• Title/Summary/Keyword: Heuristic evaluation

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Development of the Smoking Cessation Convergence Program App for HIV Infected Persons : Usability Evaluation (HIV 감염인을 위한 융합금연프로그램 앱 개발 : 사용성 평가)

  • Kim, Seon Hwa;Kweon, Young-Ran;Kim, Miran;An, Minjeong
    • Journal of Convergence for Information Technology
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    • v.9 no.11
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    • pp.28-37
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    • 2019
  • The purpose of this study was to develop an application(app) on smoking cessation for patients with human immunodeficiency virus (HIV) infection and evaluate its usability. A methodological study design was applied. The program contents were developed by expert panel based on the theory of planned behavior, HIV infection, and smoking cessation and usability evaluation and then the application was developed by IT experts following usability testing composed of heuristic evaluation by 3 mobile experts and users evaluation was conducted using surveys and interviews by 10 individuals with HIV infection. Descriptive statistics and contents analysis were computed to evaluated the collected data. All participants were male and their age were ranged from 40s to 60s. The average of app usability was 4.2. The participants experienced no difficulties and responded somewhat satisfaction. The results showed that the app was feasible and useful on smoking cessation for HIV patients and could be used as an valid approach.

Development of the Social Story Application Designed to Improve the Social Skills of Students with ASD (자폐성장애 학생의 사회적 기술 향상을 위한 상황이야기 애플리케이션 개발)

  • Kim, Sori;Kang, Ock-Ryeo
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.329-343
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    • 2019
  • This study designed, developed and evaluated an application to improve the social skills of students with Autism Spectrum Disorders(ASD) based on the stage of the ADDIE model. The design stage aimed to factor in the characteristics and needs of students with ASD, and created guide maps and story boards accordingly. In the development stage, the application was made through a total of fourteen processes and four official tests. In the evaluation stage, heuristic usability evaluation was conducted on 10 teachers based on the their experience of using the application in the implementation stage. The results of the evaluation were all close to 'very good' in the areas of educational value, content implementation technology, content information and convenience. Finally, the application was fully developed after reflecting the corrections in accordance with the result of the usability evaluation. It is expected that this study have a role in invigorating the development of special educational software content.

A Study on the EPL Education Platform Based on Embodied Cognition

  • Jihye Kim;SeungYeop Han;SunKwan Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.201-208
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    • 2024
  • This study aimed to improve the EPL education platform, Rewond (rewond.com), which was built as a prototype, into an EPL educational tool based on Embodied Cognition. In the first phase, the heuristic evaluation, five experts were selected to evaluate the subject using evaluation items that included learning principles of Embodied Cognition. Based on the evaluation results, debriefing session analysis, and consultations with co-researchers, three improvement points were identified and specific modification plans were proposed. During the beta version development phase, the co-researchers implemented an increase in coding content, provided help for each content, and added a feature that allows progression to the next learning stage upon completion of the previous one. In the final usability testing phase, the usability of the beta version was tested with ten fourth-grade elementary school students.

A Study on Design Guideline of Cyber Chatting System based on Usability Evaluation (사이버 채팅 시스템의 사용성 평가를 통한 사용자 인터페이스 설계 지침에 관한 연구)

  • 전대인;박정순
    • Archives of design research
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    • v.14 no.1
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    • pp.35-46
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    • 2001
  • Recently varieties of user groups are formed as the number of people using cyber chatting gets increased and there are many changes in the range and field of its use. But because most of the cyber chatting systems are being operated to enlarge the additional sonics use, the using environments are stereotyped. And as its function is being various as well, it can not provide with a user-centered environment. So this thesis compares and analyzes the problems derived from the usability evaluation for solving the problems in using cyber chatting systems, and presents the guidelines of emotion-intended user interface design for improving the usability as the result of the analysis. First, this study investigates cyber chatting systems as a means of web communication tools through the existing literatures. Secondly, this study finds out the problems in using them through satisfaction evaluation, heuristic evaluation, performance evaluation, and observation evaluation and presents a way of solving the provisional problems in using them as the analysis of the result of usability evaluation. And this was proceeded for the purpose of applying and activating the better usability evaluation of cyber chatting systems later. Through the usability evaluation, it is found out that the structuralization of chatting function, the screen visibility by the size and arrangement of the compositional elements of a screen, and the improvement and development of the proper metaphor use of images and functions by the communication environment are necessary.

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An Analysis of Information Visualization Problems using User Interface Design Principles (이용자 인터페이스 설계 원칙에 의한 정보시각화 시스템 평가 및 문제점 분석)

  • Lee, Jee-Yeon
    • Journal of Information Management
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    • v.34 no.2
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    • pp.67-88
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    • 2003
  • There have been increased interests in information visualization. Information visualization has been considered as a way to summarize textual data so that the users can access large amount of data more efficiently and effectively. However, many information visualization techniques stem from scientific visualization techniques, which might be difficult for the regular users to understand. More importantly, the system models used by most of the information visualization techniques do not have real world counterpart. For example, most of the users do not represent or process the textual data in terms of fisheye view or a topological map. This means that there is no affordance on the current information visualization systems from the users point of view. In this paper, we analyzed this problem by using the user interface design principles to point out what lacks in the current information visualization systems. More specifically, we have applied Nielson's Heuristic Evaluation technique to review four representative information visualization techniques. The analysis results confirmed our original hypothesis on why the current information visualization systems are not part of the mainstream information systems. Finally, we suggested to invest more efforts in improving the currently prevalent and familiar bullet list type textual information presentation method based on the usability studies and the intelligent content analysis.

User Experience (UX) Analysis of Advertising Platform Mobile Applications for Culture and Arts Content: Critical case study based on the UX Honeycomb model (문화예술 광고 플랫폼 앱의 사용자 경험(UX) 연구: 허니콤 모델을 통한 비판적 사례분석)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.1-18
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    • 2022
  • This study critically analyzed the user experience (UX) of mobile applications, focusing on the advertising platforms of mobile applications for culture and arts content. This study aims to examine the direction for growth of the related mobile applications and propose alternative approaches to improve usability. In this study, a mobile app named 'Moviepre' was selected, and a heuristic evaluation was performed for in-depth exploration. For the selected case, the UX Honeycomb model was reconstructed to analyze useful, usable, desirable, findable, accessible, and credible elements of the case. First, since the users' preference for the price factor did not show a significant correlation with the usefulness of the content and the interface, it is necessary to make sure that the mobile application has unique values to gain a competitive advantage in the market. Second, by adopting customer path stages for analysis, the result indicated that users continuously interact with the service from the first moment they are aware of the mobile application. Third, if the user feels uncomfortable, it is likely that these factors hinder the establishment of a long-term relationship between the users and the mobile application. Finally, brand identity should be clearly established, and brand image strategy needs to be developed to satisfy users' expectations that high-quality culture and arts content will be available through the mobile application.

A Study on Improvement Plans for National Archives of Korea Website's Search Service through Its Usability Evaluation (국가기록원 웹사이트 검색서비스의 사용성 평가를 통한 개선방안 연구)

  • Lee, Hyojin;Kim, Jihyun
    • Journal of Korean Society of Archives and Records Management
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    • v.21 no.3
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    • pp.187-215
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    • 2021
  • Archives should provide a web-based archival information service with good usability based on the understanding of users' needs. Thus, this study analyzed the usability of the National Archives of Korea (NAK) website's search service through expert and usability evaluations for various users and suggested improvement plans. A literature review, heuristic evaluation, one of the usability expert evaluation methods, and usability evaluation for users were performed. As a result of expert evaluation, the severity rating for the usability problem was highest regarding a match between the system and real world and the lowest in error prevention. In the usability evaluation, it was assumed that the user's background and whether the website's help was provided is associated with usability. Usability evaluation was conducted for 22 participants, including those majoring in records management, web/application developers, and people without such backgrounds. Furthermore, a presurvey, a five-second test, and search tasks were conducted in a row. The analysis based on usability components in ISO 9241-11: 2018, i.e., effectiveness, efficiency, and satisfaction, showed that web/application developers had the highest search effectiveness, and those majoring in records management showed high effectiveness only in the search for archival content services. Background factors did not affect efficiency, and the more familiar with the finding aids, the better the efficiency. Moreover, providing the website's help was found to be positively associated with effectiveness and satisfaction. This study suggests that the NAK website will offer a user-friendly interface and search function, expand help support, and display a consistent web interface.

A Scheduling Algorithm for the Synthesis of a Pipelined Datapath using Collision Count (충돌수를 이용한 파이프라인 데이타패스 합성 스케쥴링 알고리즘)

  • Yu, Dong-Jin;Yoo, Hee-Jin;Park, Do-Soon
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.11
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    • pp.2973-2979
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    • 1998
  • As this paper is a scheduling algorithm for the synthesis of a pipelined datapath under resource constraints in high level synthesis, the proposed heuristic algorithm uses a priority function based on the collision count of resourecs. In order to schedule the pipelined datapath under resource constraints, we define the collision count and the priority function based on the collision count, a number of resource, and the mobility of operations to resolve a resource collision. The proposed algorithm supports chaining, multicycling, and structural pipelining to design the realistic hardware. The evaluation of the Performance is compared with other systems using the results of the synthesis for a 16point FIR filter and a 5th order elliptic wave filter, where in most cases, the optimal solution is obtained.

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A Throughput Computation Method for Throughput Driven Floorplan (처리량 기반 평면계획을 위한 처리량 계산 방법)

  • Kang, Min-Sung;Rim, Chong-Suck
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.12
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    • pp.18-24
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    • 2007
  • As VLSI technology scales to nano-meter order, relatively increasing global wire-delay has added complexity to system design. Global wire-delay could be reduced by inserting pipeline-elements onto wire but it should be coupled with LIP(Latency Intensive Protocol) to have correct system timing. This combination however, drops the throughput although it ensures system functionality. In this paper, we propose a computation method useful for minimizing throughput deterioration when pipeline-elements are inserted to reduce global wire-delay. We apply this method while placing blocks in the floorplanning stage. When the necessary for this computation is reflected on the floorplanning cost function, the throughput increases by 16.97% on the average when compared with the floorplanning that uses the conventional heuristic throughput-evaluation-method.

A comparative analysis on concept mapping tools for computer-supported collaborative learning (컴퓨터기반 협력학습을 위한 개념도작성도구의 비교 분석 및 고찰)

  • Lee, Hyojin;Jeong, Seunghee;Yang, Sunyoung;Eun, Jihye;Kim, Kyungjin;Kim, Dongsik
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.37-47
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    • 2015
  • The purpose of this study is to review the concept mapping tools and provide implications for designing tools that support collaborative learning activities. For this purpose, representative concept mapping tools - Convince Me, Knowledge Forum, Cmaptools, Mindmeister, Belvedere - was analyzed by using the 3C(Communication, Coordination, Cooperation) framework. We have applied three research methods; 1) literature review on design principles of tools, 2) heuristic evaluation, 3) focus group interview. As a result, most of comcept mapping tools supported communication functions but partialy supported coordication and cooperation features.