• Title/Summary/Keyword: User need cognition

Search Result 17, Processing Time 0.03 seconds

Study on the present condition of cognition of metaphor icon and the plan to improve it is cognition (메타포어 아이콘(Metaphor Icon)의 인지현황과 인지향상 방안에 관한 연구 - 웹 사이트(Web Site)에서 행해지는 아이콘 인지를 중심으로 -)

  • 전성복;정수연
    • Archives of design research
    • /
    • v.16 no.2
    • /
    • pp.77-86
    • /
    • 2003
  • In web environment, we accept most of useful information visually. Icon is a channel through which we explore information, and we need icon design to deliver information clearly and quickly to users who accept information visually. Studies on icon have been carried out vigorously according to system environment, styles and characteristics of users. This study is on the metaphor icon, and judging from the characteristics of metaphor icon, it is by the phenomena of user's association of ideas. Divide metaphor and simile and analyzed metaphor icon that is searched in World Wide Web to distinguish similarity in metaphor icon special qualify, And I clarified the present condition of cognition by questionnaires asking people if they recognize the function. I also clarified if elements of icon design influence the level of user's cognition by visually comparing icons. The result of comparative analysis showed that different elements make different level of user's cognition, and to objectify it more, I made up questionnaires about elements of icon design and proved it again. To summarize the result of this study, the similarity between function and elements of design increases the level of recognition of metaphor icon proportionally. To improve user's cognition, I suggest designing with elements which materialize functions.

  • PDF

A Study on User Needs Cognition on Functions of Mobile Phone - Focused on Use Frequency and Necessity on Functions of Age Group (휴대폰의 기능에 대한 사용자 요구 인식에 관한 연구 - 20대, 30대, 50대 사용자의 휴대폰 기능별 사용 빈도와 필요성 인식을 중심으로)

  • Park, Min-Hee;Lee, Sung-Tae
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.465-469
    • /
    • 2008
  • Mobile phone becomes composite product which the high technological multimedia functions of a Digital camera, MP3, MP4, Blue-tooth, DMB over basic functions of a calling and 3M3. By the view of user, many functions give a heavy burden rather than supporting convenient function itself because it is complex for user to use it. We want to evaluate how users feel using mobile phone according to age, comparing use frequency and necessity. So survey is tried to figure out the difference between use frequency and necessity by dividing three groups into 20s and 30s and 50s. As a result, difference of use frequency and necessity for functions of mobile phone between 20s and 30s and 50s. And the other users have the difference. Consequently, mobile phone development according to age is necessary to satisfy user's desire, evaluating elements research of user preference. We hope this paper can contribute to mobile phone development as a basic guidance.

  • PDF

The comparative effectiveness and evaluation study of user groups of the various web search tools (다양한 형태의 웹 탐색도구의 이용자집단간 비교효용성 및 평가에 관한 연구)

  • 박일종;윤명순
    • Journal of Korean Library and Information Science Society
    • /
    • v.31 no.1
    • /
    • pp.87-114
    • /
    • 2000
  • The purpose of this study is offering appropriate system and training program to helf the system designer and the trainer in addition to analyze information use behavior about the web search tools and evaluate the estimated system by user groups. The results of the study are as follows $\circledS1$ It is desirable to consider age than other demographic variables in the case of web search tool. $\circledS2$ It is desirable to design Directory Search Tool in the case of web search tool which serves the student user group. $\circledS3$ An Intelligent Search Tool is more appropriate for the students who are using keyword search tool than any other tools. $\circledS4$ A discussion about standard classification of the web information should be accomplished soon because users feel confused in using web search tools due t o absence of standard mode of classification about classified item. $\circledS5$ Librarians need the cognition about data on internet s a source of information and need positive service and user training program about these information because student users hardly get help from librarians or library orientation for learning method to use web search tool. $\circledS6$ Internet use experience and years of computer use had effect on their use ability when using web search tool, whereas computer use experience, library use experience and Online Public Access Catalogs (OPAC) use experience had no effect on it. Especially, OPAC use experience had no effect on use ability of web search tool of student user group because student user groups had no information about internet and web search tool and they did not recognized the difference about search method between web search tool and OPAC. $\circledS7$In the case of web search tool, it si important to index the increasing web resource automatically by a searching robot. But in the case of student users, web search tool is much more needed to index by index expert due to the absence of ability about selecting and combining keyword.

  • PDF

Effective directional signs for the clear cognition of directions -2-D expression of directional sighs in 3-D spaces (효과적 방향인지를 위한 유도사인에 관한 연구 -3차원 공간에서의 2차원적 방향표식을 중심으로)

  • 심은미;백진경
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.15-22
    • /
    • 2003
  • At public spaces, signs have purposes of communicating their information clearly. Especially directional signs point out the proper route showing our surroundings. The present directional signs which are indicating 3-dimensional direction in a 2-dimensional mode seem to be difficult to understand as we are moving. This study has the purpose of investigating the role of present signs and suggesting visually effective directional signs, in particular arrows. Firstly, this study surveyed the user's attitude on directional signs in case of subway station. The research shows that the present directional signs hardly perform their roles to communicate the directional information, which means the need of newly expressed arrows. In this study we consider a new effective expression on the viewpoint of human cognition mechanism. So it is thought that those trials are helpful to efficient sign system.

  • PDF

Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.603-611
    • /
    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

A Study on the Inter-constructive Design Dictionary through the Internet. (인터넷을 통한 상호구축적 디자인 용어사전의 연구)

  • 김태균
    • Archives of design research
    • /
    • v.14 no.4
    • /
    • pp.25-33
    • /
    • 2001
  • With the increasing access to the internet, the number of designers who rely on internet to use information on design is on the rise. Therefore common dictionary of design terminology need to be formed and shared among designers. To do so, internet is very useful medium. However as relating terminology increases rapidly through interactivity among designers, it will be far from taking full advantage of features of internet to set up and provide such information unilaterally on internet. This indicates that providing data on the internet, not via traditional books, requires in-depth study on process of establishment of database structure and appropriate interface design. Thus this study will show design terms database model that harnesses internet feature that enables establishment of information spontaneously through user's interactivity, departing from a model that conveys information unilaterally. This report summarized and analyzed various models and suggested classification system in accordance with user's learning cognition. Problems on existing dictionary of design terminology were identified and new methods addressing such problems were exploited. In a word, this report is intended to propose user oriented inter-constructive database model that highlights high level of openness and interactivity by enabling changes of text in the cyber space and encouraging user to participate in making design dictionary.

  • PDF

Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction (멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계)

  • Im, Mi-Jeong;Park, Beom
    • Journal of the Ergonomics Society of Korea
    • /
    • v.25 no.2
    • /
    • pp.135-146
    • /
    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.

A basic study on the users' activities and cognition for management in Moaksan Provincial park (모악산 도립공원 관리방안에 과한 기초연구)

  • Kim, Sei-Chon;Huh, Joon;Rho, Jae-Hyun;Kang, Cheol-Gi
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.23 no.4
    • /
    • pp.28-39
    • /
    • 1996
  • The purpose of this study is to suggest objective basic data for park management proposal through the quantitative analysis of users' needs and satisfaction for the actual conditions of management in Moaksand provincial park. For this, users' needs and satisfaction for facilities have been analyzed. And user's satisfaction for the actual conditions of management had been analyzed by using the multiple regression. Users want more toilets and sign boards and to replace damaged facilities. Users gave thought to trail and had high pressure to improvement, and many users were uncomfortable by crowding, and had a positive view to restrict use of intensity. Systematic careful concern about trail and rest area should be need and periodic observation to change of facility condition also. According to the multiple regression analysis, the major variable to the satisfaction for the actual condition of facilities management was trail ground condition.

  • PDF

An Analysis on the Characteristics in User's Cognition and Needs for Secondary School Libraries (중등학교 학교도서관 이용자 인식 및 요구 특성 분석)

  • Hwang, Hyejeong;Kim, Giyeong
    • Journal of the Korean Society for information Management
    • /
    • v.32 no.1
    • /
    • pp.245-264
    • /
    • 2015
  • This study aims to identify the characteristics of Korean secondary school students in perceptions on and needs to school libraries, and suggest an effective library management directions based on the characteristics. To achieve this purpose, we compare the perceptions on and needs for library elements, such as facilities, collections, programs, etc., between middle school students and high school students, and analyze the differences. Based on the results from the analysis, we suggest to establish an orientation of school library management. We also suggest a need of further study in which differences in the perception and needs among grades in a level of the secondary school for more detailed customization of library services.

A Case Study on the Recommendation Services for Customized Fashion Styles based on Artificial Intelligence (인공지능에 의한 개인 맞춤 패션 스타일 추천 서비스 사례 연구)

  • An, Hyosun;Kwon, Suehee;Park, Minjung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.3
    • /
    • pp.349-360
    • /
    • 2019
  • This study analyzes the trends of recommendation services for customized fashion styles in relation to artificial intelligence. To achieve this goal, the study examined filtering technologies of collaborative, content based, and deep-learning as well as analyzed the characteristics of recommendation services in the users' purchasing process. The results of this study showed that the most universal recommendation technology is collaborative filtering. Collaborative filtering was shown to allow intuitive searching of similar fashion styles in the cognition of need stage, and appeared to be useful in comparing prices but not suitable for innovative customers who pursue early trends. Second, content based filtering was shown to utilize body shape as a key personal profile item in order to reduce the possibility of failure when selecting sizes online, which has limits to being able to wear the product beforehand. Third, fashion style recommendations applied with deep-learning intervene with all user processes of buying products online that was also confirmed to penetrate into the creative area of image tag services, virtual reality services, clothes wearing fit evaluation services, and individually customized design services.