• Title/Summary/Keyword: Usability Study

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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.

An Experimental Study on the Usability Test for the E-Book Reader (전자책 단말기의 사용성 평가에 관한 실험적 연구)

  • Kwak, Seung-Jin;Bae, Kyung-Jae
    • Journal of the Korean Society for information Management
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    • v.28 no.3
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    • pp.313-333
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    • 2011
  • Many e-book readers have become available as e-books are in popular use these days. We first developed the evaluation criteria and elements for testing the usability of e-book readers and then examined the usability of three e-book readers. The usability testing was conducted using three e-book readers that were most popular with 15 participants that consisted of middle school students, university students, and office workers. The study found that iPad showed the best usability. In case of Amazon Kindle, participants indicated that the lack of the touch function imposed a great deal of negative impact on the usability of the interface. Also, the hardware- and software-oriented usability provided by an e-book reader was considered to be a very important element for the users, and the portability in connection with the hardware-oriented aspect of an e-book reader was shown to be of great effect to the overall usability of an e-book reader.

Development of Evaluation Scheme for Usability of AR/VR Contents (AR/VR 콘텐츠의 사용성 평가 체계 개발)

  • Han, Sumin;Jeong, Hanil;Lee, Hoijun;Lee, Jaeyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.236-249
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    • 2021
  • Due to the spread of AR/VR headset, AR/VR contents market gains huge interests. However, various obstacles such as discomfort that restricts usability and absence of standard to evaluate usability block the growth of AR/VR contents industry. To overcome these problems, this study tries to develop an evaluation scheme for the usability of R/VR contents and a prototype system. The proposed evaluation system divides usability related items into safety and convenience items and performs evaluation by item through automatic and experience evaluation by system and experts/experience teams according to characteristics, and comprehensively evaluates the usability of AR/VR content. In this study, a detailed process fo usability evaluation and the prototype system are developed to verify the evaluation scheme. Developed scheme is expected to help the AR/VR content industry overcome the usability issues, and develop high-quality AR/VR content.

Research on Usability Test for Business Web Site Development using Concurrent Think Aloud Protocol (비즈니스용 웹 사이트 개발에서의 실시간 발성사고법 사용성 테스트 사례 연구)

  • Kim, Jayhoon;Shin, Jaemin;Kim, Jeong Hwan;Lim, Seok Jong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.1-10
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    • 2018
  • The purpose of this study is to provide a cost effective usability test model for business web site development. In this study, we present a usability test model that combines Concurrent Think Aloud, performance measurement, coaching method, and remote test method. Testing target was the consortium website of electronic information joint licensing. Test participants were actual users selected by their task roles and proficiency in different levels. We improved the system by reflecting the results of user test analysis and re-tested usability test again. The result showed that usability of all participants was improved in the aspect of the time required and the complexity of mouse trajectory. It is expected that the usability test model presented in this study can be used to cost-effectively evaluate and analyze business web sites. We suggest that research various usability test model considering the characteristics of websites.

The Relationships among Repurchase Intention, Satisfaction, Trust, and Web Site Usability in Internet Shopping Malls (인터넷쇼핑몰에서 웹사이트 사용성, 신뢰, 만족 및 재구매 의도의 구조적 관계에 관한 연구)

  • Ryu, Il;Kim, Jae-Jon;Rho, Hee-Ok
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.5
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    • pp.191-202
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    • 2007
  • The purpose of this study is to examine the effect of Web site usability on trust, satisfaction, and repurchase intention in Internet shopping malls. The Web site usability construct consists of the factors such as contents, ease of use, navigation, and interactivity. In order to accomplish the purpose of this study, a research model was established and it suggests that the Web site usability, through the mediation of trust and satisfaction, eventually affect the repurchase intention of online customers in Internet shopping malls. The results of the study show that Web site usability has statistically significant effect on the repurchase intention of online customers and this effect is mediated by satisfaction. This research confirms the importance of usability construct in designing Web sites and understanding the use of Web sites. Implications of these findings are discussed for researchers and practitioners.

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An Investigation of The Online Travel Agencies' Usability

  • Lee, Kwang-Woo
    • Culinary science and hospitality research
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    • v.24 no.2
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    • pp.44-50
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    • 2018
  • This study investigated if and why there are gulfs between expectations and perceived value for usability. The main objectives of this study are as follows: (a) to examine the differences between expectation and perceived value for usability toward an OTA; and (b) to investigate the reason and purpose for customer visits toward an OTAs. By analyzing the distance between expected and the perceived value for the usability, OTAs can then close this distance and then be able to improve the usefulness of their websites. In addition, after investigating previous evaluation problems, that the various factors that are associated with tourism website evaluations, may be downsized to fit a comprehensive model for website evaluations. The results help to close the gap between expectation and perceived value by helping with the websites design, development, implementation, and management of systems. Based on those findings, effective strategies for OTAs marketing and promotional strategies are suggested.

Usability of Wireless Application Protocol Interface in the Philippines

  • Tangsoc, Jazmin Chong;Ponio V., Amelia S.
    • Industrial Engineering and Management Systems
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    • v.8 no.1
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    • pp.54-65
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    • 2009
  • The existence of Internet revolutionized the computer and communications world. With the rising demand for accessing the Internet, the mobile technology has incorporated the use of Internet in mobile phones. Wireless Application Protocol (WAP) has combined two of the widest utilized technology today: mobile phones and Internet. This study aims to assess the existing WAP pages offered by the top service providers in the Philippines through usability testing experiments. The paper also aims to identify existing problems in WAP interface by focusing on the errors committed by the users. From the usability study, it was found out that common usability problems are wrong selection of links, unclear grouping of categories, wrong feedback, and redundant links. The type of service provider used is significant in determining the performance of users while experience in accessing WAP is insignificant.

A Study on The Usability Evaluation Based on Text Analysis for The Development of Comfort-Shoes for Middle-Aged

  • KIM, Ji Ho;YOON, Sang Hoon;KWON, Ki Hyun;SEO, Jeong Kwon;HAN, Seung Jin
    • Journal of Sport and Applied Science
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    • v.3 no.2
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    • pp.17-27
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    • 2019
  • Purpose: This study is to conduct usability evaluations from the perspective of developing comfort-shoes for the middle-aged and elderly to identify key factors and derive implications for optimal comfort-shoes production. Research design, data, and methodology: A total of 10 middle-aged and elderly women in their 50s and 60s were selected as eligible for the rescue. For data collection, the study was conducted in a Gang Survey, where pre-explanations, shoes test, and interviews were conducted. The collected data were analyzed in a total of four stages. In step 1, the contents obtained through interviews with the subjects were recorded in text, organized and analyzed systematically, and in step 2, unnecessary vocabulary, sentences, and overlapping opinions were eliminated. In step 3, we classified areas around key functions and carried out categorization tasks. Finally, in Step 4, the results and implications of the study were derived by classifying each usability evaluation shoe as positive and negative text around categorized data. Results: There are a total of seven factors for comfort-shoes usability evaluation, which are categorized as cushion, fitting, stability, flexibility, lightweight, comfort, and pressure. Positive/negative factors for the derived usability evaluation factors were shown in the form of a positive-centered, negative-centered, and positive-mixed mix for each of the four products. Positive-focused products are VA products, which are seven times more positive than negative factors. Negative-centered products are CL and SA products, which are five times more negative than positive factors. Positive mixing was a CA product with a ratio of 1:1. Text-based usability evaluations allow us to proceed with analysis based on more scientific data rather than simply listening to opinions and judging by comments. Conclusions: The study discussed implications of developing comfort-shoes for middle-aged consumers and future directions were discussed.

Usability Analysis of Public Libraries' Metaverse Platform (메타버스 내 공공도서관 사용성 분석)

  • JungJo Na;Soyeon Park
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.275-294
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    • 2023
  • This study aims to analyze usability of public libraries' metaverse platform. This study also examines factors that affect usability and immersion of metaverse platform of Gangbuk culture information library, Hanbat library in Daejeon, and Mapo Central library. In order to conduct this study, 60 college students participated in online survey and experiment. There was a statistically significant positive relationship between learnability and usability, and between GUI and immersion in every library. Learnability and usability of Gangbuk culture information library were statistically significantly higher than other libraries. On the other hand, GUI score and immersion of Hanbat library was significantly higher than other libraries. However, given that there were few users connected to metaverse platform, there was no significant difference in interactivity among libraries. This study examines characteristics (including strengths and weaknesses) of metaverse platform of each library. It is expected that the results of this study could contribute to the improvement of usability of public library's metaverse platform.

Usability Evaluation for Smart Phone Augmented Reality Application User Interface (스마트폰 증강현실 애플리케이션 사용자 인터페이스의 사용성 평가 방안)

  • Chang, Won-Suk;Ji, Yong-Gu
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.35-47
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    • 2011
  • Augmented reality applications offering location based service on smart phone require attention to users and new usability evaluation methods. The aim of this paper is to introduce new usability principles for application development and usability evaluation, and conduct expert evaluation on the augmented reality applications. We created a set of usability principles by analyzing characteristic of augmented reality applications, and conducted expert evaluation on three augmented reality applications primarily used by smart phone users. In expert evaluation and filtering procedure, we identified six usability problems that three applications have in common and the improvement guideline for the usability problems. The results of expert evaluation was verified by user test with a prototype that was developed using the guidelines. It is expect that the results of this study can be presented usability principles of the augmented reality application and a method of usability evaluation in the middle of new technology development process.