• 제목/요약/키워드: Ergonomics design

검색결과 680건 처리시간 0.025초

휴대전화기 평가 사례를 통한 유니버설디자인 평가 도구 개발 프로세스 (Development Process of a Universal Design Evaluation Index with a Case Study for Mobile Phone Evaluation)

  • 김미연;정의승;박성준
    • 대한인간공학회지
    • /
    • 제25권4호
    • /
    • pp.51-62
    • /
    • 2006
  • The concept of universal design has recently emerged as an important aspect of product design. Universal design is considerably analogous to ergonomic design in a way that it takes the capabilities and limitations of users into consideration during the product development process. However, relatively few studies have been devoted to reflect the practical use of ergonomic principles on universal design. This research attempts to develop a universal design index for mobile phone design to quantify how well a product complies with principles of universal design. The research also emphasizes on ergonomic principles as a basis of evaluation. A generation of the evaluation items was done by cross-checking among the personal, activity and product components. Personal components consist of human characteristics including age, physique, perceptual capacity, life-style, etc. Activity components were derived from those scenarios of mobile phone use while product components were composed of the parts to which a user interacts. Further analysis systematically generated a universal index from relationship matrices among the three components. The index was then used to test its suitability by applying to the evaluation of mobile phones currently on the market. This study demonstrates a development process through which evaluations can be made possible for universal design. The research suggests an improved approach to the appraisal of how well mobile phones are universally designed based on ergonomic principles.

멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계 (Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction)

  • 임미정;박범
    • 대한인간공학회지
    • /
    • 제25권2호
    • /
    • pp.135-146
    • /
    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.

Visual Discomfort and Visual Fatigue: Comparing Head-Mounted Display and Smartphones

  • Han, Jungmin;Bae, Seon Hee;Suk, Hyeon-Jeong
    • 대한인간공학회지
    • /
    • 제36권4호
    • /
    • pp.293-303
    • /
    • 2017
  • Objective: This study aims to evaluate visual discomfort and visual fatigue caused by watching HMD and smartphones by conducting both subjective and objective measure. Background: With the rapid development of mobile Head-Mounted Display (HMD), the problem of visual discomfort and visual fatigue caused by watching Virtual Reality (VR) contents became a crucial concern for consumers and manufacturers, especially given that the casing of mobile HMD keeps the phone at a specified distance from the lenses that is close to the eyes. Method: Two smartphones were chosen for a preliminary study: LG G5 and Galaxy S7. As for a main study, iPhone 6S and Galaxy S7 were used. After being exposed to the selected clips, participants were asked to answer Simulator Sickness Questionnaire (SSQ) and went through optometric tests that measure tear break-up time, spherical equivalent, and contrast sensitivity. Results: The subjective assessments indicate that HMD causes more visual discomfort compared to watching a smartphone. Furthermore, the experimental result confirms that watching a HMD causes more eye dryness compared to smartphones. Conclusion: The result of the study compared visual discomfort and visual fatigue of two different displays, HMD and smartphone, and confirmed that watching HMD causes more visual discomfort and visual fatigue. Application: Ultimately, this study could help manufacturers understand the strengths and weaknesses of different display forms, providing guidance for an effective application of HMD.

조절 가능한 학생용 책상과 의자의 인간공학적 설계 및 평가 (Ergonomic Design and Evaluation of Adjustable Desk and Chair for Students)

  • 정화식
    • 대한인간공학회지
    • /
    • 제20권1호
    • /
    • pp.15-29
    • /
    • 2001
  • This study was conducted to develop a prototype of adjustable desk and chair for students from elementary to high school. The development process started with identifying the problems of existing adjustable desks and chairs that are currently available in the market. The following fundamental design criteria were established and then applied to develop the prototype. The criterion of minimization of production cost yielding lower the market selling price was the most critically considered in view of the school furniture buyers' price-consciousness. Other design criteria used in this development were designing for stable and solid structure, requiring few motions and no tools to adjust, requiring the use of only one hand to adjust, unrestricting the adjustable interval, providing extra space for foot and knee area, reducing weight to move easily, and requiring not to move around for cleaning up floor. To evaluate the performance of the prototype, the adjustability of prototype was specifically compared with both dimensions suggested by KS G 2010(Korean Standards for desks and chairs for students) and current anthropometric dimension in terms of the flexible range of accommodation. Results of this study illustrate that the prototype developed in this study could be accommodated for the both dimensions. As a concluding mark, appropriate adjustable range for various grades and age groups were presented.

  • PDF

Human Factors Evaluations of Alarm Displays in Main Control Rooms

  • Choe, Pilsung
    • 대한인간공학회지
    • /
    • 제32권1호
    • /
    • pp.69-75
    • /
    • 2013
  • Objective: This study proposes an alarm display and compares it with the one(alarm tile display) widely used in main control rooms(MCRs) of nuclear power plants. Background: Catching up with the rapid development of computer technologies, advanced MCRs has been required. Using modern technologies of computers and visual displays, we have a lot of potential to improve user performance and satisfaction as well as safety in MCRs. Method: The alarm bar display has been proposed to reduce some potential problems of the alarm tile display in this study. Human factors evaluations were conducted to compare both types of displays. Two interfaces of bar alarm and tile alarm were simulated on the desktop computer for the user-involved experiment. Eight students participated in the experiment with the within-subject design. Results: The alarm bar was slightly better in terms of situation awareness, and preferred to understand alarm dynamics. The alarm tile was slightly or significantly better in other measures. Conclusion: Both alarm displays have their own advantages and disadvantages. Therefore, combining benefits of both displays can be used to optimize the design of alarm displays. Application: The proposed display is expected to compensate the existing displays for certain purposes.

Visual Perception Characteristics of Surface Unevenness - Focused on Orange Peel Effect -

  • Jung, Kwang Tae;Lee, Jaein
    • 대한인간공학회지
    • /
    • 제33권6호
    • /
    • pp.543-551
    • /
    • 2014
  • Objective: The purpose of this study is to identify visual perception of and satisfaction with the orange peel effect of surface. The orange peel effect is a type of finish on painted or coated surface. Background: Gloss paint sprayed on a smooth surface (such as car body, smart phone, and electric home appliances, etc.) should also dry into a smooth surface. Then, a surface resembling the texture of an orange peel can be caused by some factors. The orange peel effect can degrade user's satisfaction with a product. Method: Visual perception and emotional satisfaction were subjectively evaluated using Likert scale. The significance of orange peel effect on visual perception and satisfaction were then analyzed by the analysis of variance. The correlation between visual perception and satisfaction was also analyzed. Results: Surface roughness significantly influenced visual perception and emotional satisfaction. The level of visual perception increased and emotional satisfaction decreased with the increase of orange peel effect. Emotional satisfaction decreased with the increase of visual perception level. Conclusion: It was identified that orange peel phenomenon on surface was a very important factor for emotional satisfaction. The orange peel effect on the surface of a product should be minimized to improve the emotional satisfaction of the product. Application: The result of this study can be applied to the texture design of the body of a car, smart phones, and electric home appliances, etc.

비대칭 활성화 확산 이론을 이용한 휴대폰 메뉴 구조 디자인 (Menu Structure Design using Asymmetric Spreading Activation in Mobile Phone)

  • 오세응;명노해
    • 대한인간공학회지
    • /
    • 제28권1호
    • /
    • pp.1-7
    • /
    • 2009
  • As products are getting more diverse and new products are entering the market faster, customers have trouble learning how to use them. User-oriented menu structures may solve this problem. In order to design user-oriented menu structures, spreading activation theory has been studied. The spreading activation test shows that the strong associative relationship between words has shorter response times. Based on the spreading activation test, asymmetric spreading activation was introduced and a hypothesis that in a well-designed menu structure, association between upper-low menu pairs is not affected by an activation direction was tested for this study. In this study the menu of a cellular phone (Model: SPH-w2900) was extracted, and underwent 1st spreading activation tests. Then, on each menu pair, response time differences (asymmetric transition) by accuracy and directions were analyzed to find out problems in labels and improve menu structures and vocabulary. Second spreading activation tests were conducted to check whether asymmetric transitions decreased. The results showed that response time differences (asymmetric transition) for activation directions were found to be dropped significantly. Asymmetric transitions in spreading activation presented in this study will be helpful to define user-oriented menu structures.

승용차 운전자에 대한 사용성 평가 구조 모형 개발 (Development of a Usability Evaluation Structural Model on Car Driver)

  • 박준수;박성준;임영재;정의승
    • 대한인간공학회지
    • /
    • 제29권6호
    • /
    • pp.843-851
    • /
    • 2010
  • This study aims to systematically develop a usability evaluation model using the Structural Equation Model (SEM) from experiment of usability on using vehicle. Vehicle developers have been adding many functions for enhance the user satisfaction. But it will be made the trade-off problem of usability and design elements of vehicle interior from attempt to make best usability satisfaction in a restricted space. To solve the trade-off problem, we set a new solution criterion from usability evaluation model. The usability experiment is based on major activity pool from derived user's acts pattern in vehicle for make more accurate usability evaluation model. And this model was built with twenty-nine measurement variables for the evaluation of usability of vehicle user. As a result, the proposed SEM model showed statistical significance as well as a high level of R Square (0.7144). This model shows the relationships of detailed usability and design elements. According to the result, this study introduces the criterion to secure the best satisfaction of usability and design elements.

한국 소방용 방화복에 대한 만족도 조사 (A Survey of Korean Firefighters Regarding their Satisfaction with Protective Clothing)

  • 한설아;남윤자;최영림
    • 복식
    • /
    • 제58권9호
    • /
    • pp.166-175
    • /
    • 2008
  • For the structural firefighting protective clothing, it can show a synergy effect when it satisfies smart fabric to block off a harmful environmental element and ergonomics design that apply range of motion of human body and appropriate size system. There are various standards about the structural firefighting protective clothing, but it's difficult to find a rule about movement suitability because the performance of the material holds a lot of the rules. Therefore, the purpose of this study is to propose a scheme to evaluate the current structural firefighting protective clothing and to improve movement suitability by research on the actual condition. For this, the survey about wearer acceptability scale on design and size and about improvement requirements was executed gathering firefighters' opinion. Questionnaire was composed with 23 items about satisfaction on current structural firefighting protective clothing, body suitability, movement suitability, improvement requirement and subjective information. As a results, Korean firefighters demand ergonomics design of structural firefighting protective clothing which to minimize restriction of body movement and to maximize body suitability.

소비자 제품과 관련된 휴먼에러의 예방을 위한 제품안전활동 (Product Safety Activities for Preventing Human Errors Related with Consumer Products)

  • 임현교;고병인
    • 대한인간공학회지
    • /
    • 제30권1호
    • /
    • pp.9-17
    • /
    • 2011
  • Consumer products are produced on the premise that consumers can use their products safely and effectively no matter how serious human errors they may make. However, different careers and educational experiences of them may induce diverse human errors when they want to use them. In that sense, not a few policies to reduce human errors may show some implications for human error prevention and industrial design of consumer products. In this paper, producers' safety efforts required by Product Liability(PL) Act were reviewed in view of human error prevention, and legal aspects of manufacturers' responsibility for consumer products were discussed in relation to Product Liability Act. Then, principal approaches for them were introduced under the title of System Safety Precedence. After that, major key points for preventing human errors related with consumer products - such as ergonomic design and effective labeling - were discussed with reference to ISO standards. Therefore, it was shown that all the efforts required by PL Act would be correspondent to human error prevention in the whole manufacturing processes if understood by ergonomists. To make a conclusion, it could be said that, for human error prevention, the principle of System Safety Precedence would be indispensable, and that all the efforts for preventing human errors should be systematically organized in Product Safety Management Systems.