• Title/Summary/Keyword: Usage-Centered Design

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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 User's Acceptance of Blockchain-based Copyright Distribution Platforms and Its Usage (소비자의 블록체인 기반 저작권 유통 플랫폼 수용의도와 이용행위에 관한 연구)

  • Yoo, Young-Hwan;Park, Hyeon-Suk
    • The Journal of Industrial Distribution & Business
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    • v.10 no.3
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    • pp.59-72
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    • 2019
  • Purpose - Blockchain technology, which has the characteristics of credibility, security, integrity and decentralization, has brought innovation to internet platforms that mediate peer to peer transactions, as well as changes to the contents distribution services. Blockchain-based copyright distribution platforms can solve problems which have been articulated on prior internet social networks: increased market dominance of platform business because of centralization with no reward to creators who upload on platforms, and lack of fairness, such as unfair profit distribution between the copyright holder and businesses. With this background, the current research confirmed the factors that affect the intention of usage and behaviors, targeting potential users of blockchain-based copyright distribution platforms. Research design, data, and methodology - Centered around the UTAUT2 Model, the research model was designed with 'Perceived Security' added as Construct, and 'Age' and 'Knowledge Level' added as moderating variables. For data, 607 responses were collected by an online survey, and 601 responses were included in the final analysis. We analyzed the research model and sample by using SPSS 23.0 and AMOS 23.0 on the collected responses. Results - First, results of research on whether Constructs make positive effects on Intention of use is: social influence, facilitating conditions, habit, and perceived security had positive effects on intention of use, and performance expectancy, effort expectancy, hedonic motivation, and economic value did not. Second, results of the research on whether facilitating condition, habit, and intention of use made an impact on using behaviors, it was shown that only habit and intention of use made positive effects. Third, in two groups divided by age above or under 40, group effort expectancy, intention of use, habit, and intention of use had controlling effects, and facilitating condition, intention of use, perceived security, and intention of use had effects in both groups. Conclusions - The research shows that no matter how great a blockchain-based platform is, if advantages of blockchain are not proved in various industries and utilized in real life like the internet, blockchain-based distribution systems will develop slowly. Rather than a short-term inducement emphasizing technology, there is a need for a strategic approach that can foster the environment.

Characteristic Analysis of Major Issues in Negotiating Concession Agreement for BTO Projects Using AHP (AHP 기법을 이용한 BTO 민간투자사업 협상의 주요쟁점 특성분석)

  • Roh, Tae-Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.234-244
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    • 2007
  • Both competent authorities and private entrepreneurs face plenty of risks when negotiating BTO(Build Transfer Operation) methods of PPI(Private Participations in Infrastructures) projects. Also, success and failure of projects largely depend on the concession agreement contract. In this study, for more efficient negotiation, major issues are examined, and quantitatively analyzed to find out not only the relationship but also the characteristics of which these issues share. Questionnaire research was conducted through both research and by experts who were divided into an ordering agency, design company and constructor. Characteristics of major issues were quantitatively analyzed using the Likert index method, ANOVA(ANalysis of VAriance) and AHP(Analytic Hierarchy Process) analysis. Case studies were examined in order to estimate construction cost, rates of return, government finance support, level of operation-revenues guarantees, estimating operational costs and usage fees. With these 6 items, relative priority, relative impression which is sensible to risk and extent of difficulty in presenting data which is objective were quantitatively analyzed by the ordering agency, design company and constructor groups. From the analysis, there were some similarities between the design company and constructor groups while there was less of similarities between the ordering agency and design company or constructor. The government is diversifying the methods of project promotion, and PPI project from infrastructure-centered to public culture facilities are being expand. The current study will provide not only supporting efficient negotiation but also revitalizing PPI projects.

A Study on Characteristic Analysis of Major Issues in Negotiating Concession Agreement for BTO Projects Using AHP (계층화분석법에 의한 BTO 민간투자사업 협상의 주요쟁점 특성분석에 관한 고찰)

  • Roh, Tae-Ho;Kim, Jong-Won;Lim, Chang-Sik;Lee, Jong-Chool
    • Korean Journal of Construction Engineering and Management
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    • v.9 no.6
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    • pp.137-146
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    • 2008
  • Both competent authorities and private entrepreneurs face plenty of risks when negotiating BTO(Build Transfer Operation) methods of PPI(Private Participations in Infrastructures) projects. Also, success and failure of projects largely depend on the concession agreement contract. In this study, for more efficient negotiation, major issues are examined, and quantitatively analyzed to find out not only the relationship but also the characteristics of which these issues share. Questionnaire research was conducted through both research and by experts who were divided into an ordering agency, design company and constructor. Characteristics of major issues were quantitatively analyzed using the Likert index method, ANOVA(ANalysis of VAriance) and AHP(Analytic Hierarchy Process) analysis. Case studies were examined in order to estimate construction cost, rates of return, government finance support, level of operation-revenues guarantees, estimating operational costs and usage fees. With these 6 items, relative priority, relative impression which is sensible to risk and extent of difficulty in presenting data which is objective were quantitatively analyzed by the ordering agency, design company and constructor groups. From the analysis, there were some similarities between the design company and constructor groups while there was less of similarities between the ordering agency and design company or constructor. The government is diversifying the methods of project promotion, and PPI project from infrastructure-centered to public culture facilities are being expand. The current study will provide not only supporting efficient negotiation but also revitalizing PPI projects.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.