• 제목/요약/키워드: user-friendly design

검색결과 405건 처리시간 0.025초

컴퓨터 사이언스 강의실 HCI 도입 : 컴퓨터 사이언스 학생에게 사용자 중심 설계 교육에 관한 사례 연구 (Bringing Human Computer Interaction in Computer Science Classrooms : Case Study on Teaching User-Centric Design to Computer Science Students)

  • 정영주;정구철
    • 한국실천공학교육학회논문지
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    • 제2권1호
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    • pp.164-173
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    • 2010
  • In recent decades, focuses on usability and emphases on user-centric design have become more prevalent in the field of software design. However, it is not always easy for engineers and computer scientists to think in the users' shoes. Human-computer interaction (HCI) is a field of study that focuses on creating technologies easier and more intuitive for the users. This paper is based on teaching HCI skills to undergraduate computer science students in a software application design course. Specifically, this paper employs: first, the HCI skills taught to the students; second, the tendencies and challenges of the students in creating user-centric applications; and lastly, suggestions based on our findings to promote HCI in developing user-friendly software. While more firm conclusions shall be reserved for more formal empirical studies, the findings in this paper still offer implications and suggestions for promoting user-centric approach for software designers and developers in the technology industry.

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실내건축재료의 환경친화에 관한 의미론적 고찰 (A semantic Study on Environmental-friendly of Interior Architecture materials)

  • 강승모;권자인
    • 한국실내디자인학회논문집
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    • 제28호
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    • pp.117-123
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    • 2001
  • In 1990s, interest on Environment has been increased and Environment-oriented consumer's economic power accelerated the trend of preference for 'Environment-friendly material'. Moreover, the concept of 'Sick Building' Syndrome has been spread to the public and solution for the syndrome is required. 'Environment-friendly material'means that the material used is not harmful for the user's health, and on top of that, causes least harm to the environment during production/scrap process of the material itself. Decision of designers and architectures, as a result, is really crucial tot he environment issues. Above all, selecting the most environment-friendly material and design among possible candidates is natural and cost saving way. In the paper, couple of Evaluation Criterium for Material Selection are analyzed and objective linkage has been identified. With the result of analysis, methodology to minimize damage on environment during whole life cycle of the Interior Design has been sought for.

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이용자 인터페이스에 관한 연구-인터넷 특허정보 데이터베이스를 중심으로-

  • 최경화;이란주
    • 한국도서관정보학회지
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    • 제29권
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    • pp.213-239
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    • 1998
  • The purpose of this study is to provide more effective utilization of Internet patent information databases and to help develop an user-friendly interface design. Search functions, level of user-friendliness and user-suport have been closely analyzed, using USPTO, QPAT-US, IBM as well as the relatively well-known domestically-developed Patrom. The factors used in this quality evaluation are those resulting from the combination of CD-ROM databases and traditional databases. The followings are the results. Patrom most effectively utilizes the characteristics of databases. USPTO provides the most adequate Interface for a novice user. QPAT-US employs various auxilary services while IBM uses an assortment of search methods and images. In addition, it is expected that the findings will contribute to the development of user-friendly interface databases.

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성능, 사용성, 환경성 평가를 통한 소형온풍기 설계안 개발 사례 (A Case Study of Eco-Design for a Small-Size Electric Heater by Performance, Usability, and Life-Cycle Assessments)

  • 이백희;유희천
    • 대한산업공학회지
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    • 제40권2호
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    • pp.223-232
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    • 2014
  • Life-cycle assessment (LCA) is often employed to quantify the environmental impact of a product in a comprehensive manner. The aspects of performance and usability as well as that of eco-friendliness should be considered in an integrated manner for the market competitiveness of an eco-friendly product. The present study developed a product improvement plan for an eco-friendly electric heater by benchmarking two small-size electric heaters (companies 'H' and 'T') in terms of performance, usability, and eco-friendliness. The performance measurements such as temperature, humidity, wind speed, noise, and power consumption were collected while the two heaters were operated in a laboratory setting. Then, the usability evaluations such as aesthetics, operation satisfaction, performance satisfaction, and overall satisfaction were surveyed for the two heaters using a 5-point scale (1 for very unsatisfied and 5 for very satisfied). Lastly, the LCA analysis was conducted by following the six-step process of eco-friendly product design provided by KEITI. The analysis results of the two products being integrated with the aspects of product, service, and user, four design improvement directions such as eco-efficient, smart, modularized, and user-support were recommended for an eco-friendly electric heater. These proposed concepts would be useful to develop an eco-friendly electric heater design with a high level of market competitiveness.

명령어 기반 고속선형계획법 인터페이스 설계 및 구현 (The Design and Developement of Command-Based User Interface for High Speed Linear Programming Solving System)

  • 김상국;안재근;임성묵;박순달
    • 산업공학
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    • 제13권4호
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    • pp.725-737
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    • 2000
  • This paper deals with the design and the development of user interface for a high speed linear programming solving system. The general users' educational and practical requirements are analyzed and the functionalities that should be implemented for the requirements are designed. The user interface of the system consists of various carefully designed built-in commands that perform the functionalities. The names of the build-in commands are chosen to enhance the users' convenience. We also address the various factors that should be considered in the design of the linear programming solvers when integrated with the user interface. As one of user-friendly environments, data input system that can understand user-written arithmetic form is added to our user interface system. Finally, we compare our system with other user interface systems.

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탈 기능주의와 현대 가구디자인과의 관계 연구 ((A) Study on the Environment-friendly Material of the Modern Furniture)

  • 김정호
    • 한국가구학회지
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    • 제24권3호
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    • pp.263-272
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    • 2013
  • This study is the content of the environment-friendly is the tendency of one of postmodernism. Rather than end up post-modernism in the past, such trend has affected many in the design of modern furniture. Appeal to emotion in order to achieve an intimate relationship with the user, especially in the new material, you are the fulfillment of desire more than a simple function. In addition, designers of modern Many or even looking from the re-interpretation of the design past the motif of the design such as the time that post-modernism has arrived. Users who are using the furniture, because there is a tendency to features In addition to the primary that it has, you have to Want the meaning of one another, and to Serve by generating story distance from him this some. In this study, to target households that still is very important in modern design, and a historic of postmodernism the concept with a different meaning functional, the figurative to break free from meaning one-dimensional with the furniture I was analyzed on the basis of the flow.

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사용자 참여디자인에 의한 ′A′유치원 놀이터 계획과정에 관한 연구 (A Case Study on the Planning Process of ′'A′ Kindergarten′s Playground Applied User Participatory Design)

  • 최목화;최병숙
    • 한국주거학회논문집
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    • 제15권4호
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    • pp.87-97
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    • 2004
  • The purpose of this study is to introduce the design process for the 'natural-friendly' kindergarten playground using participatory design method. The 'A' kindergarten in Daejon was selected as a case study. The concept of the design was decided by the user's needs which draw out the pictures of children, owner's educational philosophy, and request of the teachers. As a result, the concept approached to 'our neighborhood (Korean traditional village)' image, and was planned with a focus on open space, which allows rich in natural elements(earth ground, trees, flowers vegetable farm, animals, water and sand etc.) and various play activities. And a user participatory design method proved that it was proper to design a kindergarten playground.

HDTV 수신 모듈용 GUI 설계 및 구현 (Design and Development of Graphic User Interface for HDTV MPEG Module)

  • 봉종수;임현석;김세영;김대진
    • 한국콘텐츠학회논문지
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    • 제9권4호
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    • pp.72-80
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    • 2009
  • 디지털 컨버전스 시대에 접어듬에 따라 디지털 텔레비전 수신 모듈의 폭발적인 수요에 맞추어 사용자의 편의성을 강조한 디지털 TV GUI가 중요해지고 있다. 본 논문에서는 HDTV MPEG 수신 모듈의 구동을 위한 메뉴 선택 방식의 GUI를 설계하고 구현했다. 이는 기존의 유저 인터페이스가 가지는 단점들을 극복하고, 사용자에게 보다 친숙하고 편리함을 제공할 수 있는 구조를 가지고 있다. 메인 메뉴를 구성하기 위한 윈도우를 생성하고 메뉴 항목들을 $1{\times}3$ 구조로 화면의 상단에 배치하였다. 그리하여 메인메뉴와 서브메뉴 그리고 하위 메뉴를 한 개의 화면에 표시되도록 구성하였다. 그리고 새로 제작한GUI스타일과 아이콘을 적용함으로써 메뉴 선택 방식의 GUI를 완성하였다.

공공장소에서의 전기 자동차 충전기 디자인 콘셉트 제안 (Proposed concept design for electric vehicle charger in public places)

  • 진아영
    • Design & Manufacturing
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    • 제16권2호
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    • pp.13-19
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    • 2022
  • Recently, electric vehicles are gaining popularity among many domestic and foreign users due to their eco-friendly advantages of reducing fine dust and environmental greenhouse gases. As the demand and supply of electric vehicles increase, the demand for electric vehicle charging infrastructure is also growing together. Many users are experiencing inconvenience due to poor charging infrastructure, which makes them hesitant to buy electric vehicles. Research on the user experience of chargers in apartment complexes, a common residential type in Korea, is being conducted somewhat, but research on the design of electric vehicle charging devices in public places is insufficient. The purpose of this research is to identify user requirements and complaints based on the product design of the electric vehicle charger in public places and propose a new electric vehicle product design concept that meets the requirements. The research method understood the charging base and status of electric vehicles in public places through literature research and examined and analyzed the characteristics and problems of product design cases that improved the charging problem of electric vehicles recently released in the market. It is intended to identify and analyze the problems of the charging device product design through user interviews, a qualitative research method, and based on this, it is intended to propose a user-centered product design concept that improves major complaints.