be feasible. Through this study, the design direction and planning of the derivative method of shape and color was reached by suggesting design directionality and validity for each AI CARE bed PART.

Mobile Browser UX Based on Mobile User Behavior (모바일 사용 행태에 따른 모바일 브라우저 UX)

  • Lee, Kate T.S.
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.547-551
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    • 2010
  • In mobile browser two mental models coexist; one for mobile users and the other for PC users. In this research shows that users apply these two mental models simultaneously while they use mobile browsers. However cases where these two mental models conflict with each other, rapid deterioration of usability of the UX based on the mobile user's mental model was evident. Also usability of mobile user interfaces for use cases like "View Mode" or "Copy and Send Mode" were also poor, and the research shows that these "Modes" could be substituted by gesture interaction with which users were already familiar.

Analysing Senior and Junior Biometric Abilities for Personalized UX Design (맞춤형 UX 설계를 위한 시니어와 주니어 사용자의 생체능력 비교 분석 연구)

  • So, Aram;Lee, SeolHwa;Hur, YunA;Whang, Taesun;Lim, HeuiSeok
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.135-138
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    • 2018
  • 스마트 시니어란 기존의 고령자 세대와 달리 문화향유 의욕을 가진 계층으로 컴퓨터, 스마트 기기 등 컴퓨팅 기기를 사용할 수 있고, 취미 문화 활동에 적극적으로 참여한다. 또한 고령자의 인터넷이용률도 증가하고 있다. 하지만 고령자들은 신체적 노화에 따른 한계점에 인터넷이용에 불편을 겪기도 한다. 이에 본 논문에서는 시니어와 주니어의 생체능력 비교실험을 통하여 스마트 시니어를 대상으로 하는 인지반응 분석 기술을 개발하는 것을 목적으로 한다. 시니어와 주니어의 비교분석으로 주니어에서 시니어로 변화되는 과정을 파악할 수 있고 이는 스마트 시니어에게 알맞은 UI/UX제공 및 스마트 시니어에게 최적화된 콘텐츠 및 서비스를 제공할 수 있을 것 이라 사료된다.

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Stragery UX design on Mobile learning (모바일 러닝에서 학습자 중심의 UX디자인 설계전략)

  • Choi, Eun-young;Song, Ye-Rim
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.210-212
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    • 2017
  • A design which would let its users optimize their learning experiences accordingly to the diversification of learning platforms is needed. Especially with the expansion of mobile learning, a heuristic evaluation was used to evaluate the usability in order to provide learners with various learning methods and experiences according to the unique characteristics a mobile possesses. Therefore, we could conclude that systematic factors like information display, intuitiveness and conciseness do have a significant effect on users' attitudes.

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A Study on UI Prototyping Based on Personality of Things for Interusability in IoT Environment (IoT 환경에서 인터유저빌리티(Interusability) 개선을 위한 사물성격(Personality of Things)중심의 UI 프로토타이핑에 대한 연구)

  • Ahn, Mikyung;Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.31-44
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    • 2018
  • In the IoT environment, various things could be connected. Those connected things learn and operate themselves, by acquiring data. As human being, they have self-learning and self-operating systems. In the field of IoT study, therefore, the key issue is to design communication system connecting both of the two different types of subjects, human being(user) and the things. With the advent of the IoT environment, much research has been done in the field of UI design. It can be seen that research has been conducted to take complex factors into account through keywords such as multi-modality and interusability. However, the existing UI design method has limitations in structuring or testing interaction between things and users of IoT environment. Therefore, this paper suggests a new UI prototyping method. In this paper, the major analysis and studies are as follows: (1) defined what is the behavior process of the things (2) analyzed the existing IoT product (3) built a new framework driving personality types (4) extracted three representative personality models (5) applied the three models to the smart home service and tested UI prototyping. It is meaningful with that this study can confirm user experience (UX) about IoT service in a more comprehensive way. Moreover, the concept of the personality of things will be utilized as a tool for establishing the identity of artificial intelligence (AI) services in the future.

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A Study on user experience design for efficient control of Smart TV (효율적인 스마트TV조작을 위한 사용자 경험 디자인 설계)

  • Lee, Hye-Ran;Lee, Won-Hyung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.43-53
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    • 2013
  • In this paper research covers a study on the need for smart TV according to smart TV 'smart' of issues, consider the changing elements of paradigm, according to the evolution of TV, from the point of view of the user experience analyze the Applications of Smart TV UX. Through analysis of user behavior from the current viewpoint of the TV and Future TV, reflected in the design of Smart TV UX. Ultimately for efficiently operating the contents, screen proposed a prototype for personalized intelligent user based on UX design. Ultimately, to satisfy the playfulness for the course of using the TV as the primary goal and content through the TV content easily to the desired goal to be reached quickly and easily at the point of how to approach the user's destination, shorten the access path is proposed in this study.

Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments (온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안)

  • Jueun Lee;Jindo Hwang
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.44-62
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    • 2024
  • The development of online funeral services and social issues of eco-friendly funeral culture have raised awareness of the new need for online funeral culture. There have been several attempts to revitalize online funeral services in domestic institutions and companies, but the effect is weak. The purpose of this study is to propose a design that can improve the accessibility and usability of online memorial services by analyzing the usability problem factors through a First Time User Experience analysis of the online memorial platform. Therefore, in this study, in order to identify the problem factors of the online memorial platform, a literature review on the UX, OOBE, and FTUE theories was conducted. The subject of the study was the app 'Memorial'. Before analyzing the First-Time User-Experience, IA was compared and analyzed with other similar services to understand the characteristics of the UX service of the app 'Memorial', which is the subject of the study. In addition, tasks corresponding to the Unpack-Setup/Configure-First Use stage were performed on 10 subjects who had no experience using the online memorial platform. The experimental process was expressed as the UX Curve to identify factors that caused negative experiences. As a result, the major problem factors included unnecessary UI elements, the need for sensitive personal information at the membership stage, and lack of immersion in the service. The improvements included strengthening community functions to facilitate the sharing of emotions and promote smooth communication between users. We proposed UI/UX service developments that enhanced the app by incorporating these insights. In order to verify the effectiveness, serviceability, and value of the developed prototype, an interview with a expert was conducted. The interviewes consisted of three service design experts. This study was conducted to contribute to the quality improvement and activation of the recently emerging online funeral services. The study is significant as it aims to understand the current status of these services and identify the factors necessary to improve service accessibility and usability. Subsequent studies require in-depth user verification of how much the proposed improvement plan affects the actual user experience.

Implementation of UX-based Automatic Control System for CTI and Broadcasting Linkage of Customer -Focusing on call center data- (고객의 CTI와 방송연계를 위한 UX기반 자동제어시스템의 구현 -콜센터 데이터를 중심으로-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.61-66
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    • 2020
  • The purpose of this study is to identify and manage the problem of components discontinuity in the future based on the implementation of information systems to solve the problem of discontinuance of militaries parts, so as to solve the problem of discontinuance of components in the operation of the weapon systems and reduce excessive expenditure due to aging of the weapon system. The purpose is to prevent the discontinuance of components in the future by up-dating the production phenomena of parts manufactures periodically. Defense industries and R&D perood can expand users convenience by supporting selection of more efficient parts in weapon systems development and information of vast components information systems.

빅 데이터기반 마이닝 마인즈 헬스케어 프레임워크

  • Banos, Oresti;Khan, Wajahat Ali;Amin, Muhammad Bilal;Heo, Tae-Ho;Bang, Jae-Hun;Gang, Dong-Uk;Hussain, Maqbool;Afzal, Muhammad;Ali, Taqdir;Lee, Seung-Ryong
    • Information and Communications Magazine
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    • v.32 no.11
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    • pp.12-20
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    • 2015
  • 최근 의학 기술이 눈부시게 발전함에 따라 사람들은 수명이 연장되고 삶의 질 향상에 많은 관심을 가지게 되었다. 더욱이 혁신적인 디지털 기술 발전과 함께 다양한 웨어러블 기기와 수많은 헬스케어 어플리케이션이 출시되고 있으며, 이들은 어떻게 하면 개인의 성향이나 체질에 잘 맞는 맞춤형 (개인화) 서비스를 제공할 수 있을 것인가에 관심을 두고 진화하고 있다. 따라서 IoT 환경의 일상생활에서 입력되는 센서 데이터의 수집, 처리, 가공 기술, 일상 행위 및 라이프 스타일 인지, 지식 획득 및 관리 기술, 개인화 추천서비스 제공, 프라이버시 및 보안을 통합적으로 지원할 수 있는 프레임워크 개발에 대한 요구가 증대되고 있다. 이에 본 고에서는 저자가 개발중인 개인 맞춤 건강 및 웰니스 서비스를 제공하는 마이닝 마인즈 프레임워크를 소개한다. 마이닝 마인즈는 현존하는 최신 기술의 집약체로 개인화, 큐레이션, 빅 데이터 처리, 클라우드 컴퓨팅의 활용, 다양한 센서 정보의 수집과 분석, 진화형 지식의 생성과 관리, UI/UX를 통한 습관화 유도 등 다양한 요소를 포함한다. 그리고 건강 및 웰니스 프레임워크 요구사항 분석을 통해 마이닝 마인즈가 이러한 요구를 충족시킬 수 있으며, 개발된 프로토타입을 통해 개인화 서비스의 발전 가능성을 입증하고 향후 나아가야 할 방향을 제시한다.