• Title/Summary/Keyword: user-product interaction

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Analysis of Friction Mechanisms Associated with Write Feeling (필기 감성에 관련한 마찰메커니즘 분석)

  • Park, JinHwak;Kim, MinSeob;Lee, YoungZe
    • Tribology and Lubricants
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    • v.32 no.6
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    • pp.207-211
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    • 2016
  • To interpret the perception that originates from tactile sensibility during people touch and recognize the object surfaces, this study focuses on the development of a friction model that can describe the interaction of a stylus pen sliding over the counter surfaces. In addition, the study includes several other experimental factors such as the pressure, temperature, and topology of surface, which can have an effect on the emotional user experience concerning various surfaces; this research aims to suggest a method to quantitatively evaluate the relation between these experimental parameters and emotional user experience. Accordingly, the objective of research comprises the friction characteristic technology for measurement of fine tribological behavior and a standard to quantify the emotional feedback. Existing panels or input devices that provide interaction feedback about user actions simply operate with a single frequency vibration or sound response. On the contrary, this research investigates various interaction characteristics including friction force, frequency, and surface topology synthetically. Using the developed model, which can explain the relation between the friction parameters and emotional user experience, developers can design their product in order to provide the user with expected emotional sensibility. Consequently, it can contribute to reduce the development cost about sensitivity model.

Research and Design of Functional Requirements of Shared Electric Bicycle App Based on User Experience

  • Xiangqin Zhao;Bin Wang
    • Journal of Information Processing Systems
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    • v.19 no.2
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    • pp.219-231
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    • 2023
  • Intelligent applications are crucial for increasing the popularity of shared urban electric bicycles (EBs). Building an application platform architectural system that can satisfy independent user operations is critical for increasing the intelligent usage of shared EBs. Consequently, we collected online reviews of shared EB applications, conducted semantic processing and sentiment analysis, and refined the positive and negative review data for each function. The positive and negative review indices of each function were calculated using the formulae for positive and negative review indices of product functions, thereby determining the functions that need to be improved. Each function of the Shared EB application was improved according to its business process. The main contributions of this study are to build a user requirement architecture system for the Shared EB application with five dimensions and 22 functions using the Delphi method to design the user interface (UI) of this application based on user satisfaction evaluation results; to create a high-fidelity dynamic interaction prototype and compare user satisfaction before and after improving the Shared EB application functions. The testing results indicate that the changes in the UI significantly improve the user experience satisfaction of the urban Shared EB application, with the positive experience index increasing by 69.21% and the negative experience index decreasing by 75.85% overall. This information can be directly used by relevant companies to improve the functions of the Shared EB application.

An Evaluation of Human-Product Interface Usability (인간-제품 인터페이스의 사용성 평가)

  • 최재하;박영택
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.249-259
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    • 1997
  • As the gap between competing products narrows in terms of performance and quality, the product usability is rapidly becoming a new dimension of product design as the key to offering distinctive value to the customer. Because the user interface is important, not only for the user but also for the efficiency of te whole organiation, system designers require increasingly precise evaluation methods to determine how effective and usable human-product interface is. In this study a new methodology named usability analysis diagram(UAD), for evaluating usability of human-product interface systematically, was developed. UAD is a top-down flow diaagram of a human-product interaction, in ehichfour basic elements - perception, understanding, intellectual decision and action - were classified and then represented by a particular symbol for each. The usability of the product is assessed by the frequency of each symbol in a diagram which represents a sequence of cognitive and physical activities of users during the use of the product, and by the level of difficulty that is classif- ied in three levels in terms of easiness of perception, understanding and action. In order to test validity of the proposed UAD in a real situation, a case study was performed on two different cameras, automatic and manual, and their usability was successfully evaluated and compared.

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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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The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
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    • v.19 no.11
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

Tangible AR Interaction based on Fingertip Touch Using Small-Sized Markers (소형 마커를 이용한 손가락 터치 기반 감각형 증강현실 상호작용 방안)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.5
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    • pp.374-383
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    • 2013
  • Various interaction techniques have been studied for providing the feeling of touch and improve immersion in augmented reality (AR) environments. Tangible AR interaction exploiting two types (product-type and pointer-type) of simple objects has earned great interest for cost-effective design evaluation of digital handheld products. When the sizes of markers attached to the objects are kept big to obtain better marker recognition, the pointer-type object frequently and significantly occludes the product-type object, which deteriorates natural visualization and level of immersion in an AR environment. In this paper, in order to overcome such problems, we propose tangible AR interaction using fingertip touch combined with small-sized markers. The proposed approach facilitates the use of convex polygons to recover the boundaries of AR markers which are partially occluded. It also properly enlarges the pattern area of each AR marker to reduce the sizes of AR markers without sacrificing the quality of marker detection. We empirically verified the quality of the proposed approach, and applied it in the process of design evaluation of digital products. From experimental results, we found that the approach is comparably accurate enough to be applied to the design evaluation process and tangible enough to provide a pseudo feeling of manipulating virtual products with human hands.

The Study on Design of Business Paper Editing Product in Ubiquitous Environment (유비쿼터스 환경에서의 비즈니스 문서 편집 기기 디자인에 관한 연구)

  • Ryu, Su-Min;Park, Ji-Hye;Song, Ji-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.424-429
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    • 2008
  • The purpose of this research is to suggest a competitive design by producing functions and elements needed to users based on a research about device use and needs according to user behavior. We proceeded to the research aiming a design smart document-editing device design which can be used for business regardless of place (at office or home), targeting reasonable and individualistic users from twenties to thirties. By some ways for that, first, we selected target users and based on user interviews to get enough understanding for them. Second, we produced user needs by some troubles after establishing persona and deciding target users on the basis of the research. Third, we designed form-factor visualizing work, organized design spec by the produced concept, and we developed interaction design on the basis of this scenario. Fourth, we made paper prototype and conducted user test. As a result, our final design emphasizes mobile ability and simplicity to be suitable for reasonable individualism and is able to efficiently work input, editing, and output without complicated procedure. We could also prove the validity of the design through usability test.

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Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML (XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

User industry and accumulation of technological capabilities of producers-Finnings from the Korean machine tool industry

  • 임채성
    • Proceedings of the Technology Innovation Conference
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    • 2001.06a
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    • pp.71-95
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    • 2001
  • This study reveals that the user industry has a limited role as a source of technological capability in the case of the machine tools in Korea where the user industry is relatively mope advanced than other capital goods industry. The study examined the sources of technological capability in terms of migration of workforce and flow of product design information. Although the capital goods sector is generally regarded as being the sector where the user producer interaction is important the user industry failed to be the seed-bed of technological capability to develop machines. This study argues that this finding could have implications to the specificity of capital goods in a developing country.

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A Study on the Effects of Motivations and Ability of Using Smartphone on Smartpad Usage Intention (스마트폰 이용동기와 활용능력이 스마트패드 사용의도에 미치는 영향에 관한 연구)

  • Kang, Eung-Goo;Kim, Young-Han;Gim, Gwang-Yong
    • Journal of Information Technology Services
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    • v.11 no.4
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    • pp.1-23
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    • 2012
  • The growing interest in smartphones has increased the number of studies conducted on technology acceptance and user satisfaction. It is now over two years since the launching of smartphones, but there are not many researches on the usage behavior of today's smartphone users. Smart devices have evolved from smartphone to smart pad and smart TV, but there are still not many studies on variables such as knowledge about the parent product and the ability to use it. With this, I decided to study how the motivation and the ability of using smartphones affected the smartphone user's intention to use smartpads. This study presents the usage behavior of smartphone users and proves that the ability to use a parent product (smartphone) affects the user's intention to use an extension product (smartpad). The research results showed that the smartphone usage ability affected both variety of use and rate of use. The convenience and passing time factors affected variety of use; and the social interaction, entertainment and passing time factors affected rate of use. As for the intention to use smartpads, the smartphone usage ability and variety of use positively affected the smartphone user's intention to use smartpads. This study showed that the more the user used a smartphone to pass time and for convenience, the more effectively the user could use various functions. It proves that the variety of use of smartphone is highly related to the acceptance of smartpads. This study also proves that usage ability is an important factor in using innovative products, such as smart devices.