14 research outputs found

    Design Framework for Multimodal Reading Experience in Cross-Platform Computing Devices - Focus on a Digital Bible

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    With the emergence of cloud computing, a diverse range of content can be read across platforms. Here, we extend our previous research (Kang and Eune 2011), where we proposed three aspects to reinforce seamless reading across different platforms: coherence, immersion, and multimodality. The reading process is classified as pre-reading, during the reading, and post-reading, where each step requires different goals, functions, and types of reading. An appropriate platform among smart phones, Tablet PCs, and PCsis chosen to play a main role at each step. In this research, we verify the design framework of our previous study by analyzing a digital Bible, Youversion, across platforms. In a comparison of the digital Bible and a digital newspaper,which wasthe case from the previous research, we find common characteristics of multimodalreading in each platform. This research contributes to finding a brand new content market for the cloud eco-system while offering a way to enjoy the contentwith an enhanced sense of immersion when analog and digital content types are brought together in a cross-platform environment.OAIID:oai:osos.snu.ac.kr:snu2012-01/102/0000025799/3SEQ:3PERF_CD:SNU2012-01EVAL_ITEM_CD:102USER_ID:0000025799ADJUST_YN:NEMP_ID:A075458DEPT_CD:611CITE_RATE:0FILENAME:____2013_DRS[1].pdfDEPT_NM:디자인학부EMAIL:[email protected]:

    Tangible User Interface Design for Home Automation Energy Management Appliances

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    Home Automation System connects the digital technology and computers to the appliances at home and manages it. It's the frequency of use an position in the home that makes it important to have an aesthetic friendly user interface. There are numerous UI design cases of Display panel or the buttons. However, the usability or aesthetic sensibility design through using a variety of multi-layered emotional satisfaction of feeling that provides the interface design needs to be studied. This study explores the ways to satisfy the emotional needs of Home Automation System and Tangible User Interface (TUI).OAIID:oai:osos.snu.ac.kr:snu2010-01/104/0000025799/16SEQ:16PERF_CD:SNU2010-01EVAL_ITEM_CD:104USER_ID:0000025799ADJUST_YN:NEMP_ID:A075458DEPT_CD:611CITE_RATE:0FILENAME:Tangible User Interface Design for Home Automation Energy Management Appliances.pdfDEPT_NM:디자인학부EMAIL:[email protected]:

    Art and Politics: A Study on Design for Scenario-based Information Guide Map

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    It could be said that the epitome of well-designed information is an easily comprehensible and comprehensive map. If a map functions well, its practicality is without question. It stands as a good example of the efficiency of the medium and the readiness of its user to collaborate in the language of communication it demands. Mapping the area occupied The Kwanak campus of Seoul National University(SNU) is an equally imposing proposition and traditionally the maps produced have long been regarded as inadequate, containing insufficient and inaccurate information, which often misleads the user. My first task was to take these existing maps and thoroughly examine their usefulness, paying particular regard to the possibility of integrating the online digital technology within the University's web site, in order to maximize their value. In collaboration with my class of undergraduate students, I decided to take as sample cases, three different category of user, so as to test, both the status quo and any subsequent solutions I may devise, in the wake of my enquiry. The demands on a map made by staff, students, and visitors. These examples were to form my user groups for the project and provide the necessary scenarios for the investigation. The advantage of incorporating an online interpretation is that it has the facility of hypertext, infinitive space and the efficient search characteristics, being able to enlarge detail on demand, zooming in and out at will. These are luxuries that the offline maps cannot enjoy, simply limited by their two-dimensional state. Would it be possible to integrate the virtual language of the online the diagrams, the icons and introductory text, with the paper version and all its drawbacks? Can one expect this 'hybrid' to be as convenient as a well-conceived offline version? Can we produce maps that are customized to the needs of the user? Will we ever reach a situation where a paper map is redundant? The basis of this inquiry is therefore to explore the potential of an 'eMap' for the Kwanak campus, but an eMap with a difference. It is to be a true aid by which to navigate the location, be interactive enough to provide personal interpretations and have the capacity for translation as a printed artefact. This is a quest to discover a solution to a very complex graphic communication problem that some might consider insolvable. The aim of this study was to produce a customized digital information map for each scenario under the Traffic/Service/Administration headings, designed to demonstrate how each could locate a particular place - an information guide map. To accomplish this, I intend to present a new navigation interface and enlightened methods of map-making

    Sustainable Transport System

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    Sustainable Transport System is an interactive wheel based information installation where users can watch the information projected on the wheel with a narration. Its information consists of 9 questions that are related with road transport systems ranging from 'The history of road traffic' to 'How will the sustainable traffic system evolve in the future'? The circular interface was used to show information in a pie chart, diagram and history of wheel. This interface contains the meaning of sustainable circulation. The modalities of the project are Vision, Sonic, and Touch. A potentiometer sensor is mounted onto the center of wheel, which is linked with Flash action script through Arduino as the technical method. The user enables the information to be navigated by rotating the wheel clockwise from No.1 to No.9 and counterclockwise from No.9 to No.1. CHI attendees can experience the information ranging from history of road transport to necessity of sustainable transport system easily, interestingly and engagingly

    Visualization Methods for Enhancing Tangibility in Digital Documents

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    The initial steps towards transforming all the information from traditional, analog books into digital documents and e-book achieved with the development of technologies that allow printed contents and its information to be quantized, fragmented to digital documents such as PDF, iBook, Kindle. the abstract nature of digitized documents, however, and information saved in typical file formats which is permanently the same appearance with no signs of aged make it difficult for user to experience genuine, original value of reading material in the historical context and also make it hard for user to acquire information in the iterative process with adaptive feelings with tracks of the user made, or make it unintuitive for users to browse, navigate and read contents because of absence of basic natural, gestural interaction with paper and hence suffer from cognitive loads interpreting diverse user interfaces. We propose a design approach, visualization methodology to solve this problem that is enhancing tangibility in digital documents.OAIID:oai:osos.snu.ac.kr:snu2010-01/104/0000025799/13SEQ:13PERF_CD:SNU2010-01EVAL_ITEM_CD:104USER_ID:0000025799ADJUST_YN:NEMP_ID:A075458DEPT_CD:611CITE_RATE:0FILENAME:Visualization_Methods_for_Enhancing_Tangibility_in_Digital_Documents.pdfDEPT_NM:디자인학부EMAIL:[email protected]:

    A Research and Visual Analysis for the Icon of the iPhone Application-Choosing the United States Top 50 As Research Objects.

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    OAIID:oai:osos.snu.ac.kr:snu2010-01/104/0000025799/18SEQ:18PERF_CD:SNU2010-01EVAL_ITEM_CD:104USER_ID:0000025799ADJUST_YN:NEMP_ID:A075458DEPT_CD:611CITE_RATE:0FILENAME:A_Research_and_Visual_Analysis_for_the_Icon_of_the_iPhone_Application.pdfDEPT_NM:디자인학부EMAIL:[email protected]:

    The Use of "Scenario-Based Design" in Interactive Design

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    产品在研发过程中,是无法直接观察到用户对产品的客观评价的,因而无法对产品的适用性进行有 效的测试。SBD(Scenario-Based Design)之所以能够成为解决这些问题的有效方法之一,其原因是它具备可视性、灵活性等特点,并能够直接反映出产品和用户之间的关系及其存在的矛盾,帮助设计师对产品进行准确的定位。因此,SBD 成为了交互设计中不可缺少的重要环节之一。OAIID:oai:osos.snu.ac.kr:snu2011-01/102/0000025799/3SEQ:3PERF_CD:SNU2011-01EVAL_ITEM_CD:102USER_ID:0000025799ADJUST_YN:NEMP_ID:A075458DEPT_CD:611CITE_RATE:0FILENAME:User_Freindly_____.pdfDEPT_NM:디자인학부EMAIL:[email protected]_YN:NCONFIRM:

    Cultural Dimensions in User Preferences and Behaviors of Mobile Phones and Interpretation of National Cultural Differences

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    The purpose of this study is to identify the differences in user behaviors and cultural tendencies which will develop a cultural evaluation frame work for mobile phone design among countries in the mobile telecommunication market. Cultural taxonomy helps the understanding of cultural differences. To help understand the Asian market more clearly, a brief overview of Geert Hofstedes findings (Individualism, Uncertainty avoidance, Power distance, Masculinity, and Long-term orientation) and the K.P. Lees Cultural Variables (Way of Task Handling, Temporal Perception, Conception of Nature, Adherence to rules, Relationship with Human, Nature of Human Activity, Message Contexting, and Expression of Emotion) for the index of different cultures was used in this study. This research is based on an online survey in three countries (Korea, China and Japan), summarizing the responses of questionnaire about user preferences, and behavioral perceptions of UI Design of mobile phones. The result of this research identified the differences and similarities among countries clearly, reorganized the cultural variables. After comparing values of authors value from online survey and two other variables, this study found that Hofstedes and KP Lees are very meaningful to identify cultural-based national characteristics. This verifies that differences of usage behavior and preference for mobile phone reflect cultural perspectives. This cultural research is the key to understanding these needs and to providing the companies with advanced market positioning. This study should not stop at a simple cross-national comparison but be a cultural comparison framework for giving companies a clear future direction for globalization-based design development.OAIID:oai:osos.snu.ac.kr:snu2009-01/102/0000025799/4SEQ:4PERF_CD:SNU2009-01EVAL_ITEM_CD:102USER_ID:0000025799ADJUST_YN:NEMP_ID:A075458DEPT_CD:611FILENAME:Cultural Dimensions.pdfDEPT_NM:디자인학부EMAIL:[email protected]:

    National Cultural Interpretations of Mobile Phone Design and Usage and Development of Cultural Design Framework: A Cross-Cultural Survey among Korea, China, and Japan

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    A comparison of different cultural system is difficult to interpret without a specific cultural criterion. While there are many well-known cultural models such as Hofstedes Cultural Dimensions (HCD), there is none that can be specifically applied to design. Moreover, even though the comparison between the East and the West is often made, a research which focuses on globally spotlighted Asian region is rare. Therefore, this research is to build Cultural Design Framework (CDF) mobile phones based on cultural research and surveys among the 3 countries. This research defines cultural commonalities and differences in the mobile phone usage among Korea, China, and Japan. Furthermore, this study focuses on identifying a relationship between cultural characteristics and mobile phone usage, and on distinguishing cultural discrepancies reflected in the use of mobile phones. In addition, this research provides cultural insights into other cultures and proposes a guideline that meets the needs of mobile industry players that require a fast and inexpensive design and evaluation process within each respective target market.OAIID:oai:osos.snu.ac.kr:snu2012-01/102/0000025799/2SEQ:2PERF_CD:SNU2012-01EVAL_ITEM_CD:102USER_ID:0000025799EMP_ID:A075458DEPT_CD:611FILENAME:2013JSKE_윤교수님.pdfDEPT_NM:디자인학부EMAIL:[email protected]_YN:NCONFIRM:

    Design Ideation Method Adaptation for Creative Concept in Technology Industry

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    Sudden changes in technology require companies to have a workforce that can continually create innovative high concept products and services. Companies that rely on their technology divisions to drive innovation require their engineers to have creative design abilities as well technical prowess. The reliance on engineers with these dual skill sets does not guarantee success and often results in failure due to restrictively systematic methodologies that stifle creativity, engineering monocultures, and t he assumption that technology is a specialists field. Design driven companies, on the other hand, often lack a concrete methodology that can be applied to other companies due to a lack of knowledge of the definition of what design is and the ineffective conversion of employees into creative design forces. Therefore, this paper suggests to introduce a solution that can increase creativity with in the technology centers of the world by analyzing both technology and de sign driven methodologies, combining the methodologies in conjunction with environments that foster learning through doing as seen in the Do It Yourself (D.I. Y.) technology movement.OAIID:oai:osos.snu.ac.kr:snu2009-01/102/0000025799/2SEQ:2PERF_CD:SNU2009-01EVAL_ITEM_CD:102USER_ID:0000025799ADJUST_YN:NEMP_ID:A075458DEPT_CD:611CITE_RATE:0FILENAME:Design Ideation Method Adaptation For Creative Concept In Technology Industry.pdfDEPT_NM:디자인학부EMAIL:[email protected]:
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