• Title/Summary/Keyword: UX 디자인

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An Empirical Test for Applying the Rapid Persona Method for the Service Design (서비스디자인을 위한 래피드퍼소나 수립방법의 유효성 검정)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.210-218
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    • 2016
  • Recently, as service design was introduced to improve the quality of public service, there have been many attempts to improve various public service. In the process, various stakeholders including general citizens are participating in the design improvement activity through a method of design service but the parties are facing a difficulty in the progress because of a limitation of time and budget and a lack of professionalism among the member while the parties are planning the process and activities based on the professional service design method. Persona method that is usually used in the process of service design is encountering a limitation as well. Also, there are continuous attempts to understand the limitation of persona and apply an alternative research method among service and UX designers. For this reason, this thesis is to recognize the limitation in deduction method of traditional persona and suggests a fast and economical production method of Rapid Persona speaking for the goal of users and overcoming the limitation. Furthermore, by applying the suggested method of making Rapid Persona to an actual public service design project of National Statistical Office, the test through an empirical study was conducted. This was conducted with the purpose of progressing a discussion in the respect of actual application beyond a banal discussion. Through the research method suggested in this study, it is expected to overcome the limitation of time and a lack of professionalism and, based on these, can be used in the process of various service design and UX design as establishing persona in a fast and easy way.

Understanding User Perception of Generative AI and Copyright of AI-Generated Outputs: focusing on differences by user group (생성 AI와 AI 창작물 저작권에 대한 사용자의 인식 연구: 사용자 그룹의 차이를 중심으로)

  • Dahye Choi;Jungyong Kim;Daeun Han;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.777-786
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    • 2023
  • Generative AI systems are expected to be more widely utilized. However, relatively little attention has been paid to understanding how users perceive and accept generative AI results. To identify strategies for increasing the future use of generative AI and prepare for potential issues, we organized design workshop for the general user group and the designer group. They created artwork utilizing Novel AI and semi-structured interview was followed to evaluate their attitudes toward generative AI and its copyright. Results indicate that the general public views generative AI positively, while the design-related group views it quite negatively. The participants expressed concerns as to the misuse the system, specifically related to copyright issues. People who are likely to utilize generative AI outcomes have insisted more strongly that copyrights should be their own. Those working in the design field highly evaluated the possibility of using generative AI in their work. Copyright perceptions were not significantly influenced by users' satisfaction or their level of involvement in the creation process. We discuss design implications for interfaces using generative AI based on the findings.

Developing Evaluation Criteria for Enterprise UX (엔터프라이즈 UX를 위한 평가 기준 개발)

  • Jung, Tae-Won;Yoon, So-Yeon;Nam, You-Seon;Seong, Da-In;Yoon, Yea-Jin;Lee, Min-Ho;Song, Sa-Kwang;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.99-110
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    • 2020
  • Recently, as User Experience (UX) is considered as an important concept in the service design process of various fields, securing usability of Enterprise UX, UX developed for professional users, is acknowledged as an essential factor to increase work efficiency. The interface of Enterprise UX is complex and technically difficult for it is targeted for professional users. Thus, creating problems with complicated planning and relatively insufficient concerns regarding usability due to emphasis on development efficiency. It is necessary to consider various methods of usability, regarding further improvement is arduous in aspects of development and the cost. Therefore, this study aims to define the concept and specificity of Enterprise UX to improve usability and system effectively, and verify the main factors that reduce the usability of Enterprise UX. The evaluation of the research enterprise service, RDP (Research Data Platform), was conducted to establish and verify hypothesis. Furthermore, an independent evaluation standard for Enterprise UX is proposed after testing speculating factors that lower the usability of Enterprise UX. It is expected to utilize the Enterprise UX usability criteria defined through this study as a base data in enhancing usability and in designing Enterprise S/W.

User Types of Shared Mobility Services and UX Design Strategies: an application of Q Methodology (Q방법론을 적용한 공유 모빌리티 서비스의 이용자 유형 연구 및 모빌리티 서비스 UX 디자인 전략)

  • Hong, Seung-Hye;Byun, Young-Si;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.568-580
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    • 2019
  • With mobility-as-a-service(MaaS) drawing attention to its influence and ripple effect around the world, the mobility service market is currently growing rapidly mainly focusing on mobility sharing. In order to preemptively dominate the mobility service market following the full-scale spread of MaaS, it is important to first identify the recognition and experience of users in personal mobility sharing services, which are currently in the early stages of diffusion, and through which to understand the characteristics of potential consumers of the extended mobility service market. Therefore, the study aims to classify the user types of mobility service and establish a future user experience-oriented mobility service strategy using a subjectivity study method, Q methodology.

User-friendly Improved Prototype Development on Web-based Diagnostic-supplement Learning System for Basic Academic Skills (웹기반 기초학력 진단-보정학습 시스템의 사용자 친화적인 개선 프로토타입 개발)

  • Hwang, Yunja;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.63-78
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    • 2019
  • This study aims to improve User eXperience (UX) of the diagnostic-supplement learning system for Basic academic skills which has been utilized by teachers nationwide since 2015 in order to provide a consistent and systematic support on students' basic academic skills in K-12 school contexts. To achieve the research objective, usability evaluations such as basic questionnaire about UX/UI of the system according to user types, user testing, in-depth interview, expert heuristics were conducted. In addition, user-centered system was suggested through developing and iteratively evaluating the prototypes based on the user requirements drawn from the findings of such quantitative and qualitative usability evaluations. This study has an implication in suggesting the user-friendly design through the UX/UI improvements of the diagnostic-supplement learning system for Basic academic skills.

Trend of Emotional UX Technology (감성 UX 기술동향)

  • Lee, H.R.;Park, J.S.;Lee, J.W.
    • Electronics and Telecommunications Trends
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    • v.26 no.5
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    • pp.83-91
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    • 2011
  • 감성적 제품이 소비를 자극하는 시대가 도래함에 따라, 선진기업은 성숙기 ICT 산업 돌파구로 감성전달 기술에 주목하여, 시장 차별화에 주력하고 있으며, 성능 및 가격 위주의 시장전략에서 사용자 편의성과 만족도를 극대화시키는 소비자 감성 지향형 산업으로 재편을 꾀하고 있다. 진보된 ICT 기술과 심미적인 라이프 스타일 디자인을 통해 사용자와 기기가 교감하는 디지털 인터페이스를 제공하는 감성 UX(User eXperience) 기술은 새로운 형태의 의사소통 방식과 감정전달 메커니즘을 제시하여 사회구성원의 현재 정서를 인지하고 감정의 정화/승화/억제를 보조하여, 가족 및 사회 네트워크 자원과의 유대감을 확고히 함으로써 구성원의 삶의 가치를 향상시키고, 유비쿼터스 환경과 문화 속에서 사람과 정보를 보다 밀접하게 이어주는 매개가 될 것으로 전망하고 있다. 본 고에서는 우리나라가 이미 글로벌 경쟁력을 갖고 있는 모바일 기기, 디지털 TV, 디스플레이를 중심으로, 미래 감성 ICT 생태계의 기반이 되는 감성 UX 기술의 현재의 모습을 살펴보고, 향후 발전 전망에 대해 기술한다.

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A Study on the Speed of Message Output for Smooth Cummunication for Chat Platform between Idol and Fandom (팬덤과 아이돌의 상호 채팅 플랫폼에서 원활한 커뮤니케이션을 위한 메시지 출력 속도에 관한 연구)

  • Jungha Kim
    • Smart Media Journal
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    • v.12 no.7
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    • pp.68-75
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    • 2023
  • In this study, I would like to conduct a study on the design of chat UX between fandom and idol. The 1:多 form of message exposure method between idols and fandom was studied and the optimal exposure form and speed were tested. Based on the results of the experiment, 30 sentences were selected per second among various options, and based on this, the results were applied to the actual Universe platform to facilitate communication between idols and fans.

A Study on Mobile Icon Design of iPhone7 (iPhone7을 중심으로 한 아이콘 디자인에 대한 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.367-386
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    • 2014
  • The development of science was crucial to recent advancements in design such as digital contents, UI, GUI, UX design. Not until the DOS evolved into Windows OS were many kinds of digital media design created, namely due to the invention of the computer mouse. A necessary element of mobile phones and Window OS is icons, since icons act as visual symbols, touch buttons and gateways into software content. Icons have undergone many stages of development simultaneously with developments in digital science. We can observe changes in mobile icon design from Skeuomorphism Design to Minimalism to Flat Design. These changes were caused by macro-level trends in design across all other industries. Apple iPhone's Skeuomorphism Design of 2013 evolved into IOS7's Minimalism and Flat Design of 2014. In the mobile world, flat design will again create big changes in design. This research aims to contribute to basic research data of GUI design that are used by creators of mobile apps to understand and anticipate future trends.

Analysis of the Visual Trajectory for Wire Frame of Online Markets (온라인마켓 와이어 프레임에 대한 주시빈도 분석)

  • Ha, JongSoo;Ban, ChaeHoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.454-457
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    • 2016
  • 본 연구는 온라인마켓을 효율적이고 경험 디자인(User Experience Design : UX 디자인)적 설계가 가능하도록 제작하기 위하여 와이어 프레임에 대한 사용자의 주시빈도를 분석한다. 국내 대표적인 온라인마켓의 와이어 프레임을 제작하여 각 사이트의 화면분할과 정보영역을 분석한다. 주시빈도 확인을 위해 시선추적 장치를 사용하고 시선이 머무는 히트맵을 제시한다. 이를 통해 온라인마켓의 디자인 설계시 화면에 보이는 요소들의 효율적 배치를 위한 프레임 레이아웃 영역을 살펴본다.

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A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.