• Title/Summary/Keyword: Usability Value

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Development of Evaluation Indicators for the Usability Evaluation of Smart Home App Design (스마트 홈(Smart Home) 앱 디자인의 사용성 평가를 위한 평가지표 개발)

  • Li, Man;Kim, Maeng Ho
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.249-258
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    • 2019
  • Currently, people are paying more attention to smart home businesses. Therefore, the research on smart home system is becoming important. Smart Home App, which is an important component of smart home system, needs to consider the development of evaluation indicators for usability. In this regard, this paper takes smart home App as the object to develop the usability evaluation indicators of smart home App design. For this purpose, this study performed three rounds of survey by using the Delphi method. In the first round, 8 suitable areas were selected by collecting opinions from experts and analyzing the Content Validity Ratio, which was derived from literature review. Based on the results of the first survey, a total of 38 evaluation items were collected through prior research and user interview surveys. For the 38 collected evaluation items, 27 evaluation items have been selected by analyzing Average Value, Standard Deviation, Content Validity Ratio, Consultation and Convergence in the second and third rounds. The result of this study can be used as a guideline when evaluating the usability of smart home App design.

Knee Joint Isokinetic Rehabilitation Exercise Equipment Usability Evaluation

  • Byoung-Kwon Lee;Seung-Hwa Jung;Hye-Ri Shin;Dong-Wook Han;Chang-Young Kim;Jong-Min Woo;Dae-Sung Park
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.414-420
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    • 2022
  • Objective: In this study, the test-retest reliability and validity were presented to evaluate the usability of isokinetic rehabilitation equipment for the knee joint. Design: Cross-sectional design, reliability & validity study. Methods: Thirty healthy adults participated in the study. A CSMI dynamometer was used as a standardized measuring device to present the validity of the equipment. It was measured based on the dominant leg. The average peak torque value was selected as the measurement variable. After the measurement, a questionnaire was conducted on safety, satisfaction, and performance through the usability evaluation questionnaire. Results: The knee joint isokinetic rehabilitation equipment showed high reliability with Intraclass Correlations Coefficients (ICC) =0.883~0.956. In order to check the validity of the equipment, the 95% confidence interval of the mean difference limit was confirmed by the Bland & Altman plot. As a result, all three angular velocities showed a smaller confidence interval in the flexion than in extension. There were less than 10 plots that were not included in 2 Standard Deviation (SD) between all measurements. As a result of the usability evaluation questionnaire, the average of the safety domain(4.9±0.4), satisfaction domain(4.1±0.8), performance domain(4.3±0.8). Conclusions: If the product is improved by supplementing the items identified in the usability evaluation process, it is judged that it can be used as a useful device in various knee joint rehabilitation fields.

Exploring Determinants of Smartwatch Diffusion Using a Value Adoption Model (가치수용 모델을 활용한 스마트워치 확산 결정요인 분석)

  • Song, Geunhye;Park, Jong-Hyun;Lee, Seungmin
    • Journal of Korea Technology Innovation Society
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    • v.21 no.2
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    • pp.684-714
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    • 2018
  • Contrary to predictions, the market diffusion of smartwatch is proceeding slowly. Smartwatch companies should pursue new strategies to overcome this so-called chasm; however, little is known about smartwatch attributes valuable for target consumers. This study investigates beneficial and sacrificial features influencing overall perceived value of smartwatch, which in turn affects usage intention, and considers moderating effect of personal innovativeness. A total of 323 usable data were analysed using partial least squares. The results show that two benefits (utilitarian and hedonic) and three sacrifices (usability, performance, and finance) significantly impact on usage intention via perceived value. A significant effect of personal innovativeness as a moderator is also observed. Interestingly, the influence of social benefits on perceived value is not supported, which means strengthening image improvement strategies might not be appropriate for the diffusion. In order to overcome the chasm, suitable strategies should be used, and focusing on consumers who are highly innovative are strongly recommended.

가치혁신 전략을 적용한 디지털콘텐츠 평가에 관한 연구;구글과 네이버의 검색 서비스를 중심으로

  • No, Mi-Jeong;Mun, Hyeong-Nam
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.229-238
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    • 2007
  • This study was intended to point out the limit of existing digital content-centered studies, or approaches from the viewpoint of the supplier and in the aspect of business profit model and find ways to assess the quality of digital content, considering the characteristics of digital content. For this, the study is to apply value innovation strategy to digital content assessment, to analyze the applicability, and to propose a new and practical framework for digital content assessment method. To this end, this study selected the global No. 1 search service provider Google and local portal site Naver search service. The study on assessment factors by value innovation strategy was based on existing literature, while user-value elements in that respect were confined to information quality, interactivity, communication, interactive storytelling, and usability. This study objectified the relation with the value innovation strategic analysis, through qualitative and quantitative analyses on value elements of search service users.

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Gesture Interaction Design based on User Preference for the Elastic Handheld Device

  • Yoo, Hoon Sik;Ju, Da Young
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.519-533
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    • 2016
  • Objective: This study lays its aims at the definition of relevant operation method and function by researching on the value to be brought when applying smart device that can hand carry soft and flexible materials like jelly. Background: New technology and material play a role in bringing type transformation of interface and change of operation system. Recently, importance has been increased on the study of Organic User Interface (OUI) that conducts research on the value of new method of input and output adopting soft and flexible materials for various instruments. Method: For fulfillment of the study, 27 kinds of gestures have been defined that are usable in handheld device based on existing studies. Quantitative research of survey was conducted of adult male and female of 20s through 30s and an analysis was done on the function that can be linked to gestures with highest level of satisfaction. In order to analyze needs and hurdles of users for the defined gesture, a focus group interview was conducted aiming at the groups of early adopters and ordinary users. Results: As a result, it was found that users have much value regarding usability and fun for elastic device and analysis could be conducted on preferred gesture and its linkable functions. Conclusion: What is most significant with this study is that it sheds new light on the values of a device made of elastic material. Beyond finding and defining the gestures and functions that can be applied to a handheld elastic device, the present study identified the value elements of an elastic device - 'usability and 'fun' -, which users can basically desire from using it. Application: The data that this study brought forth through preference and satisfaction test with the gestures and associated functions will help commercialize an elastic device in future.

Usability Test of 'Paldokangsan3' a Walking Game for the Elderly (노인용 걷기게임 '팔도강산3'의 사용성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, DooNam
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.145-154
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    • 2015
  • The objective of this research is to evaluate the usability test of 'Paldokangsan3' which has been developed as a serious game for the elderly to improve their physical and mental health. This game machine has been installed in a silver house for one month that the elderly could play the game as they like in their convenient times. To promote their participations to practice the game, we set 3 contests with gifts for the high scores and collect their data through inspection, questionnaire and interviews by the researchers as well as in-game measurement for the play. Eight people volunteered to join the project. While the result analysis for the usability area of easiness of control, learnability of the game play, memorability and challenge didn't show the statistical confident t-value, most elderly players participated 2~3 times a day for a month even though most of them are suffering mild cognition impairment. They showed good subjective satisfactions in their interviews that we could go on the project further to expand its applications.

Usability Evaluation of ICloud Calendar and Naver Calendar -Focused on Mobile Application- (iCloud 캘린더와 네이버 캘린더의 사용성 평가 -모바일 애플리케이션을 중심으로-)

  • Yoon, Kahee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.443-449
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    • 2017
  • Since usage of smartphone becomes popular, Ecology of smart media based on smartphone is creating new ecological system of information. This research is for evaluating usability and sustainability of application due to development of smartphone usage in these days. For the research, precedent researches were analyzed and hypothesis were set up based on those researches. Then, iCloud Calendar and Never Calendar, which are two major calendar applications, were evaluated by in-depth interview and measuring task performance time of interviewees, and used these results to verify hypothesis. Then verify hypothesis through the research and analyze which type of users focus on aesthetic impression, and which users focus on usability and practicality. This research is to analyze success and failure points of Calendar Applications' user experience design, and suggests guideline for future transformation of offline to online.

Reliability and Validity Inquiry for Tele-assessment Based on Video Conferencing

  • Suha Lee;Changho Song
    • Physical Therapy Rehabilitation Science
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    • v.12 no.2
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    • pp.105-114
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    • 2023
  • Objective: The study examined the validity and reliability of tele-assessment of cervical range of motion (ROM) through video conferencing. Design: A cross-sectional study Methods: The study included 22 healthy adults as subjects and 10 physical therapists as evaluators. The subjects underwent both face-to-face and tele-assessment of cervical ROM. The CROM (Cervical Range of Motion) device was used for reference measurements in the face-to-face assessment. The evaluators assessed the subjects' ROM through visual inspection (VI) and using a Universal Goniometer (UG) in the tele-assessment. Results: The results showed a significant correlation between the face-to-face and tele-assessment measurements for all ROM contents. The correlation coefficients ranged from r=0.54 to 0.71 (p<0.05), indicating concurrent validity. In terms of inter-rater reliability, the ICC values for both VI and UG assessments in the tele-assessment were high, with ICCs of 0.93 and 0.92, respectively. Additionally, the study investigated the usability of the tele-assessment method and environment. The satisfaction of the participants and evaluators was assessed using the Telehealth Usability Questionnaire (TUQ), which evaluates perceptions, usability, and satisfaction with telehealth services. Conclusions: In conclusion, tele-assessment of cervical range of motion using video conferencing was valid and reliable. Also, investigated participant and evaluator satisfaction and opinions, providing insights into the clinical value of tele-assessment. It is important to note that the study was conducted only healthy adults, and further research may be needed to validate the tele-assessment method in populations with cervical dysfunction or neck pain. These findings support the potential effectiveness of telerehabilitation services in assessing and managing musculoskeletal disorders.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.2
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

Evaluation of Functionality and Added Value Factors to the Usage of Mobile Telecommunication Services

  • Kim, An-Sik;Oh, Young-Sam
    • Journal of Distribution Science
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    • v.12 no.9
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    • pp.65-72
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    • 2014
  • Purpose - This study aims to provide a brief understanding of usability and its extended models with TAM as well as identifying additional determinants that had been suggested in previous studies on mobile services. Research design, data, and methodology - Empirical data were collected by conducting a field survey of potential mobile application service users. The call for participation was also made in mobile related application issues, which were widely discussed. Result - The ease of use and usefulness had a significantly positive influence on attitude and intention. It also was revealed that added value services can offer practical value to customers. Thus, positive attitudes toward the adoption of services by customers are present when they perceive higher usefulness and ease of use of mobile application services. Conclusion - It was indicated that customers who are more inclined to try new products or who have a higher demand for new things tend to think about those functionalities and added value mobile application services from the perspective of usefulness and ease of use and operation.