• Title/Summary/Keyword: Usability factor

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Usability Evaluation for Life-logging Application (라이프로깅 애플리케이션 사용성 평가)

  • Lee, Joeun;Kwon, Jieun
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.43-49
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    • 2016
  • As user-centered design and content development emerge, the research and the establishment of items on usability evaluation are becoming more important. However, research on usability evaluation for digital systems in specific areas of mobile applications is still incomplete. Due to the recent development of wearable devices and smartphones, development and usage of quantified-self and life-logging applications has been rapidly increasing. This study aims to establish evaluation items and the main factors for the usability assessment of the applications that support life-logging services. In order to establish evaluation factors for life-logging application usability, we first gathered existing usability assessment items and selected the initial items through the Focus Group Interview(FGI). Second, we conducted user assessment surveys on the selected initial questionnaires and performed reliability and exploratory factor analyses based on the survey results. Third, through the statistical analyses results, we established 28 usability assessment items and four factors: recognition; functionality; aesthetics; and satisfaction. Finally, we discussed the expectations and limitations of the established usability assessment. The results from this paper could be used as a guideline for the usability assessment of life-logging applications and thus will contribute to effective content development.

A study on the Website evaluation method using SEM (구조방정식을 이용한 Website 평가방법에 관한 연구)

  • 최재호;백인기;전영호
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.109-113
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    • 2001
  • The purpose of this paper is to propose an analytical method for evaluating user satisfaction of Internet websites using the structural equation model(SEM). This paper is intended to identify critical evaluation factors of user satisfaction for websites to determine criteria for evaluating the websites, and use the criteria to develop a SEM model for quantitatively evaluation of each factors' effects of user satisfaction. The SEM model used 2 variables of usability and good-looks for the evaluation factors of websites user satisfaction and each factors have 4 sub evaluation criteria, 3 portal sites were evaluated to construct the SEM model, and 155 subjects participated the website evaluation using the walk-through and face-to-face survey method. Analysis results showed that the SEM model was statistically significant for all the 3 websites evaluated. Both the usability and good-looks two factors also showed significant effects to user satisfaction of websites and have positive correlation. The user satisfaction was more effected by the usability factor than good-looks, and the simplification and harmonization were the most critical sub-factors of the usability and good-looks.

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Factor Analytic Classification of Design Attributes of Shopping-Mall Sites under the View of Usability (인터넷 쇼핑몰 사이트 설계 속성들의 사용성 관점에서의 요인분석적 분류)

  • 고석하;김주성;경원현
    • Journal of Information Technology Applications and Management
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    • v.10 no.4
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    • pp.29-50
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    • 2003
  • This research provide the basic information to enhance the user-orientedness of usability design guidelines for software products and an effective empirical guidance to classify design attributes of internet shopping mall sites. The results of analysis show that design attributes can be classified into the procedural attribute group, the shopping tool attribute group, the visual attribute group, linguistic attribute group, and others. The results show that shopping tool attribute group can be divided further into the search tool attribute group and purchase tool attribute group and that the visual attribute group can be divided further into the screen condition attribute group and the character legibility attribute group. The research reveals that when designers design software interfaces and features they should take the compound effect of a group of design attributes into consideration to enhance the usability of the system.

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Analysis and Comparison of Usability Models and Techniques Measuring User Performance Interacting with Websites

  • Abdulhak, Sami Abduljalil;Kang, Dae-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.210-212
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    • 2011
  • Human Computer Interaction is rapidly growing in different aspects and areas. One of the areas that grab many scholars and researchers interest is usability. Usability is a main factor and critical pillar of products success and acceptance. In this paper, we deeply analyze the current usability models that measure the user performance during the interaction with products. Then, we fairly compare between each model to discover and present the strength and weakness of each model for supporting developer and business organization with guidelines during the development process of the products before launching the actual and final one. Decomposing comparison between each model is performed based on specific criteria. Comparison is tabulated, graphically depicted, and analytically decomposed.

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A Study on Confirmation Bias in Early User Experience Stage (초기 사용자 경험 단계의 확증편향에 관한 연구)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.355-360
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    • 2021
  • In this study, the factors of confirmation bias that may occur in the initial user experience stage were analyzed using a honeycomb model by deriving user experience factors for each factor. In the initial user experience stage, confirmation bias occurs in the impression stage. At the processing stage of memory, sensory memory, working memory, and long-term memory, which stores and retrieves selective memory, were closely related. Confirmation bias was classified into visibility, correlation, memory, clarity, and universality in the usability part, and satisfaction, joy, and dissatisfaction were derived as emotional factors. As a result of the analysis with the honeycomb model, visuality, clarity, universality in the usability factor, and joy in the emotional factor had little effect on the confirmation bias, and satisfaction and dissatisfaction were analyzed as the main factors of the confirmation bias in the correlation, memory and emotional factors. This study is meaningful in that it can be usefully used as a reference material for companies that customize design patterns for the factor of confirmation bias.

Empirical Study on Relationship between Influential Factor in Smartphone Purchase Consumer Awareness (스마트폰 구매의 영향요인과 소비자 인식과의 관련성 연구)

  • Kim, Hyung Jun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.211-224
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    • 2014
  • This study is aimed at considering the relationship between the influential factor in Smartphone purchase and consumer awareness. For this purpose, this study set up the influential factors in Smartphone purchase as advertising effect, brand effect and usability effect and corporate image effect, and considered the relationship between these influential factors and consumer awareness empirically. The research results can be summarized as following 3 parts: First, the four factors suggested as the influential factor in Smartphone purchase were verified to have a significant influence on customer satisfaction and customer loyalty, and thus, it is thought that the bigger the influence of these factors, the more customer satisfaction and customer loyalty will increase. Second, among the factors suggested as influential factors in Smartphone purchase, the biggest factor in influencing customer satisfaction was found to be 'Usability Effect' while the biggest factor in influencing customer loyalty was revealed to be 'Brand Effect.' As a result, this study could learn that it's necessary that 'Usability Effect' should be considered more preferentially than other factors in order to enhance customer satisfaction while 'Brand Effect' should be preferentially considered in orderto raise customer loyalty. Third, it can be judged that in the relationship between customer satisfaction and customer loyalty, the bigger the customer satisfaction, the higher the customer loyalty. It is hoped that such research results could be applied as useful materials in time of establishing the marketing strategy. Nevertheless, this paper makes it clear that due to the constraints in the number of sample areas and samples, there is a limit in objectifying the research results into all areas.

A comparative study on the usability evaluation of museum smart phone applications in pre-visit setting (박물관 스마트폰 애플리케이션에 대한 사용자 평가 비교 연구)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.69-77
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    • 2013
  • This research validates the correlation between usability and functional attributes whilst comparing the degree of satisfaction of information framework used in museum mobile apps via usability evaluation in pre-visit setting. In cases of Bilbao Guggenheim and American Natural History Museum apps, the degree of satisfaction measured for information service, functional attributes, motivation for actual museum visit and during-visit usability of the apps were all highly evaluated. Such evaluation data indicates the increased usability of apps when mobile applications take user-friendly design that intuitively reflect users' interests and needs. After thorough analysis of correlation between usability and fictional attributes, data pointed to more meaning relationships existed in non-intrusiveness and personalization than other functional attributes. In conclusion, we were able to acknowledge the usability of museum mobile apps depends upon the interaction between content and functional attributes rather than entertainment factor and technology.

Can users' important usability factor bring users' satisfaction? (사용자가 원하는 사용성 요소의 충족이 만족도에 미치는 영향)

  • Baik, So-Yeon;Jin, Beom-Suk;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.917-925
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    • 2009
  • 본 연구는 실제 사용자 언어로서의 사용성 평가를 시도하기 위해 진행되었다. 기존의 획일화 된 잣대로서의 평가가 아닌, 사용자가 원하는 사용성 요소가 충족되었을 때의 지각되는 사용성에 대한 만족도를 알아보고자 한 것이다. 이에 본 연구에서는 사용자의 유형에 따라 제품 및 서비스의 인터페이스에 중요하다고 생각하는 사용성 요소가 다를 것이라고 가정한 뒤, 그 사용성 요소의 충족여부에 따라서 사용자의 주관적인 만족도가 다르게 나타날 것이라고 예상하였다. 이 연구문제를 위하여 혁신 수용의 사용자 유형 별로 가장 중요하다고 생각하는 사용성 요소를 추출하였다. 조기사용자는 사용성 요소 중 Affect의 사용성 요소를 가장 중요하다고 평가하였으며 후기사용자는 사용성 요소 중 Productivity의 사용성 요소를 가장 중요하다고 평가하였다. 이후 각각의 사용자 유형에 중요평가된 사용성 요소가 충족되거나 충족되지 않은 프로토타입을 제시한 뒤, 사용 경험의 만족도를 조사한 결과, 각 사용자 유형 내에서의 만족도는 충족여부에 따라 통계적으로 유의미한 차이를 보였으나, 각 사용자 유형 간의 만족도는 충족여부에 따른 통계적으로 유의미한 차이를 나타내지 않았다. 본 연구의 결과는 사용성평가를 평가자의 언어가 아닌 사용자의 언어로 측정하는 새로운 평가방식 개발의 기초자료로 활용될 수 있다. 또한 본 연구는 사용자 유형 별 중요하게 기대하는 사용성 요소의 결과를 제시함으로써 제품 및 서비스의 인터페이스의 개발에 있어 사용자 군 별 중요하게 고려되어야 할 속성들의 판단자료를 제공할 수 있다는 점에서 의의를 갖는다.

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The Usability of The Human-Computer Interface (인간-컴퓨터 인터페이스에서 사용편의성에 관한 고찰)

  • 곽효연;이상도
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.18 no.36
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    • pp.13-22
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    • 1995
  • The phenomenal rate of growth of the design, implementation and use of interactive computer-based systems has been paralleled by an appreciation of the criticality of the human factor with regard to successful systems operation. As the pace of technological innovation quickens, and the design of user interfaces involves more complex interaction techniques, user frustration, confusion, degraded human performance, and an unwillingness on the part of users In perform interaction tasks were potential outcomes. Consequently, the important of user-centered interfaces design and use is increasing. Usability-based systems improve user acceptance and satisfaction with the systems

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Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.