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

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Mobile Web-toon Application Service Usability Study -Focus on Naver Web-toon and Lezin Comics- (모바일 웹툰 애플리케이션 서비스 사용성 연구 -네이버 웹툰과 레진 코믹스를 중심으로-)

  • Ha, Joohyung;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.431-436
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    • 2016
  • Web-toon is provided to users in the form of Web-toon and The users are steadily rising and increasing amount of using time until today. Web-toon has become a popular pastime among smartphone users. Therefore, when providing services, Web-toon application should be made with an appropriate system so that it can be easily used, and considering problems that users may have while using the application, it should help users have better experiences. With Naver Web-toon and Lezin Comics as subjects, user experiences of teenagers were analyzed with questionnaires based on Honeycomb model of Peter Morville. The score of Naver Web-toon was higher than Lezin Comics after user experience assesment, and usability and accessibility as important factors turned out to be influential to teen-aged users who use Web-toon services.

A Study of the Characteristics of the Space Realization based on Becoming thought in Contemporary Japanese Architecture - Focused on the Projects of SANAA, Ito Toyo, Sou Fujimoto - (일본 현대건축의 생성적 공간구현 특성 - SANAA, Ito Toyo, Sou Fujimoto의 사례를 중심으로 -)

  • Jeon, Hae-Ju;Kim, Dong-Jin
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.72-82
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    • 2014
  • The Contemporary paradigm to understand the complexity and diversity is moving to 'Becoming' that taken place in reviewing at the relation of various concepts. In Japan, After the collapse of modern architecture has been declared 'Metabolism' was appeared. They tried to apply organism's metabolic system to buildings based on ecological thoughts. But Metaboilsm's projects had revealed limitations of representation that the city on the mechanical system became a huge scale. As a result, It caused a break the cultural context of the region in Japan. After then, Japanese Architects expressed a pluralistic aspects of modern society for the restoration of disconnected cultural context. From this perspective, The thought of 'becoming' is a new role for Contemporary Japanese Architect. This research is focused of projects of SANAA, Ito Toyo, Sou Fujimoto, because they have spatial thought about realizing the space through the ways organizing the various potential possibilities in the simple external form not stimulated. They are realize the 'becoming-space' within the architecture. This 'becoming-space' gives people in building the new characteristics and experience that potential interactions among user, architecture and nature. It is non-representational space not fixed, but changing organically and variably.

A Study on the Use Experience of Museum Interpretation System (박물관 해설 시스템의 사용체험에 관한 연구)

  • Zhao, Zihan
    • Journal of Communication Design
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    • v.65
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    • pp.530-538
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    • 2018
  • Recently, museums are attracting the attention of visitors and society. However, research on museum interpretation conducted at domestic and foreign is relatively limited. The plan design of the museum commentary system was mainly based on the perspective of the experts, and most of them do not reflect the desire of the visitors. This study focused on visitors' experience of using museum Interpretation system. Through analyzing the effect of the Interpretation system of the museum that the visitor feels, we examined whether the Interpretation system of the museum meets the cultural needs of the visitors and identified the problems and deficiencies in the system. After that, the problems were rearranged and suggested the main elements of the commentary system of the museum finally, so as to help improve the museum commentary system and the educational function.In the first part of the study, the four major explanatory methods existing in the museum were confirmed. After that, we conducted in - depth interviews on four types of commentary methods and collected existing problems and deficiencies. The results of the type analysis were grouped into 14 types and the questionnaire was used to conduct a general survey on 14 problems. In this study, the user 's discomfort and problems were identified in the museum Interpretation system, and based on this, five key elements necessary for the museum Interpretation system were derived. Among them, inhalation is the weakest element in the museum commentary system, and future research will be conducted on how to apply each factor. I hope that you will be a reference material when you carry out research on the optimization of the Interpretation system of the museum and the improvement of the Interpretation experience.

A Systematic Method of Hinting Interface Design (체계적인 힌팅 인터페이스 설계 방법의 연구)

  • Lee, Eun-A;Yun, Wan-Cheol;Park, Wan-Su
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.125-134
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    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

Tangible Tele-Meeting in Tangible Space Initiative

  • Lee, Joong-Jae;Lee, Hyun-Jin;Jeong, Mun-Ho;Jeong, SeongWon;You, Bum-Jae
    • Journal of Electrical Engineering and Technology
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    • v.9 no.2
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    • pp.762-770
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    • 2014
  • Tangible Space Initiative (TSI) is a new framework that can provide a more natural and intuitive Human Computer Interface for users. This is composed of three cooperative components: a Tangible Interface, Responsive Cyber Space, and Tangible Agent. In this paper we present a Tangible Tele-Meeting system in TSI, which allows people to communicate with each other without any spatial limitation. In addition, we introduce a method for registering a Tangible Avatar with a Tangible Agent. The suggested method is based on relative pose estimation between the user and the Tangible Agent. Experimental results show that the user can experience an interaction environment that is more natural and intelligent than that provided by conventional tele-meeting systems.

Interior Design of Fully Autonomous Vehicle for Emotional Experience: Focused on Consumer's Consciousness toward In-Vehicle Activity (감성적 경험을 위한 완전 자율주행 자동차 실내공간 디자인 방안: 실내행위에 대한 소비자 의식조사를 중심으로)

  • Kwon, Ju Yeong;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.17-34
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    • 2018
  • The era of fully autonomous vehicles which can travel to their destination completely, is expected to arrive in the near future. The automobile industry will face a huge change in the near future. It makes the industry in the midst of a major turning point, since the automobile was born in the late 1800s. It is expected that the fully autonomous vehicle will be defined as a part of a living space beyond the concept of transportation. However, the existing research on the interior design of the fully autonomous vehicle is insufficient. The purpose of this study is to propose a design method of interior space through analyzing in-vehicle activities, which is a fundamental design element that can satisfy user's emotional experience suitable the concept of living space. For this purpose, the consumer's consciousness about the in-vehicle activity of fully autonomous vehicle was investigated. As a result, domestic consumers perceived the needs of in-vehicle activities related to resting, listening and watching activities such as 'sleeping and resting', 'watching TV and movie', 'listening to music' among 'self - centered' activities. Based on the results of the investigation, this study will suggest a design method of interior design of the fully autonomous vehicle. This study is meaningful, because it is a leading research that suggests new ways of designing interior space by analyzing consumer's needs in a quantitative method.

Convergence evaluation method using multisensory and matching painting and music using deep learning based on imaginary soundscape (Imaginary Soundscape 기반의 딥러닝을 활용한 회화와 음악의 매칭 및 다중 감각을 이용한 융합적 평가 방법)

  • Jeong, Hayoung;Kim, Youngjun;Cho, Jundong
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.175-182
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    • 2020
  • In this study, we introduced the technique of matching classical music using deep learning to design soundscape that can help the viewer appreciate painting and proposed an evaluation index to evaluate how well matching painting and music. The evaluation index was conducted with suitability evaluation through the Likeard 5-point scale and evaluation in a multimodal aspect. The suitability evaluation score of the 13 test participants for the deep learning based best match between painting and music was 3.74/5.0 and band the average cosine similarity of the multimodal evaluation of 13 participants was 0.79. We expect multimodal evaluation to be an evaluation index that can measure a new user experience. In addition, this study aims to improve the experience of multisensory artworks by proposing the interaction between visual and auditory. The proposed matching of painting and music method can be used in multisensory artwork exhibition and furthermore it will increase the accessibility of visually impaired people to appreciate artworks.

A Study on Characteristics of Knowledge Information Construction & Transfer in the Library Space (도서관 공간의 지식정보 구성 및 전달 특성에 관한 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.220-229
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    • 2013
  • Recently, the volume of knowledge information in the form of electronic media is quickly increasing in the library field along with the advancement of electronic communication technology. Libraries have both printed data and electronic data and are faced with the issue of corresponding with the access and use of knowledge information in terms of the space. This study is for building the layout of a sustainable knowledge information space based on the view that the library is the official infrastructure of the knowledge information based society. It is intended to analyze the meaning of knowledge information in the modern society, characteristics in the spatial organization and the transmission of knowledge information. The goal of this study is to understand and forecast the spatial structure where users access knowledge information and exchange with one another and developing the direction and guidelines for the spatial plan that today's libraries prefer through this analysis. For this, this study firstly prepared the base for the research on library space which can be considered as the physical realization of such concepts, through the theoretical review about the knowledge information and social concepts as well as characteristics of modern society. Also, it seized the characteristics in the transmission of knowledge information by conducting a structural analysis of the information service such as knowledge information and space, space and information media, space and space through the cases of 10 public libraries. The analysis resulted in basic data including the system of organizing knowledge information, system of knowledge information transferring elements and structure, and layout pattern of each library. These results are deemed meaningful for the promotion of communication with the user through the exchange, creation, and experience of knowledge information, the social role of today's public library.

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.