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사용자의 문화적 특성과 인터페이스 디자인의 상관관계에 관한 연구-젊은 세대의 문화적 특성의 변화를 중심으로-
정혜경 ( Chung Hae Kyung ),류한영 ( Ryoo Han Young ) 한국디자인트렌드학회 2006 한국디자인포럼 Vol.14 No.-
Individualism and collectivism are the most famous criteria that describe the cultural difference between Asian and Western. Therefore, it is believed that UI design for Asian should be collectivistic whereas UI design for Western should be individualistic. Such belief seems to be somewhat reasonable, but it is not always agreeable considering the young Korean. The cultural characteristics of young Korean seem to be more individualistic than those of old Korean. Therefore, an experiment was conducted to investigate such cultural changes of young Korean. The results of the experiment showed that the performance of young Korean is significantly better than that of old Korean using the individualistic interface. On the other hand, the performance of young Korean is worse than that of old Korean using collectivistic interface. Therefore, it might be necessary to consider the individualistic attributes in designing UI for younger Korean although it might be still necessary to consider the collectivistic attributes in designing UI for older Korean.
정한나(Han Na Chung),김민정(Min Jung Kim),류한영(Han Young Ryoo) 한국HCI학회 2023 한국HCI학회 학술대회 Vol.2023 No.2
최첨단 정보통신 기술을 활용한 가상피팅 서비스가 활발하게 개발되고 있지만, 이것은 사용자가 기대하는 만족스러운 피팅 서비스를 제공하지 못하고 있다. 이에 본 연구에서는 가상피팅 서비스 디자인에 앞서 피팅 서비스에 대한 사용자 기대경험을 조사하고자 하였다. 그 결과 최종적으로 8 개의 기대경험이 도출되었고, 이는 향후 사용자가 진정으로 원하는 가상피팅 서비스를 디자인할 때 도움이 될 것으로 기대된다.
박주현(Joo Hyun Park),류한영(Han Young Ryoo) 한국HCI학회 2016 한국HCI학회 논문지 Vol.11 No.2
사물인터넷 시장은 미래의 핵심성장 동력으로 폭발적인 성장을 하고 있다. 이에 세계의 주요 기업들은 사물인터넷 시장 선점과 자사 중심의 생태계 조성을 위해서 사물인터넷 서비스를 경쟁적으로 제공하고자 노력하고 있다. 하지만 이러한 사물인터넷 서비스가 정착되고 기업의 발전에 기여하기 위해서는 사용자들이 진정으로 원하고 체감할 수 있으며 새로운 경험을 할 수 있는 사물인터넷 서비스를 제공하는 것이 필요하다. 이에 본 연구에서는 성공적인 사물인터넷 서비스를 제공하기 위해 사용자 가치 요인을 도출하였다. 이를 위하여 먼저 사물인터넷의 개념과 의미를 파악하고 사물인터넷과 관련한 문헌들을 고찰하여 사물인터넷의 트렌드 매트릭스를 도출하였다. 그리고 사물인터넷 관련 문헌에서 잠재적 서비스 가치 항목을 정리하고, 표적집단면접을 실시하여 문헌에 나타나지 않은 사용자의 실제적 욕구와 기대 항목을 추가하여 사용자 가치 요인을 도출하기 위한 문항을 정리하였다. 마지막으로 이렇게 준비된 문항을 활용하여 설문조사를 진행하였으며, 사물인터넷 서비스의 사용자 가치 요인으로 관리성, 관계성, 친숙성, 확장성, 단순성, 오락성, 안전성, 경제성, 보상성, 자동화, 신속성, 정보성, 환경성의 13가지 요인을 도출하였다. 본 연구는 사물인터넷 서비스를 이해하는데 기반 자료로 활용될 수 있으며, 사용자들이 원하는 사물인터넷 서비스를 개발하기 위한 기준이나 평가 항목으로 활용될 수 있을 것으로 기대된다. The Internet of Things(IoT) market is growing exponentially as a core growth engine of the future. Major companies of the world are competitively providing the IoT services to dominate the IoT market first and create ecosystem around their companies. In order to establish the IoT services and contribute to the related industry, they will need to make efforts to provide the IoT services that the users desire, and which the users can have new experiences with. Thus, we attempted to draw out the user value factors to help successful IoT service development. For this purpose, we explored the meaning and concept of IoT, drew out a trend matrix of IoT through the literature review related to IoT and conducted a survey through the user values established by the literature related to IoT and the focus group interviews. As a result, we identified thirteen user value factors of the IoT services, which are manageability, relationship, familiarity, expandability, simplicity, entertainment, safety, economic feasibility, compensation, automation, rapidity, informativity and environment-friendliness. This study is expected to be used as a basic material in understanding the IoT services and as standards or assessment items to develop the IoT services that the users want.
손영림(Yeong-Lim Son),류한영(Han Young Ryoo) 한국게임학회 2017 한국게임학회 논문지 Vol.17 No.1
게임은 긴장, 즐거움, 재미를 위한 움직임이다. 게임 사용자는 게임을 위한 조작 장치인 버튼을 가지고 놀며, 버튼을 움직이는 다양한 방식에 대한 독특한 경험을 한다. 본 연구에서는 게임의 조작성을 버튼 조작의 복잡성과 버튼 조작의 재미로 분해해 어드벤처 게임에서 사물을 사용하는 조작 방식을 대상으로 게임의 조작성에 대한 함의를 논의했다. 즉, 게임은 복잡해도 재미있고, 단순해도 재미있는 특성이 있으며, 행동 특성을 고려해 버튼 조작을 디자인 할 필요가 있다. Game is an activity for the tension, joy and fun. Playing the manipulative button for the game, gamers have unique experience for various ways to use the button. In this study, separating the manipulability of game into the complexity and the fun of button controlling, we tried to discuss the implication about the manipulability of game for the manipulability type to use the objects in adventure game. Namely, either complicated or simple, game has fun feature and needs to design the button controlling in consideration of action characteristics.
스마트폰 어플리케이션의 접근성 향상을 위한 야외 환경에서의 명도대비 연구
이나임 ( Na Im Lee ),류한영 ( Han Young Ryoo ) 디자인융복합학회 2014 디자인융복합연구 Vol.13 No.1
The use of smartphone in the outdoor environment has been increased, it is hard to read the contents on the screen due to the reflection of the sunlight on the screen. For clear legibility, there are some application accessibility guidelines related to brightness contrast. However, most of them are based on web accessibility guidelines. This study was conducted to find the best degree of brightness contrast in the outdoor environment. The result of experiment showed that when the application is designed the brightness contrast of the environment and the screen should be considered as followings : when the background color is 100%(black), 7.46:1, when the background color is 50%(Grey), 2.45:1, when the background color is 0%(White), 2.77:1.
스마트 가전의 사용자 경험 디자인을 위한 주부의 추구 가치 연구 -전업주부와 취업주부를 대상으로-
윤주희 ( Joo Hee Yun ),류한영 ( Han Young Ryoo ) 디자인융복합학회 2014 디자인융복합연구 Vol.13 No.1
The purpose of this paper is to find out what values the housewives and employed housewives pursue from a smart appliance. For this purpose, a survey was conducted using a questionnaire that was developed based on the results of literature review and target user interview. The pursuing values of housewives were eight items: trivial fun of everyday life, excellent newest function, all-around troubleshooter, convenience, identity, transportability, self direction, improvisation. The pursuing values of employed housewives were eleven: easy and quick use, tonic for life, high performance, newest trend, identity, organized activity, hour curtailment, sociality, accuracy, physical lightness, dependence. This study might be meaningful that it objectively investigated the value aimed at housewives who might be the main users of smart home appliances. The result of this paper would be helpful when the product concept is decided in the user-experience based design process.
3D 웹 인터페이스 브라우징에서의 사용자 감성어휘 도출
이유영 ( Yu Yeung Lee ),류한영 ( Han Young Ryoo ),정상훈 ( Sang Hoon Jeong ) 한국감성과학회 2010 감성과학 Vol.13 No.4
This paper examines users` emotion from both 2D and 3D web interfaces and finds their differences. First, 77 words representing users` emotion were collected from the previous research papers. Second, a web survey system was developed using these collected words and prepared 3 web interface prototypes to collect users` emotions from different types of web interfaces. Finally, a web survey was conducted and its results were analyzed. The result of the survey showed that there were emotional words that were commonly experienced from either 2D or 3D web interfaces. However, it also showed that there were emotional differences between 2D and 3D web interface; 3D web interfaces provide users with specific emotional experiences because of their own characteristics - depth and dynamic movement. It is believed that the words collected from the survey could be the criteria to evaluate the quality of the 3D web interfaces and encourage the research on users` emotion from 3D interfaces.
이혜진 ( Hae Jin Lee ),류한영 ( Han Young Ryoo ) 디자인융복합학회 2012 디자인융복합연구 Vol.11 No.6
This study suggests the evaluation method that is both convenient to implement during the interface design process and effective in drawing problems. The utility value of the evaluation method is measured through empirical verification. In order to do so, the necessity to develop a Web interface evaluation method based on user-generated symbols is primarily examined. Then, the interface evaluation method is drawn through utilizing statistical techniques from existing survey in a more logical process. To achieve this, interface problem situations along with simultaneous language and conduct element are extracted, connected and matched, and the usability problem situations, drawn by statistical analysis procedure, are compressed and extracted to major elements. Finally, the comprehensive results based on the drawn major issues of problem situations, and the corresponding language and conduct element usability evaluation standard are presented. The designer conducted both this evaluation method and observation evaluation to assess the efficiency of the user-generated interface evaluation method. The excellence of the proposed evaluation method of this study could be verified since greater amount of usability problems were identified through the user-generated interface evaluation method compared to the observation evaluation, and since designers participating in the evaluation consistently deduced similar problems.