• Title/Summary/Keyword: usability of product

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Review of Domestic Sleep Industry Classification Criteria and Aanalysis of characteristics of related companies

  • Yu, Tae Gyu
    • International journal of advanced smart convergence
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    • v.11 no.1
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    • pp.111-116
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    • 2022
  • After COVID-19, the number of people with sleep disorders around the world is increasing. In particular, in the flow of the 4th industrial revolution, the differentiation of types and characteristics of the sleep industry is accelerating. Therefore, in this study, the characteristics of each type of sleep-related industry were reclassified from an industrial point of view, and based on this, an attempt was made to review the classification system that can help companies develop sleep products and improve related national systems. Based on the 10th standard industry classification, we compared input cost, value, and usability and analyzed common characteristics, treatments, and preventive effects based on this. A comprehensive taxonomy using matrix analysis was reviewed. As a result, in terms of cost (A), the most common sleeping products are general mattresses and general bedding. It is an IOT device (auxiliary device), and the value aspect (B, B/D) included sleep cafe, bedding rental and management service, and sleep consulting. In terms of utility (A/B), a total of 6 product groups including sleep aids (health functional foods) belong to this category, and in terms of treatment (A/C), a total of 3 product groups including sleep clinics (medical services) belong to this category. As for the product group (A/D) with both properties, it was found that non-insurance sleep treatment medical devices, sleep-related over-the-counter drugs, and some sleep monitoring applications belong to this category. Ultimately, it was found that the sleep industry classification enables the most active product development and composition according to the relative relationship between cost and utility, and treatment and utility. appeared to be necessary.

Implementation of Software Product-Line Variabiliy Applying Aspect-Oriented Programming (AOP를 적용한 프로덕트 라인 가변기능의 구현)

  • Heo Seung-Hyun;Choi Eun-Man
    • The KIPS Transactions:PartD
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    • v.13D no.4 s.107
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    • pp.593-602
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    • 2006
  • Software development methodology has been developed for satisfying goals of improvement in productivity and reduction in time-to-market through the reuse of software assets. The current methods that implement software product-line, one of software development methodologies, interfere massively with the core assets, which require high cost in assembly level reducing the effectiveness. In this paper, we introduce Aspect-Oriented Programming (AOP) as a method for improving assembly process in software product-line. The method that assembles core assets and variabilities is described by grammar elements such as Join point, pointcut and advice without code-change. We analyze requirements of a mini-system as an example adapting AOP and design using UML. Our study implements the variabilities, which are from design stage, using an Aspect-Oriented Programming Language, AspectJ and prove usability and practicality by implementing the proposed idea using an Aspect-Oriented Programming Language, AspectJ.

A Study on Ergonomic Fashion Design - Focused on Body Conscious Active Sportswear - (에르고노믹 패션 디자인연구 - 바디컨셔스 액티브 스포츠웨어를 중심으로 -)

  • Kim, Hyunju;Na, Hyunshin
    • Fashion & Textile Research Journal
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    • v.16 no.3
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    • pp.434-445
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    • 2014
  • The meaning of this research is to make recognition for necessity of ergonomic fashion design research. And the purpose is to provide the guidelines for ergonomic fashion product development. For this, literature research and analysis of empirical illustration of product design indicating ergonomics characteristic are implemented. Among the body-conscious active sportswear, cycle wear, swim suit, and skin scuba wet suit were selected and analyzed. Then they were explained according to the ergonomics characteristics arranged previously. Lastly, the features of ergonomic fashion design were arranged by composition elements of the clothing such as pattern, sewing, material and detail. The characteristics of ergonomic design derived from literature and advanced researches are efficiency, usability, functionality and safety. Through research and analysis, the characteristics of ergonomic fashion design are as followings. In pattern, it is related to the 3D structure division pattern, the reduction pattern design, the closing & opening part design for easy detachment, the receipt and the changeable design. In sewing, it is related to the use of latest sewing techniques and the finish using silicon or rubber band. In material, it is related to the use of high performance fabrics and the proper arrangement of these. In detail, it is related to the convenient detail, the storage detail, the adjustable detail, and the body protection detail.

A Study on the Design of Accessories through the Concept of Reincarnation

  • Park, You Shin
    • Journal of Fashion Business
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    • v.21 no.6
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    • pp.77-86
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    • 2017
  • This study aims to explore the unethical issues in leather processing and to develop designs of leather products based on the concept of reincarnation by ecosystem circulation. The method used in this research include the review of previous literature and the design process for development fashion accessories using waste leather. The design process comprises collecting waste leather, classifying waste leather by type, color, and size, and developing leather products according to line carnation method. For this research, the material was limited to waste cowhide leather collected from leather workshops and leather product factories. The leather pieces were divided into typical and atypical types and developed leather accessories based on the leather piece's color and size. A twill brooch, four-string bracelet, a brooch using the four-stringed leather strap and mini handbag designs were developed using regular type waste leather. An armband of abstract patterns and a cellphone case with graffiti pattern using irregular type over-splitting waste leather. The environmental issues in design are observed as part of understanding the significance of this study. Development of waste leather accessory can expand the usability of the waste leather as well as increase the product value by creating limited-line editions. By understanding the role and benefits of sustainable upcycling, this research suggests an efficient way to use waste materials in fashion to coexist with the natural environment.

Vidyanusa Mathematic Learning Systems Based on Digital Game by Balanced Design Approach

  • Ramdania, Diena Rauda;Prihatmanto, Ary Setijadi;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.603-611
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    • 2016
  • Educational games offer an opportunity to engage and inspire students to take an interest in every subject material in school. The "fun" obtain when playing games become a trigger for the use of games in learning. However, there are doubts whether the players actually learn while they are having fun. Vidyanusa is an Online Mathematics Education Game being developed by Crayonpedia Education Ecosystem in Indonesia. The learning goal of Vidyanusa is to engage junior high school students in learning mathematics. In this paper, we design the Vidyanusa game material Functions and Relations by using Balanced Design Approach. This approach has three models in succession; the Content Model outlines the purpose of the game, the Task Model maps out the mission, and the Evidence Model outlines student measurement. This paper will then discusses the quality of games produced in term of Usability factor for effective results and objective. The measurement of the game was carried out based on International Standard ISO/IEC 9126-1 FDIS about Software Quality Product.

The Development and Application of Use of National Framework Data Product Specification in Facility Area (시설물분야 기본지리정보의 생산사양 개발 및 활용성 평가)

  • Choi Dong-ju;Ru Ji-ho;Lee Hyun-jik
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.23 no.2
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    • pp.157-163
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    • 2005
  • In the 21th century as knowledge-based society and according as GIS is embossed, demand of map is increasing rapidly for GIS's basic. Ministry of Construction & Transportation Republic of Korea National Geographic Information Institute who supervise basis geography information run the studies of basis geography information construction, therefore choice of each subject extent and standardization of data model for basis geography information is attained. In this study, framework data has been established in three steps according to Framework data Product Specification in Facility Area. Also the evaluation of usability was implemented as combining Framework data.

Evaluation of Three Feasible Biodegradation Models for Food Waste

  • Kwon, Sung-Hyun;Cho, Daechul
    • Clean Technology
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    • v.28 no.1
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    • pp.32-37
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    • 2022
  • Food waste is produced from food factories, food services, and home kitchens. The generated mass reached 5.4 million tons/year in 2020. The basic management technology for such waste has been biological degradation under an anaerobic environment. However, the whole process is intrinsically slow and considerably affected by the inner physicochemical properties of the waste and other surrounding conditions, which makes optimization of the process difficult. The most promising options to counter this massive generation of waste are eco-friendly treatments or recycling. As a preliminary step for these options, attempts were made to evaluate the feasibility and usability of three simulative models based on reaction kinetics. Model (A) predicted relative changes over reaction time for reactant, intermediate, and product. Overall, an increased reaction rate produced less intermediate and more product, thereby leading to a shorter total reaction time. Particle diminishing model (B) predicted reduction of the total waste mass. The smaller particles diminished faster along with the dominant effect of microbial reaction. In Model (C), long-chain cellulose was predicted to transform into reducing sugar. At a standard condition, 48% of cellulose molecules having 105 repeating units turned into reducing sugar after 100 h. Also it was found that the optimal enzyme concentration where the highest amount of remnant sugar was harvested was 1 mg L-1.

The Development of the System Operation Safety of Unmanned Parcel Storage System with ICT and Cold Chain Technology (ICT 콜드체인 기술이 적용된 무인 택배물품 보관장치의 시스템 운영 안전성 확보를 위한 연구)

  • Park, Jae-Min;Kim, Young-Min
    • Journal of the Korea Safety Management & Science
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    • v.24 no.3
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    • pp.29-37
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    • 2022
  • The development of technology related to the Fourth Industrial Revolution and the growth of the online market due to pandemic are continuing the growth of the logistics market for product delivery. If it is difficult to deliver the product directly to the customer during delivery, storage and delivery using the unmanned courier box are being carried out. However, existing storage boxes are not actively used due to lack of usability even though they have the advantage of storing goods and delivering non-face-to-face. In addition, existing courier boxes are not prepared for cold chain transportation. The unmanned delivery storage device with ICT cold chain technology should be developed to prepare for the transition to non-face-to-face society, to improve logistics efficiency and meet user's requirements. Also, it is necessary to consider the measures to reduce the safety problems that may occur during the use and maintenance of the automatic system. This study conducted a model-based analysis for the development of unmanned delivery storage devices with ICT cold chain technology, and conducted a study to derive the system development specifications that meet the requirements and secure safety and apply them to the development process.

A Prototyping Tool of Free-Coding-Type Microcontroller Board for Design Education

  • Nam, Wonsuk
    • International Journal of Advanced Culture Technology
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    • v.6 no.3
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    • pp.129-141
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    • 2018
  • As the scope of social expectations and roles in the design field has expanded, the demand for education to cope with changes in the technology environment is increasing in design education. In response to this trend, microcontroller board-type design-prototyping tools have also been introduced into design education, and much educational content is being developed. However, there is the perception that students who are majoring in design without engineering knowledge are still barred from entry. A variety of educational content and tools have been developed to solve these difficulties, although there are several limitations to their practical application. Especially, in the design education courses in universities, the functional expectation level for prototyping is high, but most of the content developed for solving the difficulties has been developed for the lower education levels, and it could be said that a great deal of learning is necessary to solve the problem. In this study, students were asked about microcontroller board utilization and their satisfaction with their design through questionnaires and with the developed microcontroller board development direction via Focus Group Interviews. Based on this, we tested microcontroller boards that eliminate the coding process and which students can use to create and prototype their work as a suggestion to fulfil demand. After using the board, both the usability and improvement of the product were checked. Confirmation of the usefulness of the free- coding-type microcontroller was obtained through this study along with the possibility of responding to various educational demands by applying the application design related to this product.

How of Improve an identity of mobile device interface and usability? (모바일 디바이스의 인터페이스 아이덴티티 개선 및 사용성 증대방안)

  • Song, Sang-Gon;Kim, Young-Sun;Choo, Hee-Jeong;Kang, Tae-Young;Hong, Noh-Kyung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.140-145
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    • 2008
  • Mobile device has a constraint such as a small physical display size and interaction. One of the most important issues in mobile devices is the express an identity of one's products company. It can be appeal to the user in side of consistency. Thus, we integrate and extract an identity element from user experience including, Graphical User Interface, Information Architecture and Audio User Interface. The study was conducted by a task force team with User Interface practitioners of managing divisions of each product. In this study, methods and processes that were attempted in order to establish consistency principles of user experiences, enhancing the various characteristics of each product, are described. The results and practical experiences obtained through the processes are introduced.

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