• Title/Summary/Keyword: UxAS

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A Study on user experience design for efficient control of Smart TV (효율적인 스마트TV조작을 위한 사용자 경험 디자인 설계)

  • Lee, Hye-Ran;Lee, Won-Hyung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.43-53
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    • 2013
  • In this paper research covers a study on the need for smart TV according to smart TV 'smart' of issues, consider the changing elements of paradigm, according to the evolution of TV, from the point of view of the user experience analyze the Applications of Smart TV UX. Through analysis of user behavior from the current viewpoint of the TV and Future TV, reflected in the design of Smart TV UX. Ultimately for efficiently operating the contents, screen proposed a prototype for personalized intelligent user based on UX design. Ultimately, to satisfy the playfulness for the course of using the TV as the primary goal and content through the TV content easily to the desired goal to be reached quickly and easily at the point of how to approach the user's destination, shorten the access path is proposed in this study.

A Study on the Meaning Extension of User-Centeredness in UX Design (사용자 경험 디자인의 사용자 중심성에 대한 의미 확장 연구)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.301-310
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    • 2021
  • The purpose of the study was to induce meaning of the UX design from users' interview. The study covers interviews from 20 untact finance application users in their twenties in written form. It aims to examine previous studies on UX design and to overcome their shortcomings by categorizing usability qualities focusing on verbs used in the interview. The followings are the result: Usability of UX design can be summarized into Unity, Trust, Persistency, Recognition and Approachability of the information to the 20 users in their twenties. As for the data earned from interviews focusing on verbs, usability included Security, Familiarity, Accessibility, Convenience of Operation and Visibility. Each of the qualities fell into related categories such as Security, Information, Brand and Design. In conclusion, analysis based on verb choices led to better understanding of the user-based experience compared to using objective means in previous studies and can be a suggestion to make up for errors in the former evaluation process.

UX Design of Mobile Banking Usage Improvement for Seniors (시니어들을 위한 모바일 뱅킹 이용률 개선을 위한 UX 디자인)

  • Jongbin Lee;Homin Boun
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.7
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    • pp.325-332
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    • 2023
  • Currently, the world's population has already entered a super-aging era, and the rate is expected to increase rapidly to about 40% by 2050. However, the rapid development of automation technology and the online service sector, the main technologies of the Fourth Industrial Revolution, are still further isolating them in a world where many inconveniences and development technologies are applied. As such, alienation in daily life is widely expanded in various fields, but the financial service sector is one of the must-use areas regardless of age because of its strong nature in the public service sector, and is a very important factor in the period when branches are rapidly decreasing. However, the current utilization rate of mobile banking services is not around 5%, so users over 60 are rarely able to use them. The UX design of the most frequently used remittance service screen in mobile banking services was proposed, and the difficulty of trying to find the preferred bank among 56 or more banks was solved by analyzing the usage rate of each bank and dividing it into three stages by age group from 50 or older. In addition, it was designed to strengthen customized services by showing their recently used banks as the top priority. The design proposed in this study obtained an average of 4.8 points or more out of 5 points as a result of usability satisfaction through interviews with less than 50 senior groups. This study is believed to help each bank upgrade its different mobile banking designs in a unified manner.

Green-UX-Story: User Story Creation and Sharing through the Online and Offline Green Experience (Green-UX-Story: 온라인-오프라인 자연 체험을 통한 사용자 스토리 창출 및 공유)

  • Choi, Min-A;Kwon, Doo-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.6
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    • pp.460-466
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    • 2010
  • These days, it is getting important to have more chances to visit natural environment for the wellbeing life. The advancement of digital technologies allows us to get useful information regardless of time and location. In this paper, we investigate a way of improving user experience in the natural green environment using the digital technologies. This paper proposes a system called Green-UX-Story which supports users to create and share their story through the online and offline green experience. The system consists of two main systems: the "Story-Field" and the "Story-Tree". The Story-Field consists of a certain number of the Story-Trees allocated to a certain green site. In the Story-Field, users can see the Story-Trees that are owned by other users and share their stories. The Story-Tree contains the user-story in each branch and green information that are captured by the user on the web. The Story-Tree is generated using the L-system algorithm as the user adds stories. The main purpose of the system is to enable users to write their green stories from the both online and offline experiences. This paper describes the system configuration and the user scenario of the Green-UX-story.

Remote Image Control by Hand Motion Detection (손동작 인지에 의한 원격 영상 제어)

  • Lim, Jung-Geun;Han, Kyongho
    • Journal of IKEEE
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    • v.16 no.4
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    • pp.369-374
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    • 2012
  • This paper handles the UX implementation for system control using the visual input information of hand motion. Kinect sensor from Microsoft is used to acquire the user's skeleton image from the 3-D depth map at a rate of 30 frames per sec. and eventually knows the x-y coordinates of hand joints. The x-y coordinate value changes of hands between the present frame and next frame shows the direction of changes and rotation of changes and the various hand motion is used as a UX input command for remote image control on smart TV, etc. Through the experiments, we showed the implementation of the proposed idea.

A Study on the Effect of characteristics of smart educational contents by the UX types on the concentration and attitude of a learner (스마트 교육 콘텐츠의 UX 유형별 특성이 학습자의 몰입과 학습태도에 미치는 영향 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.197-209
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    • 2014
  • The smart paradigm in the modern society is bringing about a rapid smart sensation and there are means of informational communications being developed with the smart technology in various fields. Accordingly, for an effective smart education, it is necessary to create the customized educational contents for the learners, the users of the education. In this study, the contents of smart education are categorized based on the user experiences. As a result of the analysis, the 3 types of UX are found to have a playful influence on the learning concentration and it is also deduced that such concentration of a learner positively affects his or her attitude towards learning. Moreover, by the age and gender groups, there were differences in the preferences for each of the UX type, so that, in result, gave the valid data for designing and applying the suitable UX type for creating contents of smart education for different main target groups.

A study on UI/UX Navigating Method for Effective Privacy Guidance for Online Behavioral Advertising(OBA) (온라인 맞춤형 광고 안내에 대한 프라이버시 안내를 위한 UI/UX 제공 방안 연구)

  • Kim, Ga-Yun;Kim, Ho-Joon;Kim, Da-Yeong;Yang, Jin-Hong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.3
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    • pp.175-183
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    • 2021
  • As concerns about users' privacy infringement on Online Behavioral Advertising(OBA) increase, regulators are taking measures such as drawing up guidelines for OBAs, and websites provide OBA guidance in compliance with such guidelines. As a result of reviewing the status of providing OBA guidance on websites, access to OBA guidance pages was rather complicated. In order to analyze the issue from the UI/UX perspective, following the "Guidelines for Privacy in Online Behavioral Advertising" applied to all types of OBA transmitted on websites, this study aims to structuralize a navigation of page movement from two starting points, 1) Main Page, 2) The page where OBA is delivered, to OBA guidance pages. Also, with understanding the problems found in the access and navigation of OBA guidance pages by analyzing features found during the page navigation, such as hyperlinks containing keywords, and movement pages.

Developed Type in the Managed Structured System Programming of Hybrid Web in .NET Framework Environment-Centric of Smart Web (.net Framework 환경에서 하이브리드 웹 기반의 매니지드 구조화 시스템 프로그래밍 개발방식-스마트 웹 중심으로)

  • Jang, Seung-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.141-152
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    • 2013
  • The current web implementation largely falls into process-oriented and object-oriented methods. Both ways implement the programs to be used for simple design of external outfit and auxiliary function of hybrid webs and it might lead to cost problems arising from waste of time and man-power to develop with it. Therefore, managed structural system programming which can be applied under .NET framework is suggested in a bid to solve these problems. The structural system design method under .NET environment by applying CS concept prefers to adopting the optimized design configuration suited to proper interfaces of UI configuration, which offers the environment to maintain the inheritance relationship by taking form of the balanced class allotment by domain, and continue to keep the connectivity between UX and UI which leads to application of interface of UX objects as form of objects through connection with objects in class design process. This development method enables programs to be implemented focused on representation methods of UI and UX, and helps relieve much of the burden on development costs.

Implementation of UX-based Automatic Control System for CTI and Broadcasting Linkage of Customer -Focusing on call center data- (고객의 CTI와 방송연계를 위한 UX기반 자동제어시스템의 구현 -콜센터 데이터를 중심으로-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.61-66
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    • 2020
  • The purpose of this study is to identify and manage the problem of components discontinuity in the future based on the implementation of information systems to solve the problem of discontinuance of militaries parts, so as to solve the problem of discontinuance of components in the operation of the weapon systems and reduce excessive expenditure due to aging of the weapon system. The purpose is to prevent the discontinuance of components in the future by up-dating the production phenomena of parts manufactures periodically. Defense industries and R&D perood can expand users convenience by supporting selection of more efficient parts in weapon systems development and information of vast components information systems.

Design and Implementation of the Smart AR System based on Contextual UX for Expansion of the Interaction (상호작용 확장을 위한 상황적 UX 기반의 스마트 증강현실 시스템 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.439-445
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    • 2012
  • IT convergence technology is gradually becoming anthropocentric and evolving based on the low-carbon green growth. Augmented reality technique is a contents convergence technology that can mix virtual objects while maintaining a sense of the real world. For that reason, interaction between user and system is possible, can make various applications, and has a high possibility for expandability. To expand the scope of existing interaction, this paper suggests contextual UX-based augmented reality system. It is a system which creates virtual objects that respond to the changes in the real world environment, and users can directly apply their personal preferences to virtual objects. Also, several virtual objects can be registered all at once, and even shows animations corresponding to either day and night according to the brightness of illumination. As said, it improves user's satisfaction through a system of mixed usability, and leads to a continuous use of augmented reality contents.