• 제목/요약/키워드: Usability factor

검색결과 255건 처리시간 0.022초

자동차 전장 통합 모듈 시스템 설계를 위한 사용성 평가 (Usability Test Analysis for Design on Integrated Automotive Cockpit Module System)

  • 홍성만;박범;이성용
    • 대한안전경영과학회지
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    • 제5권4호
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    • pp.157-167
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    • 2003
  • More and more many people show a keen interest in the ergonomics application car. One of the recent trends of cockpit development is to integrate fore part of whole cockpit and compartment. The goal of this study is to develop and Analysis of User's Convenience a cockpit prototype based on the design guide of cockpit integration module. The process of this study has been followed analyzing development trend of next generation Automotive cockpit, extracting the design factor needed to making integration module and laying down the design guide of cockpit integration module. Finally, this study is indicate an instance that evaluation of utilization with Integrated Automotive Cockpit Module System.

A Comparative Study by Age in Evaluating Web-based 3D Model House

  • Ha, Jimin;Park, Soobeen
    • Architectural research
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    • 제15권4호
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    • pp.175-182
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    • 2013
  • This study aims to explore age-related differences with the assessment tools in the web-based 3D virtual model house and to propose the 3D model house criteria which everyone can use easily. The participants came from three age groups, ranging from their 20s to their over 40. Presence, Usability and Space perception and cognition in the experiment for navigating and evaluating the web-based 3D model house were measured and compared through one-way ANOVA and two-way ANOVA. The results and conclusions are as follows. (1) The younger the participants were, the more positive they evaluated the experiment on Presence. However, 20s needed higher presence than other two groups. (2) 30s and over 40 groups evaluated that the 3D virtual model house was more efficient than an actual model house on Usability. When the participants were younger, the values of 'expressivity' factor were higher. (3) The younger the participants were, the more positive they perceived the virtual environment (VE) on Space perception and cognition scale. There were no significant differences in the selection of dwelling size and the floor plan type. There were no significant differences of interaction effects between age and online gaming experience on Presence and Usability. The results of the current study demonstrate that there are differences among age groups and older groups have difficulty navigating and assessing in a VE. Although older groups take longer to adapt in the VE, they regard the 3D model house as an effective tool for purchase of house.

The effects of the usability of products on user's emotions - with emphasis on suggestion of methods for measuring user's emotions expressed while using a product -

  • Jeong, Sang-Hoon
    • 디자인학연구
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    • 제20권2호
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    • pp.5-16
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    • 2007
  • The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes through three methods. Finally, we extracted 88 emotional words for measuring user's emotions expressed while using products. And we categorized the 88 words to form 6 groups by using factor analysis. The 6 categories that were extracted as a result of this study were found to be user's representative emotions expressed while using products. It is expected that emotional words and user's representative emotions extracted in this study will be used as subjective evaluation data that is required to measure user's emotional changes while using a product. Also, we proposed the effective methods for measuring user's emotion expressed while using a product in the environment which is natural and accessible for the field of design, by using the emotion mouse and the Eyegaze. An examinee performs several tasks with the emotion mouse through the mobile phone simulator on the computer monitor connected to the Eyegaze. While testing, the emotion mouse senses user's EDA and PPG and transmits the data to the computer. In addition, the Eyegaze can observe the change of pupil size. And a video camera records user's facial expression while testing. After each testing, a subjective evaluation on the emotional changes expressed by the user is performed by the user him/herself using the emotional words extracted from the above study. We aim to evaluate the satisfaction level of usability of the product and compare it with the actual experiment results. Through continuous studies based on these researches, we hope to supply a basic framework for the development of interface with consideration to the user's emotions.

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소비자 특성에 따른 화장품 품질 인식 및 만족도 연구 (Research on Cosmetic Quality Perception and Satisfaction According to Consumer Characteristics)

  • 이은주;리순화
    • 융합정보논문지
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    • 제11권1호
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    • pp.216-224
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    • 2021
  • 본 연구는 서울·경기 지역의 화장품을 사용하고 있는 18세부터 50대까지 남녀 317명을 대상으로 소비자 특성에 따른 화장품 품질(안전성, 안정성, 기능성, 사용성) 인식과 만족도의 차이를 분석하였고 부작용 경험에 따른 화장품 품질인식이 만족도에 미치는 영향을 분석하였다. 화장품 품질 요인 중 사용성에는 만족하고 있었으나 안전성, 안정성, 기능성 인식은 낮게 나타나 전반적인 품질 개선이 필요하였고 특히 남성과 40대의 화장품 품질 인식과 만족도가 낮게 나타나 이를 위한 맞춤형 솔루션이 필요하였다. 화장품 부작용을 경험한 경우와 안 한 경우 모두 사용성과 기능성의 순서로 만족도에 유의한 양(+)의 영향을 미쳐 사용성과 기능성 인식의 제고가 만족도를 높이는 주요 요인으로 나타났다. 제품의 품질을 개선하고 소비자 인식에 긍정적 영향을 주는 요소들을 보완하는 것이 품질 인식과 만족도 향상에 큰 도움을 줄 것으로 생각된다.

차량용 음성대화 인터페이스의 Barge-in 기능이 주행 경험에 미치는 효과 연구 - 내비게이션 및 음악서비스 중심으로 - (The Effect of Barge-in Function of In-Vehicle Voice Conversational Interface on Driving Experience - Focus on Car Navigation and Music Services -)

  • 김택수;김지현;최준호
    • 디자인융복합연구
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    • 제17권1호
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    • pp.17-28
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    • 2018
  • 운전 중 주행목적 외에 기기를 손으로 조작하는 행동은 사고위험을 높이는 주된 요인이며, 이를 보완할 수 있는 차량용 음성대화 인터페이스의 디자인이 최근 활발히 연구되고 있다. 이 연구는 차량용 음성대화 인터페이스의 Barge-in 기능의 사용이 사용자 경험에 미치는 영향을 확인하고자 하였다. 실험참가자를 대상으로 모의 주행을 하면서 내비게이션 조작과 음악재생 맥락으로 나누어 두 가지 태스크를 수행하도록 하도록 하였다. 각 참가자의 태스크 수행 후 기능 사용자 경험 측정을 위한 설문조사를 실시하였으며, 사용자 경험 요인으로 유용성, 사용성, 만족도, 감성을 측정하였다. 그 결과 대부분의 경험 요인에서 Barge-in 기능을 사용할 경우가 더 낫다고 평가되었다. 내비게이션 조작에서는 사용성 차원, 음악재생에서는 사용성, 감성 차원에서 유의미한 차이가 나타나 Barge-in 기능이 실제 사용자의 사용성과 감성 차원의 긍정적인 효과가 있음을 알 수 있었다.

e-비즈니스의 신뢰선행요인과 결과의 구조적 모형 (Structural Model of Antecedents and Consequences of Trust in e-Business)

  • 김연정;곽원섭
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 추계학술대회
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    • pp.447-463
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    • 2005
  • The purposes of this study is to investigate the factor structure of web-site characteristics and antecedents factors affected to trust, satisfaction and behavioral intention of web-site. Refined data were consisted of 4 internet shopping mall survey and estimated the perception to visiting web site. Statistical methods are adapted Frequency, Factor Analysis and CFA(Confirmatory Factor Analysis) of LISREL. 8 program. Research findings are as follows. The factors of web characteristics indicated to product information/buying procedure clarification, stability and function of system, usability of web site, security and protection of individual information, design, clarification of enterpriser information, various payment methods and customer service. In regression analysis, dependent variables were trust, satisfaction and behavioral intention. reputation of site were significantly effected variables. External variables consisted of the 4 characteristics of web-site and reputation and trust, satisfaction and behavioral intention were internal factor.

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웹사이트 디자인의 시각적 요소와 유용성이 성과에 미치는 영향에 관한 연구 (A Study on the Effects of Visual Aesthetics and Usability of Web Site Design on their Performance)

  • 김승경;이재관
    • 한국경영과학회지
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    • 제32권2호
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    • pp.17-40
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    • 2007
  • Most research on web site design has focused on technological factors, while visual aesthetic factors have been considered less important. In contrast, this study focuses on visual aesthetic factors in web site design. Findings of this study can be summarized as follows : (1) The result of SPSS-factor analysis shows that there are 3 distinct factors, 'classical aesthetics', 'expressive aesthetics', and 'usability' 'Classical aesthetics' and 'expressive aesthetics' can be described by visual aesthetic design, 'Visual aesthetic design' can be distinguished from 'usability'. This conceptual confusion relating to 'usability' and 'visual aesthetic design' can be clarified by these findings. (2) As a result of multiple regression analyses, 'classical aesthetics', 'expressive aesthetics', and 'usability' have a positive influence on 'interactivity' and 'web site evaluation'. This research clarifies the concepts of 'expectations' of Grier [18] and 'engagement' of Rosen and Purinton [33] as the 'interactivity' between users and web sites. Furthermore, this research suggests a valid model with high $R^2$(interactivity, 48% : web site evaluation, 68%). (3) Empirical tests show that the differences among users in 'entry point' are related to the characteristics of web sites and the personal characteristics of users. The differences among users in terms of 'scanning time' are closely related to the attitudes and evaluation tendencies of users with respect to web sites. These findings could contribute to the 'search phase' of the Faraday model [16], enabling it to be more precise and extensible. The managerial implication of this study is that customers' preferences regarding web site designs are differences, as their preferences are based on their individual characteristics. Therefore, marketing managers should consider promotional tools on web sites that are relevant to the target market. An optimal strategy for web design could be a carefully-selected combination of factors that are relevant to the 'interactivity' and 'evaluation' of web sites. Additionally, if marketing managers want to attract more favorable attitudes and more affirmative evaluations from users, web sites should be designed so that they are understood more quickly by users. finally, this study suggests that 'good design' for web sites depends on understanding how to attain the appropriate balance between 'classical aesthetics' and 'expressive aesthetics', based on the target customer.

LBS 응용 모바일 서비스의 사용 요인에 관한 실증적 연구

  • 임기흥
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 춘계학술대회
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    • pp.107-143
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    • 2005
  • Mobile service that geography, position by development of space Information Technology and technology of communications, space are various to us now becoming limelight as point contents and infra information that customers do demand based on radio superhigh speed authentication net on highly information society by offer infringement problem about individual's privacy or information by political and scientific interest be injured. Purpose of this study grasps use factor of LBS application Mobile service, and it is that analyze actual proof through questionnaire to grasp whether some relation is with value and action determination that is felt of LBS application Mobile service. Distributed all question of 190 copies but disk floret inclination did valid data 171 that clear question and omission remove a lot of questions by type of study among questionnaire of collected 182 wealths. Analyzed factor analysis and authoritativeness to search validity and confidence of questionnaire and used single regression analysis and multiple regression analysis for hypothetical verification. According to verification result, Mobile service that apply position base service usefulness and system quality, adaptedness of Mobile service that apply position base service by leading person affecting in use, acted for connection healthy and felt value is important factor immediately. Usability and social effect, felt expense, privacy did not appear by leading person that keep in mind in this study. Is been related with step that Mobile service that apply position base service is placed. That is, as present childhood, a person who have experience that use service to look for friend is few and usability fairly in last in wide application boundary and this very important person was removed finally in model. This study has sense in terms of study systematically about LBS application service use leading person that is getting into the spotlight worldwide among Mobile service that is injured newly.

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지식정보자원시스템 이용자 경험 지표개발에 관한 연구 (A Study on the Development of User Experience Indicators for The Knowledge and Information Resource System)

  • 전정현;이지연
    • 한국문헌정보학회지
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    • 제54권3호
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    • pp.209-236
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    • 2020
  • 본 연구에서는 이용자 경험의 관점에서 지식정보자원시스템을 평가하기 위한 이용자 경험 지표를 개발하였다. 선행연구에서 도출된 이용자 경험요인을 검증하고 지표로 개발하기 위해 설문조사를 수행하였으며, 사전조사 158명, 본 조사 480명을 대상으로 데이터를 수집하였다. 수집된 데이터는 기술통계, 탐색적 요인분석, 상관관계분석, 확인적 요인분석, 경로분석을 통해 분석을 수행하였다. 수행결과 총 7개 경험요인, 37개 세부 경험요인, 105개 시스템 지각요인이 최종 지식정보자원시스템 이용자 경험 지표로 도출되었다. 도출된 이용자 경험 지표는 지식정보자원시스템 이용자들이 지각하는 이용자 경험 정도를 측정할 수 있으며, 검증된 평가지표로서 활용하여 각 경험요인에 대한 단순 비교가 아닌 상관관계가 반영된 실효성 있는 평가를 진행해 볼 수 있다는데 의의가 있다.

건설 자동화 장비 도입을 위한 기술도입 영향요인 분석 (Analysis of the Technology Adoption Impact Factors for Automated Construction Equipment)

  • 이치주;이강;심재광
    • 한국건설관리학회논문집
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    • 제14권2호
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    • pp.56-64
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    • 2013
  • 안전사고와 민원이 많은 건설현장에서 새로운 건설기술, 특히 자동화 장비가 적용되는 경우는 드물다. 본 연구에서는 건설 자동화 장비의 적용 가능성을 높이기 위하여 고려하여야 하는 기술도입 영향요인들을 도출하고 분석하였다. 먼저, 영향요인들을 기술과 비기술 요인으로 분류하고, 기술요인을 사용성과 기능성 요인으로, 그리고 비기술 요인을 비용, 공사특징, 조직요인으로 분류하였다. 다음으로, 전문가 설문을 통하여 각 영향요인들의 중요도와 실현 가능성을 분석하였다. 사용성과 기능성이 중요도와 실현 가능성이 모두 높은 요인으로 분석되었다. 또한, 영향요인들의 중요도와 실현 가능성에 대한 건설사와 장비 개발사의 관점 차이를 분석하였다. 사전관계와 운전자 태도, 구성원들 의지, 공사품질들은 모두 건설사가 장비 개발사보다 더 높게 인식하고 있었다. 본 연구의 결과를 기반으로 장비 개발사는 건설사와의 관점 차이를 인지하고, 건설사가 중요하게 생각하는 요인들을 중심으로 개발하여야 할 것이다. 또한 본 연구의 결과는 자동화 장비 개발 사전 단계에서 적용할 수 있는 평가기준으로 활용될 수 있을 것이다.