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

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Study on Human Motion based Smartphone UX Pattern using User Experience Design (사용자 경험 디자인을 이용한 인간 동작 기반 스마트폰 UX 패턴 연구)

  • Joo, Jeong-Gyu;Lee, Jun-Hwan;Cho, Han-Jin
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.345-350
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    • 2012
  • People established a network much more using smart equipments by means of the development of the mobile industry. They can get useful information easily, make new personal connections and communities, and form various personal connections using the communities. The importance of contact, timing, and utility of time plays an important role in human relations. Many programs related to personal relations are already saturated. In other words, they are very significant and difficult to use. Many programs that didn't be concerned ahead of time about how to deal with a lot of the amount of information effectively and take it out in order to use it could bring about negative results. Human being already makes use of physical-empirical language in all of the conscious and unconscious areas. This study begins at the supposition that how to make it easy to apply humane gestures and languages to applications with portable equipment close to human beings.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

Analysis of Differences between On-line Customer Review Categories: Channel, Product Attributes, and Price Dimensions (온라인 고객 리뷰의 분류 항목별 차이 분석: 채널, 제품속성, 가격을 중심으로)

  • Yang, So-Young;Kim, Hyung-Su;Kim, Young-Gul
    • Asia Marketing Journal
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    • v.10 no.2
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    • pp.125-151
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    • 2008
  • Both companies and consumers are highly interested in on-line customer reviews which enable consumers to share their experience and knowledge about products. In this study, after classifying real reviews into context units and deriving categories, we analyzed differences between categories based on channel(manufacturers' homepage/ shopping mall), product attribute(search/experience) and price(high/low). The method to derive categories is based on roughly adopting constructs of ACSI model and elaborate and repetitive classification of real reviews. We set up the classification category with 3 levels. Level 1 consists of product and service, level 2 consists of function, design, price, purchase motive, suggestion/user-tip and recommendation/repurchase in product and AS/up-grade and delivery/others in service and level 3 is composed of details of level 2 of category. We could find remarkable differences between channels in all 8 items of level 2 of category. As the number of context units in homepage is more than in shopping mall, we found reviews in homepage is more concrete. Moreover, overall satisfaction in review was higher at homepage's. Also, in product attribute dimension, we found different patterns of reviews in design, purchase motive, suggestion/user-tip, recommendation/repurchase, AS/up-grade and delivery/others and no difference in overall customer's satisfaction. In price dimension, we found differences between high and low price in design, price and AS/up-grade and no difference in overall customer's satisfaction.

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Video Quality Assessment Based on Short-Term Memory

  • Fang, Ying;Chen, Weiling;Zhao, Tiesong;Xu, Yiwen;Chen, Jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2513-2530
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    • 2021
  • With the fast development of information and communication technologies, video streaming services and applications are increasing rapidly. However, the network condition is volatile. In order to provide users with better quality of service, it is necessary to develop an accurate and low-complexity model for Quality of Experience (QoE) prediction of time-varying video. Memory effects refer to the psychological influence factor of historical experience, which can be taken into account to improve the accuracy of QoE evaluation. In this paper, we design subjective experiments to explore the impact of Short-Term Memory (STM) on QoE. The experimental results show that the user's real-time QoE is influenced by the duration of previous viewing experience and the expectations generated by STM. Furthermore, we propose analytical models to determine the relationship between intrinsic video quality, expectation and real-time QoE. The proposed models have better performance for real-time QoE prediction when the video is transmitted in a fluctuate network. The models are capable of providing more accurate guidance for improving the quality of video streaming services.

Service Satisfaction and Continuous Use Intention on Omnichannel-Based Pickup Service

  • LEE, Kyoung-Hee;KIM, Bo-Young
    • Journal of Distribution Science
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    • v.19 no.10
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    • pp.5-15
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    • 2021
  • Purpose: This study aims to present individual motivation and channel characteristics affecting omnichannel service use, as well as the effect relationship of the brand factor on consumption value, service satisfaction, and continuous usability based on convenience store pickup service, one of online shopping customers' omnichannel use services. Primarily, this study divided consumption value into emotional value and functional value and examined the consumption value characteristics of omnichannel-based pickup service customers. Research design, data and methodology: A questionnaire survey was carried out targeting 324 consumers having the omnichannel-based pickup service user experience in online shopping in Korea. A confirmatory factor analysis and path analysis were carried out based on the structural equation to verify hypotheses. Results: According to the analysis result, individual motivation affected the emotional value, and the omnichannel characteristics affected functional value. The brand effect influenced both emotional and functional values. The emotional value affected continuous use intention, and the functional value affected service satisfaction. Conclusions: Therefore, consumers' emotional and functional values showed differences in consumption behavior. In online shopping companies' marketing strategy construction for omnichannel, it was confirmed that a differentiated approach is needed depending on the strategic goal of satisfaction improvement and continuous use intention consolidation.

A Study on the Cyber motion sickness of VR Content -Focused on Content Environment- (VR 콘텐츠 사이버 멀미에 관한 연구 -콘텐츠 환경을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.135-140
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    • 2019
  • This study is aimed at analyzing cyber motion sickness factors focus on virtual environment-based VR and real-world VR. First literature study of cyber motion sickness, 3D animations and documentaries were conducted. As a measurement tool for the degree of motion sickness, the symptom values were measured in a standardized SSQ (Simulator Sickness Questnire) questionnaire. Following the measurement, an in-depth interview was conducted based on the SSQ questionnaire. The results are as follows, First, actual environment based VR caused bigger cyber motion sickness, second, values of strong saturation of VR contents cause cyber motion sickness. This study is expected to be used as design guidelines for configuring VR early contents and to be used for cyber motion sickness research.

Design of method to analyze UI structure of contents based on the Morphology (형태적 관점의 콘텐츠 UI구조 분석 방법 설계)

  • Yun, Bong Shik
    • Smart Media Journal
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    • v.8 no.4
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    • pp.58-63
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    • 2019
  • The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.

Implementation of The Integrated Management System using iA-Canvas (iA-Canvas를 이용한 통합 관리 시스템 구현)

  • Kim, Seog Chan;Kim, Ki Tae;Kim, Je Min;Yoo, Weon Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.1
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    • pp.169-179
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    • 2010
  • iA-Canvas is HMI program which is the industrial automation application developed based on the Java language, and can run on any OS such as Windows, UNIX, Linux. The iA-Canvas is built on object-oriented open structure and consider network functionality and user experience as a system of centralized management and distributed management. iA-Canvas is composed of several components such as Builder, IO Server, Viewer, and Web Service Module and provides a GUI control environment. This paper explains design and implementation of iA-Canvas that is a tool for development of integrated management system, and shows practical examples of integrated management system that use iA-Canvas.

Viewing Environment Based Smart TV User Experience System Design and Implementation (시청 환경정보 기반 스마트 TV 사용자경험 시스템 설계 및 구현)

  • Ahn, Yang-Keun;Jung, Kwnag-Mo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1675-1676
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    • 2015
  • 최근 디지털 서비스 기기 트렌드는 기능 및 성능 위주 기술들보다는 사용자 중심 기술들로 점점 변화해 가고 있다. 특히 사용자 접근이 많은 디지털 서비스 기기일수록 사용자경험 증대를 위한 다양한 기술들이 선보이고 있는데, 본 논문은 가장 대중적인 디지털 서비스 기기인 TV의 사용자경험 시스템을 제안한다. 본 시스템은 사용자의 시청 환경정보를 정의하고 각 환경정보를 수집할 수 있는 모듈을 제공한다. 본 시스템의 서비스 추론 모듈은 센싱된 환경정보, 사용자 프로파일, 날짜 및 날씨 정보 등을 기반으로 사용자 맞춤화된 GUI 서비스 및 시청 환경개선 서비스를 추론한다. 맞춤화된 GUI 서비스는 크기, 색상 및 레이아웃 별 디자인된 GUI 콘텐츠와 GUI Framework을 기반으로 사용자에게 제공된다.

Exploring the Effect of Overload on the Discontinuous Intention of SNS: The Moderating Effect of Gender

  • Yu Xiang Xia;Seong Wook Chae
    • Journal of Information Technology Applications and Management
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    • v.28 no.5
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    • pp.61-70
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    • 2021
  • With the proliferation of smartphones and 5G networks, mobile social network service (SNS) has become an indispensable part of people's daily lives. However, with the use of SNS, fatigue and withdrawal behavior gradually emerged. Based on The Transactional Theory of Stress and Coping (TTSC), we explored the mechanism of SNS overload on users' discontinuous intention under the framework of "stressor-strain-outcome". And we also investigated the moderating effects of gender in this process. We hope that through our research, we can help SNS users to reduce unnecessary fatigue, and provide better suggestions for platform designers to adjust product design to improve user experience.