• Title/Summary/Keyword: UX/UI design

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Case Study of User Interface Design for Spectrophotometer based on User Experience (사용자경험 기반의 인터페이스 디자인 사례연구 : 분광광도계)

  • Jeong, Seong-Won;Jeong, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.32-40
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    • 2012
  • This study is a case analysis for user interface(UI) design of spectrophotometer which is widely used in the field of chemistry, biology and environment, based on user experience(UX). Generally, experimental equipment developments are centered on functionality and technology, and the interface for interaction between the user and the machine is developed only by the engineers who do not have much consideration for the users. From this background, this study tried to find out how UX could melt into UI so that a kind of spectrophotometers can be designed to help the work process of researchers in the real context by examining and analyzing the real users' experiences and also considering the developer's perspective. As a result, it was possible to improve UI and was found that redefinition of the goal of UI, time-efficiency, security, and sufficient information delivery are essential to the design of user interface for spectrophotometers.

Building Service UX Index : Measuring UX Satisfaction in Mobile Content Services (사용자 만족도에 기반 한 서비스 UX 인덱스 구축 -모바일 컨텐츠 기반 서비스를 중심으로)

  • Park, Jongmin;Ha, Hyunnam;Hong, Sangwoo;Chung, Kyungwon
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.41-51
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    • 2014
  • In mobile content services like apps for smart mobile devices in specific, there has been a growing interest in evaluating UX quality to make sure that it provides better experience to users and consequently, secures competitiveness in a market. In that sense, usability testing has been considered as one method that enables designers and design managers to evaluate UI quality before they launch their service. However, those designers have been faced with a following fundamental question to be answere d : Is good UX design a good business? In other words, can well-designed service, which has good usability, actually satisfy target users and improve competitiveness in a market? There is no doubt that usability is one important factor perceived by users. However, it has a limit in terms of evaluating UX quality in macro level, as it mostly focuses on ease of use and efficiency of performing tasks, but does not cover other possible experiential factors, which also can be perceived by users, such as market situation and preexistence experience. Therefore, this research aims to identify key experiential factors in using mobile content services, and establish service UX index model that enables to measure perceived user satisfaction, and identify how UX design contributes to the satisfaction in quantitative way.

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.

Development of Smart Athleisure Fashion for Dumbbell Economy -Focused on the Analysis of Upper and Lower body muscle strength by angle- (덤벨 이코노미 현상을 반영한 스마트 애슬레저 패션 개발 -상·하체의 각도별 근력운동을 중심으로-)

  • Kim, Ga-Yeon;Kim, Youn-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.165-176
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    • 2021
  • Recently, interest in home training and changes in lifestyle are expanding the market in the healthcare field, and high value-added fashion products reflecting the dumbbell economy phenomenon are being released. This study had the following objectives: to investigate the possibility of developing a fashion item that can be applied to the dumbbell economy phenomenon; to develop the UI/UX of a smartphone application for beginners who wish to work out their upper and lower bodies regardless of time and space; and to create a wearable customized smart athleisure fashion device. First, the study identified factors related to exercise methods, breathing techniques, and range of exercises for beginners by investigating the postures of workouts of the upper and lower bodies by angles. Based on the results, the study collected empirical data through a user needs analysis from muscle strengthening exercise experts to verify the significance of the study and use as fundamental data. Second, the study developed the UI/UX of a smartphone application with three different contents: counting, suggesting exercise postures, and providing exercise calendars. Further, the study analyzed necessary user-centered concepts and characteristics in terms of design and technology and developed a wearable customized smart athleisure fashion device based on the results.

A study on the application method of a personalized service on In-Vehicle Infotainment (차량용 인포테인먼트의 개인화 서비스 적용 방향 연구)

  • Park, a-young;Choe, jong-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.347-348
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    • 2019
  • 최근 들어 차량은 단순히 이동을 위한 수단에서 벗어나 정보통신 기술과 융합되면서 콘텐츠를 소비하는 공간의 성격을 가져가고 있다. 자동차도 하나의 컴퓨터처럼 기능하게 되면서 차량 인포테인먼트의 역할이 차량 사용 경험에 중요한 요소로 자리 잡게 되었다. 그러나 교통수단이라는 특수한 환경임에도 불구하고 다른 환경에서 콘텐츠를 제공하는 형식과 차별화 없이 차량용 디스플레이에 맞춰 UI만 변경된 형태로 서비스가 제공되는 모습을 발견할 수 있다. 이에 본 연구는 문헌 조사 및 사용자 인터뷰를 통해 현재 차량 인포테인먼트 사용 행태와 보완점을 발견하여 개선 방향을 모색하고자 하였다. 사용자들이 차량 내에서 각기 다른 이용 패턴을 반복해서 실행하는 과정에서 인포테인먼트의 개인화 서비스에 대한 니즈가 있음을 확인하였고, 개인화 서비스를 통해 맞춤형 정보를 제공함으로써 새로운 가치를 만들어 낼 수 있음을 제시하고자 하였다.

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Macro Interface: Organizational Design for UI Team (거시 인터페이스: UI(User Interface) 조직 구축에 관한 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.3
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    • pp.43-47
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    • 2006
  • Macro interface is primarily focused at the organization, while micro interface is primarily focused at the products or services. UI(User Interface) or UX(User Experience) organizations in Korea are institutionalized from 2000 years. Since most of the UI organizations are not institutionalized with the strategic plan, structures of them aren't optimized efficiency. The structure of the organization is conceptualized as having three core dimensions: complexity, formalization, and centralization. The status of the UI organizations in Korea is reviewed with these dimensions. This study issued the key success factors for institutionalization for UI team. Organizational maturity is considered in 5 levels based on a model by CMMI. The UI strategy has to be based the maturity level of the organization.

A Study on the UI Design of Sleep Management Mobile App for Pregnant Women (임산부를 위한 수면관리 모바일 앱 UI 디자인 연구)

  • Jo, Esther;Kim, Seung-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.378-387
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    • 2018
  • With the advent of the fourth industrial revolution in recent years, the field of health care services is getting attention again. Accordingly, personalized medical systems through smart products are emerging in various forms. With the use of wearable tech and sensor system, health management and monitoring can be done anytime, anywhere without help of others. However, healthcare services for pregnant women are very scarce. Due to the low fertility rate the number of obstetrics and gynecology is decreasing and as a result, environment surrounding the uncomfortable pregnant women is getting worse. Pregnant women are unable to take a comfortable sleeping posture due to pregnancy. Various environmental factors such as noise, temperature and humidity decrease the quality of sleeping of pregnant women and hinder happy preaching. The purpose of this study is to develop a UI design that can manage sleeping by providing good sleeping posture information and improved sleeping environment for the health of pregnant women. We expect to apply the sensor technology of the 4th industrial age to maximize the sleep quality and quality of life of expectant mothers.

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.

Development of VR Fire-extinguishing Experience Education Contents Using UX Design Methodology (UX 디자인 방법론을 적용한 VR 소방체험 교육콘텐츠 개발)

  • Chung, Yoo-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.222-230
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    • 2017
  • The Ministry of Public Safety and Security plans to expand fire safety education infrastructure to provide customized fire safety education, spread fire safety culture and develop a tailored fire safety education system as a part of the 2016 Citizens' Safety Improvement Policy. This study has also been designed to improve safety problems in the Republic of Korea. Even though safety education has been given, citizens aren't still able to experience a close-to-real situation. In addition, their understanding and satisfaction with the curriculum are very low. Therefore, this study offers VR fire-extinguishing experience education contents as an effective alternative. With a goal of having the participants experience fire extinguishing and evacuation drill in a virtual space, this program has the following advantages: i) safe fire-extinguishing experience; ii) UI to create fun ; iii) useful in fire-extinguishing education; iv) budget saving. we configure the VR fire experience system structure and hardware by applying UX design methodology. We also develop for VR-specific motion recognition plug-in and controller that can be feeling in HMD environment.

Convergence Study on Usability of Music Streaming App UX Design (음악 스트리밍 앱 UX디자인의 사용성에 대한 연구 -멜론, 유튜브 뮤직, 지니, FLO앱을 중심으로)

  • Chun, Seung-Jae;Park, Jin-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.135-146
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    • 2021
  • In this study, in order to provide an app with improved usability to users in the trend of gradually increasing the number of users of music streaming services, usability tests were conducted by conducting interviews before and after the execution of the screen test technique and the performance measurement method and contextual. Usability test was conducted using the Inquiry method. Usability tests were conducted by one user each from their teens to their 50s, and were conducted on Melon, YouTube Music, Genie, and FLO apps with many service users. As a result of the usability test, the icon does not sufficiently represent the function and is not recognized as an interactive button, which is overlooked by the user, the problem that the user does not recognize due to lack of visual effect when the function is activated, The problem was derived. In this regard, suggestions for improving the user screen, such as intuitively changing the icon for each app, adding a visual effect of the screen when the function is activated, and adjusting the position so that the function has continuity, were presented along with the visual data.