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

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Design of Grinding Datab ase Based on the Frame Model (후레임 모델에의한 연삭가공용 데이터베이스의 설계)

  • 김건희
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1997.04a
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    • pp.102-106
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    • 1997
  • Grinding has difficulty in satisfying the qualitative knowledge based on the skilled expert as well as quantitative data for all user. Design of grinding database is based on the frame-based model for utilizing the empirical and qualitative knowledge. Inthis paper, basic strategy to develop the grinding database by frame-based model, which is strongly dependent upon experience and intuition, frame-base model, which is strongly dependent upon experience and intuition, is described. Design of grinding database is based on the frame-based model for utilizing the ambiguous knowledge and inference is accomplised by the object-oriented paradigm system.

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Designing User Experiences in Network Environment with Scenario-Based Design - PACT Analysis Approach to Conceptual Design - (시나리오 기반 디자인을 이용한 네트워크 환경에서의 사용자 경험 설계 - PACT 분석을 적용한 개념 디자인 연구 -)

  • Lee, Sang-Hee;Kim, Joon-Hwan;Yim, Jin-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.240-245
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    • 2006
  • 시스템의 복잡도가 증가하고 컨버젼스 제품들이 늘어나면서 기존의 사용자 인터페이스 설계 방법론으로 미래의 사용자 환경을 예측하기엔 한계를 보인다. 또한, 제품 개발 시 관련 부서간 협업의 비중이 늘어난 반면 커뮤니케이션을 통해 얻을 수 있는 효과가 감소하고 있는 실정이다. 본 연구에서는 사용자 경험 설계 방법론으로써 PACT 분석을 응용한 시나리오 기반 디자인(Scenario-Based Design)을 채택하여 디지털 가전제품간의 네트워크 사용 환경에 대한 개념 디자인 방향을 효율적으로 제시하였다. PACT 분석은 People, Activity, Context, Technology 등 4 가지 요소를 시나리오 전개의 중요한 인자로 삼고 있는 방법론으로써 미래 사용 환경에 대한 예측과 체계적인 접근을 가능하게 했다. 또한, 다양한 전공자들로 구성된 관련 부서간의 커뮤니케이션 도구로 활용되어 각 분야의 전문성을 결과물에 반영하기에 효율적이었다. 추후 연구과제로는 본 방법론을 체계화하여 복잡하고 예측하기 어려운 도메인을 위한 사용자 중심의 설계 프로세스를 구성할 예정이다.

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Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

Effect of User Experience of Smart Learning App on Intention to Continuous Use (스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향)

  • Park, Joong-Hee;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.416-434
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    • 2022
  • This study, for learners using online and offline tools, understood the structural relationship of user experience of smart learning app on continuous use intention through the technology acceptance model, and classified the learning type characteristics. In addition, based on the experience of using the smart learning app, we explored ways to improve the design of the user experience design for learning tools and contents. For this purpose, the usage perception of 84 middle and high school students of the developed smart learning learning app was investigated after using it for 2 months, and the data were analyzed using the PLS structural equation technique. The main results of this study are as follows. First, system and content user experience had a significant effect on perceived usability and perceived ease of use, and the effect on continued use intention through attitude was significant. Second, there was a significant difference in the effect of system user experience on perceived usefulness in multi-group comparative analysis and gender group. In the preferred learning group, it was the path from perceived ease of use and perceived usefulness to attitude and intention to continue using that showed a significant path difference. Third, as a result of classifying the most commonly used learning types by the multidimensional scale method, the types separated into low dimensions were found to be four types: offline sync type, online sync type, ubiquitous learning type, and self-direct learning type.

Design of menu structures for the human interfaces of electronic products (전자제품 휴먼 인터페이스의 메뉴 설계 방안)

  • 곽지영;한성호
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1995.04a
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    • pp.534-544
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    • 1995
  • Many electronic products employ menu-driven interfaces for user-system dialogue. Unlike the software user interfaces, a small single-line display, such as a Liquid Crystal Display, is typically used to present menu items. Since the display can show only a single menu item at a time, more serious navigation problems are expected with single-line display menus(SDM). This study attempts to provide a set of unique guidelines for the design of the SDM based on empirical results. A human factors experiment was conducted to examine the effects of four design variables: menu structure, user experience, navigation aid, and number of targets. The usability of design alternatives was measured quantitatively in four different aspects, which were speed, accuracy, inefficiency of navigation, and subjective user preference. The analysis of variance was used to test the statistical effects of the design variables and their interaction effects. A set of design guidelines was drawn from the results which can be applied to the design of human-system interfaces of a wide variety of electronic consumer products using such displays. Since more generalized guidelines could be provided by constructing prediction models based on the empirical data, some powerful performance models are also required for the SDM. As a preliminary study, a survey was done on the performance models for ordinary computer menus.

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Concept of Information Architecture on Digital TV based on User Thought (사고 유형에 기초한 디지털 TV 채널 정보구조의 구상)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.9
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    • pp.77-85
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    • 2010
  • As various convergency products have been actively developed, the study on user interface has been conducted a lot, and for more specific direction, users' experience-oriented user interface from user-oriented studies is recently developed. Such a tendency aiming to focus on product development to express users' emotion, the next step in the user-oriented development had difficulties in an objective approach, so the data based on previous users' experiences were presented as the basic data to establish user interface design process with grounds and design direction, and therefore it is available to show more specific and objective grounds. From this perspective, such psychological variables showing users' experiences like age and job are studied through surveys of users at the development of products, and products according to the variables are released. On the other hand, the products considering psychological difference distinguishing users' experiences as the cultural cap are not progressed yet. Despite the understanding of cultural difference, its decisive grounds are hard to distinguish like age, and job. Therefore, the cognitive concept about how to design menu information structure according to accident types that can be considered regarding user interface design among theoretical backgrounds about cultural difference. As the category according to the range of things among accident types, it is divided into analytical type and relational type to conduct a test on similarity and relations about the representative digital TV's menu information of the convergency product. As the result, analytical type and relational type showed difference and this study aims to use menu information concept considering this difference as explanatory variables of the users' experience-oriented development.

Case Study of User Interface Design for Spectrophotometer based on User Experience (사용자경험 기반의 인터페이스 디자인 사례연구 : 분광광도계)

  • Jeong, Seong-Won;Jeong, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.32-40
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    • 2012
  • This study is a case analysis for user interface(UI) design of spectrophotometer which is widely used in the field of chemistry, biology and environment, based on user experience(UX). Generally, experimental equipment developments are centered on functionality and technology, and the interface for interaction between the user and the machine is developed only by the engineers who do not have much consideration for the users. From this background, this study tried to find out how UX could melt into UI so that a kind of spectrophotometers can be designed to help the work process of researchers in the real context by examining and analyzing the real users' experiences and also considering the developer's perspective. As a result, it was possible to improve UI and was found that redefinition of the goal of UI, time-efficiency, security, and sufficient information delivery are essential to the design of user interface for spectrophotometers.

OWC based Smart TV Remote Controller Design Using Flashlight

  • Mariappan, Vinayagam;Lee, Minwoo;Choi, Byunghoon;Kim, Jooseok;Lee, Jisung;Choi, Seongjhin
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.71-76
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    • 2018
  • The technology convergence of television, communication, and computing devices enables the rich social and entertaining experience through Smart TV in personal living space. The powerful smart TV computing platform allows to provide various user interaction interfaces like IR remote control, web based control, body gesture based control, etc. The presently used smart TV interaction user control methods are not efficient and user-friendly to access different type of media content and services and strongly required advanced way to control and access to the smart TV with easy user interface. This paper propose the optical wireless communication (OWC) based remote controller design for Smart TV using smart device Flashlights. In this approach, the user smart device act as a remote controller with touch based interactive smart device application and transfer the user control interface data to smart TV trough Flashlight using visible light communication method. The smart TV built-in camera follows the optical camera communication (OCC) principle to decode data and control smart TV user access functions according. This proposed method is not harmful as radio frequency (RF) radiation does it on human health and very simple to use as well user does need to any gesture moves to control the smart TV.

Smart Tourism Design: A Semiotic Affordances Approach

  • Chulmo Koo;Jaehyun Park;William C. Hunter
    • Journal of Smart Tourism
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    • v.3 no.2
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    • pp.15-21
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    • 2023
  • This paper presents a conceptual approach to Smart Tourism Design based on semiotic affordances theory. This conceptual approach repositions smart tourism from a techno-centric perspective that frames a seamless connection between the device and its software, to a more human-centric perspective that favors the user's needs, desires as perceived through the senses. An updated Smart Tourism Design emphasizes the aesthetic dimension of smart tourism that presents the objects of the travel experience as destination specific rather than universal, through representations as digital artifacts. This theory is based on an empirical and objective understanding of representations and how they can be identified as useful in the digital augmentation of travel experiences. Using Peirce's sign systems and Gibson's theory of affordances, smart tourism can transcend a prefabricated device-oriented experience to a closer dynamic and direct interaction between the user and the travel destination. Researchers and developers can use semiotics as a structural approach to recognizing objects as sign-types, and they can use affordances to better identify the immediacy of digital artifacts and purpose-driven by users' spontaneous and immediate motives.

A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.