• Title/Summary/Keyword: human interface elements

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Application of fuzzy measure and fuzzy integrals model to evaluation of human interface

  • Sohn, Young-Sun;Onisawa, Takehisa
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.787-790
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    • 1997
  • This paper proposes a method which selects essential elements in a human evaluation model using the Choquet integral based on fuzzy measures, and applies the model to the evaluation of human interface. Three kinds of concepts are defined to select essential elements. Increment Degree implies the increment degree from fuzzy measures of composed elements to the fuzzy measure of a combined element. Average of Increment Degree of an element means the relative possibility of superadditivity of the fuzzy measure of each combined element. Necessity Degree means the selection degree of each combined element as a result of the human evaluation. A task experiment, which consists of a static work and two dynamic works, is performed by the use of some human interfaces. In the experiment, (1) a warning sound which gives an attention to subjects, (2) a color vision which can be distinguished easily or not, (3) the size of working area and (4) a response of confirmation that is given from an interface, are considered as human interface elements. Subjects answer the questionnaire after the experiment. From the data of the questionnaire, fuzzy measures are identified and are applied to the proposed model. Effectiveness of the proposed model is confirmed by the comparison of human interface elements extracted from the proposed model and those from the questionnaire.

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Evaluation of Human Interface using Fuzzy Measures and Fuzzy Integrals (퍼지척도 퍼지적분을 이용한 휴면 인터페이스의 평가)

  • 손영선
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.10a
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    • pp.31-36
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    • 1998
  • This paper proposes a method to select essential elements in a human evaluation model using the Choquet integral based on fuzzy measures and applies the model to the evaluation of human interface. Three kinds of concepts, Increment Degree, average of Increment Degree, Necessity coefficient, are defined. The proposed method selects essential elements by the use of the Relative necessity coefficient. The proposed method is applied to the analysis of human interface. In the experiment, (1) a warning sound, (2)a color vision, (3) the size of working area, (4) a response of confirmation, are considered as human interface elements. subjects answer the questionnarie after the experiment. From the data of questionnaire, fuzzy measures are identified and are applied to the proposed model. effectiveness of the proposed model is confirmed by the comparison of human interface elements extracted from the proposed model and those from the questionnarie.

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Models for evaluating and predicting the user satisfaction of product designs (제품다자인의 감성만족도 평가 및 예측모델 개발)

  • Han, Seong-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.20 no.1
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    • pp.87-113
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    • 2001
  • This study introduces the concept of image/impression of a product design, human interface elements, and the relationships between them. It is assumed that the human interface can be decomposed into detailed design elements, called human interface elements. This study attempts to build functional relationships between the image/impression of a product and human interface elements. Two different human factors experiments were conducted to demonstrate the effectiveness of the approach suggested in this study. A total of 35 audio/visual consumer electronics products (e.g., CD players, VCRs) were shown on a display screen and the subjects were instructed to evaluate them in terms of eight image/impression dimensions. One experiment was conducted using Korean subjects while the other using American subjects. The functional relationships were modeled by using the multiple linear regression technique. Similarity and difference between the Korean and the American subjects were analyzed. The approach suggested in this study is expected to help designers and developers identify important design variables to enhance the subjective satisfaction of a product design.

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Human Interface Modeling of Consumer Electronic Products by Using the Object-Oriented Technique (전자제품 휴먼인터페이스의 객체지향적 모델링)

  • Hong, Sang-U;Han, Seong-Ho;Gwak, Ji-Yeong
    • Journal of the Ergonomics Society of Korea
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    • v.17 no.2
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    • pp.83-96
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    • 1998
  • This paper suggests a data modeling scheme of human interface elements and their properties for consumer electronic products. The human interface elements were classified into three categories: individual, interaction and integration interface. The representative properties of each interface element were identified, and modeled by using the object-oriented technique. The results of this study are expected to be used for expressing the user interface of consumer electronic products. They are also expected to help understand the relationship between the usability and the user interface elements of a product.

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Development of Customer-Oriented Quality Design Elements of Shoes based on QFD (QFD 기반에 의한 제화류의 감성지향적 품질설계 요소도출에 관한 실증적 연구)

  • 김진호;황인극
    • Journal of Korean Society for Quality Management
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    • v.32 no.1
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    • pp.130-143
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    • 2004
  • Although consumer needs for better products force manufactures to put emphasis on design, often development of a product has been done without the formal process to consider consumer needs. In order to identify the implicit needs of customers and the areas of potential demand on a product, several analysis scheme such as QFD (Quality Function Deployment) has been developed. QFD, also known as the House of Quality, is the efficient tool ever created to tie product and service design decisions directly to customer wants and needs, i.e. VoC (Voice of Customer) To utilize this tool on a product design, first of all, the consumers attributes and the engineering characteristics must be exactly investigated. However there were only few studies about them on shoe design. Hence in this paper we developed an innovative framework for shoes design based on QFD. As a result, we uncovered 29 dominant human satisfaction dimensions as the consumers attributes for customer-oriented quality evaluation of a comfortable shoes. Here, 29 human satisfaction dimensions for a shoe design were identified as the dimensions that represent the human sensitivity and psychological feeling on comfortable shoes. Also, we proposed 60 human interface elements as the engineering characteristics. The relationships between human satisfaction dimensions and human interface elements were investigated. This study will help the designers and manufacturers clarify the conceptual and abstract aspect of the design evaluation by proposing a more systematic and process-oriented method.

A Comparative Study of Digital and Analogue System Environment to Retrieve Human Factor Elements for the Design of Operator Console (운전원 콘솔의 인간공학적 설계요소 추출을 위한 디지털과 아날로그 시스템 환경의 비교연구)

  • Cha, Woo-Chang
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.2
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    • pp.140-146
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    • 2009
  • Since the computer technology has been drastically developed and broadly employed for the design of human machine system, human system interface was somehow digitalized. Actually the operator's working environment employing the digital devices are not be fully digitalized due to its technical constraints so that it has been changed to the hybrid environment which has a combination of digital and analog elements. The hybrid environments need to study its characteristics and the guidelines for the proper design and evaluation purpose. This paper describes the human factor design elements of the console operated under hybrid environment through studying the characteristics of digital and analog environment based on the related human factor guidelines and literatures. The result of this paper implies the contribution to the evaluation of the generic human working environment which digital and analog elements are jointly used.

A Study on Human Interface Elements for Evaluation of Office Chair (사무용 의자의 물리적 적합도 평가를 위한 휴먼인터페이스요소 개발)

  • 박수찬;김진호;신미경;최경주;이영신
    • Journal of the Korea Furniture Society
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    • v.10 no.2
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    • pp.9-16
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    • 1999
  • The goal of the present study is to develop the Human Interface Elements(HIE's) for evaluating the physical suitability of office chairs. HIE is generally defined as the physical characteristic of manufacturing goods, and it is closely related to the body dimension of a user and environment that it is used. In the present study the design elements of a chair were investigated, and from here, HIE's of office chair were developed based on relatedness of the design components, the physical characteristics of users, and characteristics of an environment that it used. As a result, components of a chair were classified as 6 major parts: Seat pan, back rest, arm rest, function control unit, seat supports and whole system. 43 HIE's were extracted from there 6 components. Also, the method for measuring HIE were developed.

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Semiotic Interpretation of Beauty Camera App Interface Design Elements: Centered on Roland Barthes' Semiotics

  • Yongfeng Liu
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.213-224
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    • 2024
  • This study utilizes Roland Barthes' semiotic theory to explore how interface design elements of beauty camera apps, such as filters and stickers, icons and buttons, layout and structure, function as symbols of self-expression, and their impact on users' social identity and personal image. Through in-depth analysis of applications like BeautyPlus, Ulike, MeituPic, and Faceu, this research found that these apps emphasize usability, visual appeal, and social interactivity in their design. These elements not only enhance user experience and operational efficiency but also reflect popular cultural trends and aesthetic preferences. From Barthes' perspective, these interface elements have become "myths" with specific social meanings, which are naturalized in daily use and promote the widespread acceptance of particular aesthetic standards. These interface design elements are not just tools for self-expression; they are also powerful cultural symbols that shape modern social interactions and visual culture. This research offers a new perspective to understand the interactions between individuals and society in the digital age, emphasizing the role of technology, culture, and social interaction in shaping contemporary human behavior and social relationships.

A Study on the Empirical Model for Predicting the Physical Suitability of Office Chairs (사무용 의자의 물리적 적합도 예측 모델링에 관한 연구)

  • 김진호;이현우;박수찬
    • Journal of Korean Society for Quality Management
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    • v.29 no.3
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    • pp.151-165
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    • 2001
  • The purpose of this study is to develop systematic methods for evaluating the suitability of a seat and build an empirical model for predicting the suitability of a seat. The following research schemes were pursued to achieve the objectives - Development of suitable chair dimensions - Analysis scheme for decomposing the human-product interface system - Development of model for evaluating suitability. As a result, we uncovered six dominant suitability dimensions for the design of a comfortable seat that is related to the physical dimension of a body, Here, six suitability dimensions were identified as the dimensions that represent the human sensitivity and psychological feeling on comfortable seats. Also, 43 human-interface elements (HIE's) such as seat height, seat width, seat depth, tilting angle, seat surface etc. were investigated. HIE was generally defined as the physical characteristic of manufacturing goods, and it had close related to the body dimension of a user and environment that it was used.

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Graphical Video Representation for Scalability

  • Jinzenji, Kumi;Kasahara, Hisashi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.29-34
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    • 1996
  • This paper proposes a new concept in video called Graphical Video. Graphical Video is a content-based and scalable video representation. A video consists of several elements such as moving images, still images, graphics, characters and charts. All of these elements can be represented graphically except moving images. It is desirable to transform these moving images graphical elements so that they can be treated in the same way as other graphical elements. To achieve this, we propose a new graphical representation of moving images using spatio-temporal clusters, which consist of texture and contours. The texture is described by three-dimensional fractal coefficients, while the contours are described by polygons. We propose a method that gives domain pool location and size as a means to describe cluster texture within or near a region of clusters. Results of an experiment on texture quality confirm that the method provides sufficiently high SNR as compared to that in the original three-dimensional fractal approximation.

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