• Title/Summary/Keyword: UI design

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Development of Adsorption Process with UiO-66 Particles for Hydrogen Purification Using Statistical Design of Experiment (통계학적 실험계획법을 이용한 수소정제용 UiO-66 흡착제 개발)

  • Lee, Hyun Sik;Kim, Da Som;Park, Ji Won;Yoo, Kye Sang
    • Korean Chemical Engineering Research
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    • v.56 no.6
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    • pp.784-791
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    • 2018
  • UiO-66 particles were synthesized under various synthesis conditions to study the adsorption of carbon dioxide for hydrogen purification. For the purpose, the design and analysis of experiments was performed using statistical design of experiment method. As the synthesis time, temperature and acetic acid amount increased, the crystallinity of UiO-66 particles increased. Especially, the amount of acetic acid was confirmed as an important factor in determining the crystallinity of the particles. The specific surface area of the particles measured by the nitrogen adsorption method also showed a similar tendency. Using the general factor analysis in the experimental design method, the main effects and interactions of major factors were analyzed. In addition, the carbon dioxide adsorption capacity was predicted using a nonlinear regression method. Then, the adsorption performance was shown through surface and contour maps for all ranges.

Securing of Potential Users of Smartphone UI due to the Philosophy of its Design (스마트 폰 UI의 디자인 철학에 따른 잠재적 사용자 확보)

  • Kim, Su-Hee;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.503-513
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    • 2016
  • Innovator and Early Adopter are main clients of smart phone until now, but the silver generation enjoying price stability and the Internet emerges, so a strategy of the importance, systematic classification, and focus of a neglected class is needed. It is necessary to analyze UI that can departmentalize not a neglected class limited to the silver generation but potential users who can be voluntarily users and can secure them. To secure them, the researcher analyzes how Windows, Icons, Mouse Pull-Down-Menus(WIMP) of UI has been applied in the process that skeuomorphism UI of iPhone, Metro UI of MS, and Material UI of Google change. As a result of an analysis, skeuomorphism is not entirely new and has secured potential users slowly with a method to compensate and improve a part that users disregard. As a concept of touch UI, Metro UI considered potential users from the beginning but did not secure them with new and epoch-making UI. However, Material UI of Google compensates the weaknesses of skeuomorphism UI and Metro UI and emphasizes cost-effectiveness, so has developed into UI that can secure final consumers of potential users. Therefore, to secure potential users, it should make users themselves understand why they should use smart phone, and it should approach with more organized studies on UI through feedback of observation and direct talks.

Suggestion for Collaboration-Based UI/UX Development Model through Risk Analysis

  • Cho, Seong-Hwan;Kim, Seung-Hee
    • Journal of Information Processing Systems
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    • v.16 no.6
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    • pp.1372-1390
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    • 2020
  • An attractive user interface (UI) design with a clear user experience (UX) is the key for the success of applications. Therefore software development projects require very close collaboration between SI developers and front-end service developers. However, methodologies for software development only exist with inadequate development processes or work standards for collaboration. This survey derived 13 risk factors in developing UI/UX from 113 risk factors of IT projects through a questionnaire and factor analysis and proposed a collaboration-based UI/UX development model that can eliminate or mitigate six risks with high weights and reliability. To extract risk factors with high reliability, factor and reliability were analyzed to extract 13 major risks, and based on the expert opinions and the results of correlation analysis, UI/UX development stages were classified into planning, design, and implementation. The causal relationships between risks were verified through regression analysis. This study is the first to expertly analyze major risks based on collaboration in UI/UX development and derive a theoretical basis that can be used in project risk management. These findings are expected to provide a basis for research on development methodologies for higher levels of front-end services and to construct rational collaboration systems between SI practitioners and front-end service providers.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

Design and Implementation of Methodology for Requirement Verification Based on the Kano Model (Kano 모델에 기반한 요구사항 검증기법의 설계 및 구현)

  • Kim Yong-Nam;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.8 no.5
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    • pp.715-720
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    • 2005
  • In a software development process, it is necessary to have a method which verifies and satisfies users' requirements in their point of view. This allows the system developer to design a high qualify software system and have it developed and used in an effective way since users' requirements have well been shown through it. In this paper, we propose the RV-UI model system that can verify users' requirements a step ahead of system implementation step. This RV-UI model system has standardized user interface which is in practical use into functional model for each process and it is designed to satisfy users' requirements and manage configuration of them through the interface which has the Kano model.

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Analysis of Cosmetics App Smart UI convergence Design in Mobile Environments (모바일 환경에서의 화장품 앱 스마트 UI 융합 디자인 분석)

  • Yeom, Mi-Ryeong;Park, Ju-Ok;Jung, Doo-Yong
    • Journal of the Korea Convergence Society
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    • v.7 no.2
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    • pp.13-17
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    • 2016
  • omputer and the Internet (online) services have rapidly been developed and evolved over the last 10 years. They also reduce time and costs in many parts of human life. Yet, a range of adoption and expression has been segmented as a piece of information is diversified. Particularly, while this segmentized information can be integrated according to fields, it is hard for users to aware it at a glance. Therefore, this study aims to improve and analyze programs that have been developed in a variety of ways from the existing unified design of GUI as the UIs of the Internet and programs have become accentuated recently so that it could suggest the importance of user-oriented UI designs.

A Study on Interface Design for File management in Mass storage Mobile phone - Focused on apply User's prior experience in Windowexplorer - (대용량 휴대전화에서의 파일관리를 위한 인터페이스 디자인에 관한연구 -사용자의 윈도우탐색기 사용 경험적용을 중심으로-)

  • Lee, Chang-Hee;Hahm, Won-Sik;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.557-562
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    • 2006
  • 휴대전화는 용도적인 측면에서 PC와 유사해 지고 있으며 네트워크 기술의 발달로 다 수의 파일들을 다룰 수 있을 것으로 전망되고 있다. 그러나 휴대전화는 PC와는 다른UI특징을 가지고 있으며 이러한 차이는 다 수 파일의 관리나 이와 관련된 복잡한 태스크 수행 시 문제점이 예상된다. 본 연구는 사용자의 선험적 지식을 바탕으로 휴대전화의 UI특징에 적합한 효용성 있는 파일관리 UI가 무엇인지 알아보는 것에 목적이 있다. 이에 따라 사용자의 선험적 지식이 있는 윈도우탐색기의 사용행태 조사를 통해 자주 수행하는 태스크와 메타포어를 분석하여 휴대전화와 비교, 문제점 과 해결방안을 도출하였다. 이를 바탕으로 프로토타입을 제작하여 사용자 평가를 통해 가로방향의 페이지 분할 방식과 * 또는 #키와의 중복을 활용한 단축키 제공, 일괄적인 옵션 메뉴의 제공은 사용자가 익숙해져 있는 4방향 네비게이션 키와 12 숫자 키패드를 입력장치로 사용하는 휴대전화에서 파일관리 시 효용성이 있음을 알 수 있었다.

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The Business Activities in Ui-jeon and their Effects on Commercial Power in the 18th-19th Centuries (18~19세기 의전(衣廛)의 영업 활동과 상권 변동)

  • Lee, Joo-Young
    • Journal of the Korean Society of Costume
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    • v.59 no.8
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    • pp.37-48
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    • 2009
  • This paper summarized the forming, structure and management of the Ui-Jeon(衣廛) in Joseon Dynasty, considered the change of the commercial power of the Ui-Jeon in the $18{\sim}19th$ centuries. The Ui-Jeon was established the early period of the Joseon Dynasty. The Ui-Jeon merchants organized the association named Dojung(都中) and were in business with facilities like Haenrang(行廊) and Doga(都家). The Ui-Jeon was mid-sized Si-Jeon, the licensed shop(市廛). The Ui-Jeon held the monopoly of clothes. The Ui-Jeon merchants sold and bought old clothes, sold new clothes, lent the wedding dress for a bridegroom. The Ui-Jeon paid taxes and supplied clothes, goods and sewing labor for the marriage, funeral ceremonies of the royal family. The commercial power of the Ui-Jeon was threatened by free merchants(私商) named old clothes mercants(破衣商). Finally the Ui-Jeon merchants lost the exclusive right to clothes in 1791. After that, the Ui-Jeon merchanrs appealed to the government to give them the monopoly. The Ui-Jeon merchants regained the sole right to sell Ju-ui(紬衣), one item only, but it was temporary. Separately The Ui-Jeon merchants acquired the rights to collect the sub-taxes(分稅) from free merchants.

The Effect of UI Usability of Mobile Healthcare Applications on Technostress and Continuous Use Intention: Focusing on Elderly Users (모바일 헬스케어 애플리케이션의 UI 사용성이 테크노스트레스와 지속사용의도에 미치는 영향: 고령의 사용자를 중심으로)

  • Cha, Jaehyuk
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.295-305
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    • 2021
  • The purpose of this study is to empirically verify how UI usability of mobile healthcare applications affects the perception of technostress and continuous use of elderly users. Through this, the effect of UI usability of mobile healthcare applications on technostress and continuous use intention was demonstrated for 199 people aged over 60. As a result, all four sub-factors of UI usability had a significant effect on technostress, and the magnitude of the influence was found to be in the order of content, process, design, and system. On the other hand, it was found that technostress had a significant effect on the intention of continued use. Through the above results, a UI design strategy that can lead to continuous use by relieving the technostress experienced by the elderly was suggested. This provides academic and practical implications for the future development and service direction of mobile healthcare applications for the elderly.

A Study on User Satisfacation of Kiosk UI Design Elements on University Campus (대학 캠퍼스 키오스크 UI 디자인 요소의 사용자 만족도에 관한 연구)

  • Cai, XiaoJun.;Oh, Yong Kyun
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1369-1379
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    • 2021
  • The post-corona era is having a major impact on university campus life, and campus cultural life has undergone drastic changes. In the process of adapting to this change. The existing face-to-face learning method is converted to non-face-to-face learning, and kiosks representing campus self-service are increasingly used. Subsequently, in order to match the characteristics of public places such as university campuses and provide better self-service, there are no related studies considering UI design elements of kiosks and characteristics of kiosks. This study conducted a survey on Chinese university students considering the characteristics and usability of university campus kiosks through user interface design elements in terms of design by considering previous studies. The purpose of this study is to examine the relationship between color, icon, typography, which are elements of kiosk interface design, and convenience, reliability, and usability, which are characteristics of a kiosk. In this study, the design elements and characteristics of the unmanned self-service system kiosk UI used by students at four universities in Korea and China were set as the scope of the study, and related documents were organized and surveyed in Korea and China. Case analysis and comparison method Through the kiosk usage characteristics of 4 universities were derived. The usability evaluation criteria use the five evaluation criteria suggested by the authority JacobNidsn. The usability evaluation criteria use the five evaluation criteria suggested by the authority JacobNidsn. The survey and analysis of this study were conducted for students who had experience using kiosks at two universities in China, and kiosk UI design elements were organized through survey and analysis of a total of 200 people.