• Title/Summary/Keyword: Mobile Usability

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An Empirical Research on Important Factors of Mobile Internet Usage (모바일 인터넷의 사용에 영향을 미치는 중요 요인에 대한 실증적 연구)

  • Kim, Ho-Young;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.12 no.3
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    • pp.89-113
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    • 2002
  • As Mobile Internet users grow rapidly, Mobile Internet Companies will be in a fierce race to catch a new customer. In this situation, companies want to identify of what factors make peoples use Mobile Internet in order to develop the effective Mobile Internet services and to supply the higher service quality. However, prior researches on Mobile Internet focused on technical area such as higher data delivery, efficient compression of images, so they do not have given companies beneficial materials for making fascinating Mobile Internet service. To offer the service development materials, this research investigated important factors to use Mobile Internet from the viewpoint of customer. Moreover, the study was progressed how much these factors influenced Mobile Internet actual usage. After being surveyed service adopting model and significant factors in Marketing and in MIS(Management Information System), this study was suggested Mobile Internet Adopting Model reflected in Mobile Internet characteristics. To collect the effective data, Internet survey had been done for two weeks. The respondents were identified if they were real Mobile Internet users and how much they had used Mobile Internet for a month. The results were that important factors of Mobile Internet usage were Usefulness, Usability, System Quality and Instant Connectivity. Perceived Value of Mobile Internet influenced Mobile Internet Behavioral Intention significantly and Behavioral Intention had a significant effect on Mobile Intent usage by results. This paper concludes with discussion of these results and their implications for researcher and Mobile Internet company managers.

Application of Learning Curve to evaluate Product Learnability (제품의 학습성을 평가하기 위한 학습곡선 모델의 적용)

  • Jung, Kwang-Tae;Hong, Ja-In
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.2
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    • pp.59-65
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    • 2008
  • Product usability consists of many attributes such as learnability, efficiency, memorability, and so on. In particular, learnability is one of the most important attributes in product usability. Therefore, many people consider the primary criterion for a good user interface to be the degree to which it is easy to learn. Learnability represents the degree of how much can easily learn the usage of a product. It concerns the features of the interactive system that allow novice users to understand how to use it initially and then how to attain a maximal level of performance. In this study, we studied on the application of learning curve to evaluate product learnability. In order to validate the applicability, we carried out simple experiment using mobile phone. We got task completion times through the experiment and predicted the times using learning curve model. And then, we compared prediction times to task completion times. Finally, we identified that learning curve could apply to predict and compare product learnability.

Development of Usability Evaluation Criteria for Senior-Friendly Autonomous Transportation Robot

  • Kim, Seon Chil;Kim, Sun Jung;Choi, Kyongon
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.5
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    • pp.407-422
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    • 2014
  • Objective: The purpose of the study is to develop quantitative usability evaluation criteria for senior-friendly autonomous transportation robot. Background: The Republic of Korea has become the most rapidly aging society, and is anticipated to enter the post-aged society in 2026. To raise the quality of life of a senior with limited mobility and to reduce the burden of caregivers, many high-tech assistive products with information technologies are developed nowadays. The senior-friendly autonomous transportation robot is one person robot vehicle to move a senior to the destination for hospitals, nursing homes or silver town complex. With built-in navigation system and environmental monitoring censors, it automatically seeks the path to the destination and avoids collision to obstacles and pedestrians on the way. Due to the early stage of the product, few usability studies in this field have been done, mostly on general service robots to assist seniors, power wheelchairs and delivery robots. ISO and KS standards for the service robots are focused on safety. Method: Based on the reference usability index, the early draft of the usability evaluation questionnaires was developed. After small group tests and interviews, the experts modified the initial draft to the Usability Evaluation Criteria for Senior-Friendly Autonomous Transportation Robot (UEC-SFATR). Result: UEC-SFATR consisted of 4 subscales - Safety, Controllability, Efficiency and Satisfaction. All of the 4 subscales of UEC-SFATR were passed the reliability criteria by 4 groups of seniors, divided by gender and familiarity of smart-devices. Conclusion: UEC-SFATR covers wider area of user experiences of the SFATR and is a good measurement tool to help both the users and developers of the robot. Application: This study provides guide to the future product development and product competitiveness evaluation by quantifying user experiences for the SFATR.

The Effects of the Perceived Qualities of Systems, Information, and Service on Individual Performance in a Smartphone Application Context (지각된 시스템과, 정보, 서비스 품질이 사용자별 스마트폰 애플리케이션 이용성과에 미치는 영향)

  • Jung, Wonjin;Kim, Taehwan
    • International Commerce and Information Review
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    • v.18 no.1
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    • pp.209-233
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    • 2016
  • Today's mobile devices including smartphones are gradually taking a prominent position in many areas as portable multimedia computers and establishing a new computing paradigm. Nevertheless, it would not be easy for smartphone applications to provide users with a high level of usability under the current environment due to the physical hardware characteristics of each smartphone, which are expected to have a negative impact on the qualities of system, information, and service that smartphone applications provide. Thus, this study examined: 1) the effects of the perceived qualities of system, information, and service of smartphone applications on the perceived usability of the applications, and 2) the effect of the usability on users' individual performance with the given application. A survey was conducted and structural equation modeling (SEM) was used to analyze the data. This study found that there are significant effects of the perceived qualities of system, information, and service of smartphone applications on the perceived usability of the applications. In addition, this study also found a significant effect of the usability of samrtphone applications on the individual performance with the application.

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Users Basic Characteristics for Designing the User Interface of Mobile Phone - Focus on the twenties and the thirties - (휴대폰의 사용자 인터페이스 설계를 위한 사용자들의 기초 사용특성 분석 - 20대와 30대 사용자들을 중심으로 -)

  • Jung, Kwang-Tae;Chae, Yi-Sik;Kweon, O-Seong;Lee, Dhong-Ha;Kim, Jae-Hwan
    • IE interfaces
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    • v.15 no.1
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    • pp.73-81
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    • 2002
  • In mobile phone, complex user interface tend to cause the degradation of product usability. This problem is mainly due to the small hardware user interface of mobile phone. That is, because many functions must be operated in small hardware interface, the principle of one-to-one mapping between a function and a control is disregarded in design, often. In order to resolve this problem, users' characteristics must be considered in the user interface design of mobile phone. So, users' basic characteristics that must be considered in the user interface design of mobile phone were studied through two experiments, questionnaire survey and user testing.

Influence of Serendipity caused by Interaction towards User Experience in Mobile Application (모바일 애플리케이션에서 인터랙션으로 인한 세렌디피티가 사용자 경험에 미치는 영향)

  • Cho, In-Seong;Seo, Ji-Hee;Lee, Minju;Hur, So-Im;Lee, Yoon-Ji;Lee, Hyoseon
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.59-74
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    • 2015
  • When product or service provides unexpectedness the user would be satisfied, and lately some mobile applications and web services provide those unexpectedness. However, unexpectedness itself can make negative effects such as decrease of the ease of use, still studies about mobile application are focused on satisfaction from the usability. Therefore, we would study experimentally user experience changes caused by unexpectedness using serendipity in mobile application UX, and observe how those changes to affect to user satisfaction. In other words, we observed the relationship between factors such as the unexpectedness caused by interactions of mobile application, the serendipity provided game, perceived newness, perceived ease of use, perceived usability, and satisfaction. As a result, the serendipity has positive effect to the perceived newness and negative effect to the perceived ease of use, and perceived newness and perceived ease of use affect to perceived usability positively, and all three factors are have positive effects to the use satisfaction.

The Effects of Multi-Modality on the Use of Smart Phones

  • Lee, Gaeun;Kim, Seongmin;Choe, Jaeho;Jung, Eui Seung
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.241-253
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    • 2014
  • Objective: The objective of this study was to examine multi-modal interaction effects of input-mode switching on the use of smart phones. Background: Multi-modal is considered as an efficient alternative for input and output of information in mobile environments. However, there are various limitations in current mobile UI (User Interface) system that overlooks the transition between different modes or the usability of a combination of multi modal uses. Method: A pre-survey determined five representative tasks from smart phone tasks by their functions. The first experiment involved the use of a uni-mode for five single tasks; the second experiment involved the use of a multi-mode for three dual tasks. The dependent variables were user preference and task completion time. The independent variable in the first experiment was the type of modes (i.e., Touch, Pen, or Voice) while the variable in the second experiment was the type of tasks (i.e., internet searching, subway map, memo, gallery, and application store). Results: In the first experiment, there was no difference between the uses of pen and touch devices. However, a specific mode type was preferred depending on the functional characteristics of the tasks. In the second experiment, analysis of results showed that user preference depended on the order and combination of modes. Even with the transition of modes, users preferred the use of multi-modes including voice. Conclusion: The order of combination of modes may affect the usability of multi-modes. Therefore, when designing a multi-modal system, the fact that there are frequent transitions between various mobile contents in different modes should be properly considered. Application: It may be utilized as a user-centered design guideline for mobile multi modal UI system.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

2-Stage Detection and Classification Network for Kiosk User Analysis (디스플레이형 자판기 사용자 분석을 위한 이중 단계 검출 및 분류 망)

  • Seo, Ji-Won;Kim, Mi-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.668-674
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    • 2022
  • Machine learning techniques using visual data have high usability in fields of industry and service such as scene recognition, fault detection, security and user analysis. Among these, user analysis through the videos from CCTV is one of the practical way of using vision data. Also, many studies about lightweight artificial neural network have been published to increase high usability for mobile and embedded environment so far. In this study, we propose the network combining the object detection and classification for mobile graphic processing unit. This network detects pedestrian and face, classifies age and gender from detected face. Proposed network is constructed based on MobileNet, YOLOv2 and skip connection. Both detection and classification models are trained individually and combined as 2-stage structure. Also, attention mechanism is used to improve detection and classification ability. Nvidia Jetson Nano is used to run and evaluate the proposed system.

Study on Improved Interactive Mode of Delete in Mobile Phone's Full Keyboard and Its Usability (휴대폰의 풀 키보드에서 향상된 대화식 삭제 모드 및 사용성에 관한 연구)

  • Guo, Haoyue;Pan, Younghwan;Luo, Tao
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.41-48
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    • 2020
  • The text has always been an important recording channel for the development of human civilization. The delete text function is essential. The current method of deleting text is to "press" the delete button to complete the operation. It does not meet the user's need to delete large amounts of text. This article focuses on a new interactive approach to this problem. We consider problems and find solutions from the perspective of zero-order position control and first-order rate control. Through experimental design analysis and comparison, the new keyboard interaction method greatly improves efficiency and user experience. This article hopes to evaluate the usability of the new keyboard through usability studies.