• 제목/요약/키워드: User interfaces

검색결과 762건 처리시간 0.023초

모바일 사용 행태에 따른 모바일 브라우저 UX (Mobile Browser UX Based on Mobile User Behavior)

  • 이태숙
    • 대한인간공학회지
    • /
    • 제29권4호
    • /
    • pp.547-551
    • /
    • 2010
  • In mobile browser two mental models coexist; one for mobile users and the other for PC users. In this research shows that users apply these two mental models simultaneously while they use mobile browsers. However cases where these two mental models conflict with each other, rapid deterioration of usability of the UX based on the mobile user's mental model was evident. Also usability of mobile user interfaces for use cases like "View Mode" or "Copy and Send Mode" were also poor, and the research shows that these "Modes" could be substituted by gesture interaction with which users were already familiar.

사용자 만족도를 고려한 터치 버튼 사이즈에 대한 연구 (A User Satisfaction Based Touch Button Design)

  • 김진;최광수
    • 산업공학
    • /
    • 제20권4호
    • /
    • pp.539-546
    • /
    • 2007
  • This study has been conducted on touch screen interface design for mobile devices. It was intended to measure user’s satisfaction on one-handed thumb input mobile devices. Recent studies proposed the optimal touch button size, but it is inappropriate for mobile devices. Therefore, this study was focused on four touch key factors-width, height, the horizontal and vertical distance between touch keys-as independent variables. The ANOVA results showed that the user satisfaction of four touch key factors was significantly affected by the thumb input. It also apparent that the interactions between four factors were significant. As a result, the horizontal and vertical distance as well as the width and height affected the satisfaction of users. In addition, this study suggested satisfaction models which represent the top 30%, 50%, 70% of user satisfaction measurement. The results of this study could be used to design touch keys that are able to enhance the usability on touch screen based mobile devices.

OLE 자동화를 이용한 GIS의 사용자 인터페이스 개발에 관한 연구 (A Study on Developing GIS User Interface using OLE Automation)

  • 부기동
    • 한국지리정보학회지
    • /
    • 제2권1호
    • /
    • pp.63-72
    • /
    • 1999
  • 본 논문에서는 OLE 자동화를 이용한 GIS의 사용자 인터페이스를 개발하는 방법을 제시하였다.사용자 인터페이스의 개발에 있어서는 윈도우즈 프로그래밍 기술과 컴포넌트 소프트웨어 제작 기술의 적용이 중요하다. 본 논문에서는 컴포넌트 소프트웨어 제작 기술인 OLE 자동화와 비주얼 베이직 언어를 이용하여 사용자 인터페이스를 개발하는 방법을 제시하고, 사례 연구로서 주제도 중첩, 속성 테이블 조회, 그래프 분석, 분포도 분석 등의 기능을 수행할 수 있는 사용자 인터페이스를 개발하였다.

  • PDF

User Requirement Analysis on Risk Management of Architectural Heritage in Virtual Reality

  • Lee, Jongwook
    • 한국컴퓨터정보학회논문지
    • /
    • 제24권9호
    • /
    • pp.69-75
    • /
    • 2019
  • We propose a method to analyze user requirements to design a virtual reality-based risk management system. This paper presents surveys, interviews, prototype evaluation methods, and implementation process. Architectural heritage is easily exposed to natural and artificial dangers caused by various material combinations and structural features. So, risk management of cultural heritage plays a key role in preserving and managing cultural heritage. However, risk management has been carried out through empirical methods using distributed data. This study analyzes user requirements for designing functions and interfaces of VR-based risk management system and evaluates prototypes to overcome the above problems. As a result, most heritage managers wanted a system function to support risk analysis and response. They also found that they prefer 2D information such as existing drawings and photos rather than 3D information. The results of the user requirements analysis derived from this study will be used to create risk management applications.

소프트웨어 컴포넌트의 Provided, Required와 Customize인터페이스 설계 기법 (Methods to Design Provided, Required and Customize Interfaces of Software Components)

  • 박지영;김수동
    • 한국정보과학회논문지:소프트웨어및응용
    • /
    • 제31권10호
    • /
    • pp.1286-1303
    • /
    • 2004
  • 컴포넌트 기반 개발은 재사용 단위의 컴포넌트를 사용한 경제적인 소프트웨어 개발 패러다임으로 학계와 산업계에 폭넓게 사용되고 있다. 잘 정의된 컴포넌트 인터페이스는 컴포넌트 사이의 저결합도와 의존도를 관리하며, 재사용과 확장성 및 유지보수성을 향상시키는 매개체가 된다. 따라서 컴포넌트가 도입된 이후 컴포넌트 인터페이스의 체계적인 개발 프로세스와 설계 지침에 대한 연구와 방법이 요구되어 왔다. 본 논문에서는 소프트웨어 아키텍쳐 계층 및 기능 유형에 따라 컴포넌트 기능을 제공하는 Provided, 요구하는 기능을 명세단위로 제공하는 Required와 사용자의 요구에 맞게 컴포넌트를 특화하는 Customize 인터페이스를 제시하며, 인터페이스 설계를 위한 기준을 마련하여 체계적인 설계 프로세스 및 지침을 고안한다. 먼저 아키텍쳐 계층별 Provided긴 인터페이스를 식별하기 위해 유즈케이스 모델과 클래스 모델 등에서 추출된 오퍼레이션을 클러스터링하며. 컴포넌트 내 식별된 가변성 배치 산출물에 기반하여 Customize 인터페이스를 설계한다. 또한 인터페이스 의존도에 따라 컴포넌트 기능 수행시 요구되는 Required 인터페이스를 명세로 제공한다. 제시된 설계 지침은 설계 전 과정을 통해 추적성이 보장되며, 사례연구를 통하여 고품질의 컴포넌트 인터페이스를 위한 실용적인 설계 기법의 토대를 마련한다.

모바일 기기의 사용자 인터페이스 설계 도구로서 Trajectory Mapping 방법에 관한 연구 (A Study of Trajectory Mapping Method as a User Interface Design Tool for Mobile Devices)

  • 이석원;명노해
    • 산업공학
    • /
    • 제22권1호
    • /
    • pp.17-25
    • /
    • 2009
  • In mobile device's user interface, menu organization is very important as well as menu structure because small display of mobile device. Menu items should be organized based on user knowledge structure to design user-centered interface. Traditionally, MDS (Multidimensional Scaling) have been most often used to expose users' perceived organization of menu items. But, information that MDS reveals is just relative spatial location of concepts and not relevant to concepts connection. Unlike MDS, Trajectory Mapping explicitly finds users' cognitive links between perceived concepts. This study proposes a Trajectory Mapping technique for eliciting knowledge structure, especially a set of cognitive pathways linking menu items, from end user. With twelve participants, MDS and Trajectory Mapping were conducted using cellular phone's menu items. And user knowledge structure was analyzed through Visual Concept Map that combination of results of MDS and Trajectory Mapping. After then, menu items were organized according to users' perceived organization. Empirical usability test was also conducted. The results of usability test showed that usability, in terms of task performance time, number of errors, and satisfaction, for newly organized interface was significantly improved compare to original interface. The methodology of this study is expected to be applicable to design a user-centered interface. In other words, Trajectory Mapping technique can be used as a design tool of user interface for imposing user knowledge structure on the interface.

Technology Requirements for Wearable User Interface

  • Cho, Il-Yeon
    • 대한인간공학회지
    • /
    • 제34권5호
    • /
    • pp.531-540
    • /
    • 2015
  • Objective: The objective of this research is to investigate the fundamentals of human computer interaction for wearable computers and derive technology requirements. Background: A wearable computer can be worn anytime with the support of unrestricted communications and a variety of services which provide maximum capability of information use. Key challenges in developing such wearable computers are the level of comfort that users do not feel what they wear, and easy and intuitive user interface. The research presented in this paper examines user interfaces for wearable computers. Method: In this research, we have classified the wearable user interface technologies and analyzed the advantages and disadvantages from the user's point of view. Based on this analysis, we issued a user interface technology to conduct research and development for commercialization. Results: Technology requirements are drawn to make wearable computers commercialized. Conclusion: The user interface technology for wearable system must start from the understanding of the ergonomic aspects of the end user, because users wear the system on their body. Developers do not try to develop a state-of-the-art technology without the requirement analysis of the end users. If people do not use the technology, it can't survive in the market. Currently, there is no dominant wearable user interface in the world. So, this area might try a new challenge for the technology beyond the traditional interface paradigm through various approaches and attempts. Application: The findings in this study are expected to be used for designing user interface for wearable systems, such as digital clothes and fashion apparel.

가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구 (Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment)

  • 박경범;이재열
    • 한국CDE학회논문집
    • /
    • 제21권1호
    • /
    • pp.20-30
    • /
    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

학술정보포털에 대한 이용자만족 관련 인식에 관한 연구 - NAVER 전문정보의 학술자료 검색 기능을 중심으로 - (User Satisfaction related Perception of the Web Portal for Scholarly Information: Focused on the Academic Version of NAVER Search Engine)

  • 김양우
    • 한국문헌정보학회지
    • /
    • 제51권2호
    • /
    • pp.255-279
    • /
    • 2017
  • 본 연구는 NAVER 전문정보의 학술자료 검색 기능에 대한 이용자 만족과 관련된 인식을 조사한 질적 연구이다. 다양한 전공영역의 학부 학생들이 자신의 전공영역과 관련된 학술목적의 정보요구를 기반으로 스스로 선정한 탐색주제를 가지고 검색을 수행하는 과정에서 학술정보 전문포털에 대한 만족이나 불만족 등의 인식과 그 이유에 대한 조사가 이루어졌다. 수집된 데이터를 기반으로 한 연구결과는 인터페이스, 검색메커니즘 및 검색결과 등 세 가지 범주에 속하는 다양한 평가 항목 별로 제시되었다. 본 연구의 제언점은 1) 이용자들의 기본적인 관련 용어에 대한 제한한 지식 등을 토대로 한 시스템 인터페이스 개선 및 도움말 기능의 확대, 2) 상이한 맥락에서 사용된 검색어를 토대로 한 검색결과가 이용자 불만족으로 연결됨에 따른 검색 메커니즘의 개선 필요성, 그리고 3) 이용자들의 기본 용어 이해 부족과 더불어 검색 메커니즘 및 탐색기능에 대한 미흡한 식견을 기반으로 한 이용자교육의 제공 필요성으로 요약된다.

사용자 선호도 평가를 통한 액체 저장용기의 손잡이 개발 (Development of Handles for Liquid Container through the Evaluation of User Preferences)

  • 정화식;정형식
    • 산업공학
    • /
    • 제16권4호
    • /
    • pp.515-525
    • /
    • 2003
  • In this study, a prototype liquid container combined with auxiliary handles was designed to increase the safety of manual handling and protect from contamination of hands of people who use these containers. Likert summated rating method as well as pairwise ranking test was applied to evaluate the user preferences for provided handles of the container under the conditions of different shapes and positions. The results show that the subjects preferred perpendicular orientation of the handle on the top of the liquid container while carrying the containers and the crosswise position of the handle at the side of the container while pouring the liquid were preferred. A prototype liquid container with provided auxiliary handles was developed based on the results of evaluation. It is thus recommended that the liquid container provide extra handles to reduce the musculoskeletal stress and in turn to increase the user satisfaction.