• Title/Summary/Keyword: usability of product

Search Result 296, Processing Time 0.022 seconds

A Study on the UI Design Process of Informative Home Appliances (정보 가전 제품의 UI 설계 프로세스 고찰)

  • 박정순
    • The Journal of the Korea Contents Association
    • /
    • v.1 no.1
    • /
    • pp.59-67
    • /
    • 2001
  • A new intelligent home appliance is being appeared with overlap of telecommunication and home appliance technology. In this kind of product the user interface especially on screen display(OSD) and remote controller, holds a key post and is critical factor of performance and usability. In spite of this importance, the user interface is designed by circurt engineer from a viewpoint of engineering on the basis of his experience and unsophisticated insight. Therefore this study clarifies a user- centered design process of OSD from the designer's viewpoint on the basis of development case and gives a guideline for each stage in consideration of characteristic features that the user interface design of OSD is highly enfluenced by hardware specification and restricted by remote controller as input device.

  • PDF

Carbonation of Circulating Fluidized Bed Boiler Fly Ash Using Carbonate Liquids

  • Lee, Woong-Geol;Kim, Jin-Eung;Jeon, Se-Hoon;Song, Myong-Shin
    • Journal of the Korean Ceramic Society
    • /
    • v.54 no.5
    • /
    • pp.380-387
    • /
    • 2017
  • In this study, unstable CaO was converted into a stable Ca compound by using carbonation in a circulating fluidized bed boiler of fly ash to confirm material usability as cement admixture; also undertaken was carbonation test and mortar to examine chemical and physical change by measuring absorption rate and compressive strength. To investigate the chemical properties of circulating fluidized bed boiler fly ash, XRD and TG-DTA were used to determine how the properties of the reaction product change quantitatively during carbonation. In order to stabilize CaO, carbonation of CaO is considered to be the most desirable process. This is because $CaCO_3$, which is a Ca compound, was produced by carbonate reaction of unstable CaO, and decrease of the absorption rate and improvement of the compressive strength were observed when the carbonated fly ash was replaced with cement.

Distributed Operation of Structural Design Process (구조 설계 프로세스의 분산운용)

  • Hwang Jin-Ha;Park Jong-Hoi;Kim Kyung-Ill
    • Proceedings of the Computational Structural Engineering Institute Conference
    • /
    • 2005.04a
    • /
    • pp.663-671
    • /
    • 2005
  • Distributed operation of overall structural design process, by which product and process optimization are implemented, is presented in this paper. The database-interconnected multilevel hybrid method, in which the conventional design method and the optimal design approach are combined, is utilized there. The method selectively takes the accustomed procedure of the conventional method in the conceptional framework of the optimal design. Design conditions are divided into primary and secondary criteria This staged application of design conditions reduces the computational burden for large complex optimization problems. Two kinds of numeric and graphic processes, are simultaneously implemented on the basis of concurrent engineering concepts in the distributed environment of PC networks. Numerical computation on server and graphic works on independent client are communicated through message passing. Numerical design is based on the optimization methodology and the drawing process is carried out by AutoCAD using the AutoLISP programming language. The prototype design experimentation for some steel trusses shows the validity and usability of the method. This study has sufficient adaptability and expandability in methodology, in that it is based on general theory and industry standard systems.

  • PDF

Analysis and New Agenda of e-Government program (전자정부의 의의와 추진실적 및 향후 과제)

  • HwangBo, Yeoul
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.3 no.1
    • /
    • pp.141-158
    • /
    • 2003
  • This paper examines new phenomenon and transformation that arise from the expansion of knowledge-based economy, envisions the meaning of e-government through comparing traditional administration with new governance, formulates the e-government model, and presents a direction for next e-government for the conclusion. These new phenomenon include a transformation to product and service convergence model, cyber sovereignty dilemma, privacy and information security threats, and various others. Also, there is a gradual transformation from government-oriented administrative approach to a new governance model that strengthens the role of NGO. And, e-government must work together to realize this new governance ideology. New e-government must be transformed where government and citizens can implement and manage e-government together. Therefore, expanding applications of Public Key Infrastructure (PKI) technologies, promotion of e-Democracy, and improvement of user interface to improve usability must be emphasized.

The Effects of Customer Interaction Experiences in Corporate SNSs on Customer Learning Benefits and Customer Trust in the Firm (기업 SNS에서 고객의 상호작용 경험이 고객의 학습 혜택과 기업에 대한 고객 신뢰에 미치는 영향)

  • Lee, Ae Ri;Kim, Kyung Kyu
    • Knowledge Management Research
    • /
    • v.15 no.3
    • /
    • pp.121-140
    • /
    • 2014
  • Many firms have been utilizing SNSs such as Facebook and Twitter actively in order to boost interactions with customers that promote product and service innovations and effective marketing. Although positive outcomes of the customer interactions in SNSs are expected, there exist few studies on the effects of interactions between customers and firms in the SNS context. This study empirically examines how customer experiences in multi-dimensional interactions (i.e., pragmatic, sociability, usability, and hedonic interaction) in corporate SNSs influence customer trust in the firm, and how customer learning benefits are associated with firm benefits such as gaining customer trust. The results indicate that all four dimensions of customer interactions in SNSs have significant effects on customer learning benefits, which in turn significantly influence customer trust in the firm. Meanwhile, the results reveal that there are also direct relationships between specific dimensions of customer interactions in SNSs and the two dimensions of customer trust (i.e., ability-based and benevolence/integrity-based). Based on the findings, this study diagnoses the status of corporate SNSs in terms of collaboration with customers and provides practical implications for firms which attempt to capitalize on the multi-dimensional customer interactions in SNSs and to facilitate innovative activities with customers.

  • PDF

A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data (게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
    • /
    • v.17 no.3
    • /
    • pp.33-44
    • /
    • 2017
  • With the development of the Internet environment, various types of online reviews are being generated and exchanged among consumers to share their opinions. In line with this trend, companies are making efforts to analyze online reviews and use the results in various business activities such as marketing, sales, and product development. However, research on online review in industry related to 'Video Game' which is representative experience goods has not been performed enough. Therefore, this study analyzed STEAM community review data using machine learning techniques. We analyzed the factors affecting the opinion of other users' game review. We also propose managerial implications to incease user loyalty and usability.

Development of Casual MMORPG for Pre-Teenagers -Focus on UI- (유소년층 타깃의 캐주얼 MMORPG 개발 -UI를 중심으로-)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.2
    • /
    • pp.125-131
    • /
    • 2008
  • When developing MMORPG targeting pre-teenagers, developer has to consider the users' psychology and physiology characteristics. In the product of endless decision making in the game play, pre-teenagers make improvised choice and make intuitional decision. Therefore, based on users understanding, the Alpha version of online game has been shown and examined its usability through FGI. In conclusion, the game interface integrating with story-telling based leads the users more into the game. Also, it is more important to post in game screen layout by importance of the information or frequency in using In addition, it is inspected that when users control the interface mentioned above, the response had to be quick and precise.

Design and Implementation of a Messenger Program for PDA Using UML (UML을 이용한 PDA용 메신저 프로그램 설계 및 구현)

  • Kwon, Young-Jik;Cui, Jun;Kwon, Dong-Hwoon
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.15 no.5
    • /
    • pp.149-158
    • /
    • 2010
  • A messenger program in this paper was designed and implemented using Use Case Diagram, Class Diagram, Activity Diagram, and Sequence Diagram. We selected total 7 major functionalities such as PC server, login, friends management, chatting, file transfer, account management, etc. The followings are various implementation results from this paper. First, developers could easily understand the desired product and programming flow from using UML Diagrams. Second, PDA users could communicate with developers for a long time without time constraints. Third, there was high usability of UML Diagram in the phase of objected-oriented analysis. Forth, it was easy to update and maintain a program.

The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience (무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석)

  • Yoo, Chul-Woo;Kim, Yang-Jin;Moon, Jung-Hoon;Choe, Young-Chan
    • Asia pacific journal of information systems
    • /
    • v.18 no.4
    • /
    • pp.105-130
    • /
    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

A Destructive Method in the Connection of the Algorithm and Design in the Digital media - Centered on the Rapid Prototyping Systems of Product Design - (디지털미디어 환경(環境)에서 디자인 특성(特性)에 관한 연구(硏究) - 실내제품(室內製品) 디자인을 중심으로 -)

  • Kim Seok-Hwa
    • Journal of Science of Art and Design
    • /
    • v.5
    • /
    • pp.87-129
    • /
    • 2003
  • The purpose of this thesis is to propose a new concept of design of the 21st century, on the basis of the study on the general signification of the structures and the signs of industrial product design, by examining the difference between modern and post-modern design, which is expected to lead the users to different design practice and interpretation of it. The starting point of this study is the different styles and patterns of 'Gestalt' in the post-modern design of the late 20th century from modern design - the factor of determination in industrial product design. That is to say, unlike functional and rational styles of modern product design, the late 20th century is based upon the pluralism characterized by complexity, synthetic and decorativeness. So far, most of the previous studies on design seem to have excluded visual aspects and usability, focused only on effective communication of design phenomena. These partial studies on design, blinded by phenomenal aspects, have resulted in failure to discover a principle of fundamental system. However, design varies according to the times; and the transformation of design is reflected in Design Pragnanz to constitute a new text of design. Therefore, it can be argued that Design Pragnanz serves as an essential factor under influence of the significance of text. In this thesis, therefore, I delve into analysis of the 20th century product design, in the light of Gestalt theory and Design Pragnanz, which have been functioning as the principle of the past design. For this study, I attempted to discover the fundamental elements in modern and post-modern designs, and to examine the formal structure of product design, the users' aesthetic preference and its semantics, from the integrative viewpoint. Also, with reference to history and theory of design my emphasis is more on fundamental visual phenomena than on structural analysis or process of visualization in product design, in order to examine the formal properties of modern and post-modern designs. Firstly, In Chapter 1, 'Issues and Background of the Study', I investigated the Gestalt theory and Design Pragnanz, on the premise of formal distinction between modern and post-modern designs. These theories are founded upon the discussion on visual perception of Gestalt in Germany in 1910's, in pursuit of the principle of perception centered around visual perception of human beings. In Chapter 2, I dealt with functionalism of modern design, as an advance preparation for the further study on the product design of the late 20th century. First of all, in Chapter 2-1, I examined the tendency of modern design focused on functionalism, which can be exemplified by the famous statement 'Form follows function'. Excluding all unessential elements in design - for example, decoration, this tendency has attained the position of the international style based on the spirit of Bauhause - universality and regularity - in search of geometric order, standardization and rationalization. In Chapter 2-2, I investigated the anthropological viewpoint that modern design started representing culture in a symbolic way including overall aspects of the society - politics, economics and ethics, and its criticism on functionalist design that aesthetic value is missing in exchange of excessive simplicity in style. Moreover, I examined the pluralist phenomena in post-modern design such as kitsch, eclecticism, reactionism, hi-tech and digital design, breaking away from functionalist purism of modern design. In Chapter 3, I analyzed Gestalt Pragnanz in design in a practical way, against the background of design trends. To begin with, I selected mass product design among those for the 20th century products as a target of analysis, highlighting representative styles in each category of the products. For this analysis, I adopted the theory of J. M Lehnhardt, who gradated in percentage the aesthetic and semantic levels of Pragnantz in design expression, and that of J. K. Grutter, who expressed it in a formula of M = O : C. I also employed eight units of dichotomies, according to the G. D. Birkhoff's aesthetic criteria, for the purpose of scientific classification of the degree of order and complexity in design; and I analyzed phenomenal aspects of design form represented in each unit. For Chapter 4, I executed a questionnaire about semiological phenomena of Design Pragnanz with 28 units of antonymous adjectives, based upon the research in the previous chapter. Then, I analyzed the process of signification of Design Pragnanz, founded on this research. Furthermore, the interpretation of the analysis served as an explanation to preference, through systematic analysis of Gestalt and Design Pragnanz in product design of the late 20th century. In Chapter 5, I determined the position of Design Pragnanz by integrating the analyses of Gestalt and Pragnanz in modern and post-modern designs In this process, 1 revealed the difference of each Design Pragnanz in formal respect, in order to suggest a vision of the future as a result, which will provide systemic and structural stimulation to current design.

  • PDF