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

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A Project-Based Embedded Software Design Course (실습에 기반한 임베디드 소프트웨어 설계 교육)

  • Moon, Jung-Ho;Park, Lae-Jeong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.5
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    • pp.581-587
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    • 2011
  • This paper presents a senior-level embedded software design course using a customized training kit. Embedded software design courses commonly entail a lot of practice hours and a semester-long project and thus requires a hardware platform on which the embedded software runs. A training kit has been designed such that both hardware system and operating system are not too complicated or heavy for undergraduate students to fully understand and to develop embedded software on their own. The course using the customized training kit gives the students hands-on experience of embedded software design and programming ranging from device drivers to user interface, thereby enabling them to have in-depth understanding of embedded software and to improve their programming skills more easily and faster than when using commercial training kits.

A Study on the Website Structures and Content Types of Online Graduation Exhibitions For 2020 domestic Visual Communication Design major cases (온라인 졸업전시 웹 사이트 구조와 콘텐츠 분석 2020년 국내 시각디자인 전공 사례를 중심으로)

  • Yoo, Yoon Seok
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.99-106
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    • 2021
  • This study aims at analyzing the web sites for 2020 art college graduation exhibitions to derive implications that should be considered for future online exhibitions. Fifteen web sites for graduation exhibitions of domestic visual design majors will be selected to analyze the usability of the web sites in the stages of arrival-search-appreciation-communication. The spread of online exhibitions accelerated by the coronavirus pandemic presents issues that were not covered in offline exhibitions. Based on the commonalities and peculiarities of graduation exhibitions by college, implications for mature and rational graduation exhibitions will be suggested.

A Study on Ways to Relieve User's Anxiety Caused by Simplification of Easy Money Transfer Service (간편송금 서비스 간소화에 따른 사용자의 불안감 해소방안 연구)

  • Kim, So-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.293-299
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    • 2022
  • The purpose of study is to relieve the users' anxiety caused by the simplification of the easy money transfer service. With the development of technology, financial services are being simplified, but on the contrary, the chasm occurs. The study was conducted in two rounds. First, based on UTAUT, the perception of the service and the willingness to accept the technology were investigated through a questionnaire. Second, after presenting the tracking function of the remittance situation derived through the heuristic method, in-depth interviews were conducted on reliability and intention to continue using it. As the result, it was found that the clear feedback had a positive effect on relieving users' anxiety. It is expected that studies approaching the chasm from the point of view of design will be actively conducted.

Development of Prototype Chatbot Based on Messenger App for Archival Reference Services: With Focus on the Archives & Records Center of Myongji University (기록정보서비스를 위한 메신저 기반의 챗봇 프로토 타입 개발 연구: 명지대학교 대학사료실을 중심으로)

  • Lee, Chang Hee;Rieh, Hae-young;Kim, Intaek
    • Journal of the Korean Society for information Management
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    • v.35 no.3
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    • pp.215-244
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    • 2018
  • The role of archives and records centers is expanding, however many potential users are not aware of the importance of the records and archives. As a method to improve the archival information services to users, in this study, we developed chatbot that supports the interaction between the users and the archives and records centers. Thus we examined the specific development procedures and methods, analyzed user requests and questions of the archives and records center of Myongji university as a case, and conducted a logical structure design for chatbot development. After building the chatbot based on IBM Watson Conversation and Kakaotalk messenger, we were able to find how the chatbot interacted with the users through a pilot run. Based on the experience of developing information service chatbot, the implications related the introduction of the chatbot were suggested which include determination of the level of the chatbot, analysis of the user requests, selection of the tool for the chatbot, and syntax setting for the conversational interaction.

An Examination of an Efficient UI of Smartphone Home Screen Structure (스마트폰의 홈 화면구조에 따른 효율적 UI 방안 모색)

  • Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.437-446
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    • 2017
  • Objective: This study aims to draw an efficient UI design by comparing the usability of App drawer and single-layered home screens, which are smartphone home screens. Background: Because smartphone home screen is frequently used including the installation, deletion, and editing of APPs, it should be designed with easily controllable information structure. There is a need to seek a user-friendly UI by comparing the usability of App drawer and single-layered home screens, of which methods to search Apps are different. There is also a need to examine an efficient UI and the factors to improve from the user perspective. Method: This study targeted 30 Android OS and iOS users to evaluate the App drawer and single-layered home screens, of which UI structures are different. Each participant was instructed to carry out an App searching task and App deleting task, and the execution time and the number of errors were measured. After the tasks were completed, they evaluated satisfaction through a questionnaire survey. Results: In the App searching task with low task level, there was no difference in execution level between the App drawer and single-layered home screens. However, the single-layered home screen showed higher efficiency and accuracy in the App deleting task with high task level. As for the group difference according to use experience, there was no difference in satisfaction among Android OS users, but iOS user satisfaction with single-layered home screen with which they were familiar was higher. Conclusion: As for home screen usability, the single-layered home screen UI structure can be advantageous, as task level is higher. Repulsion was higher, when users, who had used easier UI, used complex UI in comparison with user satisfaction, when users familiar with complex UI used easier UI. A UI indicating the current status with clear label marking through a task flow chart-based analysis, and a UI in which a user can immediately recognize by exposing hidden functions to the first depth were revealed as things to improve. Application: The results of this study are expected to be used as reference data in designing smartphone home screens. Especially, when iOS users use Android OS, the results are presumed to contribute to the reduction of predicted barriers.

Deriving required functions and developing a working prototype of EPG on digital TV (디지털 TV EPG 사용자 요구 기능 도출 및 워킹 프로토타잎 개발)

  • Park, Ji-Su;Lee, U-Hun;Ryu, Dong-Seok
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.55-80
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    • 2004
  • Multichannel on digital TV not only gave opportunities to the TV audience to view a wide range of programs. but also made it difficult for them to search for the program which they plan to view among over 1000 programs broadcasted on more than 100 channels. In this paper the functions of EPG (Electronic Program Guides) required by the users on digital TV were derived from the systematic analysis of multichannel viewing situations. In the situation analysis the situations where they viewed programs on more than 100 channels were generated systematically and the viewing processes in those situations were analyzed to identify user needs and derive the required functions of EPG. We surveyed the viewing behavior of the audience who subscribed to a digital satellite broadcast. SkyPerfecTV. in Tokyo. Japan. The purpose of the survey was to verify the validity of the functions derived from the situation analysis and to identify hidden user needs which were difficult to in the situation analysis. The functions were implemented on a working prototype of EPG based on a digital TV simulator which broadcasts 500 programs on 100 channels and can be controlled by three working prototypes of personal remote controllers. The working prototype will be used in Participatory Design to make it possible for the users to experience and verify the usefulness of the required functions of EPG and also find problems in user interface design of EPG

Designing an Agricultural Data Sharing Platform for Digital Agriculture Data Utilization and Service Delivery (디지털 농업 데이터 활용 및 서비스 제공을 위한 농산업 데이터 공유 플랫폼 설계)

  • Seung-Jae Kim;Meong-Hun Lee;Jin-Gwang Koh
    • The Journal of Bigdata
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    • v.8 no.1
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    • pp.1-10
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    • 2023
  • This paper presents the design process of an agricultural data sharing platform intended to address major challenges faced by the domestic agricultural industry. The platform was designed with a user interface that prioritizes user requirements for ease of use and offers various analysis techniques to provide growth prediction for field environment, growth, management, and control data. Additionally, the platform supports File to DB and DB to DB linkage methods to ensure seamless linkage between the platform and farmhouses. The UI design process utilized HTML/CSS-based languages, JavaScript, and React to provide a comprehensive user experience from platform login to data upload, analysis, and detailed inquiry visualization. The study is expected to contribute to the development of Korean smart farm models and provide reliable data sets to agricultural industry sites and researchers.

Mobile Web-toon Application Service Usability Study -Focus on Naver Web-toon and Lezin Comics- (모바일 웹툰 애플리케이션 서비스 사용성 연구 -네이버 웹툰과 레진 코믹스를 중심으로-)

  • Ha, Joohyung;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.431-436
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    • 2016
  • Web-toon is provided to users in the form of Web-toon and The users are steadily rising and increasing amount of using time until today. Web-toon has become a popular pastime among smartphone users. Therefore, when providing services, Web-toon application should be made with an appropriate system so that it can be easily used, and considering problems that users may have while using the application, it should help users have better experiences. With Naver Web-toon and Lezin Comics as subjects, user experiences of teenagers were analyzed with questionnaires based on Honeycomb model of Peter Morville. The score of Naver Web-toon was higher than Lezin Comics after user experience assesment, and usability and accessibility as important factors turned out to be influential to teen-aged users who use Web-toon services.

A Study of the Characteristics of the Space Realization based on Becoming thought in Contemporary Japanese Architecture - Focused on the Projects of SANAA, Ito Toyo, Sou Fujimoto - (일본 현대건축의 생성적 공간구현 특성 - SANAA, Ito Toyo, Sou Fujimoto의 사례를 중심으로 -)

  • Jeon, Hae-Ju;Kim, Dong-Jin
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.72-82
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    • 2014
  • The Contemporary paradigm to understand the complexity and diversity is moving to 'Becoming' that taken place in reviewing at the relation of various concepts. In Japan, After the collapse of modern architecture has been declared 'Metabolism' was appeared. They tried to apply organism's metabolic system to buildings based on ecological thoughts. But Metaboilsm's projects had revealed limitations of representation that the city on the mechanical system became a huge scale. As a result, It caused a break the cultural context of the region in Japan. After then, Japanese Architects expressed a pluralistic aspects of modern society for the restoration of disconnected cultural context. From this perspective, The thought of 'becoming' is a new role for Contemporary Japanese Architect. This research is focused of projects of SANAA, Ito Toyo, Sou Fujimoto, because they have spatial thought about realizing the space through the ways organizing the various potential possibilities in the simple external form not stimulated. They are realize the 'becoming-space' within the architecture. This 'becoming-space' gives people in building the new characteristics and experience that potential interactions among user, architecture and nature. It is non-representational space not fixed, but changing organically and variably.

A Study on the Use Experience of Museum Interpretation System (박물관 해설 시스템의 사용체험에 관한 연구)

  • Zhao, Zihan
    • Journal of Communication Design
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    • v.65
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    • pp.530-538
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    • 2018
  • Recently, museums are attracting the attention of visitors and society. However, research on museum interpretation conducted at domestic and foreign is relatively limited. The plan design of the museum commentary system was mainly based on the perspective of the experts, and most of them do not reflect the desire of the visitors. This study focused on visitors' experience of using museum Interpretation system. Through analyzing the effect of the Interpretation system of the museum that the visitor feels, we examined whether the Interpretation system of the museum meets the cultural needs of the visitors and identified the problems and deficiencies in the system. After that, the problems were rearranged and suggested the main elements of the commentary system of the museum finally, so as to help improve the museum commentary system and the educational function.In the first part of the study, the four major explanatory methods existing in the museum were confirmed. After that, we conducted in - depth interviews on four types of commentary methods and collected existing problems and deficiencies. The results of the type analysis were grouped into 14 types and the questionnaire was used to conduct a general survey on 14 problems. In this study, the user 's discomfort and problems were identified in the museum Interpretation system, and based on this, five key elements necessary for the museum Interpretation system were derived. Among them, inhalation is the weakest element in the museum commentary system, and future research will be conducted on how to apply each factor. I hope that you will be a reference material when you carry out research on the optimization of the Interpretation system of the museum and the improvement of the Interpretation experience.