• 제목/요약/키워드: 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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    • 제11권1호
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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.

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

  • 허승현;최은만
    • 정보처리학회논문지D
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    • 제13D권4호
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    • pp.593-602
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    • 2006
  • 소프트웨어 개발 방법론은 자원의 재사용을 통하여 생산성을 향상시키고, 제품을 만들어 시장에 배포하기까지 소요되는 시간인 time-to-market을 감소시킬 목적으로 발전되어왔다. 이러한 방법 중의 하나인 프로덕트 라인을 구현하는 기존의 방법은 중심 자원에 대한 간섭이 심하여 가변적 기능과의 조합 절차에서 많은 비용을 요구하므로 기대만큼의 효과를 얻기 힘든 상황이다. 본 논문에서는 소프트웨어 프로덕트 라인의 조합 프로세스를 개선한 방법으로 관점 지향 프로그래밍(Aspect-Oriented Programming)을 도입한다. AOP의 문법 요소인 결합점(join point) 과 교차점(pointcut), 충고(advice)를 이용하여 중심 자원과 가변적 기능을 코드 변경 없이 조합하는 방법을 소개하고, 간단한 시스템을 사례로 들어 관점 지향 개념을 적용하여 요구를 분석 하고 UML로 설계한다. 설계 단계에서 도출된 가변 기능은 구현 단계에서 관점 지향 언어인 AspectJ를 이용하여 중심 기능과 결합한다. 이 실험을 통하여 효율적인 프로덕트 라인의 구현을 보이고, 유용성과 실용성을 입증한다.

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

  • 김현주;나현신
    • 한국의류산업학회지
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    • 제16권3호
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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
    • 패션비즈니스
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    • 제21권6호
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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
    • 한국멀티미디어학회논문지
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    • 제19권3호
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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.

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

  • 최동주;유지호;이현직
    • 한국측량학회지
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    • 제23권2호
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    • pp.157-163
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    • 2005
  • 21세기 지식정보사회로 접어들어 GIS가 부각됨에 따라 GIS의 활성화를 위한 기본지리정보에 대한 중요성이 대두되고 있다. 기본지리정보를 관리 감독하는 국토지리정보원에서는 2000년부터 기본지리정보구축에 관한 연구 등을 수행하여, 기본지리정보의 범위 선정과 데이터모델 표준화가 이루어 졌으며, 기본지리정보 유통과 구축에 필요한 생산사양이 이루어짐에 따라 기본지리정보의 품질 및 활용성에 대한 검토가 필요한 실정이다. 본 연구에서는 시설물분야 기본지리정보 생산사양에 따른 기본지리정보를 3단계에 걸쳐 구축하였으며 기 구축된 교통, 수자원, 행정경계 기본지리정보와 통합하여 활용성 평가를 수행하였다.

Evaluation of Three Feasible Biodegradation Models for Food Waste

  • Kwon, Sung-Hyun;Cho, Daechul
    • 청정기술
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    • 제28권1호
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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.

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

  • 박재민;김영민
    • 대한안전경영과학회지
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    • 제24권3호
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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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    • 제6권3호
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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.

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

  • 송상곤;김영선;추희정;강태영;홍노경
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.140-145
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    • 2008
  • 모바일 디바이스는 한정된 디스플레이 공간과 인터렉션의 제한적인 요소를 가지고 있다. 모바일 디바이스의 중요한 이슈 중 하나는 이러한 상황에서 어떻게 제조사의 Identity를 표현할 수 있느냐 하는 것이다. 그것은 사용자에게 일관성이라는 측면에서 매력적이기 때문이다. 그러므로 우리는 GUI, IA, AUI 요소에 해당하는 사용자 경험요소들로부터 추출하고 통합하는 작업들을 진행하였다. 이 연구는 각 부서의 실무담당자들이 모여 전사 TF로 진행되었다. 이 연구에서는 대상제품의 다양한 특성을 반영하면서 일관성을 유지하기 위해 여러 방법들과 프로세스들을 거치면서 시도되었다. 이러한 적용 가능한 결과들은 진행되는 본문에서와 같은 논의과정을 거쳐 얻어진 젓이다.

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