• Title/Summary/Keyword: User Interface Design

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Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.119-128
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    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

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Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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Consideration at the idea to utilize educational cm1mts under digital convergence environment (디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰)

  • Oh, Moon Seok;Kim, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.101-110
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    • 2011
  • The change of digital convergence service environment converted the subject of design into user -centric one instead of developer-centric one, and changed the existing design environment focused on product development into the new user -centric design environment. Accordingly, GUI considering user's usability come to take big shares in those contents being used for multimedia equipments. However, as the present educational contents provide complex interface due to its design produced based on the existing e-learning system, they have many problems in that they don't consider user's usability. Thus this paper aimed to analyze actual examples through GUI elements of educational contents being used for multimedia equipments and attempt to suggest some directions for development. additionally, consider the various characteristics of digital convergence environment and educational contents, and try to set up strategic directions possible to utilize user'-centric interface elements more usefully and properly at the time to produce designs.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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A Study on the Application of Prototype in Graphic User Interface Development Process -through the Case Study of Developing Multi-User Educational Multimedia Product (그래픽 사용자 인터페이스 개발 프로세스에서의 프로토타입 활용에 관한 연구 - 다중참여 교육용 멀티미디어 제품 개발 사례를 중심으로)

  • 김성곤
    • Archives of design research
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    • v.13 no.3
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    • pp.181-190
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    • 2000
  • As human-centered design has become new paradigm in the whole field of design, they make an effort to understand users in the field of graphic interface design. However, there are not much of study to systematic process for human-centered approach in graphic interface design. Therefore, in this paper, the study was conducted to develop application methodology of prototype in the graphic user interface design process. The study consists of three sections. first, definition, types and application methods are introduced by secondary research. Second, all the knowledge gathered above by secondary research are integrated in the newly proposed Prototype-based interface design process. There are many types of prototype from idea sketches on the paper to final working prototype realized by computer. It is needed to develop and test appropriate prototype with appropriate techniques by objectives of the stages. Finally, the proposed prototype-base design process is verified and exemplified through the process of using prototype in the development of multi-user educational multimedia product.

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Human factors guidelines for designing anchors in the moving pictures on multimedia systems (멀티미디어 시스템의 동영상 노드를 위한 앵커의 인간공학적 설계지침)

  • Han, Sung-H.;Kim, Mi-Jeong;Kwahk, Ji-Young
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.2
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    • pp.265-276
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    • 1996
  • Multimedia systems present information by various media, for example, video, sound, music, animation, movie, etc., in addition to the text which has long been used for conveying the information. Among many multimedia applications, the multimedia information retrieval systems commercialized in the forms of multimedia encyclopedia CD-ROMs, benefited from various media for their ability to present information in an efficient and complete way. But using several media, on the other hand, may cause end users' confusion and furthermore, poorly designed user interface often exacerbates the situation. In this study, the multimedia systems were studied from the standpoint of usability. The conceptual framework of the user interface of the multimedia system was newly defined. And 100 initial variables for user interface design of general multimedia systems were suggested through literature survey and expert opinions based upon the framework developed. Among various application areas, the multimedia information retrieval systems were chosen for investigation, and 36 variables particularly relevant to user interface of the multimedia information retrieval systems were selected. According to the sequential research strategy, the variables that were considered to be most important were finally selected through a screening stage. A part of selected variables were verified through a human factors experiment as the first step of sequential research. Based upon the result of the experiment, guidelines for user interface design were provided. For future study, the variables remained will be Investigated and the study will expand to another application areas.

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UI Design and Usability Analysis of Maternal Notebook Mobile Application (산모수첩 모바일 애플리케이션의 UI 디자인과 사용성 분석)

  • Chun, Christine Hyeyeon
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.85-92
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    • 2020
  • This paper analyzes the design and usability of maternal notebook mobile application and suggests the improvement direction of the application. The researcher compared and analyzed the functions of maternal notebook applications, conducted user interviews and expert evaluations. The conclusions of this study are the use of appropriate information volume, proportional screen division focusing on main functions, the use of GNB format of main menus, the prohibition of double menu configuration, the use of color consistent with the image of the service, the use of few font sizes, the use of appropriate colors in typography, the use of rich icons with uniform design, card format, list format, but also timeline and infographic forms that make rich user interface design. Maternal notebook application research is expected to be an important reference for research on similar mobile applications with complex functions such as information provision, user history, and community, along with improved research in healthcare design.

A User-Oriented Interactive Model for the Conceptual Design of Bulk Cargo Ships

  • Lee, Dong-Kon;Lee, Kyung-Ho;Han, Soon-Hung;Lee, Soon-Sub;Lee, Kyu-Yeul;Shin, Soo-Chol;Shin, Dong-Won;Lee, Jong-Chol;Kwon, Sung-Chil
    • Selected Papers of The Society of Naval Architects of Korea
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    • v.2 no.1
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    • pp.129-139
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    • 1994
  • This paper describes a design model for the conceptual design of ships. Existing design models have problems such that their operating mode of batch versions cannot reflect the design procedures in reality. Reliability of the results is low because the performance estimations are based mainly on empirical formulas. To improve the problems of existing design models, a new design model has been developed. The new model consists of an interactive user interface, a database of main engines, a database of particulars of existing ships, and ten modules for performance estimations. To develop such a user-oriented system, the concept of graphical user interface (GUI) is adopted.

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Development of Integrated Analysis Model for Eyegaze Analysis - With Emphasis on the Generation of Heuristic Guidelines for User Interface Design - (시선추적 분석을 위한 통합 해석 모델의 개발 - 사용자 인터페이스 디자인을 위한 휴리스틱 가이드라인의 도출을 중심으로 -)

  • 성기원;이건표
    • Archives of design research
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    • v.17 no.2
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    • pp.23-32
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    • 2004
  • This paper's objective is the analysis of eye-movement recording with visual perception process, the inference of heuristic guidelines with human information processing, and the generation of design principles for practical works. For this objective, it was experimented on that the user's eye-movement recording of interactive media with the Eyegaze Interface System, and analyzed the visual perception process of top-down & bottom-up processing, and inferred the design principles from human information process. Our results provide the implications of design through the analysis of the user's eye-movement recording that were changed according to each menu depth of the interactive media. And, it is proposed that the new concept of heuristic guidelines based on each stage of action that is related to human factors.

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