Following the development of technology, over the age of "web 2.0", and then "sharing", "participation", "open" and "personalization" and "intelligent" for them to the advent of an age of "Web 3.0". In this smart environment of the mobile equipment is just not a simple telephone or message function but until the appearance of service by the App(application) and game makes it more different. In this paper, first setting the trend of game and make a research of the social network game(SNG) what is catching a popularity recently. Among these situation is going to analysis the typical puzzle game centered on the kakao talk by Korea and the wechat by China. And set focus on the interface design of the SNG, through the case analysis, and from now on, making a suggest about the game evaluation of usability for increasing the accessibility between the user and game. Through the advanced research, esthetic visual elements color, shape, typography and lay-out are deducted for user, and analysis the interface of two games. From the next stage, following the professional of the usability is going to draw an usability evaluation by the technique of the Heuristics for mobile game, and following the two platform, after making a question investigation for the survey target from each side who had a experience of the game, it will be made a comparison through the result of evaluation. In the conclusion of this paper, making a combination between the result of case analysis and evaluation of usability to suggesting problems, and also finding the factor of occurrence for these problems in the future. Besides the puzzle game, through the method of this usability evaluation, this study is going to make a expectation to compare and analysis the other genre of games.
브랜드디자인의 학문적, 사회적 발전을 위한 연구,학술단체로서
국가와 기업의 효과적 브랜드구축을 위한 연구,학술발표 및
사회현장에서의 브랜드 및 브랜드디자인의 실질적 사례발굴과 현황을 조사하여 다음과 같은 목적을 수행한다.
1. 브랜드디자인의 학문적 정체성확립
2. 브랜드관련 종사자들의 권익과 지식 자산확보
간행물
간행물명
한국브랜드디자인학회 학술대회
간기
연간
수록기간
2016~2020
십진분류
KDC 600DDC 700
이 권호 내 다른 논문 / 한국브랜드디자인학회 학술대회 2016 10th 台灣數位媒體設計國際學術研討會論文集