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피트니스 온디맨드 UI・UX 개발을 위한 기초연구Basic Research for Fitness On-Demand User Interface and User Experience Development

Other Titles
Basic Research for Fitness On-Demand User Interface and User Experience Development
Authors
권재윤김성재최경근
Issue Date
Apr-2021
Publisher
한국체육과학회
Citation
한국체육과학회지, v.30, no.2, pp 635 - 650
Pages
16
Indexed
KCI
Journal Title
한국체육과학회지
Volume
30
Number
2
Start Page
635
End Page
650
URI
https://scholarworks.bwise.kr/erica/handle/2021.sw.erica/114446
DOI
10.35159/kjss.2021.4.30.2.635
ISSN
1226-0258
Abstract
The purpose of this study was to make a proposal for UI and UX design by theoretically exploring the eye tracking necessary for fitness on-demand UI and UX, and content development. As a research method, first, fitness on-demand events and video images were selected, and in this process, a brainstorming process was conducted with three professors and a fitness company representative. Second, the participants of the experiment were selected, and the on-site interview was carried out through a recording file on a smart phone. Third, the experiment equipment used the eye tracker Tobii Pro Glasses 3, and the research was conducted with the final approval of IRB from the university institution, and efforts were made to create an experimental environment. The research results were as follows. First, as a result of the in-depth interview, it was confirmed that the experienced people watched the people who exercised together, unlike the non-experienced who remained focused on time and intensity. Second, as a result of checking the position of the gaze fixation through the eye tracker, it was identified in the order of the person with all the body visible, the person with only the upper body, and the position holding the handle. To propose a follow-up study through this study, a preliminary survey to improve consumer-centered usability, provision of personalized responsive PX health information, and development of a platform centered on design composition were proposed.
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