• Title/Summary/Keyword: Higher Usability

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The Effects of Sunscreen Use Patterns and Awareness by Type on Product Satisfaction (자외선 차단제 유형에 따른 사용 인식 요인과 재구매 및 만족도 조사에 관한 연구)

  • Lee, Na-Young;You, Seon-Hee;Li, Shun-Hua
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.363-371
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    • 2019
  • In this study, 340 Korean women were surveyed to analyze the impact of the type of sunscreen and use status on the satisfaction of products and resale. Studies have shown that indoor activity is higher than outdoor activity, and both simple and complex sunscreen is often used to compensate for skin tone. Out of single sunscreen, sun cream was used and air cushion was used a lot. Although product usability and UV protection indices were important factors in purchasing, 30% experienced side effects while product satisfaction and willingness to repurchase were high. The recognition of safety, Effectiveness, convenience, usability, satisfaction, and repurchase were all higher than that of composite UV-blocking products, and among subcomponents of product usage recognition, the level of convenience, efficacy, usability, and safety affected satisfaction and repurchase in order. Consequently, the perception of simple UV protection products was higher when using products for UV protection, and its convenience had a significant impact on satisfaction and resale.

Development and Evaluation of Authority Data based Academic Paper Retrieval System (전거데이터 기반 학술논문 검색시스템의 구축 및 평가에 관한 연구)

  • Lee, Seok-Hyoung;Kwak, Seung-Jin
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.2
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    • pp.133-156
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    • 2012
  • This study aims to develop and evaluate the authority data-based academic retrieval system that may provide search tools and additional information for search of academic papers with users. To evaluate the usability of authority data-based academic paper search system, this work studied 60 subjects who had experienced the academic paper service to measure their satisfaction on both search efficiency and system usability and additionally analyzed whether the difference between search efficiency and system availability is significant in the experimental search system among user groups. As a result, the authority data-based academic paper search system was analyzed to show a higher search efficiency and user satisfaction than the ordinary system.

Storyboard Software Usage Frequency Ranking and Usability (스토리보드 소프트웨어의 사용빈도 순위와 사용성)

  • Lee, Doh-Soo;Kim, Jun-Kyo
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.159-168
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    • 2010
  • Due to the trend of shift to digitalization of the storyboard in 1990's, many a number of storyboard related softwares were born. With this change of trends, however, there was an undeniable lack of tangible data showing the advantage of such digitalization of the storyboard using software technology over conventional methods of doing the same job. In this study, therefore, we have selected the top five storyboard software suits in terms of their frequency in use and a sample group of 85 people to give an analysis on their usability. The result of this analysis revealed two underlying tendencies regarding this issue. Firstly, all of the five softwares selected lacked interactive presentational features, suggesting the directives for the next phase of software development. Secondly, our experiments in this study showed that the most prominent benefit of using the softwares is the higher efficacy in delivering necessary information through real-time based replays, rather than the digitalization of the contents themselves. We expect that the findings of our study would serve as a new model for future software enhancement for the developers. And for the users of such softwares, too, the findings of this study is expected to help them understand what kind of benefits they can expect as they use these storyboard softwares.

Investigation of forage value and usability of soybean varieties for livestock

  • Park, Myoung-Ryoul;Seo, Min-Jung;Yun, Hong-Tae;Park, Chang-Hwan
    • Proceedings of the Korean Society of Crop Science Conference
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    • 2017.06a
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    • pp.220-220
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    • 2017
  • Soybean (Glycine max (L.) Merill) is a very outstanding material crop with high protein and oil contents. We conducted this study to evaluate forage value and usability of soybean varieties as livestock forage. Three soybeans cultivars, OT93-26, Geomjeongsaeol, and Pungwon, were evaluated for forage use in this study, and Kwangpyeongok and Yeongwoo were used as check forage corn and rice, respectively. The whole soybean plants were harvested at the R5 (beginning seed development)- and R6 (full seed)-reproductive stages for analyzing forage usability and quality. Days to harvesting of the R5 stage-OT93-26 was the shortest among the tested crops while that of Yeongwoo was 122 days. The fresh and dry matter yields of all 3 soybeans were greater at R6 stage than at R5. Crude protein of the soybean cultivars harvested had a higher compared to the rice and corn regardless of the harvesting stage. Contents of crude fiber, neutral detergent fiber and acid detergent fiber of Yeongwoo had the lowest whereas Pungwon harvested at R5 were the highest. Among the soybeans, digestible dry matter, dry matter intake, and relative feed value of R6-harvested Geomjeongsaeol and Pungwon were high more compared to those at the R5-harvested, but in case of OT93-26 those at R6 stage were inversely measured rather than those at R5 stage. In conclusion, soybean can be used as s forage with high nutritive value for livestock. Moreover, Geomjeongsaeol can be applied to develop new forage soybean varieties with high nutritive value, and R6 stage is the optimum harvesting stage in yield and quality of the tested soybeans more than R5.

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Evaluation of dental web site usability in Korea (국내 치과 웹사이트에 대한 사용성 평가)

  • Kim, Seon-Yeong;Kim, Yun-Jeong
    • Journal of Korean society of Dental Hygiene
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    • v.16 no.2
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    • pp.241-248
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    • 2016
  • Objectives: The purpose of the study is to evaluate the dental website usability in Korea. The dental website included dental university hospital, network dental hospital and dental office. Methods: The study was carried out by three age groups including twenties, thirties, and forties. Each group consisted of ten customers and evaluated twelve websites of dental hospitals. Each was assigned to four hospitals and three tasks including easiness of online reservation, preventive information, and treatment information. They filled out the self-administered questionnaire. The questionnaire included the easiness of on-line reservation, satisfaction on the quality and quantity of preventive informations, satisfaction on the quality and quantity of treatment informations, predictiveness on the sub-menu, usefulness of site map, information on the main page of web site, usefulness of decision on visit to dentistry, and revisit intention. Results: The easiness of on-line reservation was the highest in the private dental office, and university dental hospital and network dental hospitals followed in conducting task(1). The anticipated value and measurement on the usefulness of web site were the lowest in network dental hospitals and the time interval between two values was 57 seconds. This discrepancy showed the largest difference. The satisfaction on treatment information in task(3) was higher than that of the satisfaction on preventive information in task (2). The revisit intention was the highest in dental university hospitals. Conclusions: This study showed the comparison in usefulness of web site of university dental hospitals, network dental hospitals and private dental office. The web site focused on the treatment information rather than preventive information. This study suggested that the most important function of dental web site would be the preventive information that was mainly operated by the role of dental hygienists rather than treatment information in the future.

A Study on the User's Evaluation for the Visual Types of Virtual Model House (가상모델하우스의 유형에 따른 사용자 평가에 관한 연구)

  • Ha, Ji-Min;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.160-169
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    • 2011
  • In Korea, the construction company has provided houses through apartment sales system. Residents have obtained a variety of information about their future house by visiting a sample house called "the model house" before they purchase home. Advanced technology such as web-based VOD or Virtual Model in recent years has gradually replaced those built environment. In 2009, the Ministry of Land, Transport and Maritime Affairs announced the restraint to the construction of sample houses. Instead, they highly recommended a Virtual Model House as an alternative solution. This study aimed to propose how to design the user-oriented virtual model house through the experiment and survey research. The 3D virtual model house of 85m$^2$ apartment was built and presented by two types (Type A: Bird's Eye View, Type B: Walk through View) on the web page. The subjects evaluated presence, spatial perception and cognition, and usability of each type after exploring them. The results are as follows. (1) The subjects' evaluation of presence showed Type B has more negative effects than Type A such as feeling dizzy or tired even if their values were not so high. (2) The subjects perceived and cognized both types of virtual model house more realistic for the expression of volume of space, the size of opening, and the arrangement of furniture than that of wall finishes and materials. (3) The usability of Type A was significantly higher than that of Type B.

Mobile Web-toon Application Service Usability Study -Focus on Naver Web-toon and Lezin Comics- (모바일 웹툰 애플리케이션 서비스 사용성 연구 -네이버 웹툰과 레진 코믹스를 중심으로-)

  • Ha, Joohyung;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.431-436
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    • 2016
  • Web-toon is provided to users in the form of Web-toon and The users are steadily rising and increasing amount of using time until today. Web-toon has become a popular pastime among smartphone users. Therefore, when providing services, Web-toon application should be made with an appropriate system so that it can be easily used, and considering problems that users may have while using the application, it should help users have better experiences. With Naver Web-toon and Lezin Comics as subjects, user experiences of teenagers were analyzed with questionnaires based on Honeycomb model of Peter Morville. The score of Naver Web-toon was higher than Lezin Comics after user experience assesment, and usability and accessibility as important factors turned out to be influential to teen-aged users who use Web-toon services.

A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout- (효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로-)

  • Chung, Seung-Jae;Lee, Younjoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.395-401
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    • 2021
  • In the digital era, Korean universities are using real-time remote lecture platforms as a tool for learning. However, it is confusing due to low usage experience problems, and usability studies are needed. The purpose of this study is to measure, analyze, and propose gaze tracking and learning experiences according to the UI design layout of ZOOM. A total of 30 subjects were selected to conduct eye tracking and survey when learning. The experiment showed that grid layouts have a higher emotional realism and learning satisfaction than other layouts. Furthermore, it turns out that participants focused the most attention on grid layouts. Therefore, for high learning experience, grid layouts and layouts that visually highlight participants and induce communication are needed.

Empirical Study on Relationship between Influential Factor in Smartphone Purchase Consumer Awareness (스마트폰 구매의 영향요인과 소비자 인식과의 관련성 연구)

  • Kim, Hyung Jun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.211-224
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    • 2014
  • This study is aimed at considering the relationship between the influential factor in Smartphone purchase and consumer awareness. For this purpose, this study set up the influential factors in Smartphone purchase as advertising effect, brand effect and usability effect and corporate image effect, and considered the relationship between these influential factors and consumer awareness empirically. The research results can be summarized as following 3 parts: First, the four factors suggested as the influential factor in Smartphone purchase were verified to have a significant influence on customer satisfaction and customer loyalty, and thus, it is thought that the bigger the influence of these factors, the more customer satisfaction and customer loyalty will increase. Second, among the factors suggested as influential factors in Smartphone purchase, the biggest factor in influencing customer satisfaction was found to be 'Usability Effect' while the biggest factor in influencing customer loyalty was revealed to be 'Brand Effect.' As a result, this study could learn that it's necessary that 'Usability Effect' should be considered more preferentially than other factors in order to enhance customer satisfaction while 'Brand Effect' should be preferentially considered in orderto raise customer loyalty. Third, it can be judged that in the relationship between customer satisfaction and customer loyalty, the bigger the customer satisfaction, the higher the customer loyalty. It is hoped that such research results could be applied as useful materials in time of establishing the marketing strategy. Nevertheless, this paper makes it clear that due to the constraints in the number of sample areas and samples, there is a limit in objectifying the research results into all areas.

Conceptual framework for Emotions in Usability of Products (제품 사용성과 감성에 관한 개념적 연구)

  • Lee Kun-Pyo;Jeong Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.17-28
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    • 2005
  • With the advent of computer technology, the fundamental nature of products has shaped from physical forms towards product interactivity, The focus is now on usability of the product with ease and efficiency rather than conversing with just the looks of the product. However, most definitions of usability and contemporary usability-related researches, have focused on the performance-oriented functional aspects of usability (i.e., how well users perform tasks using a product). Today, user expectations are higher; products that bring not only functional benefits but also emotional satisfaction. So far, there have been many studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this research, we suggested conceptual framework for the study on the relationship between usability of products, and human emotions with emphasis on mobile phones. We also extracted emotional words for measuring user's emotions expressed not from looking at the product's appearance, but from using the product. First, we assembled a set of emotions that is sufficiently extensive to represent a general overview of the full repertoire of Korean emotions from the literature study. Secondly, we found emotional words in the after note by the users on the websites. Finally, verbal protocols in which the user says out loud what he/she ks feeling while he/she ks carrying out a task were collected. And then, the appropriateness of extracted emotional words was verified by the members of the consumer panel of a company through web survey. It is expected that emotional words extracted in this research will be used to measure user's emotional changes while using a product. Based on the conceptual framework suggested in this research, basic guidelines on interface design methods that reflect user's emotions will be illustrated.

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