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Improvement of user experience through the visualization of invisible information
Nock Hwan, Kim
The Graduate School
Sungkyunkwan University Department of Human ICT Convergence
Improvement of user experience through the visualization of invisible information
Nock Hwan, Kim
The Graduate School Sungkyunkwan University
Department of Human ICT Convergence
Improvement of user experience through the visualization of invisible information
Nock Hwan, Kim
A Masters Thesis Submitted to the Department of Human ICT convergence
and the Graduate School of Sungkyunkwan University
in partial fulfillment of the requirements
for the degree of Master of Science in Human ICT Convergence
October, 2015
Approved by Jun Dong, Cho Major Advisor
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TABLE OF CONTENTS
ABSTRACT .............................................................................................................................. 1
I. Introduction ..................................................................................................................... 3
1. Background and necessity of research ................................................................................. 3
2. Thesis structure and method of research............................................................................. 4
II. Literature Review ........................................................................................................... 6
1. Invisible information ............................................................................................................. 6
2. Visualization of information ................................................................................................. 8
3. User experience on visualization process. .......................................................................... 11
4. Framework design for analysis of cas study. ..................................................................... 12
III. Case study ...................................................................................................................... 13
1. Research background and objectives ................................................................................. 13
2. Analysis about information flow ........................................................................................ 14
3. Analysis of used parts .......................................................................................................... 16
4. Analysis of visualization process ........................................................................................ 17
IV. Guideline suggestion ..................................................................................................... 18
1. 1st guideline ........................................................................................................................... 18
2. Case study for verification of guideline ............................................................................. 20
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3. Final guideline ...................................................................................................................... 21
V. Conclusion ..................................................................................................................... 23
REFERENCE ......................................................................................................................... 24
국문초록 .................................................................................................................................. 31
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LISTS OF FIGURE AND TABLE
Figure 1. Flow of this paper ......................................................................................................... 5
Figure 2. Major characteristic according to the scale (Seong, 2006, Research Methodology,
p.121) .............................................................................................................................................. 6
Figure 3. Classification of sensors according to detecting target (Kim, 2000, Let’s using of
the sensor, p.21-22) ........................................................................................................................ 7
Figure 4. The main advantages and considerations of information visualization (Oh, 2009,
Information design textbook) ....................................................................................................... 8
Figure 5. Interactions between the seven stages (Fry, 2007, Visualizing Data: Exploring and
Explaining Data with the Processing Environment) .................................................................. 9
Figure 6. Visualization of information & Perception procedure (Spence, 2007, Information
Visualization: Design for Interaction) ......................................................................................... 9
Figure 7. Visualization of information methods (Korea Database Agency, 2014, The Guide
for Advanced Data Analytics Professional) ............................................................................... 10
Figure 8. USA Elections Map (Interactive World maps, 2015,
http://cmoreira.net/interactive-world-maps-demo/usa-custom-election-map) ...................... 10
Figure 9. Three frameworks for analysis of case ...................................................................... 12
Figure 10. Four chart about case study ..................................................................................... 13
Figure 11. Analysis of information flow ............................................................................... 14-15
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Figure 12. Analysis of used parts ............................................................................................... 16
Figure 13. Collage of used parts................................................................................................. 17
Figure 14. Analysis of visualization process .............................................................................. 17
Figure 15. 1st guideline ............................................................................................................... 19
Figure 16. Applied guideline case: Color block ........................................................................ 20
Figure 17. Developed color block ............................................................................................... 21
Figure 18. Final guideline ........................................................................................................... 22
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ABSTRACT
Improvements of user experience through the visualization of invisible information
Hardware prototyping has been used as a useful approach for development in study of the
HCI field. In particular, the emerging of spotlighted research areas like healthcare, wearable device
and VR makes the offering of positive user experience has become an important part of research.
Accordingly, the need of hardware prototyping method is increasing in order to predict and verify
the effects of the materialized idea. In order to meet this demand, the various forms and types of
hardware prototyping tools; Arduino, Raspberry Pi, Little Bits, and so on appeared on the market.
As a result, the difficulty of making the device is lowered and the reliability of the prototype results
is raised compared to the investment of time and materials. Device reliability is increased with the
emergence of various tools, while it is difficult to find knowledge and experience information about
what is efficient to select any part and to implement any way in order to promote user experience.
In this paper, I collected and organized the knowledge and experience information in order to
making reference data that researcher and developer can consult to promote the usability of
hardware prototypes. In particular, I suggest guideline oriented to visualization of invisible
information for improvements of user experience.
In this paper, based on the literature review, I collected and organized meaning, types, and
methods of three items; invisible information, information visualization, and improving the user
experience in visualization. Based on previous results, I extract major attributes during
visualization process. In addition, based on the case study of research and development examples;
department of Human ICT Convergence in Sungkyunkwan University, I analyzed about ratio of
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hardware prototyping and visualization, types of input and output information, utilizing parts, and
visualization process by graphs and tables. Based on literature review and case study results, I
suggest the primary hardware prototyping guideline. Then, I do color block project refer to primary
guideline and reinforce the guideline on the basis of project output. In this paper, I suggest
organized materials that can be referred by researcher to expand usability of hardware prototype
and guideline that can be referred by novice developer to reduce mistakes and errors.
KEYWORDS : HCI, Visualization of information, hardware prototyping, guideline
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I. Introduction
1. Background and necessity of research
HCI(Human Computer Interaction) research field connote meaning that ‘There are
user(human)’. Existence of user makes HCI researcher using hardware prototyping method
frequently. Hardware prototyping also has been used as a useful approach by developer. That
method helps analysis and experiment about usefulness, usability, and affect roughly through pilot
test.
In addition, spotlighted research areas like healthcare, wearable device, VR, and so on are
appeared and studied actively by researcher. The offering of positive user experience is significant
factor in these areas. For example, developer of smart maternity clothes will test about response
and feeling of expected user; pregnant woman and husband when materialize healthcare idea (Jeon,
2015). Accordingly, the demand of using hardware prototyping method is increasing in order to
predict and verify the idea.
High demand makes change of market. The various forms and types of hardware
prototyping tools appeared on device transactional website and kickstarter project. Arduino,
Raspberry Pi, and Little Bits are representative product that developer mostly using. Emerging of
these tools bring two advantage to HCI research field. First, the difficulty of making the prototype
device is lowered. Beginner can enter to making easily because learning time is decrease and
operating tool is simple. Second, reliability of the prototype results is raised. On the same condition;
investment of time and materials are equal, accuracy are increase and finding error is simple
compare to before using tools.
However, it is difficult to going from idea to prototype yet. There are many device parts and
novice developers do not know what to select. In addition, knowledge and experience information
isn’t easily found. These data is tacit knowledge that internalized commonly. First purpose of this
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thesis is to collect and analyze the precedence case of SKKU. I expect to externalized reference
data can help many researchers. Second purpose of this thesis is to make guideline from data. I
expect to guideline can help many developers.
In particular, I suggest guideline about visualization of invisible information. Visual
information comprises a large proportion of user experience during using device. For this reason, I
concentrate visualization and make title of this paper; ‘Improvement of user experience through the
visualization of invisible information’.
2. Thesis structure and method of research
The body of this paper is composed 3parts; Literature review, Case study and Guideline
suggestion. Guideline suggestion part is diveded to 1st guideline, case study for verification, and
final guideline. Figure 1 show each steps purpose rough. Literature review makes frame for
analysis. Case study collects and organizes examples matching to frame. 1st guideline is made
based on identified types of case. Then, verification is attended. Lastly, consolidated final guideline
is suggested.
In literature review part, I research and make form for case study. Research aims to do
analysis of visualization process. Analysis themes are invisible information, visualization of
information, and improving the user experience in visualization. Based on previous works, I extract
major attributes and make three frameworks for case analysis.
In case study part, I collect and arrange the data refer to frameworks. Data comes from 2
groups. 1st case is 58 submitted papers from department of Human ICT Convergence on
Sungkyunkwan University.
In guideline suggestion part, I suggest preliminary guideline. Then, I proceed project refer
to guideline and verify applicability of 1st guideline. Project object is making block that showing
magnitude of external force by visualization method. Finally, I reinforce the guideline on the basis
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of project output.
Figure 1. Flow of this paper
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II. Literature Review
1. Invisible Information
Information that is appeared in hardware prototyping process is classified into two
categories. There are input information and output information. Input information is principally
measured values by the various sensors. Output information come out in the form of sense to user.
Used types of sense are mainly visual, auditory and tactile feeling except for the smell and taste. In
this paper, I define the invisible information as any information that is not externalized by
visualization on the implemented device.
Input information can be separated by expression form. First, input information is
qualitative or quantitative. Qualitative information is described as a language, character, etc. For
example, ‘The handle was uncomfortable with use’. Quantitative information is shown as a value,
symbol, and figure such as ‘27cm’, and ’64.3kg’. Also, information is divided into further detail by
type of scale. There are 5 scales like nominal, ordinal, interval, ratio, and absolute scale. Figure 2
shows major feature according to the scale. Input information is mainly measured by interval scale,
ratio scale, and absolute scale on sensors of prototypes. That is qualitative information.
Figure 2. Major characteristic according to the scale (Seong, 2006, Research Methodology, p.121)
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Input information is usually measured using the various sensors. Direct entering data of user
is usually rejected because of the inconvenience. Classifications of sensors are mechanical, electro-
magnetic, optical, radiation, acoustic, thermal, chemical, and biological according to detecting
target. Figure 3 contains information about detail classification of sensors.
Figure 3. Classification of sensors according to detecting target (Kim, 2000, Let’s using of the sensor, p.21-22)
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Output information can be separated by the human senses can perceive. Mostly, the output
information is communicated with user in the order of sight, hearing, and tactile feeling. For
example, we take data from smartphone by display, speaker, and vibration signal. Visual output is
conveyed to user through the way like blink, color change, graphic, and so on. Auditory
information is processed by level of sound, tone, frequency, phase, etc. Tactile signal is appeared in
various forms; thermal changes, vibration, movement, pressure, etc.
2. Visualization of Information
Visual information has a high weight in which cognitive processes. Visual areas of the brain
take up half of the brain information processing capability. A significant amount of brain be
dedicated to processing visual images.(Weinschenk, 2009) So visualization of information is
studied in many research field; HCI, computer engineering, graphic, visual design, big data, etc.
Also, it is important to develop prototype. Information visualization helps to interaction with user
through expansion of recognition. Figure4 shows the merits and demerits of visualization.
Figure 4. The main advantages and considerations of information visualization
(Oh, 2009, Information design textbook)
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Visualization of information has procedures. Ben Fry(2007) arrange the visualization
process like figure 5. Fry explain stages focused on the interaction between each step. Information
is structurally categorized on the parse step after acquiring the information. Then, filtering the
information to remove unwanted information and make information extraction algorithms from
mining. Find the effective expression methods on represent steps and transfer the feedback to
acquire and filter steps. And refine the information representation. Finally, refined data is interacted
with user and user’s response is feedback to mine and refine steps. Robert Spence(2007) show the
information visualization and perception procedure like figure 6. Spence explain procedure by 3
steps; representation, presentation, and interaction.
Figure 5. Interactions between the seven stages
(Fry, 2007, Visualizing Data: Exploring and Explaining Data with the Processing Environment)
Figure 6. Visualization of information & Perception procedure
(Spence, 2007, Information Visualization: Design for Interaction)
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These steps are observed similarly in hardware prototyping. Input value obtained by the
sensor is processed on the MCU and shown as the output value like blink of red light. Output value
is communicated with user and evaluation is reflected in prototype improvement. Also, Ben Fry and
Robert Spence have represent step in common. That implies purpose and method of visual
expression is important issue.
There are many developed visualization method. Figure 7 shows classified table by purpose
of visualization. Time visualization represents change and is used for track the tendency.
Distribution visualization can show occupied degree of all. Relation visualization helps to predict
changes in the future. Comparison visualization can strengthen the interesting part to highlight the
differences from another. Spatial visualization is used to show enhanced information to represent
the location data like figure 8. Each method has different advantages and disadvantages, so use
properly method for the purpose.
Figure 7. Visualization of information methods
(Korea Database Agency, 2014, The Guide for Advanced Data Analytics Professional)
Figure 8. USA Elections Map
(Interactive World maps, 2015, http://cmoreira.net/interactive-world-maps-demo/usa-custom-election-map)
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3. User Experience on Visualization Process
User experience is occurred when someone interact with prototype device. Occurred time is
interact stage of Ben Fry model and interaction stage of Robert Spence model. Usability and
emotional experience of results can be improved as considering user experience during
visualization process.
Bahn(2013) speak four kinds of factors to consider when design an interaction process in
the book. First, we need to think about the affordances. Affordance is perceived characteristics of
an object or environment to induce the behavior of actors. Product that has high level of behavior
affordance can be used natural as intended manner without additional description. It is necessary to
add an appropriate signifier in order to induce action.
Second, the prototype must provide the appropriate feedback. If the reaction of
device(output information) is not fit to behavior of user(input information), usability will be
reduced extremely although the reliability of the equipment is high. Visual feedback is to convey
information by using the characteristics such as color, shape, size, movement, etc. For example of
commonly used visual feedback in digital media, there are warning window, a progress bar, flicker
effect for notifying a new information arrives.
Third, proper response relationship is important. Developer should design carefully
considering arrangement of components, behavior of user, and meaning of components when
creating product. If the stove are arranged up and down and the turn-on buttons are arranged left
and right, that have inappropriate correspondence. If developer use the green light that is
recognized departure as a means of stop, it can cause a major accident. Improper relation can bring
the chaos to user.
Last, suitable constraints and limitations are need. Various options and excessive
information can make complicate interaction. Developer can induce defined action by the
constraints during input process and transfer the information concisely by the limitations about
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amounts of information during output process.
Besides, visualization on display is need to consider PSE(Picture superiority effect) and
Gestalt laws. If information is presented as pictures memories are last for long rather than as words
according to PSE. That means to use figure and symbol is good for user experience. Gestalt laws
include several laws; law of grouping, law of pragnanz, and so on. These laws can be used for
making concise visual information.
4. Framework design for analysis of case study
In this thesis, I suggest three frameworks for analysis of case study based on the literature
review. Each framework has purpose; analysis of information flow, analysis of used parts, and
analysis of visualization process of hardware prototypes. (A) framework is aimed at hardware
prototype idea, (B) framework is aimed at materialized hardware prototypes and (C) framework is
aimed at hardware prototypes that using visual expression.
(A)
(B)
(C)
Figure 9. Three frameworks for analysis of case
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III. Case study
1. Research background and objectives
Case study aimed at presented paper by department of Human ICT Convergence on
Sungkyunkwan University. Researched cases satisfy four conditions. First, lead author of the thesis
belong to department of Human ICT Convergence. Second, professor of this department is coauthor
of the thesis. Third, the paper is published on 2014 and 2015. Last, developed paper is considered
to one case. According to these conditions, 55 cases were researched. Each case is analyzed by
previously suggested frameworks.
Figure 10. Four chart about case study
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Figure 10 shows four chart about 55 cases. Subject of 29 cases(52.7%) require hardware
prototyping for study. Among 29 papers that need hardware prototype, 23 cases(79.3%) use visual
expression to interact with user. Among 29 papers that need hardware prototype, 16 cases(55.2%)
develop hardware prototype. Among 16 materialized prototypes, 13 cases(81.3%) use visual
method for interaction.
2. Analysis of information flow
29 cases that require hardware prototyping are analyzed by information flow framework.
This framework has seven items; title, purpose, input information, type of input information, output
information, type of output information, and lead author. This analysis shows selected input
information is mostly quantitative data(18 cases, 62%) that can processes easily and selected output
information is mostly visual information(23 cases, 79.3%) when planning hardware prototype.
Figure 11(a). Analysis of information flow
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Figure 11(b). Analysis of information flow
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3. Analysis of used parts
16 cases that develop hardware prototype are analyzed by used parts framework. This
framework has six items; title, input parts, MCU, output parts, hard case, and lead author. Figure 12
shows the analysis results and Figure 13 shows organized data. This analysis shows selected mainly
used parts to develop hardware prototype.
Figure 12. Analysis of used parts
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Figure 13. Collage of used parts
4. Analysis of visualization process
13 cases that using visual methods for interaction with user are analyzed by visualization
process framework. This framework has five items; title, output information, purpose of
visualization, visualization method, and lead author. Figure 14 shows analysis.
Figure 14. Analysis of visualization process
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IV. Guideline suggestion
1. 1st guideline
1st guideline is structured refer to literature review and case study. Figure 15 shows 1st
guideline. Guideline is composed of four parts; system flow setup, parts selection, visualization,
and qualitative check. System flow setup means to establish the foundation of project. Developer
decides purpose of project, input information that come in device, and output information that is
transferred to user. Parts selection suggests the selection guideline for making hardware prototype.
That step suggests proper components like input parts, MCU, output parts, and hard case depending
on restriction of developer. For example, difficulty of data processing is low and small size
prototype is required, guideline recommend use Arduino Pro Mini for MCU. Visualization step
shows recommendation chart for visualization process when output information is visual. That step
recommends proper choice about output parts and visualization method during visualization
process. For example, small size and inexpensive budget is given and expression of simple figure is
required, that suggest dot matrix for output parts. In addition, visualization methods are classified
into four methods; warning(notification), value representation, status change expression, and
analysis of values and recommended selectable methods for each situation. For example, ratio
analysis of values is required and values in hierarchy structure, that chart recommends to use tree
map for expression. Lastly, qualitative check show 7 factors; affordance, feedback, inclusivity,
economic efficiency, complexity, visibility, and compatibility for verify the hardware prototype.
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Figure 15. 1st guideline
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2. Case study for verification of guideline
Case study is progressed for purpose of showing applied guideline case and verifying the
guideline. Project runs on the guideline steps and is used for search the problem and reinforces the
1st guideline. Verification method is qualitative evaluation. Interview was done about opinion of
developer using guideline during project and response of user during pilot test.
Project case is color block project. Figure 16 shows applied guideline case. Purpose of color
block is visualizing the degree of load distribution on the structure. Input information is the load
applied from the outside and output information is change of color. Parts selection and visualization
method is choose by guideline. Input part is pressure sensor, MCU is Arduino Pro Mini, Hard case
is Lego, output parts is multicolor LED, and visualization method is color status change.
Figure 16. Applied guideline case: Color block
Figure 17 show hardware prototype that is developed based on guideline. Prototype is
composed of 21 blocks. LED color is change from blue(0, 0, 255) through green(0, 255, 0) to
red(255, 0, 0) depending on degree of pressure value. Structured block show distribution of load.
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Figure 17. Developed color block
The production result is consistent with apparently given guidelines check list. But there are
several negative opinions of user. First, it is difficult to identify the standard of color interval and
grasp a change interval. That show proper status change interval is important to feel the meaning
intuitionally. Second, color change rule is hard to understand. Color block use the B-G-R change
rule that is used in some computer analytical program. Users prefer studied color rules like rainbow
color and traffic lights color. That show learnability is major factor to develop hardware prototype
that have high usability. Based on these results, the final guideline is added interval and learnability
to qualitative check.
3. Final guideline
Based on case study for verification of guideline, I add an two qualitative check factors;
interval and learnability.
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Figure 18. Final guideline
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V. Conclusion
This thesis contributes two things of HCI field research. First, this study suggests organized
materials about hardware prototyping case study on department of Human ICT Convergence. That
shows several charts and tables. First, ratio of hardware prototyping and development in research
subject chart and ratio of visualization method in hardware prototyping chart is presented. Second,
purpose, input information, and output information of hardware prototype table is presented. Third,
used parts for developing prototype tables is presented. Fourth, purpose of visualization and
visualization methods of output information table is presented. That charts and tables can be
referred by researcher to reduce errors and mistakes when developing. Also, this paper suggests
guideline for improvement of user experience through the visualization of invisible information
when developing the hardware prototype. This guideline can be referred by novice developer to
make first prototype.
This paper has two critical points. First, number of case is little and case is limited in
department of Human ICT Convergence case. Thus, there is weakness that distinct of several cases
is judged general characteristic. The other is verification of guideline is not precise. On this paper,
author does only qualitative check of guideline for reason of limited resources. Thus, there are
possibility that guideline have critical mistakes.
Future works can grow to two directions. First, it is expanding of guideline. Current
guideline is focusing on visualization only. Therefore, expanded guideline can help every case of
prototyping. The other is reinforcement of guideline. Guideline is expected that can be enhanced
practically by close experiments.
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시각적으로 보여주는 웨어러블 장치. HCI 2015, 412-418.
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국문초록
비시각 정보의 시각화를 통한 사용자 경험 개선
김 녹 환
성균관대학교 성균융합원
휴먼ICT융합학과
HCI 분야의 연구에는 개발접근법의 하나로서 하드웨어 프로토타이핑이 유용하
게 활용되고 있다. 특히 헬스케어, 웨어러블 디바이스, VR과 같은 긍정적인 사용자 경
험의 선사가 중요한 분야들의 연구가 활발해짐에 따라 아이디어를 구체화하였을 때의
효과를 예측하고 검증하기 위하여 하드웨어 프로토타이핑 방법에 대한 수요가 높아지
고 있다. 이러한 수요를 충족시키기 위하여 아두이노, 라즈베리 파이, 리틀 비츠와 같
은 다양한 형태와 종류의 하드웨어 프로토타이핑 도구가 시중에 등장하여 기기 제작의
난이도는 낮아지고 투자한 시간과 물자에 비한 결과물의 신뢰도가 보다 높아졌다. 그
러나 제작을 위해 선택할 수 있는 도구가 다양하게 등장하여 장치 신뢰성이 높아진 것
에 반하여 사용자 경험 증진을 위하여 어떤 부품을 택하고 어떠한 방식으로 구현하는
것이 효율적인지에 대하여 참고할 수 있는 지식과 경험 정보는 분산되어 간헐적으로
등장하기에 찾는데 어려움이 있다. 이에 본 논문은 하드웨어 프로토타입의 사용성 증
진을 위하여 연구 개발자들이 참고할 수 있는 지식과 경험 정보를 정리하고자 하며,
특히 정보를 시각적으로 표현하는 방법에 중점을 두어 비시각 정보의 시각화를 통하여
사용자 경험을 개선하는데 참고할 수 있는 가이드라인을 제시하고자 한다.
본 논문에서는 문헌 연구를 바탕으로 비시각 정보, 정보의 시각화, 사용자 경험
개선의 세 가지 항목에 대하여 그 의미와 종류 및 방법을 정리한다. 그리고 이를 바탕
- 32 -
으로 비시각 정보의 시각화 과정에 주요한 요소를 추출한다. 또한, 성균관대학교 휴먼
ICT융합학과에서 진행된 사례들을 분석하여 하드웨어 프로토타이핑과 시각화 비율,
입출력 정보의 종류, 활용 부품, 시각화 과정의 네 가지 부분에 대하여 표와 그래프로
정리한다. 그리고 문헌 연구와 사례 연구를 바탕으로 1차 하드웨어 프로토타이핑 가이
드라인을 제시한다. 그 후, 1차 가이드라인을 참고하여 진행한 컬러블록 프로젝트 결과
물을 바탕으로 1차 가이드라인을 강화한 최종 가이드라인을 제시한다. 이와 같은 연구
를 통하여 연구자들이 프로토타이핑을 진행하는데 참고할 수 있는 정리된 자료와 초보
개발자들이 제작에 참고할 수 있는 가이드라인을 제시하고 있다.
주제어 : HCI, 정보의 시각화, 사용자 경험, 하드웨어 프로토타이핑, 가이드라인