• 제목/요약/키워드: Usability questionnaire

검색결과 177건 처리시간 0.026초

게임 인터페이스 디자인 요소분석 : 베틀 그라운드를 중심으로 (Analysis of Game Interface Design Elements towards Battle Ground)

  • 셰화쳰;송승근
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 춘계학술대회
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    • pp.287-288
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    • 2018
  • 게임을 개발 하다는 것은 그 자체가 인기 있는 일이며 상업적으로 큰 발전이 있는 분야이다. 그 분만 아니라 디자인 분야에서도 중요한 위치를 차지한다. 왜냐하면 게임에는 상업적 가치가 높고 게임에서의 디자인적인 역할이 충분하기 때문이다. 본 연구는 게임의 외관에 해당하는 인터페이스를 어떻게 설계할 것인지를 살펴보기 위하여 사용성 평가 측면에서 인터페이스를 고찰 하고자 한다. 이를 위해 선행연구를 고찰하고 이를 토대로 도출된 인터페이스 요소를 설문 문항으로 하여 최근 인기 있는 게임인 베틀그라운드를 대상으로 사용성 평가를 실시한다. 본 연구 결과는 게임의 인터페이스 디자인의 디자인 지침을 마련하는 데 도움을 줄 것으로 기대한다.

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라이프스타일에 따른 공동주택 단위평면 공간구성방식에 관한 선호도 조사.연구 (A Study on the Preference for the Way of Composing the Unit Plan for Apartment Houses by Lifestyle)

  • 전수영;박승환;김성화;최무혁
    • 한국주거학회논문집
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    • 제17권5호
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    • pp.147-157
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    • 2006
  • A study on Composing Unit Spaces of Apartment Houses according to the Differentiation in Lifestyle by survey on preferences. The purpose of this study is to propose composition models of unit spaces for 85m2 net area apartment houses by lifestyle types. This study set up a hypothesis that there is a critical divergence of preferences in composition types of unit spaces according to lifestyle. To prove the hypothesis, investigation on variable floor plans of apartments to extract spatial composition types of units and questionnaire survey on lifestyleand preferences for composition types were implemented. To extract several factors regarding, characteristics of lifestyle, factor analysis, was implemented for each variable. Cluster analysis was conducted to cluster interviewees by similarity of lifestyle. To identify and define how each factor reacts, ANOVA and cross tabulation analysis between factors and clusters were used. The type of spatial composition was analyzed by plane characteristic, spatial relation and spatial usability on the basis of apartment plate type. As a result, lifestyle was divided into three types: reasonable lifestyle, trend-seeking lifestyle and conservative lifestyle. As, the result of investigating characteristics for the type of spatial composition according to the type of lifestyle, preferred types and main districts were different. Therefore, the hypothesis was proved.

숫자판을 이용한 TV채널 입력방식에 대한 고찰 (A comparison between different TV channel input methods using numeric keypads)

  • 이남식;김호성;신찬수
    • 대한인간공학회지
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    • 제17권3호
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    • pp.61-70
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    • 1998
  • The purpose of this paper is to evaluate the input methods of the numeric keypads that are widely used in various types of consumer and industrial electronic products. Three methods to enter numerals using keypads were compared: (1) Machine Intelligence, (2) + 100 key, and (3) Enter key input methods. Experiments were conducted to compare these three input methods for the channel selection of TV. Experimental prototypes which simulate TV user interfaces were developed using $RAPID^{TM}$ for usability testings. In the experiment, data on subject performance such as completion time, operational errors, and user interaction were collected through auto-logging method and video recording. After each test session, subjective preference was also asked using a questionnaire. In order to analyze the type of operation errors and the error causation, operation sequences were analyzed from the collected data. The Enter key input method showed better performance than other input methods. Based on these results. we can conclude that the input method using numeric keypads should be compatible with generic number counting(to input ch 7, it would be better to input 7 directly than to input 07 or 007) and should switch the channel as quickly as possible. This conclusion can be applied to the design of user interfaces which require numeral inputs.

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관광정보서비스, 결재서비스, 만족도, 재이용의도의 구조적 관계: 중국 시에청을 대상으로 (Structural Relationships among Tourism Information, Payment Service, Satisfaction, and Intention to Reuse: Focused on the Ctrip APP in China)

  • 이옌링;김영국
    • 아태비즈니스연구
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    • 제9권2호
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    • pp.123-136
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    • 2018
  • The purpose of this study is to investigate the effects of six factors (accuracy, perceived usefulness, perceived ease of use, security, instant accessibility, and ease of use) on re-use intention; and then to help to establish future marketing strategy. In order to achieve the study's objectives, this study conducted an online questionnaire on the Internet, Wenjuanxing. The total of 270 copies through APP-Wechat (Wicket), and 245 were used for analysis. For statistical processing, SPSS22.0 is used to analyze the influence relationship amongst factors for mobile tourism information service, a variety of analysis, such as factor analysis, reliability analysis, mass regression analysis, simple regression analysis were employed. The results of this study are summarized as follows. As a result of analyzing the factors affecting the satisfaction of consumers using chinese Ctrip mobile app, the perceived usefulness and perceived ease of use of mobile tourism information service attributes have a significant effect on user satisfaction. The accuracy of mobile information service were found to have no significant effect on satisfaction. The security, immediacy of access, and usability of the payment service of mobile APP were found to have a significant effect on satisfaction. And customer satisfaction has a significant effect on re-use intention.

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3D 아바타의 자연스러운 수화 동작 표현 방법 (Soft Sign Language Expression Method of 3D Avatar)

  • 오영준;장효영;정진우;박광현;김대진;변증남
    • 정보처리학회논문지B
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    • 제14B권2호
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    • pp.107-118
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    • 2007
  • 본 논문에서는 실제 수화자의 관점에서 기존 수화 아바타의 한계와 문제점을 지적한다. 이를 해결하기 위하여 손 모양, 손 방향, 손 운동을 비롯하여 입술 움직임, 얼굴 표정, 안색, 운동자 움직임, 몸동작 등을 통해 수화를 보다 자연스럽게 표현할 수 있는 수화 아바타를 개발하였다. 또한, 데이터베이스의 성능을 높이기 위해 손의 움직임과 함께 다른 신체 요소들의 움직임을 구조적으로 같이 기술할 수 있는 하이퍼 수화 문장을 제안한다. 개발된 시스템의 우수성을 보이기 위해 실제 청각 장애인을 대상으로 설문조사를 수행하여 시스템의 사용성을 평가하였다.

O2O서비스의 지속이용의도에 영향을 미치는 요인에 관한 연구 : 영화관 티켓 발권서비스를 중심으로 (A Study on Factors Affecting Intention to Continuous Use of O2O Service : Focused on Cinema Ticketing Systems)

  • 박소은;이성혜;지대범;최정일
    • 한국IT서비스학회지
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    • 제16권4호
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    • pp.197-212
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    • 2017
  • This study aims to investigate factors affecting the intention of continuous use of O2O service by referring new media adoption theory and value-based acceptance model for movie ticketing services. For this study, a questionnaire survey was conducted for users of tickets ticketing service of the cinema online (including mobile) within the last 6 months. A total of 500 copies was collected and 404 copies were analyzed excluding 96 copies because of errors. As a result of the analysis, the ease of use and service ubiquity has a positive effect on perceived functional value and perceived emotional value, and usability has a positive effect on perceived functional value. Compatibility and trialability has a positive effect on both perceived functional value and emotional value. Previous experience has a positive effect on both perceived functional value and perceived emotional value, and inertia has negative effect on perceived functional value. Finally, the perceived emotional value has a positive effect on the intention to continuous use, but perceived functional value appeared to have no significant effect. This study shows a theoretical implication for new technology-based services such O2O. It was suggested to establish a practical marketing strategy and help to activate the O2O service field.

Service Satisfaction and Continuous Use Intention on Omnichannel-Based Pickup Service

  • LEE, Kyoung-Hee;KIM, Bo-Young
    • 유통과학연구
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    • 제19권10호
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    • pp.5-15
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    • 2021
  • Purpose: This study aims to present individual motivation and channel characteristics affecting omnichannel service use, as well as the effect relationship of the brand factor on consumption value, service satisfaction, and continuous usability based on convenience store pickup service, one of online shopping customers' omnichannel use services. Primarily, this study divided consumption value into emotional value and functional value and examined the consumption value characteristics of omnichannel-based pickup service customers. Research design, data and methodology: A questionnaire survey was carried out targeting 324 consumers having the omnichannel-based pickup service user experience in online shopping in Korea. A confirmatory factor analysis and path analysis were carried out based on the structural equation to verify hypotheses. Results: According to the analysis result, individual motivation affected the emotional value, and the omnichannel characteristics affected functional value. The brand effect influenced both emotional and functional values. The emotional value affected continuous use intention, and the functional value affected service satisfaction. Conclusions: Therefore, consumers' emotional and functional values showed differences in consumption behavior. In online shopping companies' marketing strategy construction for omnichannel, it was confirmed that a differentiated approach is needed depending on the strategic goal of satisfaction improvement and continuous use intention consolidation.

모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구 (A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game)

  • 이진형;김철수
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권1호
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

임대 아파트 내 커뮤니티시설의 거주 후 평가에 대한 연구 - 2009년 이후 신축된 판교 4개 아파트를 중심으로 - (A Study on Post Occupancy Evaluation about the Community Facilities of a Rental Apartment - Focus on the 4 Apartment Built in Pangyo after 2009 -)

  • 김민규
    • 대한건축학회논문집:계획계
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    • 제34권2호
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    • pp.59-66
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    • 2018
  • The purpose of this study is to investigate the method on improving the frequency of use and satisfaction rate of the community facilities and to evaluate relation between improving the frequency of use and satisfaction rate of the community facilities and improving the sense of community in apartments. The research subjects of this study is the four public lease apartments which is built around same period with same design guide. The survey method is a questionnaire survey, a experimental study, focus group interview, an analysing drawing. The result of study is as follows. The first, the frequency of use and satisfaction rate have been effected by the operation management system as well as the physical circumstance. The second, The frequency of use and satisfaction rate of the community facilities have had positive correlation with sense of community. The third, multimedia room and conference room with low usability need to change a multipurpose space such as cafe, classroom for learning on artistic topic with high demand from occupant. Finally, a mindset shift is required for architects to inspire community facilities as an important mediated space improving the sense of community by suggesting spaces for leisure and hobby activities.

Generation YZ's E-Healthcare Use Factors Distribution in COVID-19's Third Year: A UTAUT Modeling

  • Michael CHRISTIAN;Kurnadi GULARSO;Prio UTOMO;Henilia YULITA;Suryo WIBOWO;Sunarno SUNARNO;Rima MELATI
    • 유통과학연구
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    • 제21권7호
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    • pp.117-129
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    • 2023
  • Purpose: With the number of COVID-19 cases declining and generational differences among how people use mobile apps, including health service apps, the goal of this research is to identify and analyze the factors that affect people's attitudes when using the Halodoc health service app during the third year of the pandemic. Research design, data, and methodology: This study proposes a quantitative analysis method based on PLS-SEM modeling. This study has used a questionnaire survey to collect randomized data from 268 Halodoc users from generations Y and Z in Jakarta. Results: Both the Y and Z generations believe there is a significant usefulness factor in the attitude toward using the application. The start of the pandemic period demonstrates that the urgency of using health service applications is no longer determined by performance expectations, effort, or social panic, but rather by these applications' usability. Conclusions: Even though a health service application is no longer considered an urgent service or a priority need, attitudes, and behaviors in using it emphasize the aspect of long-term benefits. These findings supplement other considerations and understandings in application of the Unified Theory of Acceptance and Use of Technology (UTAUT) model in explaining attitudes and intention behaviors.