• Title/Summary/Keyword: digital products

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A Study of Digital Product Menu User Interface (디지털기기의 메뉴구성에 관한 사용자 인터페이스 연구 - 디지털카메라의 중심으로 -)

  • Jang Do Young;Byun Seong Nam
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.480-486
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    • 2003
  • Due to rapid computerization of many consumer electric products, user interface of digital products comes an important issue for the user satisfaction. Although Menu Driven Interface are frequently employed for user interfaces on many digital products, there still exists many problems. This study attempts to apply to usability guideline digital camera through the review. And the study also an alternative devises design for digital product menu interface. The general type design guidelines include menu depth/breadth, information architecture, categorize and consistency among design components.

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Development of Digital Assembly system with Door Trim (도어트림을 이용한 Digital 조립시스템 개발)

  • Park H.S.;Yeo S.U.;Lee G.B.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2006.05a
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    • pp.625-626
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    • 2006
  • Nowadays, the increasing global competition forces manufacturing enterprises to apply new technologies method of their products. To save time and cost in assembly process and to increase the quality of products, it is very important to choose an optimal assembly system. We propose a methodology that generates an optimal assembly system by using the Digital manufacturing.

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Interruption in Digital Convergence: Focused on Multi-Modality and Multi-Tasking (디지털 컨버전스에서의 인터럽션: 멀티 모달리티와 멀티 태스킹 간의 상호 관계를 중심으로)

  • Lee, Ki-Ho;Jung, Seung-Ki;Kim, Hye-Jin;Lee, In-Seong;Kim, Jin-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.3
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    • pp.67-80
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    • 2007
  • Digital convergence, defined as the creative fusion of once-independent technologies and service, is getting more attention recently. Interruptions among internal functions happen frequently in digital convergence products because many functions that were in separate products are merged into a single product. Multi-tasking and multi-modality are two distinctive features of interruption in digital convergence products, but their impacts to the user have not been investigated yet. This study conducted a controlled experiment to investigate the impacts of multi-tasking and multi-modality on the subjective satisfaction and objective performance of digital convergent products. The study results indicate that multi-tasking and multi-modality have substantial effects individually as well as together. The paper ends with practical and theoretical implications of study results as well as research limits and future research.

How to Apply the New Quality Dimensions to the New Business in the Digital Transformation Era? (디지털 전환 시대의 새로운 품질 차원 적용 사례연구)

  • Park, Min Seo;Bae, Kyung Mi;Kim, Youn Sung
    • Journal of Korean Society for Quality Management
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    • v.49 no.4
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    • pp.609-622
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    • 2021
  • Purpose: In recent years, several new attempts have been made to offer products and services based on servitization and customization for comparative advantage and customer satisfaction. Apparently, these attempts are empowered by new digital technologies. Therefore, this study aims to present new business cases with features of digital transformation era in Korea on the perspective of new quality dimensions. Methods: The study approaches the subject by presenting a number of recent business cases in multiple fields in Korea. All cases are analyzed and compared with "10 Quality Dimensions" and several related implications such as servitization, customization, digitalization and differentiated value. Results: The results of this study are as follows; the common core quality dimensions of case are customization, aesthetic and convenience. Furthermore, the critical role of technology is deduced as the core quality dimensions are built on new digital technologies. Lastly, businesses in the age of digital transformation must focus on the core performance of their products and services for customer satisfaction while delivering new core quality dimensions. Conclusion: Recent digital technologies are capable to realize servitization and empower companies to provide differentiated and customized products, services, and experience to their customers. However, it is significant to retain other factors for customer satisfactions rather than customization.

Extraction of design elements and sensibility factors influencing on preference and purchase for digital cameras (디자인요소와 감성언어 추출을 통한 디지털 카메라의 선호도와 구매도에 영향을 미치는 요소에 관한 연구)

  • Kwon, Jong-Dae;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.285-292
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    • 2008
  • The purpose of this study is to provide the fundamental data needed in analyzing customer needs and understanding products in developing designs, to help designers to have better understanding of digital camera products, and to support the setting of concepts in developing designs, by understanding the specific properties of products that have specific purposes. In this study, homogeneity analysis was performed to the collected products launched from 2000 until now and representative products were selected to extract the questions on the adjectives and preferences felt form such products. Based on the questions, basic questionnaire survey and subject image analysis was performed in relation to the elements of images preferred by customers through the regression analysis of dependent variables and preferences and the regression analysis of purchasing power. When we design for digital camera, we must consider about the elements of digital cameras and the terms convenient, sensitive, functional, and grace. In terms of whole trend of shape, the shape highlighting grips and the digital cameras having grips, large LCD, dark colors, and manual buttons were preferred.

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A Study on User Interface Design of Digital Convergence Furniture (디지털 컨버젼스 가구에 관한 사용자 인터페이스 디자인)

  • Baek, Hye-Young;Lee, Yeun-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.184-187
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    • 2004
  • 'Digital' the most important keyword in the 21th century environment affects on our life whole and method, studying, working, playing and communicating. Also, digital make the range of products ambiguous through fusing and compounding products. It is becoming new subject how digital may ambiguous with human's life by this solution. So, basis proposition of study analyzes intelligence style furniture taking a view of making of furniture as long as it is by digital technology do essential intensive training of furniture and there is the purpose to suggest conception pattern of 'Digital Convergence Furniture' the future. In especial, analyze intelligence style furniture by investigating space and new tendency that appear on object according to accommodation formula of digital technology through case study it is present conception 'Digital Convergence Furniture'

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Formulating a Conceptual Model of Digital Service Transformation Based on a Systematic Literature Review

  • Sawung Murdha, Anggara;Agus, Hariyanto;Novianto Budi, Kurniawan;Arry Akhmad, Arman;Suhardi, Suhardi
    • Journal of Information Science Theory and Practice
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    • v.11 no.1
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    • pp.31-48
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    • 2023
  • Digital service transformation study is a part of research in the field of digital transformation, which is devoted to exploring the transformations that occur in digital service products, which have been intensely explored in recent years to address digital disruption. Several concepts and definitions of digital service transformation have emerged as a result of an approach from the point of view of digital transformation and digital services concepts. This paper is organized to provide a foundational understanding of digital service transformation terminology. This paper uses the systematic literature review method to compile 52 qualified articles from previous studies. We conduct an analysis and synthesis of articles to answer research questions. The results of this study are a descriptive summary of research in the digital service transformation field, determining digital service transformation terminology and components, and also a proposed digital service transformation model to explain the position of transformation in digital service products in the overall transformation process. We construct this model using the findings of previously determined components synthesis.

AR-based Tangible Interaction Using a Finger Fixture for Digital Handheld Products (손가락 고정구를 이용한 휴대용 전자제품의 증강현실기반 감각형 상호작용)

  • Park, Hyung-Jun;Moon, Hee-Cheol
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.1
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    • pp.1-10
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    • 2011
  • In this paper, we propose an AR-based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we uses two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by RP technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. By assessing the accuracy of the proposed interaction, we have found that it can be applied to a wide variety of digital handheld products whose button size is not less than 6 mm. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

The Price Sensitivity for Industrial Products from A Group Buying System at School Foodservices : An Application of Price Sensitivity Measurement Technique (PSM 기법을 적용한 학교급식 공동구매 공산품의 가격민감도 분석 연구)

  • Lee, SeoHee;Lee, Hojin;Sohn, ChunYoung;Ham, Sunny
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.2
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    • pp.117-128
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    • 2020
  • The aim of this study was to examine price sensitivity of industrial products purchased via a group buying system and how industrial products for a group buying system differ from general industrial products, and then identify the major factors in selecting products and the important determinants in purchasing industrial products for school foodservices. The survey was conducted with 250 dietitians (teachers) in Gyeonggi-do Province, who were using industrial products for a group buying system and general industrial products. A paired t-test showed a difference in satisfaction between industrial products for a group buying system and general industrial products by factors, while statistically significant differences were found for red pepper paste, fermented soybean paste and soy sauce in all nine satisfaction factors, including product quality, packaging state, labeling, hygiene, item diversity, specification diversity, price appropriateness and supply. Moreover, analyzing price sensitivity for industrial products for a group buying system, using the PSM method with respect to the issue of high price, showed that the respondents considered that the current unit purchase prices were high for all items investigated. This study suggests that schools would purchase more industrial products for a group buying system, when the pricing of the products are considered with the purchase intention of dietitians (teachers).

Streaming Vs. Download - Are They Similar Digital Goods? The Difference between Access-Based Digital Goods and Ownership-Based Digital Goods (접속 기반 디지털 제품과 소유 기반 디지털 제품의 차이에 관한 연구)

  • Lee, Minhyung;Choi, HanByeol Stella
    • Knowledge Management Research
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    • v.21 no.3
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    • pp.161-176
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    • 2020
  • Numerous products have been created in a digital format in the era of digitization. At an early stage, such products were provided in the format of individual digital file, requiring the individuals to own products by downloading them on the personal devices. With the development of Internet network, people began to consume digital goods in a new mode called 'streaming.' Streaming is a service provided through access-based consumption mode based on Internet network. Rather than downloading each file, individuals can utilize such product and services by connecting the network to their own devices. Access-based digital goods are distinguished from traditional ownership-based digital goods such as downloaded contents, in that permanent ownership is not allowed. Taken this into account, this study attempts to investigate how individuals' perception toward digital goods, the psychological ownership, differs according to the consumption mode. The results show that individuals feel less psychological ownership toward access-based digital goods than ownership-based digital goods. Our study provides several avenues to both theory and practice.