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

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A Study of Icon Design for Navigation Equipment (항해장비 아이콘 디자인에 관한 연구)

  • Jang, Jun Hyuk;Yang, Younghoon;Bae, Yonggi;Chae, Byeong-Geun
    • Journal of the Korean Institute of Plant Engineering
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    • v.23 no.4
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    • pp.77-83
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    • 2018
  • Nowadays, as IT industry is being developed, many studies are in progress in the areas of user interface (UI) and user experience (UX) and interest in the icons related to these areas are rising accordingly. IT developments have also influenced the vessel sector promoting the development of navigation equipment and systems utilizing IT. However, due to complicated functions of navigation equipment and systems, concerns have been noted about the increased cognitive burden on officers, along with the need for researches on reducing such burden. This study, therefore, was conducted focusing on the design of icons that will reduce cognitive burden on officers when using a typical navigation equipment such as ECDIS(Electric Chart Display and Information System). Based on a survey conducted with experts who have rich experiences in navigation and are currently teaching ECDIS in universities, the present study identified the functions of ECDIS, for which icons should be designed. Accordingly, suitable icons for ECDIS were designed and their effects were evaluated. It is expected that the results of this study will be used as basic data for the design of icons for other navigation equipment in the future.

SenseMessenger : The Haptic Sense Generator based on Motion Recording (센스메신져 : 움직임 패턴 기반 햅틱 재생 장치)

  • Lim, Soo-Hyun;Cho, Hyun-Sang;Jang, Sun-Yeon;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.954-960
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    • 2009
  • In this paper, we propose "SenseMessenger" as a novel interaction method to capture and play tactile sense to let users feel enhanced sense experience. To improve this, we reconstructed the process of making cocktail to be digitalized for reinforcing the quality of user's experience, and designed cup-shaped devices, Sense Messenger, which is consist of Sense-recorder, Sense-player, and Sense-table. And, using these devices with common users, we discussed future applications.

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The Wireless World Research Forum(WWRF) Towards Systems Beyond 3G

  • Mohr, Werner
    • Information and Communications Magazine
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    • v.19 no.7
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    • pp.56-71
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    • 2002
  • Third generation mobile radio systems (3G) are currently being deployed in different regions of the world. Future systems beyond 3G are already under discussion in international bodies and forums such as ITU, WWRF and R&D programs of the European Union and in other regions. These systems will determine the research and standardization activities in mobile and wireless communication in the next years. Based on the experience of 3G future systems will be developed mainly from the user perspective with respect to potential services and applications including traffic demands. Therefore, the Wireless World Research Forum (WWRF) was launched in 2001 as a global and open initiative of manufacturers, network operators, SMEs, R&D centers and the academic domain. WWRF is focused on the vision of such systems the Wireless World - and potential key technologies. This paper describes the international context of activities on systems beyond third generation, the goals, objectives and structure of WWRF, the user perspective as the starting point for a future system design and the key enabling technologies for the Wireless World.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

Design of Hand Gestures for Smart Home Appliances based on a User Centered Approach (스마트홈 내 기기와의 상호작용을 위한 사용자 중심의 핸드 제스처 도출)

  • Choi, Eun-Jung;Kwon, Sung-Hyuk;Lee, Dong-Hun;Lee, Ho-Jin;Chung, Min-K.
    • Journal of Korean Institute of Industrial Engineers
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    • v.38 no.3
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    • pp.182-190
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    • 2012
  • With the progress of both wire and wireless home networking technology, various projects on smart home have been carried out in the world (Harper, 2003), and at the same time, new approaches to interact with smart home systems efficiently and effectively have also been investigated. A gesture-based interface is one of these approaches. Especially with advance of gesture recognition technologies, a variety of research studies on gesture interactions with the functions of IT devices have been conducted. However, there are few research studies which suggested and investigated the use of gestures for controlling smart home appliances. In this research the gestures for selected smart home appliances are suggested based on a user centered approach. A total of thirty-eight functions were selected, and a total of thirty participants generated gestures for each function. Based on the Nielsen (2004), Lee et al. (2010) and Kuhnel et al. (2011), the gesture with the highest frequency for each function (Top gesture) has been suggested and investigated.

Haptic-Aided Design Using a Haptic Chair Capable of Adjustable Backrest (등판 조절이 가능한 햅틱의자를 이용한 햅틱 보조 설계)

  • Huh, Seok-Haeng;Lee, Sang-Duck;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.4 no.3
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    • pp.243-249
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    • 2009
  • In modern society, people spend most of their time on various types of chairs. However, it is not easy for a designer to design a comfortable chair because satisfaction with the chair depends not only on the quantitative elements such as size, but also on the qualitative element such as the user's feeling. To deal with these problems, there have been many studies on designing ergonomic chairs. This paper proposes the haptic-aided design (HAD) system to design an ergonomic chair. Based on the HAD system, the designer can experience whether the chair is comfortable or not through the haptic device, and also can modify the design parameters instantaneously. The haptic chair capable of controlling the design parameters in real time was proposed as a haptic simulator. The controllable parameters, such as seat height, reclining angle, stiffness of the backrest, and so on were selected based on the previous research related to ergonomic chairs. The proposed methodology will help reduce the development cost and time by replacing the process of making the real mock-ups and prototypes with the haptic chair.

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The Effect of Augmented Reality Traits on Presence, Flow, and Relational Continuance Behavior with Smart-Phones (스마트폰 기반 증강현실 특성이 프레즌스, 플로우 및 관계지속행동에 미치는 영향)

  • Chun, Tae-Yoo;Park, No-Hyun
    • Journal of Distribution Science
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    • v.13 no.5
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    • pp.45-52
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    • 2015
  • Purpose - Augmented reality (AR) content used in mobile media today can accommodate a wide variety of contextual information. This indicates that making people experience a sense of presence and flow is a very significant factor in augmented reality content. Flow represents a rich immersion potential as representing the progress of emotion and the means to facilitate the operation of the smart phone. Therefore, users will have friendly relational continuance behavior with products and brands that supply this experience. Based on that, the purpose of this study is to investigate the relationships among smart phone AR application traits, presence, flow experience, and relational continuance behavior. First, AR application traits are defined as three categories sensory immersion, navigation, and manipulation, based on preceding studies. This study then examines the influence of AR application traits on the presence and flow experience and looks into the relation among presence, flow experience, and relational continuance behavior. This analysis suggests more detailed and concentrated strategic implications. Research design, data, and methodology - A research model is designed to examine the relation among AR application traits, presence, flow experience, and relational continued behavior. For data collection, questionnaire surveys were composed of multi-items for each component and the direct interview method was used for the interviews. To collect the data, after running the smart phone AR applications, the consumer behaviors of the respondents were generally determined. The questionnaire surveys were conducted for one month, October 2014. A total of 300 questionnaires were distributed with 278 questionnaires used for analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0 and LISREL ver. 8.51. Results - The following results are found: First, AR application traits have a significantly positive effect on presence with sensory immersion, navigation, and manipulation all having a significantly positive effect. Second, sensory immersion and manipulation among the AR application traits have a significantly positive effect on flow. However, navigation did not have a significantly positive effect on flow. Third, presence has a significantly positive effect on flow and has a significantly positive effect on relational continuance behavior. Moreover, flow also has a significantly positive effect on relational continuance behavior. This behavior tends to be formed since brands want to encourage relational continuance behavior and positive emotions with the brands being used. Relational continuance behavior accompanies repeat purchasing, positive word-of-mouth and recommendation activities, and forms of trust with the brand. Conclusions - The research results showed that smart phone AR traits had significantly positive effect on presence, flow, and relational continuance behavior. Based on this, smart phone AR application providers should establish an aggressive marketing strategy to accommodate more realistic problems in order to positively influence user behavior. Additionally, the marketers should make efforts to provide fun or convenience in the AR application operation process of the user.

A Study on the Formation of the Orientation and the Event Through the phenomenological cognitive system (현상학적 지각체계에 의한 정위와 사건의 형성에 관한 연구)

  • Byun, Dae-Joong
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.68-77
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    • 2012
  • Appreciating the aspect of modem architecture requires not only the comprehension of the nature of design and architects' ways of thinking and expression but also observers' views on buildings and their perceptive/cognitive stages. This calls for an in-depth study on the "system of phenomenological perceptions" that works as a new architectural experience system. The system of phenomenological perceptions makes it possible to specify the individual process of understanding architecture, that is, hands-on experiences, participations, feelings, perceptions, and cognition. The value of user experience and cognition has been emphasized by philosophical and aesthetical concepts as well. Therefore, in order to better appreciate the modern architecture, this study suggests theoretical consideration to "orientation and event" that are crucial elements in understanding a phenomenological view and materializing actual space formation. This offers the cognitive system with which we analyze modem architecture and comprehensive expressional methods. In other words, this study contemplates the system of phenomenological perceptions from an existential spatial perspective by structurizing the system of the orientation and the event in order to segmentalize users' current locations, potential directions, the relations with spaces, continual vie'wpoints as well as buildings' functions and interior and exterior division. The system of phenomenological perceptions helps understand and systemize modern architecture through a system based on relations between sensation, perception, cognition, sensitivity, and rationality. This creates a new cognitive system employing the concept of the orientation and the event, which is different from a normal cognitive system basing on the sense of vision. When observers appreciate space, they tend to relate the space to a certain event and to remember their experiences in it. During the process, they draw borders of the space in which the event takes place and give shape to their experiences including actions, movements, cognition and sensation. The process leads to the formation of "placeness," and here, the concept of the orientation comes in as the location and the center of the placeness. This study proves that a determined orientation coupled with individual experience and events settles the place ness; detailed elements in the cognitive system have close relations with one another; the orientation, actions, events, and places are the factors that materialize observers' architectural experience.

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A Study on Education Platform for Automobile Students Using AR System (AR 시스템 기반 자동차 교육 플랫폼 연구)

  • Luo, YIng;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.243-250
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    • 2019
  • With the popularization of online learning, mobile learning and blended learning model, augmented reality technology is increasingly widely applied in the field of education today. This article stresses the necessity of applying augmented reality to education by summarizing the current situation and advantages of augmented reality technology in education. Next, the author proposes a new education system-"AR+E education cloud platform system". Last, the author proposes several inspirations for the design of AR-based education software according to the observation and interview of the behaviors and preferences of the respondents.