• Title/Summary/Keyword: User Experience-based Design

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A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Usability Testing and Improvement of Mobile Application of Shared Mobility Ttareungi (공유 모빌리티 따릉이 모바일 어플리케이션 사용성 평가 및 개선 방안 제안)

  • Lee, Seonghyeon;Moon, Saiyeon;Oh, Siyeon;Hong, Jina;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.377-388
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    • 2021
  • With the growth of the global sharing economy market, various sharing services have recently appeared in South Korea. Seoul city unmanned public bicycle rental service, "Ttareuni" is one of the services representing the shared mobility industry in South Korea. Although many users use this service, the usability of the mobile application, which is the essential medium of utilizing the service, is not improving. In this regard, this study conducted usability testing and in-depth interviews for Ttareungi's main users in their 20s and 30s to improve the user experience of the mobile application of Ttareungi. As a result, the problems of Ttareungi mobile application were identified, and based on this, design considerations for shared mobility services having publicity like Ttareungi were proposed. This is expected to contribute to improving the user experience of shared mobility services.

Proposal of Future News Service - Focusing of Fashion News (미래뉴스 서비스를 위한 사용자 경험조사 - 패션 뉴스를 중심으로)

  • Cho, Hyun-Hee;Lee, Yu-Yeng;Ryoo, Han-Young
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.907-910
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    • 2009
  • With the growth of the internet, news was enlarged from paper to web. News would be going to have a new formality through technical improvement of web. The aim of this study was to needs about the news that would be newly shown with a future growth. News is reputed to be a piece of information which is not known to the general public and coexists in our life. Therefore, news has an its significant in substance when applied to daily-life of the users. This study analyzes based on 16 fields of news-contents. Fashion was a choice for this study after selection of 8 items. Women with an emotional propensity to consume were targeted as an example of the interface of new in the days to come. The user's experience about Fashion news in daily-life was carried out to deduce the elements of design of Fashion news in the days to come. As a result, the needs of user could be classified into classes of interface, flat form.

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Categorization of UX method based on UX expert's competence model (UX 전문가의 역량 모델에 기반한 수행역량유사도에 따른 UX 방법론 분류에 대한 연구)

  • Lee, Ahreum;Kang, Hyo Jin;Kwon, Gyu Hyun
    • Design Convergence Study
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    • v.16 no.4
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    • pp.1-16
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    • 2017
  • As the local manufacturing industry has entered a phase of stagnation, service and product design based on user experience has been highlighted as an alternative for the innovation. However, SMEs(Small and Medium-sized Enterprises) are still struggling to overcome the current crisis. One of the reasons is that SMEs do not have enough contact points with the validated UX firms and experts. Thus, SMEs has a high barrier to invest in new opportunity area, user experience. In this study, we aim to figure out UX experts' competence to perform the UX method to solve the UX problems based on the KSA framework(Knowledge, Skill, Attitude). Based on the literature review and expert workshop, we grouped the UX method according to the similarity of the competence required to conduct the method. With cluster analysis, 5 different groups of UX method were defined based on the competence, Panoramic Analysis, Meticulous Observation and Analysis, Intuitive Interpretation, Agile Visualization, and Logical Inspection. The results would be applied to compose a portfolio of UX experts and to implement a mechanism that could recommend the professional experts to the company.

A Study on the Development of School Library Mobile App Service Based on User Experience (사용자 경험을 기반으로 한 학교도서관 모바일 앱 서비스 개발에 관한 연구)

  • Park, Sora;Lee, Mihwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.2
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    • pp.49-67
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    • 2021
  • The school library provides a mobile web service that allows access to the library catalog system, and provides services that reflect the needs of search and consider the characteristics of mobile devices. Therefore, this study conducted a literature review, an analysis of the current status of school library mobile web services, and a survey of the mobile service user experience of students and teachers to find the contents and service plans for school library mobile app services that meet the school library mobile needs. Based on the survey, the contents and design plan of the school library DLS mobile service was prepared. First, the steps were reduced from step 4 to step 3. In the first step, solution of screen clipping errors in registering as a member and various login platforms for accessibility are needed. In the second step, integrated search and detailed search, provision of materials for use and reading education, post-booking activities, guides and announcements on the use of the affiliated school library, inter-loan, and e-books are provided as main menu. In the third step, it was proposed to provide related functions such as reservations as well as the display of the detailed screen of the search results of the collection. This study can be used not only to develop dedicated mobile app services, but also to change current web-based mobile services.

Design and Implementation of a CMS-based Education System (CMS 기반 교육시스템의 설계 및 구현)

  • Kim, Soon-Cheol;Jeong, Hyeok
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.103-111
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    • 2009
  • In this paper, we implement the web-based education system on CMS(Contents Management System). The goal of this paper is that Everyone who uses this system will use and maintain the web site easily. All procedures can be performed on the web and all content by the manager can be applied to users. This allows both user and administrator to use the web-based education system in a better environment. This system also will try to cover all user levels by providing web standards. So more user can use the standard web service without worrying about time and space. For this reason, this system will be developed with web standard guide so that all users won't experience any problems with the browsers of primary platforms complying with W3C. This paper can provide the possibility to overcome the limitations of current web-based education system.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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Exploring Factors Influencing Usage Intention of Chatbot - Chatbot in Financial Service (챗봇 사용 의도에 영향을 미치는 요인 탐색 - 금융 서비스에서의 챗봇)

  • Lee, Min Kyu;Park, Heejun
    • Journal of Korean Society for Quality Management
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    • v.47 no.4
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    • pp.755-765
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    • 2019
  • Purpose: Chatbots are widely diffusing across various industries to substitute human manpower in the industry. However as researchers only develop technology that is applied to chatbot, the diffusion is slow in progress. The purpose of this study is to propose useful implications to accelerate diffusion of chatbots across industries by analyzing the perception of customers. To achieve the research purpose this study analyzes causal effect relationship between characteristics of chatbot character, service quality, individual difference, and intention to use chatbot. Methods: This study developed a survey that contains various questionnaires for each construct based on literature review. Data collected through survey was tested for convergent validity and discriminant validity and further analyzed the relationship using PLS-SEM method to verify hypotheses. Results: Trustworthiness of the chatbot character, ease of use, application design, responsiveness, customization, assurance, inertia, and previous experience have significant influence on forming user satisfaction, consumer trust, and intention to use. The others, likability, appropriateness, technology anxiety, and need for interaction were not significant in this research. Conclusion: Although the constructs of the research model was significant in previous literatures, some do not have significant effect on intention to use chatbots. Based on the results, chatbot managers will be able to develop chatbot systems which are more appealing to users and more academic researchers will focus on analyzing user perception and intention.

Types and Characteristics of Digital Anthropometric Methods (디지털 인체 계측 방법의 유형 및 특성)

  • Kim, Rira
    • Journal of Fashion Business
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    • v.25 no.5
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    • pp.88-98
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    • 2021
  • In this study, the characteristics of digital anthropometric methods were determined with case studies. These methods were broadly classified into two categories: non-wearable and wearable. Then, these categories were further classified into four types: 3D Scanning, mobile app, smart clothing, and smart tool Among the non-wearable types, the "3D scanning" technique was based on the use of 3D hardware equipment. With this technique, the body shape was measured and the internal body information was obtained. Therefore, it is used in fields of healthcare and fitness. Among the wearable types, "Smart clothing" involves a special clothing that measures human body and a smartphone application. Both the components are linked to a fashion platform, which is based on the measured sizes that help shoppers. The "Smart tool" has the characteristic of measuring only with smart tools and smartphone applications; it does not involve the measurement of images. The common advantage of digital anthropometric methods are as follows: they reduce the time and cost of measurement by enabling self-measurement. Moreover, simple measurements are used to determine the size of anthropometry. Thereafter, it accumulates this data to track the continuous changes in size. From an industrial point of view, digital anthropometric technology should be used to increase sales. The on-demand market can be expanded as global consumers would throng the Korean fashion market. For the consumer, an avatar should be created to fit the user's size. This would provide a fun experience to the user.

A Study for Design based on Measure and Information as BIRKHOFF's Aesthetic Category (디자인을 위한 비르크호프-G. D. Birkhoff의 미학적 카테고리로서의 척도와 인포메이션에 대한 고찰)

  • Choi, Sung-Woon;Kim, Kyung-Bae
    • Archives of design research
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    • v.17 no.4
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    • pp.107-118
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    • 2004
  • Nowadays Industrial Design appears to us as provided products in the market through only User Interface and Technical Improvement. Consumer purchasing products intend to grant the meaning for the product by mobilizing his specific feeling and experience the moment he contact products the first time. As metaphorical character shown in the product is named to the Product Language, Industrial designer shall constantly proceed the study on the exact understanding or processing method. As Objects or products using by us imply aesthetical value, it appears to be different according to the diverse condition of products be different according to the diverse condition of products to be used. In case objectivity is unsatisfactory, aesthetic character shown in the product requires new instrumental system. Product analysis applied aesthetical measure of BIRKHOFF can be applied as tool for inherent metaphorical character of product and product development. With this, Design operation shall be much easier. So Application of aesthetical measure is not only a system but a tool giving help to carry out more smooth design process.

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