A UI Design Model Based on Core Aspects of User Experience in XR Environments Lee Jai Yong Advisor : Prof. Yoon Gab-geun, Ph.D. Department of Design Management, Graduate School of Chosun University Extended reality (XR) is bringing digital inform...

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
https://www.riss.kr/link?id=T17557175
광주 : 조선대학교 일반대학원, 2026
학위논문(박사) -- 조선대학교 일반대학원 , 디자인학과 실내디자인 , 2026. 8
2026
한국어
확장현실(XR) ; 사용자 경험 ; 어포던스 ; 공간적 어포던스 ; UI 설계 모형 ; 몰입감 ; 실재감 ; 존재감 ; Extended Reality (XR) ; User Experience ; Affordance ; Spatial Affordance ; UI Design Model ; Immersion ; Perceived Realism ; Presence
광주
111 ; 26 cm
지도교수: 윤갑근
I804:24011-200001034264
0
상세조회0
다운로드다국어 초록 (Multilingual Abstract)
A UI Design Model Based on Core Aspects of User Experience in XR Environments Lee Jai Yong Advisor : Prof. Yoon Gab-geun, Ph.D. Department of Design Management, Graduate School of Chosun University Extended reality (XR) is bringing digital inform...
A UI Design Model Based on Core Aspects of User Experience in XR Environments Lee Jai Yong Advisor : Prof. Yoon Gab-geun, Ph.D. Department of Design Management, Graduate School of Chosun University Extended reality (XR) is bringing digital information beyond the screen into the three-dimensional space where users live. In this environment, where the entire space becomes the interface, conventional UI design principles established on the premise of flat screens are no longer sufficient to guide users. What is required is design based on affordance—design that allows users to intuitively recognize what they can do in a space without additional learning. However, existing affordance research has largely remained focused on 2D interfaces or the analysis of individual content, and an integrated design framework for XR environments has yet to be established. Against this background, this study aims to propose a UI design model based on the core aspects of user experience in XR environments, with a focus on spatial affordance. Extended reality (XR) is bringing digital information beyond the screen into the three-dimensional space where users live. In this environment, where the entire space becomes the interface, conventional UI design principles established on the premise of flat screens are no longer sufficient to guide users. What is required is design based on affordance—design that allows users to intuitively recognize what they can do in a space without additional learning. However, existing affordance research has largely remained focused on 2D interfaces or the analysis of individual content, and an integrated design framework for XR environments has yet to be established. Against this background, this study aims to propose a UI design model based on the core aspects of user experience in XR environments, with a focus on spatial affordance.
목차 (Table of Contents)