• Title/Summary/Keyword: Usability evaluation

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The effect of behavioral and emotional change on usage mode and response-delay situation (사용 모드에 따른 반응지연 상황의 행동적, 정서적 효과)

  • Joo, Hyo-Min;Kim, Hyo-Sun;Kim, Hye-Ryeong;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.129-146
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    • 2010
  • System response times(SRTs) are getting important while increasing the function of system. In the past, most research studied SRTs on situation of computer usage. There are lacking the research on simple domain. This study focuses on behavioral and emotional effect on situation of cell phone usage(experience 1; independent variables: degree of SRTs, dependent variables: behavioral and emotional evaluation). And this study investigates the behavioral and emotional effect in same SRTs on different situation(experience 2; independent variables: degree of SRTs, usage mode, dependent variables: behavioral and emotional evaluation, stress, mental strain). The result indicated that long SRTs increased problem solving time and negative emotion. User evaluated the system differently according to usage mode after they performed the same task. In other word, if user had a strong goal, then they felt more negative emotion and mental effort than the user don't have a strong goal. In the goal mode group, it was important there are being of delay or not. This study demonstrated that SRTs and usage mode influence user's emotion and behavior performance in same task.

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A Study on the Design of Visual-Auditory Haptic Interface - With emphasis on embodying Haptics using Visual and Auditory perception (시/청각적 촉감 인터페이스 디자인에 관한 연구 - 시각과 청각을 이용한 촉감 구현을 중심으로)

  • 백승화;김명석
    • Archives of design research
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    • v.14 no.2
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    • pp.15-25
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    • 2001
  • With the rapid development of current internet, digital age make human beings intangible. Haptic sense was recognized less important than visual sense and auditory sense, but it plays an important role in determining the quality of products. The goals of this study are embodying haptics using Visual and Auditory preception and designing Visual-Auditory Haptic interface, in the case of actual touching is required but impossible. This study was carried out 3 steps. Firstly, developing the concept of Visual-Auditory Haptic Interface(VAHI) was carried out to make it certain the direction of this study. To get common factors of VAHI, this study researched physical-mechanism of visual, auditory, and haptics senses, and psychological-mechanism. Secondly, identifying factors of V/A haptic sense was analysed by web-evaluation test, to be categorized 11 Emotional Haptic Factors(EHF) and some Design Haptic Factors(DHF). The relation of EHF and DHF was analysed and summarized to VAHI design check sheet. Finally, Applying DHF to VAHI by EHF according to VAHI design check sheet was validated by web-evaluation test, to be resulted 13% increase in reliability and the same in usability. Conclusively, the possibility of embodying haptics using Visual and Auditory preception was resulted to be valid. And this concept can be applied to an interface, such a internet shopping mall and virtual reality, which requires actual touching to perceive haptic information, but it is impossible.

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Performance Evaluation of Balance Ability Equipment Using VR (VR을 이용한 균형능력 측정장비의 성능평가)

  • Yoon, Sangcheol;An, Howon;Ahn, Taekwon;Choi, Haesung;Lee, Byoungkwon;Seo, Dongkwon;Lee, Kyuhwan;Jung, Sangwoo;Yi, Jaehoon
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.3
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    • pp.33-41
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    • 2020
  • Purpose : Conventional Balance Measurement can only measure the center of gravity and the shaking movement of the body. As a result, it has the disadvantages of not responding to visual changes and blocking functions of variables. This study was carried out to evaluate the performance of new equipment that measures the balance of the body using changes in body segment and pressure using the acceleration sensor to compensate for the disadvantages of the existing equipment. Methods : To this end, balance ability was measured in 43 healthy male/female adults without orthopedic injuries and nervous system damage in the last 6 months. in a situation where the visual information was restricted by Virtual Reality (VR) gear, all subjects measured and evaluated the balance ability utilizing the new equipment. Balance measurement (Prime Medilab, Korea) and Wii fit (Nintendo, Japan) were used to measure the balance ability of the subjects, and the balance ability test was performed in 4 postures using each device for data acquisition. The test duration for each posture was 30 seconds. For data acquisition, the average value of three experiments measured using each equipment was analyzed, and the statistical test was performed using the independent sample and the corresponding sample t-test, and the significance level was set to α=.05. Results : As a result of measuring the balance ability using individual equipment, blocking visual information using VR gear, the average speed, maximum speed, and moving area of the COP increased equally. It was found that the obtained absolute size of the result in Wii was somewhat larger than that of BM. Conclusion : It is considered that in the future research, it is necessary to measure changes in the body's center of gravity through image analysis, etc., to make clear comparison and evaluation of the usability.

A Study on the Evaluation and Improvement of the Korean National Assembly Digital Library by Applying ISA(Importance-Satisfaction Analysis) (ISA를 적용한 국회전자도서관 품질 평가와 개선방안 수립)

  • Kwak, Seung-Jin;Jung, Young-Mi;Kim, Jin-Mook;Bae, Kyung-Jae;Im, Mi-Kyung
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.3
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    • pp.327-343
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    • 2011
  • The goal of this study was to examine ways to improve the quality of databases of the Korean National Assembly Digital Library(KNADL). In order to achieve the goal, we first designed an assessment tool that could measure the quality of the 'contents,' the 'service,' and the 'system' of the KNADL's databases. Each of the three categories also had sub-categories-i.e., eight sub-categories for 'contents'(e.g., accuracy, recency, ${\cdots}$), seven sub-categories for 'service'(e.g., convenience for request, rapid response, ${\cdots}$), and seven sub-categories for 'system'(e.g., usability, response time, ${\cdots}$). We thenconducted a survey using the assessment tool we developed and gathered a total of 270 responses from users of KNADL's databases. We used Excel and PASW Statistics 18 for data analysis. Each sub-category was measured by its importance and by the level of satisfaction(implemented from the DigiQUAL project). Finally, we performed an importance-satisfaction analysis(ISA) to identify what action(i.e., maintain, concentrate, low priority, and exceed) needs to be made in each sub-category. We concluded the paper with some useful suggestions for improving the quality of KNADL's databases.

An Analysis of Information Visualization Problems using User Interface Design Principles (이용자 인터페이스 설계 원칙에 의한 정보시각화 시스템 평가 및 문제점 분석)

  • Lee, Jee-Yeon
    • Journal of Information Management
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    • v.34 no.2
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    • pp.67-88
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    • 2003
  • There have been increased interests in information visualization. Information visualization has been considered as a way to summarize textual data so that the users can access large amount of data more efficiently and effectively. However, many information visualization techniques stem from scientific visualization techniques, which might be difficult for the regular users to understand. More importantly, the system models used by most of the information visualization techniques do not have real world counterpart. For example, most of the users do not represent or process the textual data in terms of fisheye view or a topological map. This means that there is no affordance on the current information visualization systems from the users point of view. In this paper, we analyzed this problem by using the user interface design principles to point out what lacks in the current information visualization systems. More specifically, we have applied Nielson's Heuristic Evaluation technique to review four representative information visualization techniques. The analysis results confirmed our original hypothesis on why the current information visualization systems are not part of the mainstream information systems. Finally, we suggested to invest more efforts in improving the currently prevalent and familiar bullet list type textual information presentation method based on the usability studies and the intelligent content analysis.

A Study on the Placeness of Vacant Houses in the Street of Historical Culture - Focused on HangZhou Zhongshan Road - (역사문화거리 빈집의 장소성에 관한 연구 -중국 항저우 중산로를 중심으로-)

  • Wang, Hui-Hui;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.617-629
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    • 2020
  • In the historical and cultural blocks with the most concentrated urban cultural heritage, the development of both side streets is impacted by the development of the main street, which shows a gradual decline. The loss of placeness on both side streets has resulted in more empty houses. Therefore, it is urgent to pay attention and take countermeasures to the empty houses in historical and cultural blocks. In this study, the vacant houses on Zhongshan Road in Hangzhou, China were taken as the object of study to understand the location theory and the six dimensions of Matthew Carmona's urban design. Meanwhile, it further analyzed the evaluative features of the placeness of the vacant houses in the historical and cultural street, to provide direction and basis for the flexible using of other empty houses in Zhongshan Road. Then by applying the Analytic Hierarchy Process (AHP), it obtained the importance scale of each evaluative feature and compared the evaluation results of experts with the analysis results of cases, getting the results as follows: In the flexible application of vacant houses in historical and cultural street, the evaluation result of placeness indicates that this kind of usage should be in order of societal level, perceptional level, functional level, morphological level, visual hierarchy and temporal level; among the evaluative features, security, identity, usability, individuality, aesthetics, connection, diversity, openness, continuity, accessibility, order and history should be considered in turn.

A study of Curved Dosimeter for Flattening Filter Free Beam Quality Assurance Evaluation using Curved Dosimeter in Radiotherapy (Flattening Filter Free Beam의 정도관리를 위한 곡면선량계 가능성 연구)

  • Han, Moojae;Shin, Yohan;Jung, Jaehoon;Heo, Seunguk;Kim, Kyotae;Heo, Yeji;Cho, Heunglae;Park, Sungkwang
    • Journal of the Korean Society of Radiology
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    • v.13 no.1
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    • pp.119-124
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    • 2019
  • Radiation therapy using flattening filter free beam can prevent beam attenuation caused by flattening filter and can improve treatment efficiency. However, accurate dose control is not established for nonuniform iso dose distributions. In this study, curved dosimeter based on photoconductive material $HgI_2$ was fabricated and its reproducibility and linearity were evaluated at 6 MV photon energy to verify its performance. In order to show the usefulness of the curved measurement, the signals measured on the flat substrate and the curved substrate were compared in the flattening filter free beam using the acrylic filter. As a result, the reproducibility of the unit cell dosimeter was evaluated as SE 0.613%, and the linearity was evaluated as R-sq 0.9999. The usability evaluation of the array curve dosimeter demonstrated its usefulness by indicating a curvature error rate of 11.073%p and a reduced error rate.

A Study on the Web GUI Design Guidelines for the Ease of Using T-shirt Customization (티셔츠 커스터마이징 사용편의성을 위한 웹 GUI 디자인 가이드라인 연구)

  • Lee, Saem;Jeong, Je-Yoon;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.105-112
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    • 2021
  • Unlike conventional online shopping malls that handle simple product sales, customization services have to be provided with a user-centered and smooth customizable work environment because of differences that buyers have to customize themselves. To study the ease of use of T-shirt customization web GUI, three websites that provide T-shirt customization services were selected to analyze the current status of T-shirt customization websites. Through prior research, we establish the evaluation principle as consistency and clarity, operability, feedback, coping with errors, sharing and ease of search. Based on this, the T-shirt customization web GUI design guidelines were drafted and three delphi surveys were conducted on GUI-related experts to prove the validity of the web GUI guidelines evaluation items that are effective in customizing T-shirts. This study is expected to contribute to increasing the production and usability of the T-shirt customization web and to be used as an effective reference for customization web GUI design.

A Planning Framework of BIM-based Work-Type Packaging for Educational Facility Maintenance (교육시설 유지관리 BIM 기반 공종 패키지 플래닝 프레임워크)

  • Bae, Chang-Joon;Park, Sang-Hun;Yoon, Sun-Jae;Lee, Mi-Young;Koo, Kyo-jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.200-210
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    • 2020
  • The maintenance of educational facilities was assembled in 12 project classifications of the Educational Improvement Program. The priorities were decided by the evaluation scores derived from the condition investigation, and maintenance works were budgeted in the order of priorities. These priorities were a schedule for conducting maintenance and an important criterion for obtaining a construction order. Several restrictions in the condition investigation exist, which derives budgets and conducts maintenance separately based on the priorities. An educational facility manager has a restriction in quantity take-off, which results in an incorrect budget. Discomfort would occur in an educational environment, and a period of infringing safety would increase. This study proposes applying a BIM in the condition investigation and the planning framework for work-type packaging. A BIM supports a budget calculation and derives evaluation scores by linking a repair and an inspection result. The work-type packaging algorithm divides a budget allocation range and derives the result of a grouped work-types applied in an equivalent space and element. As a result of applying cases, it could shorten the duration by approximately 37.4%. Its usability in selecting a grouped work-type was evaluated through an assessment with workers.

User Experience (UX) Analysis of Advertising Platform Mobile Applications for Culture and Arts Content: Critical case study based on the UX Honeycomb model (문화예술 광고 플랫폼 앱의 사용자 경험(UX) 연구: 허니콤 모델을 통한 비판적 사례분석)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.1-18
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    • 2022
  • This study critically analyzed the user experience (UX) of mobile applications, focusing on the advertising platforms of mobile applications for culture and arts content. This study aims to examine the direction for growth of the related mobile applications and propose alternative approaches to improve usability. In this study, a mobile app named 'Moviepre' was selected, and a heuristic evaluation was performed for in-depth exploration. For the selected case, the UX Honeycomb model was reconstructed to analyze useful, usable, desirable, findable, accessible, and credible elements of the case. First, since the users' preference for the price factor did not show a significant correlation with the usefulness of the content and the interface, it is necessary to make sure that the mobile application has unique values to gain a competitive advantage in the market. Second, by adopting customer path stages for analysis, the result indicated that users continuously interact with the service from the first moment they are aware of the mobile application. Third, if the user feels uncomfortable, it is likely that these factors hinder the establishment of a long-term relationship between the users and the mobile application. Finally, brand identity should be clearly established, and brand image strategy needs to be developed to satisfy users' expectations that high-quality culture and arts content will be available through the mobile application.