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

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Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

Wellbeing feature development case study for mobile phone (휴대전화를 위한 웰빙 기능 개발 사례 연구)

  • Bae, Dong-Hoon Alf;Yeon, Hyun-Jung Grace
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.120-124
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    • 2008
  • This is a case study of a wellbeing feature for mobile phone. Though it is not related communication feature which is major functionality in mobile phone, it becomes a popular feature by users who want to manage private information and life style. To make a feature for practical usage, Personas is used for development and decision. A late 20 years old lady persona is developed to provide context and background information. Based on the persona, usage scenarios and needed contents were designed. From this case study, suggest a design guideline for personalization features in perspective of user experience design.

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A Study on the Characteristics of Spatial Expression on Catalogs - Focused on the Catalogs published from IKEA since 1950 to 2015 - (이케아 카탈로그에 나타난 공간표현 특성에 관한 연구 - 1950년부터 2015년까지 이케아에서 발간된 카탈로그를 중심으로 -)

  • Kim, Jae-Sung;Lee, Won-Jea
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.61-69
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    • 2015
  • The purpose of study is not only analyzes the space images expressed with mass-produced furniture of the time and economy throughout the cover pages of IKEA published catalogs since 1951 to 2015 but also is set to deduct the characteristics of spatial expression regarding the usage of digital media applied catalogs which is to be published along with the 2015 catalog. Thus, throughout research of basic literature such as domestic and foreign academic material, books, and websites, the theoretical consideration of the meaning of IKEA's pursuit of selling manufactured furnitures is foregone. Based on the above, Analyze and organize periodically applied interior space in accordance with context characteristic by understanding the attribute of catalogue from expansion of media space applied new digital media. The importance of research on IKEA is not only the quality of products designed by them, but emotional aspect that deeply penetrate customer's actual daily life. Implication of digital media message to advertisement is a important role in society that shares digitalized information. IKEA's innovative attempt of connection to new world using traditional method of marketing expression and smart device may help people better understand space.

A Study on the User Acceptance Model of Omni Channel Service Based on Unified Theory of Acceptance and Use of Technology (UTAUT) (통합기술수용이론(UTAUT) 기반 옴니채널 서비스의 사용자 수용 모형에 관한 연구)

  • Joo, Hyeri;Lee, Eun-Jung
    • Human Ecology Research
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    • v.54 no.4
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    • pp.405-414
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    • 2016
  • The rapid change of consumer expectations in shopping environments has required retailers to actively adopt omni-channel services, however, limited research exists on the topic. We identify the effect of consumer's utilitarian shopping value on expectations for omni-channel services. An online survey was conducted on 176 subjects who had experience using omni-channel services. We employed Unified Theory of Acceptance and Use of Technology (UTAUT) as our theoretical model to explore the mechanisms of consumers' acceptance of omni-channel services in fashion. We used SPSS ver. 22.0 and AMOS ver. 22.0 programs to analyze data. The results indicate that utilitarian shopping value has a positive effect on performance expectancy, effort expectancy, and social influence for omni-channel services. Performance expectancy for omni-channel services also has a positive effect on the purchase intentions of fashion products. Effort expectancy for omni-channel services also positively increases the purchase intentions of fashion products. Last, the social effect of omni-channel services has a significant positive effect on purchase intention. All the hypotheses were supported. The research findings can provide the fashion distribution industry with useful basic data to understand the needs of consumers who use multi-channels when establishing a new channel or marketing strategy.

Deriving a Strategy for Resolving the Inter-and Intra-generational Digital Divide based on the Continuous Core-periphery Network Model (연속형 중심-주변 네트워크 모형을 통한 세대 간 세대 내 디지털 격차 해소를 위한 전략 도출)

  • Yoo, In Jin;Ha, Sang Jip;Park, Do Hyung
    • The Journal of Information Systems
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    • v.31 no.1
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    • pp.115-146
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    • 2022
  • Purpose The purpose of this study is to find meaningful insights using regression analysis to resolve the digital divide between generations. In the analysis process of this study, social network analysis was applied to approach it with a perspective differentiated from the existing statistical techniques. Design/methodology/approach This study used a social network analysis methodology that transforms and analyzes government-led survey data into relational data. First, the cross-sectional data were converted into relational data, and a continuous core-periphery model and multidimensional scaling method were applied. Afterwards, the relationship between various factors affecting the digital divide and the difference in influence were analyzed by generation. Findings According to the network analysis results, it can be seen that all generations commonly use 'information and news search' and 'living information service'. However, it can be seen that the centrally used services of each generation are clearly different from each other, and the degree of linkage between the services is also clearly different. In addition, it can be seen that the relationship between factors influencing the digital divide by generation is also different.

Research on Factors Influencing Consumers' Willingness to Use Community Group Buying Platform

  • Youwei QI;Jing SONG;Yiming LIU;Zhuoqi TENG
    • Journal of Distribution Science
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    • v.22 no.5
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    • pp.1-10
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    • 2024
  • Purpose: The study aims to identify the key factors that influence consumers' propensity to utilize community group buying platforms, employing the Technology Acceptance Model (TAM) as a theoretical framework. Research design, data and methodology: The research design involved selecting 192 consumers with experience in community group buying and analyzing the data statistically using SPSS 23.0. Hypotheses were tested utilizing the structural equation modeling software AMOS. Results: Key findings indicate that the attributes of products offered on community group buying platforms significantly enhance consumers' perceptions of usefulness and ease of use. Furthermore, these perceptions directly correlate with consumers' intentionsto use the platform. Conclusions: Thisresearch, grounded in the TAM, delves into how external factors of the community group buying platform impact perceived usefulness and ease of use, and subsequently, how these perceptions affect consumers' purchasing intentions. Based on these insights, several recommendations can be proposed for the platform's development: The platform should strive to enhance product quality and cultivate a positive reputation. Strategic promotional initiatives should be designed to attract new users while retaining existing customers. Continuous optimization of platform functionalities is necessary to augment users' perception of usefulness. These measures are anticipated to foster user engagement, increase adoption rates, and contribute to the overall success and sustainability of the community group buying platform.

ELECTRICAL GROUND SUPPORT EQUIPMENT (EGSE) DESIGN FOR SMALL SATELLITE

  • Park, Jong-Oh;Choi, Jong-Yoen;Lim, Seong-Bin;Kwon, Jae-Wook;Youn, Young-Su;Chun, Yong-Sik;Lee, Sang-Seol
    • Journal of Astronomy and Space Sciences
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    • v.19 no.3
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    • pp.215-224
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    • 2002
  • This paper describes EGSE design for the small satellite such like KOMPSAT-2 satellite. Recent design trend of small satellite and EGSE is to take short development time and less cost. For this purpose, the design for KOMPSAT-2 satellite and EGSE are not much modified from KOMPSAT-1 heritage. It means that it is able to be accommodated the verified hardware and software modules used in KOMPSAT-1 satellite program if possible. The objective of EGSE is to provide hardware and software for efficient electrical testing of integrated KOMPSAT-2 satellite in three general categories. (1) Simulators for ground testing (e.g. solar-simulation power, earth scenes, horizons and sun sensor). (2) Ground station type satellite data acquisition and processing test sets. (3) Overall control of satellite using hardline datum. In KOMPSAT (KOrea Multi-Purpose SATellite) program, KOMPSAT-2 EGSE was developed to support satellite integration and test activities. The KOMPSAT-2 EGSE was designed in parallel with satellite design. Consequently, the KOMPSAT-2 EGSE was based on the KOMPSAT-1 heritage since the spacecraft design followed the heritage. The KOMPSAT-2 baseline was elaborated by taking advantage of experience from KOMPSAT-1 program. The EGSE of KOMPSAT-2 design concept is generic modular design with preference in part selection with commercial off-the-shelf which were proven from KOMPSAT-1 programs, flexible/user friendly operational environment (graphical interface preferred), minimized new design and self test capability.

A Study on Effect of Visual Elements of Cosmetic Package Design on Purchasing of MZ Generation (화장품 패키지디자인의 시각 요소가 MZ세대의 구매에 미치는 영향 연구)

  • Lee, Joo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.383-388
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    • 2022
  • This study is about the elements of cosmetic's package design which MZ generation prefer and the effect on purchase. Naming, brand logo, color, typography, layout, illustration, matter & finish, and meaningful are classified 8 visual elements through the pilot study. After that this study analyzes specific visual elements which MZ generation prefer through online survey and In-depth interview based on the 8 visual elements. As a result of study, MZ generation prefer tidy and neat design to decorated style, and they feel brand logo is the most important thing of all 8 visual elements. In additional, meaningful of brand is barley able to compare with price, although it is significant visual element. This study may help to develop the way of the cosmetic's package design for MZ generation.

Optimized Bicycle-sharing Model for China Market (최적화된 중국시장의 공유자전거 모델제안)

  • Wang, Yang;Park, Seong Il;Lee, Sung Pil
    • Journal of Service Research and Studies
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    • v.8 no.4
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    • pp.53-75
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    • 2018
  • Bicycle-sharing as a product service system in the sharing economy, its characteristic is that users can go to nearby places by the public bike at any time however they don't need to have their own bicycle. However, the service quality of bicycle-sharing and satisfaction of users continuously decrease with the rapid growth number of bicycle-sharing users in China. Based on the double diamond model and from the perspective of service design, this research studies the service experience of bicycle-sharing of Chinese users, focuses on the potential pain points of Chinese users when using the public bike, and designs the optimum proposal to promote users' satisfaction. According to the research result, the research builds a new concept which can satisfy users' demand for communication, enjoyment and option during the cycling. The experience of new service system of bicycle-sharing makes humanized and subconscious interaction possible.

Augmented Reality (AR) Fashion Shopping Service Acceptance Based on Consumers' Technology Readiness (소비자 기술준비도에 따른 증강현실(AR) 패션 쇼핑 서비스 수용의도)

  • Hur, Hee Jin;Lee, Ha Kyung
    • Fashion & Textile Research Journal
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    • v.23 no.3
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    • pp.347-357
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    • 2021
  • This study analyzed the effects of optimism and innovativeness, the two drivers of a consumer's technological readiness to use an augmented reality(AR) fashion shopping service within the framework of the Technology Acceptance Model (TAM). The survey was conducted on 249 people (males = 58; females = 191) in their 20s who were willing to participate in the AR experience. Data were analyzed using confirmatory factor analysis (CFA) and structural equation modeling by AMOS 22.0. The results indicated that a greater level of perceived optimism had a positive influence on the ease of use and usefulness of the technology. The findings also show that consumers with a high degree of innovativeness tend to have a higher level of playfulness toward AR fashion shopping. Regarding the effects of user beliefs, ease of use had a positive effect on the perception of usefulness and playfulness with higher levels implying a higher consumer intention to adopt an AR fashion shopping service. In addition, this study reveals the moderating effect of consumers with high-fashion versus those with low-fashion innovativeness. For the latter, technological innovation had an insignificant effect on playfulness, thus indicating that consumers with low interest in fashion did not enjoy AR fashion shopping even if the technology was highly innovative. Nevertheless, the analysis confirms the possibility that experiencing a fashion product through AR technology could replace the actual experience of wearing the products.