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international conference of design, user experience, and usability | 2011

The Essence of Enjoyable Experiences: The Human Needs

Joon-Hwan Kim; Sung Park; Marc Hassenzahl; Kai Eckoldt

A huge shift in design in the industry has widened the design scope from pursuing usability and visual attraction to covering user’s comprehensive experience. One of the most important aspects of the user experience design is providing positive and enjoyable experience to the users. While both tangible and intangible approaches are important, only a few practical studies have focused on the intangible aspects such as emotion and human needs. This paper describes the importance of the fulfillment of the user’s needs for differentiated enjoyment of user experience design, and suggests a practical design method. The authors propose an experience design process and method, which helps to generate innovative design concepts based on the user’s psychological needs.


human factors in computing systems | 2006

Understanding users in consumer electronics experience design

Joon-Hwan Kim; Sang-Hee Lee; Sung Woo Kim

Designing a user experience is a multi-disciplinary field. While different points of view and diverse approaches are recommended due to the variety of its nature, understanding a user is important in ensuring quality outcomes in all approaches. In this paper, we describe practical user research approaches that we applied in our user experience design process for consumer electronics, approaches that can be performed with limited time and resources. These techniques have been applied in major user experience design stages including understanding user requirements, establishing design strategy, and conducting usability evaluations.


international conference on human computer interaction | 2007

User customization methods based on mental models: modular UI optimized for customizing in handheld device

Bo-eun Park; Scott Song; Joon-Hwan Kim; Wan-je Park; Hyun-kook Jang

The ongoing conflict designers face between the Universal User Interface, focusing on general predispositions, and the Customized User Interface, adjusted to individualistic characteristics, is more prevalent than ever. One reason for this enduring conflict is that mobile devices require that user interfaces (UI) be optimized for each individual user across a global marketplace. This issue inspired us to build a conceptual model of a UI, which supports the maximization of customization and optimization by reflecting personal characteristics. This Modular (each application is defined as its own modular and can be assembled and disassembled) UI was based on four premises: what is reflected, how it was grouped, how it was provided, its affect. Usability testing of the UI was performed in three countries with 8 user groups from each country. Web surveys and FGI (Focus Group Interview) for with 8 user groups from the three countries showed that this type of modular UI can effectively optimize interactions for largely diverse groups of users. This research on customization for user experience is significant because it can generate its users with an optimum interface that aligns with their unique set of biological and cultural characteristics. This study also shows a need for additional research analyzing cultural elements of optimized UI in order to deepen our level of understanding of the influence of cultural factors on the usability of handheld device UIs.


international conference on human-computer interaction | 2007

Approaches to create a universal user experience in handheld electronic product

Joon-Hwan Kim; Wan-je Park; Scott Song; Bo-eun Park; Hyun-kook Jang

A study with the purpose of providing user experience that is consistent with various devices was conducted at a global electronics company that manufactures a variety of digital electronic products. Products selected as study subjects were handheld devices that can receive DMB (Digital Media Broadcasting), play multimedia files, and create files such as photos. The study was conducted by a task force team with User Interface practitioners of managing divisions of each product. In this study, methods and processes that were attempted in order to establish consistency principles of user experiences, enhancing the various characteristics of each product, are described. The results and practical experiences obtained through the processes are introduced.


SID Symposium Digest of Technical Papers | 2005

P‐46: A Low Power Slew Rate Enhancement Method For the Mobile TFT Source Driver Amplifier

Youn-Ho Choi; Jun-Sung Lee; Seung-Beom Park; Y. K. Ku; Hyungjong Kim; Junghun Kim; Bong-Yeon Kim; Joon-Hwan Kim

To increase slew rate of the source driver amplifier more bias current is needed in general. But this means shorter battery life. A new slew rate enhancement method that switches the compensation capacitor is proposed. By using it several times higher slew rate can be obtained without increasing bias current.


international conference on human computer interaction | 2007

Designing input method of hand-held device with international user studies

Scott Song; Joon-Hwan Kim; Wan-je Park; Bo-eun Park; Hyun-kook Jang

In a small hand-held device, a common method of interaction design is expressed by metaphors. Additionally, the labeling can help to understand the meaning of metaphors. Two elements are important to express information and functions appropriately within the physically limited range of the device. For global products, the metaphors should be recognized and transmitted by a large number of users in this labeling. This study conducted a user preference test in the USA, the United Kingdom and China to find the optimal form for the arrangement of such input method design and labeling. As a result of the test, the study could figure out the effective labeling metaphor that would express the arrangement of appropriate input-buttons and their functions in the hand-held device. In addition, the metaphor would be applied to actual product.


Archive | 2014

Display apparatus and method of controlling the same

Dong-Heon Lee; Victor Szilagyi; Yong-hwan Kwon; Joon-Hwan Kim; Heui-jin Kwon; Chang-Soo Lee; Jeong-yeon Lee


International Journal of Design | 2013

Designing Moments of Meaning and Pleasure. Experience Design and Happiness

Marc Hassenzahl; Kai Eckoldt; Sarah Diefenbach; Matthias Laschke; Eva Len; Joon-Hwan Kim


Archive | 2007

User interface device and user interface method

Wan-je Park; Hyun-kook Jang; Joon-Hwan Kim; Heui-jin Kwon; Sang-gon Song


Archive | 2006

User interface apparatus and method

Wan-je Park; Hyun-kook Jang; Joon-Hwan Kim; Heui-jin Kwon; Sang-gon Song

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