RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제

      오늘 본 자료

      • 오늘 본 자료가 없습니다.
      더보기
      • 무료
      • 기관 내 무료
      • 유료
      • Software Identity: Designing for Cyber Security

        Bongkeum Jeong,Jason I. Hong,Chris Csikszentmihalyi 한국HCI학회 2021 한국HCI학회 학술대회 Vol.2021 No.1

        Software Identity (SI) is one of the primary software strategies to lead information design emphatically. SI creates user awareness of software’s philosophy and UI/UX through software development; it is, therefore, significant that all of a software’s user interface and experience design present its identity. This study proposes to understand the meaning and need for Software Identity (SI), which bridges the communication gap between the user and the software, and helps increase usability, emotional satisfaction. We also explore how SI affects our MementoKey (MK) software, and further examines what colour scheme phrasing for successfully establishing cyber security identity. The human-centred design (HCD), in this study, involving 60 diverse participants, indicates that our prototype, MK could effectively lead users through a visualisation and memorisation technique in human-computer interaction to create secure passwords between pairs of adjectives and nouns. We found out that the colour scheme of the software not only increased users’ trust but also contributed to a greater sense of UI design. We believe that colour identity is a meaningful study in connection with software identity design in the trend of reinforcing the importance of cyber security.

      • The New Understanding of User-centered Design through the Extension of User Definition and Goal

        Bongkeum Jeong,Monchu Chen 한국HCI학회 2014 한국HCI학회 학술대회 Vol.2014 No.12

        Thanks to the development of scientific and technological innovation, new high-tech fields are emerging, and in addition to this the area of design is expanding. This suggests that user-centered research must evolve along with new studies and technologies. This study aims to experiment with both ends of the design methodology. The basic principles of such a methodology and the basic research that yields design paradigms exist at one end. At the other end is applied research, which tests the evolution of “user-centered research.” Using a different approach from the traditional HCI development, we study how interactive products play an active role in the process of constructing the identity of users and explore how to design such products so that this process becomes clearer to users. Generally, target users in HCI research start out with a clear “user definition and scope.” However, when the main user is a child, the influence of other users is more dominant than it would be for an adult. This study therefore suggests a “multifaceted/multilayered” structure. By focusing on the intersection of scientific methods and design methods, we hypothesize that we can improve the qualitative value of the changing play-for-fun experience by aligning the activities related to learning and the creation of the “child-self” with the goals of a child’s identity construction.

      • Semiotics: An Approaching Method for Design Strategy

        Bongkeum Jeong 한국HCI학회 2014 한국HCI학회 학술대회 Vol.2014 No.12

        Semiotics as a science contains layers of symbols formed from combinations of the Signifier (singular meaning) and the Signified, and through numerous phases and multiple meanings. This behavioral approach is associated with the language of vision of computer users who enjoy digital media and who consider digital images as visual culture. Thus, the main objective is not simply focusing on image but conveying semantic information and meaning to a party that absorbs information with its own semantic network. The research objective was to verify the formula of “Destination loyalty + Technology + Amusement = ACE Design Code” by conducting a semiotic analysis of the Design of ACE Conference and proposing a Design Strategy. Findings verified the combined interaction of “Technological Signifier with Amusing Signified,” resulting from the combined denotation and connotation of visual images. A semiotic analysis was conducted based on the formative, visual, and linguistic framework of the message by targeting Design of ACE. “Technological Signifier and Emotional Signified,” which ACE Design Code and Computer Entertainment must signify, were drawn from the analysis. Thus, findings of the study indicate that Design of ACE as a symbol of many layers needs to be developed in a way that promotes an understanding of how the symbolic process can bring joy.

      • Children-Robot Interaction for Social-Emotional Learning: Beyond COVID-19 Pandemic

        Bongkeum Jeong,Chris Csikszentmihalyi,Junwu Park 한국HCI학회 2021 한국HCI학회 학술대회 Vol.2021 No.1

        In an effort to resist the COVID-19 pandemic, various public health measures have been implemented worldwide. Schools and Kindergartens closed down in most countries and visiting playgrounds, and other public spaces were banned, and social distancing was enforced. These measures followed in severe changes in children’s day-to-day lives in age groups 5 to 10, with social-emotional interactions being limited almost solely to the direct family. This study has two parts. The first part discusses the challenges and opportunities of social-emotional learning in children and in a robot. The second part explores the idea of a design solution for education and play. We present an idea of the prototype called ‘RoboCo’ to explore the potential role of robot technology in helping social-emotional learning during the COVID-19 pandemic and beyond.

      • Designing for Passwords

        Bongkeum Jeong 한국HCI학회 2017 한국HCI학회 학술대회 Vol.2017 No.2

        본 연구는 컴퓨터 암호(passwords)의 보안을 강화할 수 있는 ‘암호디자인(designing for passwords)’의 프로토타입 개발과 사용성 평가(usability test) 검증을 목적으로 한다. 우리가 프로토타입으로 연구개발한 ‘암호디자인(MementoKey)’는 ‘public/ private key’로 나누어져 있으며 컴퓨터가 생성하는 ‘public key’는 사용자의 실제 비밀번호인 ‘private key’의 기억을 상기시키는데 이용된다. 이 시스템은 개인의 "일정관리(schedule management)"와 비슷한 개념으로서 "암호관리자 (passwords manager)"로 기능할 것이다. 우리의 ‘메멘토키(MementoKey) 인터페이스(UI test) 예비 평가실험(pilot survey)에는 10 여개국 30 명이 참여되었다. 본 실험 참가자들은 국적을 불문하고 모두가 그들의 암호를 분실하거나 기억하지 못해 어려움을 겪은 경험들을 갖고 있었으며, 단어 연상기억법에 의한 암호의 조합은 개인화된 특성으로 인해 사용자 암호보안 측면에서 매우 긍정적으로 나타났다. 향후 사용자 니즈가 반영될 ‘메멘토키"는 ‘public key’에서 1,024 개의 형용사가 단어사전으로 탑재되고, ‘private key’에는 약 5,000 여개의 명사어휘가 적재될 계획이다.

      • Designing for Interaction

        Junwu Park,Bongkeum Jeong,Chris Csikszentmihalyi,Firmino Coutinho,Lucia Abreu 한국HCI학회 2019 한국HCI학회 학술대회 Vol.2019 No.2

        This paper presents a study to observe playful interaction of children with the prototype version of the robotic toy Vrum-play. Vrum-play is a robotic toy for children designed using two objects with two distinct purposes: a toy in the shape of a car, and a projector as the headlights of the toy car. The project aims to observe creative usages of an augmented reality play-space. We present the development process of our design, the result of our user studies, a prototype and finally we discuss the implications of the outcomes to inform further development of the Play- Space.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼