• Title/Summary/Keyword: UxAS

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A Study on the Design Plan of UX for the Smart Healthcare for the Aged Society - Focused on IOT Technology (고령사회 스마트 헬스케어를 위한 UX 디자인방안 - 사물인터넷 기술을 중심으로)

  • Kim, Seung-Min
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.462-474
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    • 2018
  • The development of bio-sensing technology made it easy to collect various biometric information that was only available in large medical devices. The miniaturization of sensors makes it simple to carry out various health checkups that It did in person to the hospital by improving the portability of diagnostic devices. It is able to combine sensors into portable devices such as Smartphones, apply advanced Internet of Things (IOT) technology, and create new form factors for medical devices such as ultra-small modules that can be inserted or attached to their bodies. The results can be checked immediately through portable information devices such as smart phones. Although commercialization is still slow in Korea, new technologies are being applied in various ways in countries such as the United States that have granted remote medical services. Medical demand, supply and cost in South Korea are growing ahead of a super-aged society. Under these circumstances, attention is focusing on whether smart healthcare, a new concept, can complement the existing medical system. This study identifies the technology trends associated with smart health care and categorizes various healthcare products in the UX design aspects. In addition, the UX design approach and guidelines for applying smart healthcare technologies to the elderly, the intended users, are presented. This research will provide a reference to a new social issue, the UX-design approach to solving the problems of the aged society.

Study of Autonomous DRT(Demand Responsive Transit) UX Design Feature: Focusing on the Elderly (자율주행 DRT(수요응답형 교통) UX 디자인 특성 연구: 고령자를 중심으로)

  • Choi, Kyu-Han
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.705-712
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    • 2021
  • The purpose of this study is to propose the features of autonomous DRT UX design based on level 5 autonomous vehicle applicable in 2027. As the scope of the study, the system focused on the interaction between the elderly and the in/outside of the vehicle, and the level 5 autonomous vehicle was the subject of the study. As of 2021, the targets for application were set from 60s to 90s. This study is different from previous studies in that it is a study on the features of autonomous DRT UX design that derives practical insights through direct communication with the elderly. As a research method, autonomous vehicle and DRT were theoretically considered through literature research, and based on this, cases of autonomous vehicle and DRT were analyzed. As a case study, generalization was conducted through interviews with the elderly, test-drive of autonomous vehicle, video production, survey, and VR test-drive of autonomous vehicle for the elderly. Ten features of autonomous DRT UX design were derived through focus group interview(FGI), and the derived features were classified into reservation, get on, input, driving, emergency, and get off. Through this study, I hope that it will contribute to improving mobility of the elderly and further accelerate the practical use of autonomous DRT.

Development of a User Experience Evaluation Methodology for Smart Safety Living Lab (스마트안전 리빙랩 환경에서의 사용자경험 평가를 위한 방법론 개발)

  • Choi, Jae-Rim;Ryu, Do-Hyeon;Kim, Kwang-Jae;Yun, Jung-Min;Kim, Min-Sun
    • Journal of Korean Society for Quality Management
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    • v.49 no.2
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    • pp.127-143
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    • 2021
  • Purpose: Smart Safety Living Lab is a Living Lab facility, constructed and operated by KITECH in Korea, to support the user experience(UX) evaluation, planning and certification of smart safety products and services. The purpose of this study is to develop a UX evaluation methodology that accommodates the characteristics of the Living Lab and smart safety products and services for a systematic and efficient UX evaluation in the Smart Safety Living Lab. Methods: A generic model of UX evaluation was first derived based on a review of related literature. Then, the generic model is revised to accommodate the characteristics of the Smart Safety Living Lab and smart safety products and services, resulting in the UX Evaluation Methodology for Smart Safety Living Lab (SSLL-UXEM). Results: The developed SSLL-UXEM consists of a structured process for UX evaluation, a guideline for conducting each step of the process, and a set of forms for recording the major evaluation results in each step. Conclusion: SSLL-UXEM can help to enhance the efficiency of the UX evaluation process and the consistency of the UX evaluation results. SSLL-UXEM is also expected to serve as a basis for UX evaluation in various living lab environments in the future.

Case study of VR experience studying for smart education support (스마트 교육 지원을 위한 VR 체험학습 사례 연구)

  • Kim, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.2
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    • pp.131-141
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    • 2014
  • UX design e-learning systems in order to establish the reasonable structured modules that are based on interdisciplinary research. E-learning by focusing on technology-related education, information technology and psychology, business administration, etc. has been studied in the field. However, an important part of smart education, one of the students in the field of self-directed research is lacking UX design. UX Design the User Interface and Visual Identity is central to the success of the content of the important research areas in modern smart society. This case study is for smart education digital textbooks considered the characteristics of the study. Presented by the Ministry of Education on the basis of the standard of digital textbook content of the e-learning features, including multi-disciplinary analysis of UX design requires a structured model is proposed. Research data on the smart education and virtual education in UX design being used as the basis for studies forward.

Children's Perception of Generative AI : Focusing on Type and Attribute Classification (생성형 AI에 대한 아동들의 인식 연구 : 유형과 속성 분류를 중심으로)

  • Suyong Jang;Jisu Han;Hyorim Shin;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.591-601
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    • 2024
  • As generative AI-based educational content and services targeting child users rapidly increase, the need for research related to children's perception of generative AI is increasing. Accordingly, this study sought to determine the type of generative AI recognized by children and whether cognitive, behavioral, and emotional properties were assigned to it. To understand this, we collected responses through workshop activities to create storybooks with children, semi-structured interviews, and drawing. As a result, children viewed generative AI as an artifact with a high cognitive level, but it was not a type of existing artifact.

Flexible Visuo-haptic Display (필름형 유연 시-촉각 융합 디스플레이)

  • Yun, Sungryul;Park, Suntak;Park, Bongje;Park, Seung Koo;Nam, Saekwang;Kyung, Ki-Uk;Prahlad, Harsha;von Guggenberg, Philip
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.156-163
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    • 2013
  • This paper describes a flexible visuo-haptic display module. We have developed a flexible electro-active polymer (EAP) actuator and a thin flexible visual display with $3{\times}3$ array configuration via polymer technology. The flexible actuator consists of nine EAP cells vertically moving in response to change in their thickness. The flexible display uses polymer based optical waveguide allowing light to scatter only at specific area. The display film is transparent and identically designed to the array pattern to fit for the arrangement of actuator cells. A pressure sensor is installed under the integrated module. The performance of the actuator is proved to be sufficient for satisfying perceivable range of human touch sense. The integrated system can provide interactive haptic feedback such as key pressing, contact vibration sensations, and etc. in accordance with user input.

A Study on UX Design Process Lecture Based on Modified PBL (Problem-Based Learning) (변형된 PBL 기반의 UX 디자인 수업 설계 연구)

  • Kim, Jung-Yi
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.117-131
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    • 2018
  • PBL is expected to be very useful in the engineering project course that leads students to active learning in problem solving process. But it is not actively utilized because of various problems. In this study, modified PBL lectures were laid out for a course that practice UX design process. Modified PBL lectures provide theoretical class and two PBL practices. The variant is that the problem design is made by the students themselves on a weekly basis, rather than by the instructor, and that the two PBL processes consist of one project. The results of this study are meaningful as a basic data in PBL-based engineering college project class. Additional discussion of how to evaluate grades needs to be specified.

The Effectiveness of Learning Performance on Supplementary Learning Tool based on Blog using Learner-Centric UI/UX Design in Higher Education (대학교육에서 학습자 중심형 UI/UX 디자인이 적용된 블로그 기반의 보조학습도구가 학습성과에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5531-5540
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    • 2011
  • The Learning Models including the design principle about web 2.0 use in education has been recently presented. In types of web 2.0 tools, blogs are the best tool that reflected the trends of web 2.0 and these are able to share a lot of information and contents. To invent new learning methods involving web 2.0, this study aims to get the results about effectiveness of learning performance on a supplementary learning tool based on blog using learner-centric UI/UX design in higher education. As a study tool, installation-type blog that can be designed as user-centric system is applied to experimental environment. This study presents the conclusion that supplementary learning tool based on blog using learner-centric UI/UX design influences on learning achievement and learning flow through the analysis of questionnaire results of learners, learning evaluation score of learners and assignments evaluation score of learners.

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.

Exploration of Economic Valuation Model for the UX Design using the Contingent Valuation Method - Focusing on the Screen Unlock Interfaces (조건부 가치측정법을 이용한 사용자 경험 디자인 가치평가 모델의 탐색 잠금해제 인터페이스를 중심으로)

  • Lee, Jinsung;Cho, Kwang-Su;Choi, Junho
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.11-19
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    • 2016
  • This study aimed to assess the economic value of the UX design and applied contingent valuation method (CVM) to the three smartphone screen unlock interface types: touch, fingerprint, and iris recognition. The contingent valuation method was chosen from various economic valuation approaches because the interface components such as the screen unlock are important user experience values but non-market goods which are not traded independently. Using the double-bounded dichotomous choice approach of the contingent valuation method, the survey results of the logit model showed that the economic value of touch unlock interface was 529 won, fingerprint was 4,214 won, and iris recognition was 1,316 won. That is, the fingerprint interface had the highest economic value, followed by iris recognition and touch interface. The main contribution of this research is that we examined a method for economic valuation of the UX design and generated systematic and credible results.