• Title/Summary/Keyword: Usability Value

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Aesthetics versus Usability : Cultural Difference in Product Choice (심미성과 사용성 : 제품 선택에서의 문화차)

  • Kwak, Hae-Lie;Kim, Bom-Mae;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.361-370
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    • 2011
  • We explore the priority between product attributes such as aesthetics and usability in consumer decision-making. In the recent study in Germany, consumers preferred a visually beautiful product but discounted the value of aesthetics in actual product choice (Diefenbach & Hassenzahl, 2009). In contrast to the individualistic culture which values personal needs(e.g., Germany), recognition from other members has great importance in the collectivistic culture (e.g., Korea). We propose that Korean consumers weigh greater value on the attribute easily perceived from the product appearance (i.e., aesthetics). We replicated the procedure of the study conducted in Germany. As expected, participants highly valued aesthetics rather than usability in product choice. As for aesthetics, participants were likely to choose an expensive but beautiful product; on the contrary a less expensive and less usable product were likely to be chosen as for usability (Study 1). Moreover, usability was sacrificed for aesthetics in the trade-off condition (Study 2). The participants who chose the beautiful product reported higher social recognition desire whereas no difference was shown with respect to usability.

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Development of the Interface Usability Evaluation Technique Using Integration of AHP and Conjoint Analysis (AHP와 Conjoint Analysis간의 통합에 의한 인터페이스 사용성 평가 방법 개발)

  • Moon, Hyung-Don;Park, Beom
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.93-98
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    • 1998
  • Recently, consumers are tend to purchase the user-centered designed product using interface enginnering and human factors techniques. Therefore, it is important that the designer's requirements should be analyzed focused on the human machine interface. This paper described the interface usability evaluation technique(suvjective evaluation) for the interface between user and product. This methodology is the integrated interface usbility evaluation method AHP and Conjoint Analysis. AHP(Analytic Hierarchy Process) is a multicriteria decision model to give priority after expressing hierarchically for decision making problem. Conjoint Analysis enduavors to unravel the value, or partworths, that consumers place on the product or service's attributes from experimental subjects' evluation of profiles based on hypothetical products or services. A new usability test methodology proposed by this paper includes techniques jointed both consistency test by AHP and experimental subjective evaluation of profiles by Conjoint Analysis for evaluating the user's emotion and impression.

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Development of Non-Contact Penetration Measuring Device for Pile Driving Workers (항타 시공 작업자를 위한 비접촉식 관입량 측정기 개발)

  • Kim, J.K.;Kong, Y.K.;Choi, K.H.;Cho, M.U.;Kim, S.Y.;Kim, M.J.;Lee, J.H.;Park, Chae Won
    • Journal of the Korean Society of Safety
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    • v.35 no.3
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    • pp.58-63
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    • 2020
  • At the construction site of the driving site, the pile rebound and penetration measurements are performed manually to determine the end point of the driving operation, thereby causing the measurer to be exposed to a death accident. In this study, in order to eliminate the risk of this work, a non-contact penetration measuring device was developed and usability evaluation was conducted. The penetration measuring device is manufactured based on the ultrasonic sensor, and can be combined with the pile to deliver the data in real time, and the delivered data can be output in real time on the portable PC and the final penetration can be calculated. Usability evaluation on the device was conducted by comparison with manual work. Usability evaluation was largely evaluated on measured values, subjective comfort, and body parts comfort. The result of the measured value tended to overestimate the value measured manually by the measuring device, which is similar to the previous research. In terms of subjective comfort and body part comfort, overall satisfaction was higher than the manual method when using the measuring device. Taken together, these results indicate that it is possible to use the rudder measuring device in place of manual work in the construction site, and it is judged that the worker's comfort is greatly increased by using the measuring machine. The results of this study suggest that the use of non-contact measuring device in the field can be used as basic data to support them.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

Problems and Prospects of Tobacco Quality Evaluation (잎담배 품질평가방법의 문제점 및 전망)

  • Lee, Seung-Chul;Ryu, Myung-Hyun;Han, Chul-Soo;Ban, Yu-Son
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.33 no.s01
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    • pp.124-138
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    • 1988
  • This paper comprised a review of published literature dealing with the evaluation of tobacco quality and usability. Evaluation of tobacco quality and usability seems to be difficult not only due to our inability to define them in simple and easily measurable term but also due to their relations to the profitability of tobacco companies and safety of comsumers. Chemical constituents and smoking taste and aroma of the tobacco represent the underlying basis for tobacco quality: however, tobacco is still purchased upon its physical appearance. Grade and value system is very convenient for evaluating the tobacco quality, if the system is based on the triangular relationship of physical appearance, chemical and smoking properties of tobacco, and also based on intrinsic quality of the tobacco independent of external influences. Grade and value system for tobacco in Korea is thought to be influenced by external factors besides intrinsic quality. Therefore, we have to concern new systems that could be supplement to, or replacement for currently available grade and value system.

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The Effect of Mobile Tourism App Characteristics on Perceived Value, Satisfaction and Behavioral Intention (모바일 관광 앱 서비스특성이 지각된 가치, 만족 및 행동의도에 미치는 영향)

  • CHO, Sung-Ho
    • The Journal of Industrial Distribution & Business
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    • v.10 no.9
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    • pp.45-52
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    • 2019
  • Purpose - This study examined the relationship between the priorities of information, usability, mobility, reliability and empathy, which are the lower dimensions of mobile tourism app service characteristics, on the perceived value and satisfaction of tourists. Research design, data, methodology - Data collection was conducted from June 10, 2019 to June 20, 2019, and a total of 500 questionnaires were distributed to collect 352 copies. Factor analysis, reliability verification, and covariance structure analysis were carried out using SPSS 23.0 and AMOS 23.0 for 321 parts for statistical analysis. Results - First, information, mobility, reliability, and empathy have a significant effect on perceived value. However, usefulness did not appear to have a significant effect on perceived value. This analysis results can increase the reliability of the tourism app, it can be seen that the accurate tourist information services are used in the tourist app or in the place required. Second, information, usability, mobility, and empathy had a significant effect on satisfaction. However, reliability did not have a significant effect on satisfaction. Third, perceived value had a significant effect on satisfaction. Fourth, it had a significant effect on information, empathy, and intention to use. However, the usefulness, mobility, and reliability did not have a significant effect on the behavioral intention. Lastly, perceived value and satisfaction had a significant effect on behavioral intention. Conclusions - The analysis result is that the tourism app that is being used is provided with a reliable and accurate tourism information service, it can be seen that you are using the tourism app in the place or on the go. Therefore, it is relatively difficult to use the tourism app, and it is easy to understand the contents of the service and timely information. Therefore, it is possible to communicate with other users and provide customized services according to needs and desires. The study has the following limitations. This may influence the progress of the research because the respondents' responses to the mobile tourism app service are from different experiences. In addition the accuracy of providing accurate information, the usefulness of using the mobile tourism app, and the ease of communicating with other users can be understood as being relatively satisfactory.

Effects of Digital Music Service Acceptance Factors on the Perceived Value and Customer Satisfaction (디지털음악 콘텐츠서비스의 수용 요인이 지각된 가치와 고객만족에 미치는 영향)

  • Yang, Sung-Soo;Kim, In-Ho;Jeong, Chul
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.456-463
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    • 2016
  • This study investigates the relationship between the digital music service acceptance factors on the Perceived value, and Customer Satisfaction. Remarkable points of this study are as follows. First, according to the result of the analysis of relationship between digital music service acceptance factors and perceived value, diversity of digital music products and quality of digital music system affects significantly on the perceived value. but, usability of digital music service use does not have an effect on the perceived value. Second, as the result of analysis of the relationship between digital music service acceptance factors and customer satisfaction, diversity of digital music products, usability of digital music service and quality of digital music system affects significantly on the perceived value. These finding should assist digital music marketers and academics in their understanding of building loyalty on digital music service.

Analysis of Feed Value and Usability of Soybean Varieties as Livestock Forage

  • Park, Myoung Ryoul;Seo, Min-Jung;Yun, Hong-Tae;Park, Chang-Hwan
    • Journal of The Korean Society of Grassland and Forage Science
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    • v.37 no.2
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    • pp.116-124
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    • 2017
  • This experiment was conducted to evaluate feed value and usability of soybean varieties as livestock forage. In this study, three soybean cultivars, OT93-26, Geomjeongsaeol, and Pungwon, were harvested at R5 (beginning seed development)- and R6 (full seed)-reproductive stages for analyzing feed value of soybean. Days to R5 stage harvest of OT93-26 among the three soybean cultivars was 55 days and the shortest while Pungwon took 103 days to reach at R6 stage. The R6-harvested soybeans had higher dry matter (DM) yields and crude protein (CP) content than the R5-harvested. However, both DM and CP were the highest in the R6-harvested Geomjeongsaeol. Contents of neutral detergent fiber (NDF) and acid detergent fiber (ADF) of Pungwon harvested at R5 were the highest whereas the R6-harvested Geomjeongsaeol had the lowest. Digestible dry matter (DDM), dry matter intake (DMI), and relative feed value (RFV) of the R6-harvested Geomjeongsaeol and Pungwon were higher than those of the R5-harvested, but in case of OT93-26, those at R6 stage were low rather than those at R5 stage. However, soybean could be used as alternative forage with high feed value for livestock. Taken together, Geomjeongsaeol could be used for developing new forage soybean varieties with high feed value, and R6 would be the optimum harvesting stage for yield and quality of forage soybean.

The Interface Design and Development of Learning Management System and Contents for Self-Directed Learning based on Interaction and Usability (상호작용성과 사용편이성에 기초한 자기주도 학습운영시스템과 학습컨텐츠의 인터페이스 설계 및 구현)

  • Baek, Soo-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.149-160
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    • 2005
  • The Purpose of this study is to embody self-directed learning management system and contents which are considered of learner's interactivity and usability in e-learning environment; It is based on self directed teaching and learning strategies. It divides type of interaction centering on the learners into four categories: (1) learner and instructor (2) learner and learner (3) learner and contents (4) learner and learning management system. The specific elements of learning management system is set up and embodied to present the interaction strategies according to the above-mentioned patterns, to improve the self-directed learning ability and to facilitate an online communication. The learning contents based on the self directed learning strategies, design the interface in due consideration of the learners' usability based on six strategies such as simple navigation, consistency, intuitive interface, linkage, user supports and immediate feedback. This research makes up for the weak points in the self-directed functions of learning management system and links up with learning contents, therefore it has a value to improve learner's interactivity and usability. It is expected that the research results can be helpful in quality improvement of e-learning environment.

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A Study of Rapid Prototyping Based on GOMS Model (GOMS 모델을 기반으로 한 Rapid Prototyping에 관한 연구)

  • Cha, Yeon-Joo;Jo, Sung-Sik;Myung, Ro-Hae
    • IE interfaces
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    • v.24 no.1
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    • pp.1-7
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    • 2011
  • The purpose of this research was to develop an integrated interface for the usability test of systems or products in the design process. It is capable of automatically creating GOMS models which can predict human task performances. It can generate GOMS models to be interacted with the prototype interfaces. It can also effectively manage various design information and various usability test results to be implemented into the new product and/or system design. Thus we can perform usability test for products or system prototypes more effectively and also reduce time and effort required for this test. For usability tests, we established an integrated interface based on GOMS model by the LabVIEW program. We constructed the system that the linkage to GOMS model is available. Using this integrated interface, the menu structure of mobile phone can be constructed easily. User can design a depth and a breath that he want. The size of button and the label of the button is changable. The path to the goal can be defined by the user. Using a designed menu structure, the experiment could be performed. The results of GOMS model and the actual time are presented. Besides, values of operators of GOMS model can be defined as the value that user wants. Using the integrated interface that we developed, the optimal menu structure deducted. The menu structure that user wants can be established easily. The optimal layout and button size can be decided by comparison of numerous menu structures. User can choose the method of usability test among GOMS model and empirical data. Using this integrated interface, the time and costs can be saved and the optimal menu structure can be found easily.