• Title/Summary/Keyword: UI experience

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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 the Economic Value of Knowledge Information Service - Focused on UI / UX Field of IT Service (지식정보서비스의 경제적 가치측정 연구 -IT서비스 분야 UI/UX를 중심으로-)

  • Ahn, Jinho;Lee, Jeungsun;Lee, Pildo
    • Journal of Service Research and Studies
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    • v.9 no.1
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    • pp.87-97
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    • 2019
  • The key to the success of IT services is to ensure user-oriented strategic planning and system design capabilities to accurately read the user's mind. In order to establish a stable UI/UX strategy that provides user-oriented service, estimating the size of the relevant market and predicting the growth potential should be given priority, but there is no research on this. Therefore, this study estimated the relevant market based on the 'SW market size (IDC Worldwide Blackbook.') As a result of estimating the amount and the number of cases, the planning and design area of UI/UX is lower than that of overseas market The results of this study suggest that it is necessary to systemize the establishment of UI/UX strategy that depends on individual competence so far, It is possible to make economic value judgments by standardization and quantification of UI/UX by establishing an opportunity to access the interface. From the technical viewpoint of application of the user's viewpoint on the existing interface, We expect to be able to lead the UX strategy management through the occasion of access to UI/UX. Identify needs and to demonstrate the value of UX strategy applied is significant.

A Study on the Usability of Graphic User Interface by the User Behavior in a Mobile Music Streaming App (모바일 음악 스트리밍앱의 사용자 행태에 따른 GUI 사용성 연구)

  • Park, Il Kwun
    • Design Convergence Study
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    • v.14 no.2
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    • pp.151-168
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    • 2015
  • As the market of music download stores moved into the mobile epoch the market was growing explosively. Recently, the digital music market tends to move from the mp3 download market to streaming service and the users can use the service on their mobile devices without reference to any inconvenient download and limited storage capacity. It was found that they mainly use the recommendation music playlist, instant player, main player and sharing of the functions of the streaming service from the user behavior research. This is noticeable features that set apart from the mp3 download service. However, the interface design of the streaming app followed the previous service and it needs the optimization of its UI design. In this study, the usability of high ranked three mobile streaming apps was evaluated. The result of the test was that Naver music and Bugs had high scores overall in four sections of the streaming service features. On the other hand, the Melon had primarily high score in color application on the service. The aim of this study is to suggest the direction of the UI design of music streaming service through the understanding of essence of streaming service and evaluation the usability test.

A Comparative Study of the Use of Intelligent Personal Assistant Services Experiences: Siri, Google Assistant, Bixby (지능형 개인비서 서비스의 사용경험 비교 연구: 시리, 구글어시스턴트, 빅스비를 중심으로)

  • Yoo, Cho-Rong;Kim, Song-Hyun;Kim, Jin-Woo
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.69-78
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    • 2020
  • This study compares and analyzes user experiences of intelligent personal assistant services based on the evaluation criteria of human-computer interaction to explore positive elements of user experiences and factors that could be improved. The research was conducted on Apple's Siri, Google's Google Associate, and Samsung's Bixby, which is presently the smartest personal assistant service on the market. The research method was to compare and analyze the concepts and characteristics of the current services through a literature review and by interviewing seven UI/UX design experts for the second 2 weeks using contextual inquiry. The interview reorganized Peter Morville's user experience honeycomb, reducing his seven usability principles down to five, asking questions about usability, convenience, visual attractiveness, reliability, and satisfaction. On the basis of the reconfigured usability principle, the assessment was conducted on the basis of the assessment timing and the system usability scale. This study is meaningful in that it analyzed the user experience of artificial intelligence personal assistant services both quantitatively and qualitatively.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.2
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

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

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.1
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    • pp.29-35
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    • 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.

The Impact of Sharia Compliance on Sharia Hotel Services and Customers Satisfaction

  • USMAN, Hardius;SOBARI, Nurdin;AL HASAN, Fahadil Amin
    • Asian Journal of Business Environment
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    • v.10 no.3
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    • pp.5-12
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    • 2020
  • Purpose: The main purposes of this study are to examine what the most important hotel facilities that sharia hotels must provide, and to study the relationship between importance of sharia compliance and Muslim tourists' judgment on the performance of sharia hotels. Research Design, Data, and Methodology: The data were collected in Lombok Island. Questionnaires were distributed to Muslim tourists who stayed at one of the sharia hotels, with a total sample of 205 respondents. Factor Analysis Method and Two Independent Sample Tests have been applied in this research to analyze and interpret the data. Result: The results show only one factor is formed from all statements of Sharia compliance variable, and there is a significant difference in the customer experience and customer satisfaction ratings based on the importance of hotel facilities. Conclusion: The present study revealed that Muslim tourists who place a high level of importance in sharia compliance present a more positive assessment for all services provided by sharia hotels. The assessment from Muslim tourists with higher level of importance in Sharia compliance is more positive about their experiences during their stay at the sharia hotels, which also affects their satisfaction.

Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.

A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

A study on User Experience of Automatic Ticket Vending Machine UI :Focused on Seoul Metro Line 9 (지하철 무인 승차권 발매기 UI 사용 경험 연구 :서울시 지하철 9호선 1회용 발매기 중심으로)

  • Hwang, Shin-Hye;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.54-61
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    • 2015
  • The ATVM(Automatic Ticket Vending Machine) of Seoul Metropolitan is a Kiosk which is called Ticket Vending and Reload Device at the subway station. It is implemented for integrating transportation card system which is separated from a paper subway ticket and replacing ticket selling employees. However, since the automatic ticket vending machine was accepted in 2009, there has been confusion of purchasing a ticket. Therefore, it requires improvement of usability. This study, conducts a literature search. Also, the interface of ATVM is analyzed. Finally user observation proceeded at Sinnonhyeon Station of Seoul Metro line 9. The results show that selecting a destination and section fares is confusing process for user. Based on this survey the improvements of UI are proposed to expect advanced directions of the ATVM.