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거시 인터페이스: UI(User Interface) 조직 구축에 관한 연구
반영환,Pan, Young-Hwan 대한인간공학회 2006 大韓人間工學會誌 Vol.25 No.3
Macro interface is primarily focused at the organization, while micro interface is primarily focused at the products or services. UI(User Interface) or UX(User Experience) organizations in Korea are institutionalized from 2000 years. Since most of the UI organizations are not institutionalized with the strategic plan, structures of them aren't optimized efficiency. The structure of the organization is conceptualized as having three core dimensions: complexity, formalization, and centralization. The status of the UI organizations in Korea is reviewed with these dimensions. This study issued the key success factors for institutionalization for UI team. Organizational maturity is considered in 5 levels based on a model by CMMI. The UI strategy has to be based the maturity level of the organization.
반영환(Young Hwan Pan) 대한인간공학회 2008 大韓人間工學會誌 Vol.27 No.1
An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.
반영환(Younghwan Pan) 대한인간공학회 2010 大韓人間工學會誌 Vol.29 No.4
UX (User Experience) Design was an interdisciplinary approach in humanities, engineering, science and design. We classified the roles of user experience; requirement analysis which are user research, constraints analysis and direction analysis, concept design, information architecture, physical UI, graphical UI, sound UI, Olfactory UI, prototype, evaluation, launch, localization, and knowledge management/UI DB. User research methods were classified by the relation of designer, user, and product/service. We reviewed three issues of UX design; complexity management, efficiency management, and mapping management.
Research on the Practical Design Process of Lady Bags Through Big Data
왕요화,반영환,Wang, Yao-Hua,Pan, Young-Hwan Korea Convergence Society 2021 한국융합학회논문지 Vol.12 No.4
본 논문은 조사 연구와 빅데이터 분석을 바탕으로 여성 가방에 대한 단계별디자인 프로세스를 구축하였다. 이 디자인 프로세스는 조사 연구, 개념 도출, 단계별 디자인, 디테일 개선 등 네 가지 단계로 구분되어 있다. 여성 가방디자인에 영향을 미치는 요소의 비중에 근거하여 핵심 요소 데이터를 분석하고, 신제품 디자인과 관련된 요소를 추출하여 개념을 조합한 뒤 단계별로 나누어 디자인 실험을 진행하였다. 그로써 디자인에 적용 가능한 비중을 가늠하고, 최종적으로 신제품 디자인에 적용하였다. 이 프로세스는 디자이너에게 새로운 디자인 각도를 제공해 패션 디자인의 실효성과 실용성을 높일 수 있다는 것이 실험으로 입증됐다. Based on survey and data analysis, this paper established a separate and hierarchical design process for lady bags. The design process is divided into four parts: survey, concept extraction, separation and hierarchy design and detail improvement. In light of the influence value grade of lady bag design elements, the data of key elements of lady bags were analyzed, and elements related to new product design were extracted to form conceptual elements, and integrated into design experiments at different levels. Then, their usable proportion in design was measured and applied in design to complete the design of new products. Through the experiment, this design process can provide designers with a new design perspective and improves the timeliness and practicability of fashion design.
Kindergarten space design based on BP (back propagation) neural network
랴오펑청,반영환,Liao, PengCheng,Pan, Younghwan Korea Convergence Society 2021 한국융합학회논문지 Vol.12 No.9
과거에 설계자는 주로 과거의 경험과 설계 공간에 대한 산업 표준 임계값에 대한 참조에 의존했습니다. 이러한 설계는 종종 사용자의 요구를 충족하지 않는 공간을 초래합니다. 공간설계를 위한 BP신경망 알고리즘을 구축해 설계 매개변수를 생성하는 과정과 방법을 조사하는 것이 목적이다. 그런 관점에서. 본 논문은 공간 내 복잡한 욕구가 많은 유치원을 연구 대상으로 삼고 있으며, 기계학습의 BP신경망 알고리즘을 통해 환경행동변수와 공간설계변수의 상관관계를 각인하고 있다. 공간 설계 매개변수를 생성하는 방법을 연구합니다. 미래에는 특정 환경행동영향요소를 대체하여 해당 공간설계 매개변수를 도출할 수 있어 보다 광범위한 시나리오에 적용할 수 있고 설계자의 효율성을 높일 수 있다. In the past, designers relied primarily on past experience and reference to industry standard thresholds to design spaces. Such design often results in spaces that do not meet the needs of users. The purpose of this paper is to investigate the process and way of generating design parameters by constructing a BP neural network algorithm for spatial design. From the perspective. This paper adopts an experimental research method to take a kindergarten with a large number of complex needs in space as the object of study, and through the BP neural network algorithm in machine learning, the correlation between environmental behavior parameters and spatial design parameters is imprinted. The way of generating spatial design parameters is studied. In the future, the corresponding spatial design parameters can be derived by replacing specific environmental behavior influence factors, which can be applied to a wider range of scenarios and improve the efficiency of designers.