• Title/Summary/Keyword: user-centered way

Search Result 54, Processing Time 0.024 seconds

Incorporating User-Centered Design Process into CBD Methodology (CBD 방법론에서의 사용자 중심 설계 프로세스의 적용 방안에 관한 연구)

  • Ham, Dong-Han;Kim, Jin-Sam;Park, Chang-Soon
    • 한국IT서비스학회:학술대회논문집
    • /
    • 2003.11a
    • /
    • pp.233-240
    • /
    • 2003
  • To develop high-quality software systems satisfying the customer's needs, user-centered design (UCD) process has been emphasized in the area of human-computer interaction. And component-based development (CBD) has been extensively studied to realize a systematic software reuse, thereby reducing the time-to-market and the development cost. Balanced integration of user-centered design process and CBD process will be a promising way for successful software construction, which effectively achieves three goals: the quality of software, the cost of software development, and the time-to-market. However, traditional CBD methodology seems to lack the concept of user-centered design process and the relevant methods. This paper proposes a way of incorporating user-centered design process into a CBD methodology. Firstly, this paper gives the brief introduction of UCD. Secondly, we explain typical UCD activities and methods along the phase of systems development lifecycle and propose the use of usability maturity model (UMM) for integrating UCD activities and methods with those of CBD methodology. Finally, as a case study, we describe the results of comparing the UCD activities to the activities of MaRMI-III, which has been developed as a CBD methodology at ETRI.

  • PDF

An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.77-86
    • /
    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

  • PDF

User-centered Design of m-Learning System: Moodle On The Go

  • Minovic, Miroslav;Stavljanin, Velimir;Milovanovic, Milos;Starcevic, Dusan
    • Journal of Computing Science and Engineering
    • /
    • v.4 no.1
    • /
    • pp.80-95
    • /
    • 2010
  • In order to truly integrate e-Learning system into regular curriculum at a university, mobile access to Learning Management Systems has to be enabled. Mobile devices have the potential to be integrated into the classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of Learning Management Systems by students is still on the low rate, mostly because of poor usability of existing e-Learning systems. Our initial research has confirmed this hypothesis. Usability issue is rising to the higher level on the mobile platform, because of the mobile devices' limited screen size, input interfaces and bandwidth, and also because of the context of use. Our second hypothesis was that it is wrong to consider a mobile device as a surrogate for desktop or laptop personal computer (PC). By just adopting the existing Learning Management System on mobile devices with adaptive technologies such as Google proxy, we do not acquire the satisfactory results. Usability can prove to be even lower compared to desktop application. One possible solution to the problem could be development of rich client applications for today's mobile devices that would raise the usability to a higher level. We developed a PocketPC prototype application by using user-centered design principles, which we presented as a third alternative in usability research conducted among university students. Results gathered in such a way have confirmed that development of e-Learning system, in order to be widely accepted by students, needs to have the user(student) in the center of development process.

User-Centered Information Retrieving Method in Blogs (사용자 중심의 블로그 정보 검색 기법)

  • Kim, Seung-Jong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.11 no.9
    • /
    • pp.3458-3464
    • /
    • 2010
  • Due to the recent tremendous growth of internet information, RSS, syndication technology provides internet users with a user-friendly information search. RSS enables you to automatically receive newly updated contents, so users do not need to constantly access web sites to obtain new information. This paper proposes the way of managing the web crawler, which collects the sites of RSS documents and helps the users efficiently use the RSS documents. And it also suggests the proper way of ranking the RSS documents based on the users' popularity. Users can efficiently search out the documents they need by using the proposed information searching methods.

User-Created Content Recommendation Using Tag Information and Content Metadata

  • Rhie, Byung-Woon;Kim, Jong-Woo;Lee, Hong-Joo
    • Management Science and Financial Engineering
    • /
    • v.16 no.2
    • /
    • pp.29-38
    • /
    • 2010
  • As the Internet is more embedded in people's lives, Internet users draw on new Internet applications to express themselves through "user-created content (UCC)." In addition, there is a noticeable shift from text-centered contents mainly posted on bulletin boards to multimedia contents such as images and videos on UCC web sites. The changes require different way of recommendations comparing to traditional products or contents recommendation on the Internet. This paper aims to design UCC recommendation methods with user behavior data and contents metadata such as tags and titles, and compare performances of the suggested methods. Real web logs data of a major Korean video UCC site was used to empirical experiments. The results of the experiments show that collaborative filtering technique based on similarity of UCC customers' preferences performs better than other content-based recommendation methods based on tag information and content metadata.

The Visual Expression Means in Human-Computer Interaction Design (인간-컴퓨터 상호작용 디자인(HCI Design)에서의 시각적 표현수단에 관한 연구)

  • 김명석;유시천
    • Archives of design research
    • /
    • v.9
    • /
    • pp.101-114
    • /
    • 1994
  • This study deals with the issue of actual HCI design embodiment through the investigation on how to interpret and use visual expression means in HCI design in a semantic way. The purpose of this study is to provide the method by which designers can make the user-centered guidelines in HCI design. As a part of the user\ulcornercentered design approaches, this study is based on the understanding of user group types which are divided by his/her extent of exposure to computer especially and is focussed on applying the level of each group's apprehension of visual expression means to the embodiment of HCI design. Major findings of this study are: First, it proposes the 'Visual Tokens Models' as a basic source for the understanding and the embodiment of visual expression means in HCI design; Second, it has examined the correlations between the characteristics of Visual Tokens and user group types that is, naive users, casual users, and expert users; Third, it proposes guidelines for the user-centered embodiment of HCI design in accordance with the correlations.

  • PDF

Real-time Montage System Design using Contents Based Image Retrieval (내용 기반 영상 검색을 이용한 실시간 몽타주 시스템 설계)

  • Choi, Hyeon-Seok;Bae, Seong-Joon;Kim, Tae-Yong;Choi, Jong-Soo
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.313-322
    • /
    • 2006
  • In this paper, we introduce 'Contents Based Image Retrieval' which helps a user find the images he or she needs more easily and reconfigures the images automatically. With this system, we try to realize the language of (motion) picture, that is, the Montage from the viewpoint of the user. The Real-time Montage System introduced in this paper uses 'Discrete Fourier Transform'. Through this, the user can find the feature of the image selected and compare the analogousness with the image in the database. This kind of system leads to the user's speedy and effective retrieving, Also, we can acquire the movement image of the user by Camera Tracking in Real-time. The movement image acquired is to be reconfigured automatically with the image of the user. In this way, we can get an easy and speedy image reconfiguration which sets to the user's intention. This system is a New Media Design tool(entertainment) which induces a user enjoy participating in it. In this system, Thus, the user is not just a passive consumer of one-way image channels but an active subject of image reproduction in this system. It is expected to be a foundation for a new style of user-centered movie (media based entertainment).

  • PDF

Design of Complex Retrieval User Interface for Multimedia Content based on Mobile TV (모바일 TV 기반의 멀티미디어 콘텐츠 복합 검색 인터페이스 설계)

  • Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
    • /
    • v.9 no.3
    • /
    • pp.119-123
    • /
    • 2010
  • Since the two-way interactive broadcasting service began, remote controllers have been fitted with 4 color buttons, which enable interaction and convenience to grow between users and content. With Currently, diverse studies on IPTV are in progress. Particularly, as the mobile market rapidly grows, studies on mobile IPTV and on linkage with other media are constantly increasing. Yet, mobile IPTV has never been studied as of now. In that sense, the present study attempted to design a mobile-based IPTV UI that is fitted with more usability and functionality of 4 color buttons and multi-dimensional search based on consistent criteria for content search. The UI designed in this study was estimated using user interface design guideline. The guideline is comprised of consistency, user centered, ease of use, forgiveness, feedback, functionality, aesthetic integrity.

  • PDF

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.309-318
    • /
    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

  • PDF

A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • Journal of Fashion Business
    • /
    • v.19 no.6
    • /
    • pp.42-57
    • /
    • 2015
  • The purpose of this study is to examine a user-centered and interactivity-based user-participatory design that could be completed by users by helping them to better understand a diverse experience and be involved in a design process. The aspects of expression that were marked by direct user participation and subsequent interactivity in the areas of design, the arts and fashion were investigated to determine their characteristics. The kind of fashion that is characterized by interactivity is of significance in that it is variable according to the purpose of the users, it's possible to have sustained communication with them through their direct participation, and that the designer is consequently able to build a new, communicative relationship with the users as co-creators. This study found that the characteristics of interactivity through direct user participation are classified into four characteristics; One is playfulness. which offers a new experience and way to create fun and vale. Another is variability, which is changeability of form; the third is the convergence of technology and function. Lastly, the fourth is virtuality. This is to embody images in virtual space.