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

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The Medical Supplies KIT Design based on the Intravenous Fluid Therapy for Experience of Medical Staff (의료인의 의료 행위 경험을 위한 정맥 수액 요법용 의료 소모품 키트 디자인)

  • Lee, Hye-Min;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.121-128
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    • 2019
  • Medical services should be provided not only to patients but also to medical staff who are the main actors of medical treatment. This paper is based on Ethnography, observing the behavior of medical staff performing medical actions and finding what is the most frequent of physical medical treatment. In particular, I observed the need for recognition and performance of the clinical workforce for invasive medical treatment. Based on the Insight from the observation and analysis of medical staff's behavior on intravenous fluid therapy and in-depth interview, I defined four design value factors. Plus, I suggest a design prototype with a proposal for designing a medical consumable kit for intravenous fluid therapy to validate the design elements. Kitting medical consumables simplify the preparation and disposal process throughout the treatment, enabling rapid medical action and increasing work efficiency.

A Call Recommendation Algorithm Design and Verification with ESM (통화 상대 추천 알고리즘 디자인 및 ESM을 통한 평가)

  • Lee, Seung-Hwan;Seo, Jung-Suk;Lee, Gee-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.357-362
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    • 2009
  • We propose a method to recommend most likely people to call based on call log of mobile phone user. Call logs of an user can reflect calling pattern of the user include regular calling behavior. When user got a list of people to call with a click of 'send' button on the phone, the time and effort to search a person with several typing or to select a person from the list can be definitely reduced. This paper presents the design process of an algorithm to find most likely people to call at a certain moment and the verification process with recorded call log and Experience Sampling Method(ESM) on mobile phone.

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A Comparative Study of the Use of Intelligent Personal Assistant Services Experiences: Siri, Google Assistant, Bixby (지능형 개인비서 서비스의 사용경험 비교 연구: 시리, 구글어시스턴트, 빅스비를 중심으로)

  • Yoo, Cho-Rong;Kim, Song-Hyun;Kim, Jin-Woo
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.69-78
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    • 2020
  • This study compares and analyzes user experiences of intelligent personal assistant services based on the evaluation criteria of human-computer interaction to explore positive elements of user experiences and factors that could be improved. The research was conducted on Apple's Siri, Google's Google Associate, and Samsung's Bixby, which is presently the smartest personal assistant service on the market. The research method was to compare and analyze the concepts and characteristics of the current services through a literature review and by interviewing seven UI/UX design experts for the second 2 weeks using contextual inquiry. The interview reorganized Peter Morville's user experience honeycomb, reducing his seven usability principles down to five, asking questions about usability, convenience, visual attractiveness, reliability, and satisfaction. On the basis of the reconfigured usability principle, the assessment was conducted on the basis of the assessment timing and the system usability scale. This study is meaningful in that it analyzed the user experience of artificial intelligence personal assistant services both quantitatively and qualitatively.

A Study on the Expression of Behavior Using Furniture in Visual Arts (조형예술에서 가구를 활용한 행위 표현에 관한 연구)

  • Kim, So Hyun
    • Journal of the Korea Furniture Society
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    • v.28 no.4
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    • pp.278-285
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    • 2017
  • The meaning and context of objects has been changed in various ways depending on the times. Functionality of objects has been developed in various directions according to the point of view of the objects. Objects have been used as mediums to realize art in daily life, and to realize the relational forms. Based on this, it is confirmed that furniture can be an appropriate medium to articulate everyday life and to derive relational form. The 'furniture as a behavior' has the following characteristics. First, it functions to make daily life unfamiliar. By doing something unfamiliar in everyday life, users experience similar experiences as when they entered the surreal world of art museum. In this way, the possibility of everyday arts is acquired. Second, the mental and behavioral functions of furniture are continuously changed by interaction with the user. Behavior does not occur unconsciously, but involves changes in consciousness that the user intentionally does. Therefore, as the user's level of consciousness grows, personal experience changes, and the behavioral function of the household changes. The study of 'furniture as a behavior' is suggested as one approach to design furniture.

Development and Wearability Evaluation of All-Fabric Integrated Smart Jacket for a Temperature-regulating System Based on User Experience Design (사용자 경험 중심의 섬유일체형 온도조절 스마트재킷 개발과 착용성 평가)

  • Kim, Sareum;Roh, Jung-Sim;Lee, Eun Young
    • Fashion & Textile Research Journal
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    • v.18 no.3
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    • pp.363-373
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    • 2016
  • This study aims to develop an all-fabric integrated smart jacket in order to create a temperature-regulating system based on a user experience design. For this research, previous research technologies of a textile switch interface and a temperature-regulating system were utilized and a unifying technology for the all-fabric integrated smart jacket was developed which can provide the appropriate temperature environments to the human body. A self-heating textile was applied at the areas of the back and hood in the final tested jacket, and an embroidery circuit was developed in the form of a rectangle in the back and in both ears of the hood, taking into account the pattern of the jacket part where it was be applied and the embroidery production method. The textile switch interface was designed in a three-layer structure: an embroidery circuit line in a conductive yarn, an interval material, and a conductive sensing material, and it was made to work with the input and output sensors through the multiple input method. After the all-fabric integrated smart jacket was produced according to the pattern, all of the textile band lines for transmission were gathered and connected with a miniature module for controlling temperature and then integrated into the inside of the left chest pocket of the jacket. After the users put on this jacket, they were asked to assess the wearing satisfaction. Most of them reported a very low level of irritation and discomfort and said that the jacket was as comfortable as everyday clothing.

The Satisfaction with the Showrooms of the Total Interior Brands applied on Experience Design - Focused on the Showrooms Managed by Domestic Building Material Companies - (경험디자인이 적용된 토탈 인테리어 브랜드의 쇼룸 만족도 - 국내 건자재 기업들이 운영하는 쇼룸을 중심으로 -)

  • Lee, Sang-Mi;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.25-33
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    • 2017
  • The home interior market has been expanding due to the continuing increase of single-person households, the craze for DIY interior design, the increasing demands for old-house renovation and the customer needs for good housing conditions. Now the building materials companies are scrambling for the whole interior market share. The heretofore companies have focused only on the single items, but now they are promoting the comprehensive interior products as total interior brands. Besides, they use their own showrooms to share their brand culture experience and have communication with their customers. As for the show rooms, they have got to represent the identities of the building materials brands. And to present them effectively, it needs to meet the customer needs and emotions. In this connection, the object of this study is to clarify the definitions and the characteristics of the show rooms and the experience design through the literature research, analysis the space characteristics of the experience design in the show rooms of total interior brands, investigate their customer satisfaction and present the direction and the effective methods of the space design for the show rooms of the future. And the study result shows the experience design is the key factor to the high user satisfaction. Thus, the show rooms should provide the well-balanced experience with the adoption of a variety of experience design elements. Especially, the experience design elements are needed in the room to display the merchandise. Lastly, the show rooms are expected to increase constantly, so the study targeted at the specific area, Seoul should be expanded to other areas. And this study based on the customer survey alone have a limit to giving the concrete proposals. Therefore, the follow-up studies with the different methods such as one-to-one interview will be in demand.

A Study on Positive User Experience Design for Customer to Participate as a Unexpectedness (적극적인 고객 참여를 위한 사용자 경험으로서 의외성에 관한 연구)

  • Lee, Kyu Tae;Kim, Sung Hoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.171-182
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    • 2010
  • The precent, many outdoor advertisements in the media has such experience. Looking at the trend of outdoor advertising media, visual stimuli, causing extreme curiosity, stimulate emotion, expression, such as illogical to consumers using a variety of unexpectedness "surprising expression" attempt to give a strong impression on consumers appears to can. In this study, outdoor advertising media, outdoor advertising is now through the case study to evaluate the characteristics of the media in the unexpectedness, in the process based on components derived extraordinariness configure Tetrad Map and extraordinariness factors of outdoor advertising media Analysis of the key elements to configure the user experience factor that has the purpose of identifying the characteristics extraordinariness. As a result of analysis of outdoor advertising media element to configure the Visual / Installation / Technology / Story of the most important factors acting Visual elements were found to be leveraging. Components, as well as factors was higher than the interest factor involved. So now with the development of outdoor advertising media, the unexpectedness expression appears in the flow, limited to the visual aspect of extraordinariness factors that could be seen being used. Characteristics of outdoor advertising media in the past did not deviate more as consumers look to stimulate the technical attributes of a visual form that could be seen to be extended.

Semantic Network of User Experience in Automotive Connectivity Systems: Comparative Analysis of Korean and the US Automakers (전기차 커넥티비티 시스템의 사용자 경험 의미연결망: 한국과 미국의 비교를 중심으로)

  • Choi, Bo-Mi;Lee, Da-Young;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.537-544
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    • 2022
  • As the penetration of electric vehicles and development of new models, user experience factors are getting more important in designing connectivity systems for car infotainment services. The primary object of this study is to identify commonalities and differences by comparing user experience factors in the Korean and US electric vehicle markets. This study derived connectivity keywords by text mining the vehicle introduction on the market in each country, and performed centrality, cluster analysis and visualization mapping using the semantic network analysis. As a result, the Korean new electric vehicle connectivity service mainly focused on driving functions such as driving, parking assistance, and charging, while US focused on device connection, convenience function control, app use, entertainment viewing. Based on the analysis, this study presented the practical implications in marketing, system design, and HMI design.

Requirements Analysis and Design of an HTML5 Based e-book Viewer System Supporting User Interaction (사용자 인터랙션을 지원하는 HTML5 기반 e-book 뷰어 시스템의 요구사항 분석 및 설계)

  • Choi, Jong Myung;Park, Kyung Woo;Oh, Soo Lyul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.33-40
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    • 2013
  • E-books have been popular and common in everyday life during past a decade, and the market is expected to grow much more because of the popularity of tablet computing devices such as iPad. With the helps from the devices, people want to read or experience more interactive, fun, and informative e-book contents. In order to meet those needs, we introduce requirements of an e-book viewer system that supports user interaction, 3D modeling view, and augmented reality. We also introduce some design issues of the system and its concept proof prototype system. We determine to adopt HTML5 for e-book content format because it already supports content rendering, multimedia, and user interaction. Furthermore, it is easy to implement e-book viewer because there is already Webkit component for HTML5. We also discuss design issues for integrating an Augmented Reality viewer with Webkit-based e-book viewer. This paper will give e-book viewer developers and contents developers some guidelines for new e-book systems.

A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
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    • v.6 no.4
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    • pp.79-87
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    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.