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노년 계층 생활 지원을 위한 컴패니언 로봇 경험 디자인 연구
유승헌 ( Yoo Seung Hun ),박승민 ( Park Seung Min ) 디자인융복합학회 2017 디자인융복합연구 Vol.16 No.1
This study aims to derive a design framework for the human-robot interaction targeting the elderly generation by structuring the life-centric tasks and the health indexes. Three procedure were involved for designing service to ensure the quality of elderly lives. : First, the ethnography and the interview with stakeholder were conducted. Second, the findings were classified into task groups dependant on the task proximity. Third, the functions of the robots were classified into 4 robot types to match the task groups. The combination of task group and robot types were titled as S-HRX ( Human Robot Experience for Seniors). The S-HRX consists of series of multi modal interfaces including voice and touch interaction. The visual part of S-HRX provides the visual information and also mimics the emotional human facial expression in simplified form. The facial expression types are aligned to the mood of delivered information which performed the positive affection on the cognition and preference of elderly users.
사용자 중심 협업 로봇 경험을 위한 블록 코딩 기반 터치 UX 디자인 프로세스에 관한 연구
유승헌(주저자) ( Yoo Seung Hun(주저자) ),유승헌(교신저자) ( Yoo Seung Hun(교신저자) ) 디자인융복합학회 2018 디자인융복합연구 Vol.17 No.5
The research aims to deliver the block coding based touch UX design for both of novice and expert robot users of collaborative robot in divergent industry. The level of user’s knowledge on robots, the knowledge about the factory and manufacturing analysis were conducted along with the analysis of UX of major collaborative robots currently in use in market. The analysis result was conveyed into the new design of collaborative robot control. 12 robot experts and experienced users were analyzed in FGI and problem listing session to clarify the difference in their mental models, preferences, and the cognitive difficulties of current robot UX. The difference of users’ robot experience showed the different preferences on robot UX. Knowledge on Robot UX and manufacturing system were not coupled and the result showed that the robot UX should provide different types of contents and UI to satisfy the large spectrum of users’ expertise. The suggested new UX provides flexible pivot UI optimized different level users. The interaction surface has been widen from teaching pendant only to robot main body as well for quick perception and intuitive diagnosis. The drag & drop block coding programming screen is newly suggested for novices as well as the text based programming environment for expert users.
온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구
양승희 ( Yang Seung Hee ),유승헌 ( Yoo Seung Hun ) 디자인융복합학회 2019 디자인융복합연구 Vol.18 No.4
As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game’s onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.