• Title/Summary/Keyword: UX 디자인 평가

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UX Design Evaluation and its Approach to Mobile Applications for Smart Appliances (스마트 애플리케이션 UX 디자인 평가 접근 방법)

  • You, Si Cheon;Choi, Jinyoung;Sim, Mihee
    • Smart Media Journal
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    • v.8 no.3
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    • pp.70-79
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    • 2019
  • Implementing UX design that meets user expectations has become an important variable that determines the prominence of smart home appliances. This study addresses the UX design evaluation issues in mobile application development of smart home appliances. As an experimental research subject, the UX design evaluation contents were set up for the mobile application of , the demand of which is surging recently. The purpose of the research is to explore the significance of the UX design user evaluation method in smart home applications, and to suggest how to achieve the mixing of quantitative and qualitative evaluation methods. The main findings are as follows. First, we found that user evaluation can positively impact the direction of UX design. Secondly, we found that the mixing of 'quantitative' and 'qualitative' methods works complementarily to UX design evaluation. Research implications are as follows. The UX design evaluation process can be performed efficiently as long as we distinguish between the roles of quantitative evaluation and qualitative evaluation. For example, through qualitative evaluation such as 'Honeycomb model', can be identified in terms of 'exploratory', and through qualitative evaluation such as 'in-depth user interview', can be identified in terms of 'assessment' and 'validation'.

UX design strategy for Education Mobile app based on User Value (사용자 가치 기반에 의한 교육용 모바일 앱의 UX디자인 설계전략)

  • Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1386-1392
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    • 2017
  • With the active usage of digital media, the importance of and the interest in User Interface (UI)/User Experience (UX) have been increasing. This study proposes the development of design evaluation model to utilize the quality analysis model as a basis if there were to be a development of mobile education application. Main factors of the design evaluation model, which is based on User Value analysis, influence users' attitudes and intentions in continuing their uses of a mobile education application. The employment of the design evaluation factors onto the existing agile method's development stage, therefore, would provide an optimal UX environment for the application. This application not only will increase the satisfactions of consumers, but also will have positive impacts on their intentions in continuing their uses of a mobile education application.

Analysis of Priority in the Robotaxi Design Elements : Focusing on Application of AHP Methodology (로보택시 설계 요소 간 우선순위 분석 : AHP 방법론 적용을 중심으로)

  • Juhye Ha;Yeonbi Jeung;Junho Choi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.4
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    • pp.179-193
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    • 2023
  • research on user-friendly experience design is crucial to reduce resistance and enhance acceptance of robotaxis. This study analyzes the prioritization of design factors in robotaxi systems and provides design guidelines based on user experience. Using the AHP(Analytic Hierarchy Process) technique, users' perceived importance of four primary design factors and sixteen 16 sub-design elements were assessed, and comfort and safety were top priorities. The results showed that the artificial intelligence agent was the most critical design factor, followed by driving guidance information, interior design, and exterior design. These findings offer valuable insights for robotaxi professionals, and could assist in informed decision-making and creating user-centered design guidelines.

A Study on UX Design Process Lecture Based on Modified PBL (Problem-Based Learning) (변형된 PBL 기반의 UX 디자인 수업 설계 연구)

  • Kim, Jung-Yi
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.117-131
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    • 2018
  • PBL is expected to be very useful in the engineering project course that leads students to active learning in problem solving process. But it is not actively utilized because of various problems. In this study, modified PBL lectures were laid out for a course that practice UX design process. Modified PBL lectures provide theoretical class and two PBL practices. The variant is that the problem design is made by the students themselves on a weekly basis, rather than by the instructor, and that the two PBL processes consist of one project. The results of this study are meaningful as a basic data in PBL-based engineering college project class. Additional discussion of how to evaluate grades needs to be specified.

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.

Exploration of Economic Valuation Model for the UX Design using the Contingent Valuation Method - Focusing on the Screen Unlock Interfaces (조건부 가치측정법을 이용한 사용자 경험 디자인 가치평가 모델의 탐색 잠금해제 인터페이스를 중심으로)

  • Lee, Jinsung;Cho, Kwang-Su;Choi, Junho
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.11-19
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    • 2016
  • This study aimed to assess the economic value of the UX design and applied contingent valuation method (CVM) to the three smartphone screen unlock interface types: touch, fingerprint, and iris recognition. The contingent valuation method was chosen from various economic valuation approaches because the interface components such as the screen unlock are important user experience values but non-market goods which are not traded independently. Using the double-bounded dichotomous choice approach of the contingent valuation method, the survey results of the logit model showed that the economic value of touch unlock interface was 529 won, fingerprint was 4,214 won, and iris recognition was 1,316 won. That is, the fingerprint interface had the highest economic value, followed by iris recognition and touch interface. The main contribution of this research is that we examined a method for economic valuation of the UX design and generated systematic and credible results.

A Study on the Meaning Extension of User-Centeredness in UX Design (사용자 경험 디자인의 사용자 중심성에 대한 의미 확장 연구)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.301-310
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    • 2021
  • The purpose of the study was to induce meaning of the UX design from users' interview. The study covers interviews from 20 untact finance application users in their twenties in written form. It aims to examine previous studies on UX design and to overcome their shortcomings by categorizing usability qualities focusing on verbs used in the interview. The followings are the result: Usability of UX design can be summarized into Unity, Trust, Persistency, Recognition and Approachability of the information to the 20 users in their twenties. As for the data earned from interviews focusing on verbs, usability included Security, Familiarity, Accessibility, Convenience of Operation and Visibility. Each of the qualities fell into related categories such as Security, Information, Brand and Design. In conclusion, analysis based on verb choices led to better understanding of the user-based experience compared to using objective means in previous studies and can be a suggestion to make up for errors in the former evaluation process.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

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-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.