• Title/Summary/Keyword: User Design-type

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A Classroom Space Design based on User Centered Design (사용자 중심 디자인 기반 교실 공간 설계)

  • Choi, Ho-Soon
    • Journal of the Korean Institute of Educational Facilities
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    • v.26 no.6
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    • pp.19-27
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    • 2019
  • This study aims to design educational space that will respond to changing educational curriculum and creative educational activities. The study was conducted with user centered design method in which students and teachers who actually use space participate directly in space design, moving away from the one-sided approach by experts. The design of educational space, which is the subject of this study, was carried out by the opinions of users and the opinions of users were collected through the descriptive and mapping measure forms by analyzing previous researches and actual space cases on user centered design. Based on the opinions collected by the survey form, total four spaces, Type A, two Type B, and Type C, were designed. The fact that the user directly commented on the space plan to be used and actually participated in the space design would be helpful for users' deep interest in the results of this study and students' academic improvement.

Research on the relationship between the design of the most favorable ICONs and the formative factors in the GUI design - Focused on the design of the Graphic ICONs. - (사용자 선호지향 기반에 의한 GUI 아이콘 표현 유형과 조형 요소의 상관관계에 관한 연구 - 그림 아이콘 디자인을 중심으로 -)

  • Tao, Yu-Jin;Chung, Sung-Whan;Hong, Jung-Pyo;Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.521-530
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    • 2008
  • Graphical user interface design, the visual language to convey information about the icon and the user's information is a medium that can lead to action. Graphical user interface to communicate with the user icon, the user is easy to use, so any time you want to provide information effectively. Communication in order to increase the efficiency of the Graphic User Interface on the nature of the medium must be made to develop the appropriate icon. In this research icon of the type of icon painting. A picture of the icon representation of each type of detail, according to a rating of johyeongjeok identify the elements of the correlation between. On the type of representation of each of Art and Design elements that I know what I saw. The icon design based on user preferences provide guidance on the direction of design-oriented. When the data can be used to designs based on the theory has to offer.

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A Study on the Expansion of Fully Autonomous Vehicles into Residential Space (완전 자율주행 자동차의 주거공간으로의 확장에 대한 연구)

  • Lee, Hyun-Wook;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.71-79
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    • 2020
  • Due to the recent changes in residential value, user needs for various spaces in residential space are increasing. However, it is not easy to change and reconstruct the first residential form according to the needs of the user due to the characteristics of the residential space where movement and deformation are difficult. Therefore, this study aims to derive a plan to meet user needs according to changing residential value by using fully autonomous vehicles with a concept of space that can be moved. First, the existing residential space was classified through literature research, and based on this, the space type of the fully autonomous vehicle for the residential was derived through user research. Then, through the survey method and statistical analysis, user needs analysis for residential space, usefulness analysis of derived space type and type specification were carried out. Finally, based on the results of the study, the design direction of the fully autonomous vehicle for residential purpose was presented. Based on the user's perception, it is meaningful that it categorizes the space of the fully autonomous vehicle for residential purposes and suggests the design direction.

The ergonomic design that considers the user interfaces in the railroad (지하철 이용 승객을 고려한 사용자 중심의 인간공학적 설계에 관한 연구)

  • Park S.H.;Oh S.H.;Yeo M.W.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2006.05a
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    • pp.415-416
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    • 2006
  • In this paper, we propose the ergonomics design method in shape design applicable which considers the user interface for railroad. This study focuses on ergonomics design and sensibility engineering design, user interface, which should be considered from the conceptual design stage of the rolling. Human's sensitivity and User Interface of railroad investigated ergonomics studies of several type. The sensibility engineering design made approach of user center design in railroad design. New design railroad to satisfaction passenger's various desire, to safety and convenient through high technology, to sufficient passenger's aesthetic sense. Therefore, we have application to properly of ergonomics design element in railroad design. we expert visual design and user interface help greatly in excellent railroad design.

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Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

A Study on the User Needs for Renovation of Race Track Type of Nursing Units in K University Hospital (K대학병원 병동부 이중복도형의 개선을 위한 사용자 요구 조사연구)

  • Kim, Youngaee;Yim, Ohyon;Kim, Jungshin;Yi, Jongse;Ahn, Uijong
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.19 no.3
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    • pp.21-28
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    • 2013
  • Purpose: General hospital in korea is getting large-scaled, specialized and upgraded. So, nursing unit of race track type has been advanced along with a spatial organization, building equipment and environmental approach. This study is to search the guidelines for renovation of nursing unit with race track type in the case of K university hospital in Daejeon. Methods: 9 cases of recently opened general hospital has been analyzed for spatial and environmental design solution. Questionnaires and interviews about user needs of nursing staff, patient and visitors, have been conducted for a nursing care system and facility of nursing units in K university hospital. Results: The user needs are represented as followings. Center core public zone in each floor plan and center core nursing station and supporting areas in nursing unit are good for an adjacency and separation of spatial organization. Toilet of group patient room is necessary to equip for easy, safe and infective aspects, and so toilet install will decrease the patient number and increase the nursing care service. Hall type of station front is good for visibility and observation. It is appropriate to renovate into south facing group patient room for privacy, enough space for nursing care facility and supporting area, enough width of door to move portable medical equipment, room for medical doctor and practical student, noise absorbing of day room. Implications: Upgrading the nursing care service and facility equipment is necessary to reflect the user needs and cooperate with hospital management.

Efficient Fluid Simulation through Various User Design-type Emission Control Solutions (사용자 설계형의 방출 제어 솔루션을 통한 효율적인 유체 시뮬레이션 구현)

  • Hwang, Min-Sik;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.197-204
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    • 2018
  • The realistic Visual Effects using fluid simulation in 3D computer graphics are operated as important factors to improve the quality of images. The process of creating realistic motions of water, fire, explosion by controlling each property of fluid is called fluid simulation. In general, the creation of a fluid simulation concentrates on the main simulation work phase, however an effective method for initial set up is important for the main simulation work. The purpose of this study is to analyze the factors involved in the initial emission motion and shape of fluid and propose methods that can efficiently apply this into the initial set up. For the process of the research, first, problems are raised based on related researches, and second, two experiments, 'Dynamic Fluid Emitter Creation' and 'User Design Type Emission Velocity Solution', are conducted for more effective fluid simulation. Through this research, the effective fluid simulation of initial set up phase will be suggested through the user design-type emission control solutions.

The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
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    • v.19 no.11
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

The Development of Sensibility Evaluation Tools for User-Oriented Housing Interior Space (사용자 중심의 주거 실내공간 감성평가도구 개발)

  • Park, Ji-Min
    • Korean Institute of Interior Design Journal
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    • v.23 no.5
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    • pp.112-121
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    • 2014
  • The purpose of this study is to develop the user-oriented housing interior space sensibility evaluation tools: The user-oriented housing interior space sensibility evaluation tools shall be developed through the systematic selection process of the extracted housing interior space images, which were linked with the adjectives of sensibility evaluation selected for the housing interior space preferred by the user from the specific words of the sensibility extracted to identify the characteristics of the user's sensibility which is recently being changed. In the results of analyzing the words of sensibility for the residential space preferred by the users with 48 pairs of adjectives. The user-oriented sensibility assessment tool was built by extracting 8 sensibility factors of 'cozy', 'practical' 'cheerful', 'traditional', 'unique', 'congenial', 'sensuous', and 'gorgeous' in the exploratory factor analysis. The image scale was constructed in two-dimensions of the sense of space and the type of space for the residential interior space images. The dimension of the 'sense of space' is explained by the axis of open-closed and the dimension of 'type of space, is explained by the axis of 'natural-artificial'. Such a structural model of the residential interior design attributes were divided into 8 groups. And the 42 images representing each group were selected and the user-oriented residential interior space image tool was built by adding user's selective elements.

Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.