• Title/Summary/Keyword: UI design

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A Study of the Satisfaction with the operation of design courses-Based on PJBL(Project Based Learning) - An analysis of a University of Applied Sciences in China -

  • WANG LEI;Choi Wonjae
    • Smart Media Journal
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    • v.12 no.5
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    • pp.88-101
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    • 2023
  • As the definition and role of design changes over time with the times and society, design education needs to update teaching methods to match it. The course design in this study began with an optimisation of the learning model based on previous research and analysis, followed by in-depth interviews, the application of the interview results to the final curriculum design, and finally a questionnaire to verify the positive effects of this teaching model. This teaching model has been applied to teach a pilot class in a university of applied sciences in China. The main characteristics of the course design are Project-Based Learning (PJBL) oriented, team cooperation centric, and an educational model developed based on peer assessment. In every stage of the UI design course, realistic project simulations are adopted, enhancing students' abilities through practical experience, teamwork, and peer assessment. The innovation lies in validating the effectiveness and advantages of this model at every stage of the UI design course, innovating existing teaching methods, optimizing learning models, and combining practice with evaluation. This research found that a project-oriented team course design based on PJBL has a high degree of effectiveness and relevance in each stage of the UI design course, significantly improving students' overall competence. It is expected that the results of this study can be applied in various ways to the course design of the courses that similar to design majors.

A Study on smart phone UI design for one hand user (스마트폰 한 손 사용을 위한 UI 디자인에 관한 연구)

  • Jeon, Hyun-joo;Oh, Jeong-seok;Youn, Ho-chang
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.47-48
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    • 2013
  • 스마트폰의 크기가 점점 대형화 되면서 한 손으로 작업하는 영역이 크기를 초과하는 경우가 있다. 이에 제조사별로 한손 조작의 편의성을 위한 UI 디자인이 적용되고 있다. 본 논문을 통해 한 손 조작에 대한 기존의 UI 디자인을 토대로 개선점을 논의해 보고자 한다.

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Optimization lobby UI proposal of Mobile baseball manager game (최적화 로비 UI 제안 - 모바일 야구 매니저 게임을 중심으로 -)

  • Ryu, In-Seok;Kim, Tae-Gyu
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.67-76
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    • 2020
  • This study analyzes the lobby UI of the baseball manager game based on the mobile platform and proposes an optimized lobby UI. The UI layout-based detailed icons and button interactions in the four game lobbies are compared and analyzed by comparing and analyzing the common points and differences to finally calculate the optimized UI composition. Furthermore, based on the analysis, we intend to propose a lobby UI optimized for user-centered design.

A Study on the UI/UX Design of Object Control Application Using Wireless Communication (무선통신을 이용한 사물 제어 어플리케이션의 UI/UX 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.281-286
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    • 2018
  • In recent days, when the development in smartphones has made it common to operate objects by using them, this study aimed to present a guideline for the UI/UX designs for applications which are necessary for operating various objects through the wireless communication technology. To suggest the application guideline, existing object control application case studies were analyzed, and based on this investigation the object control application UI/UX design guidelines were proposed. This study classified the types of wireless connections used by smartphones (LTE, Wi-Fi, Bluetooth, NCF, RFID) and analyzed the necessary design factors for operating objects by each type. Based on such analysis, this study presented the design sequence, factors, and methods for the UI/UX guidelines of applications. First, the method of connection was selected; second, the control device was selected. This new direction for designing smartphone applications for operating objects will likely help systemize the design process and enable the user to operate the object more intuitively. In future research, case studies will be designed applying the guidelines suggested from this study.

Development of Campus-Wear Product Design that Utilizes UI - A Case Study of G National University - (UI를 활용한 캠퍼스의류 상품디자인 개발 - G 국립대학교의 사례를 중심으로 -)

  • Um, So-Hee;Kim, Nan
    • The Research Journal of the Costume Culture
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    • v.20 no.1
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    • pp.83-98
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    • 2012
  • In 2009, two national universities were integrated into one and the following was newly named Gangneung- Wonju National University. Therefore, this university requires consolidation and promotion of UI(University Identity) as a college brand in order to secure and enhance its competitiveness. The purpose of this study was to design and develop campus-wear, ultimately, it can be used as a part of the Gangeung-Wonju University's UIP policy. A qualitative approach of searching==incorporating books, dissertations, and web-based information==was taken to investigate theoretical backgrounds. The campus-wears were collected from the selected universities in Korea and abroad for the distinct design development. The result of the research are as follows. The concept for the design planning was "wit, exciting & challenge for campus life". The developed UI had focused on expressing positive images of the University. Six items were chosen for the campus-wear design. The goal was to demonstrate practicality and fashion trend. The color arrangement primarily focused on the University's official color and pursued a bright, breeze look. The detailed techniques used for the actual production were printing, embroidery, and accessories. The UI products may not only instill the members of the university with the spirit and pride by strengthening the sense of belonging, but also create a synergistic effect in education by boosting the university promotion and by newly establishing standing as the integrated university.

Fun Factors for User Experience Design (Fun Factors를 적용한 핸드폰 UI(Game적 요소를 적용한 핸드폰 UI))

  • Kim, Deok-Won;Jin, Young-Kyu;Woo, Joo-Kyung;Chung, Amy
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.27-32
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    • 2007
  • 핸드폰이 단순한 커뮤니케이션 도구에서 종합 엔터테인먼트 기기로 빠르게 진화되고 있으며 이를 뒷받침 하는 하드웨어와 네트워크 기술 역시 계속 발전해 나가고 있다. 또한 핸드폰이 다양한 기능을 제공하고 휴대폰에 내장된 어플리케이션의 종류가 많아 짐에 따라 UI에도 많은 변화가 일어나고 있지만 주로 사용성을 개선하는 기능적인 개선으로 치중되고 있는 상황이다. 본 연구의 목적은 핸드폰 UI를 새로운 관점으로 접근하여 '재미'라는 요소를 접목한 실험적인 UI를 기획하고 이를 적용하는 데 있다.

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Developed Type in the Managed Structured System Programming of Hybrid Web in .NET Framework Environment-Centric of Smart Web (.net Framework 환경에서 하이브리드 웹 기반의 매니지드 구조화 시스템 프로그래밍 개발방식-스마트 웹 중심으로)

  • Jang, Seung-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.141-152
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    • 2013
  • The current web implementation largely falls into process-oriented and object-oriented methods. Both ways implement the programs to be used for simple design of external outfit and auxiliary function of hybrid webs and it might lead to cost problems arising from waste of time and man-power to develop with it. Therefore, managed structural system programming which can be applied under .NET framework is suggested in a bid to solve these problems. The structural system design method under .NET environment by applying CS concept prefers to adopting the optimized design configuration suited to proper interfaces of UI configuration, which offers the environment to maintain the inheritance relationship by taking form of the balanced class allotment by domain, and continue to keep the connectivity between UX and UI which leads to application of interface of UX objects as form of objects through connection with objects in class design process. This development method enables programs to be implemented focused on representation methods of UI and UX, and helps relieve much of the burden on development costs.

The Effectiveness of Learning Performance on Supplementary Learning Tool based on Blog using Learner-Centric UI/UX Design in Higher Education (대학교육에서 학습자 중심형 UI/UX 디자인이 적용된 블로그 기반의 보조학습도구가 학습성과에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5531-5540
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    • 2011
  • The Learning Models including the design principle about web 2.0 use in education has been recently presented. In types of web 2.0 tools, blogs are the best tool that reflected the trends of web 2.0 and these are able to share a lot of information and contents. To invent new learning methods involving web 2.0, this study aims to get the results about effectiveness of learning performance on a supplementary learning tool based on blog using learner-centric UI/UX design in higher education. As a study tool, installation-type blog that can be designed as user-centric system is applied to experimental environment. This study presents the conclusion that supplementary learning tool based on blog using learner-centric UI/UX design influences on learning achievement and learning flow through the analysis of questionnaire results of learners, learning evaluation score of learners and assignments evaluation score of learners.

A Study on UI/UX design of mobile application of Mindfulness (마음챙김 훈련을 위한 모바일 인터페이스 디자인)

  • OH, Jun-yep;Ma, Jung-Yi;Kyu, Mam-Sang;Gim, Wan-Suk;Lee, Joo-yeop
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.179-192
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    • 2018
  • The purpose of this study is to research the design solutions that should be taken into consideration when developing mobile applications of Mindfulness Training. We aim to provide basic UI / UX design guidances for being effectiveness of mobile application of Mindfulness Training. For this purpose, We research in various aspects. Base on this, We select an approach and apply the application screen prototypes. We suggest some points for to be considered in the development of UI / IX design for mobile applications for Mindfulness Training based on obtained knowledge through this research process.