• Title/Summary/Keyword: Use-experience

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A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
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    • v.6 no.4
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    • pp.79-87
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    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.

A Study on Information Use Experience of Total Blindness with OTT (전맹 시각장애인의 OTT 서비스를 통한 정보 이용 경험 탐색)

  • Subin Yoon;Seongsin Lee;Sena Lee
    • Journal of the Korean Society for information Management
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    • v.41 no.2
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    • pp.155-183
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    • 2024
  • The purpose of this study is to understand the information use experience of total blindness with OTT. To achieve the study purpose, in-depth interview with nine total blindness using a semi-structured checklist was conducted. The data were analyzed using Colaizzi's phenomenological method. This study has found 5 categories, 13 theme clusters, and 47 themes. The five categories are as follows: 1) the purpose of information use, 2) difficulties of information use, 3) handling of difficulty in information seeking, 4) perception and feeling, 5) improvement requirement The implications of this study are as follows; 1) There are no significant differences between total blindness and the general people of Information request topic in the use of OTT, 2) negative experience was connected with the accessibility with OTT, 3) there is a demand of better conditions with technical sides of OTT, 4) On the whole, they have a positive perception with OTT services.

Methodology for Measuring the Quality of Experience of E-Participation Systems (전자참여시스템의 체감품질 측정방법론)

  • Byun, Dae-Ho
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.21-28
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    • 2012
  • E-participation is the term referring to the use of information and communication technologies to political participation by enabling citizens to connect with one another. Because e-participation systems are already constructed and operated, continuous usage is regarded as a major concern for successful e-participation. E-participation systems should guarantee ease of use, user satisfaction, and high quality. In addition, measuring the quality of e-participation systems will provide a useful strategy. This paper suggests a methodology for measuring quality of experience of the e-participation system and computing the quality score. We apply two concepts of usability measurement method and quality of experience that are most suitable. We provide the target of measurement,, the construct of quality of experience, the method of experiment and analysis of data, and the scoring method of quality of experience.

Mapping Experiential Context factors on the Website Use Experience : through analysis of practical use cases (웹 사용 경험의 정황 요소 매핑에 관한 연구 : 실증적 사례 분석을 중심으로)

  • 김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.265-276
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    • 2004
  • User experience in web site is beyond Usability, and should be understood in a context. However, the concrete contextual factors of web site experience is not systematically established enough. Therefore, the objective of this research is to establish a framework of mapping experiential context factors with analyzing real web site use cases, and to propose how it is can be applied in the process of web site contents planning. First of all, theoretical framework for the web experience and contextual factors was prepared by secondary research. Second, user experience on music casting sites was collected through web diary method, self-video recording method, and group interview. Then, collected experience was re-constructed with scenarios. Scenarios are analyzed into contextual factors and these factors are categorized, given hierarchies and located into context map. Third, the possibility of applying the context map of web site experience was discussed. The systematical and concrete sample of context map based on practical use cases can be applied in the innovative and cross-genre web contents planning process.

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Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

Designing Intuitive Spatial Game using Brain Computer Interface (뇌-컴퓨터 인터페이스를 사용한 공간 기반 게임 설계)

  • Kim, Na-Young;Yoo, Won-Dae;Lee, Yong-Il;Chung, Seung-Eun;Han, Moo-Kyoung;Yeo, Woon-Seung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1160-1165
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    • 2009
  • User interface design environment has been known to be part of important elements in user experience and play, and its significance of functionalities are growing bigger each year. In present day, use of intuitive user interface design are on demand. Player can expect to get a new experience that they can not get from other exiting or similar form of games. For the better user experience, essential use of intuitive game play is necessary along with its perceptive user interface. This paper describes intuitive game environment design which will enhance user experience with use of brainwave signal for Brain Computer Interface.

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Contraceptive practice and influencing factors of adolescents (청소년의 피임 실천과 영향 요인)

  • Cho, Yoon Hee;Ra, Jin Suk
    • Korean Journal of Health Education and Promotion
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    • v.31 no.5
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    • pp.59-70
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    • 2014
  • Objectives: The purpose of this study was to identify the current status of contraception use and analyze factors affecting contraception use among Korean adolescents. Methods: This cross sectional study used secondary data from the 2013 Adolescent Health Behavior Online Survey (KYRBS), which included a nationally representative sample of middle and high school students. A total of 3,475 adolescents who had experienced sexual intercourse were included in the study. Results: Almost 4.8% of total adolescents experienced sexual intercourse. Only 26.8% of them had sex with contraception. The significant predictors related to contraception use were as follows: sexual intercourse experience after drinking (OR=2.02) and living with mother (OR=3.00) for male middle school student, first intercourse experience (OR=2.04) for female middle school students, and first intercourse experience (OR=1.59) and intercourse experience after drinking (OR=0.56) for male high school students. On the other hand, there were no predictors for female high school students. Conclusions: Development and application of effective strategies according to gender and school level are needed to increase contraception rate of adolescents.

A Study on the Visitors' Behavior by the Exhibition Method and the Presentation in Science Museum (일본과학계박물관의 전시수법과 연출에 따른 이용자행동반응에 관한 연구)

  • Park, Jong-Rae;Choi, Jun-Hyuck;Bae, Sun-Wha;Lim, Che-Jin
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.127-130
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    • 2004
  • In order to verify the validity of the exhibition moethod in a science museum, this study undertakes a visitor follow-up survey, and clarifies the influence an exhibition method affect visitor's behavior, and its feature. The tracking research performed the visitor follow-up survey to family company children. The characteristic of the visitor's behavior by the exhibition method; Use frequency becomes low in order of 'Experience type' 'Participation type' 'Fixed type'. Experience type has tendencies, such as repetitive and continuing use, and use time was long. Otherwise use time of Fixed type was short. As a result, although the use frequency of Hands-on is high and its use time is longer than Hands-off, it turns out that is influenced according to factors, such as the exhibition method, presentation and the contents of exhibition.

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The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

Association between Health Behaviors and Sexual Experience in High School Students (고등학생의 건강행태와 성경험의 관련성)

  • Cho, Kyoung Won;Kim, Min Kyung;Kim, Soo Jeong
    • The Journal of Korean Society for School & Community Health Education
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    • v.18 no.1
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    • pp.1-12
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    • 2017
  • Objectives: This study aimed to analyze sexual experience rates according to socio-demographic factors, health behavioral factors, and internet use time, and to identify sex experience related factors in high school students using the data from the 11th Korean Youth Health Risk Behavior Web-Based Survey. Methods: A total of 33,744 students (17,346 boys and 16,398 girls) in high schools were analyzed using the SPSS WIN version 22 program. SPSS complex samples methods were used for analyses. Socio-demographic factors, health behavioral factors, and internet use time as independents variables were included. The complex samples logistic regression analyses were used to calculate the odds ratio of the sexual experience according to the socio-demographic factors, health behavioral factors and internet use time. Unweighted frequencies and percentages were represented in result tables. Results: 3.6% of girls and 9.9% of boys in high school had sexual experiences. Daily average smoking amount and daily alcohol drinking amount were a dose-response relationship with sexual experience after considering confounding factors. Students who smoke 10-19 cigarettes had 5.74 times higher risk and 20 cigarettes or more had 7.27 times higher risk of sexual experiences, comparing with non-smoking students, relatively. Likewise, students who drink soju less than 1-2 bottles and more than 2 bottles had 3.82- and 4.35 times higher chance of sexual experiences, compared with non drinking students, respectively. Conclusions: We found that there were the dose-response relationship between health behavioral characteristics and sexual experiences. Further research is needed to identify an interaction effect between smoking and drinking alcohol on sexual experiences in high school students.

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