• Title/Summary/Keyword: User Characteristics

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Effect of Usage Habits and Hardware Characteristics of Smartphone Users on Functional Performance (스마트폰 사용자의 사용습관 및 하드웨어 특성이 기능 수행도에 미치는 영향)

  • Yoon, Cheol-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.599-604
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    • 2019
  • This study examined how the characteristics of smartphone affect the functional performance of smartphones. In particular, this study focused on an understanding of the correlation between smartphone functional factors and usage habits. Functionality is defined as 11 kinds of functional elements. The characteristics of the smartphones were defined as the hardware characteristics and the user habits characteristics. Eighty subjects were organized to collect actual data by the smartphone function. The actual time required to perform each function was measured and observed five times for each functional element. Regression analysis was performed using Minitab ver.14 by classifying the measured values of the functional elements as dependent variables, the hardware characteristics collected through the questionnaire, and the user's usage habits as 12 independent variables. Overall, it is difficult to conclude that demographic and hardware characteristics of smartphone users have a significant effect on the performance. On the other hand, the variables related to smartphone usage habits have had a great impact on the performance of smartphone tasks, and as a result, the task execution time has increased. In simple input variables or viewing variables, the effects on usability was relatively small, but in all active variables, the execution time increased 10% - 30% in all tasks except for phone calls, seeking phone numbers, and dictionary search. Thus far, if the smartphone user interface has been provided uniformly in a large and simple manner, users with various usage habits can be utilized even if the input method and task processing method are more complicated and various interface types are provided.

Analysis of User Satisfaction on the City Squares in Seoul - Focused on Grand Public Place - (서울 소재 도시광장에 대한 이용자 만족도 분석 - 중심 대 광장을 대상으로 -)

  • Lee, Jung-A;Lee, Hyung-Sook;Choi, Yun-Eui;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.3
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    • pp.42-50
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    • 2012
  • City squares are public open spaces which are closely related to the peoples daily lives. Most squares are located in the center of the city, and they are usually used for community gatherings and they are suitable for open markets, music concerts, political rallies, and other events. City squares also play an important role as a grand public place operating in multi functions that require involvement of more people. The purpose of this study is to examine satisfaction on the spatial components, characteristics, and the user satisfaction in City Squares. The slady also analyzed the relationship between the satisfaction about spatial components, characteristics and it also shows that the user satisfaction is followed. This study sites are made in 3 grand public places in the center of Seoul including the Seoul plaza, Cheonggye Plaza, and Gwanghwarnun Square. Data were analyzed using several statistical methods such as descriptive statistics, factor analysis, ANOVA, correlation and regression. Results of the study are as follows: First, factor analysis carried out to extract the various factors of satisfaction on the sites; spatial components, usability, amenity/security, and spatial characteristics. User satisfaction concerning usability factor was higher than the satisfaction of the other factors. This result represented that the slady sites play an important role to the public open spaces in the city. Second, users showed high user satisfaction to study sites, and user satisfaction rate toward the Gwanghwarnun Square is the highest because of its facility planuing. Finally, user satisfactim was strongly correlated on the usability factor of spatial planning. Also, the significant correlations between the user satisfaction and the other factors such as spatial components, security, and spatial characteristics of spatial planning are presented. Results of this study can help guide the planning and management of the city square as a public open space based on the understanding of user perception and satisfaction.

The Improvement of Usability for Train Toilet Design

  • Han Seok-Woo;Jin Mi-Ja
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.195-206
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    • 2006
  • Design for improved usability is to understand products from the user's point of view so eventually to enhance the pleasantness users by reflecting it into the design. The philosophy of user-oriented design is an essence of human-centered product planning, and its application is more important for railway vehicle design, which is closely connected with everyday life. This study focused to define basic elements of train interior design concept, which considers convenience and comfort for passengers, by extracting and interpreting ergonomic requirements, as usability factors, of train toilet design. The study on user-oriented design of trains consists of the practice of sensibility engineering for the management of customers' emotions and its harmonious use on design, and aims on the embodiment of new ergonomic design. In the center, it has analyzed the criteria and characteristics of the user-oriented design and has concluded the design direction and components to a concrete idea and proposed prototypes, which may become a good example for train interior design later on. In addition, it proposes a direction, which may become a guideline of ergonomic design, to secure competition capacity. Moreover this study is concentrated on the physical environment and human behavior of train toilet users, on the analysis of factors necessary for adequate toilet design, and on the understanding of interface between its users. What is more, it proposes a module of development process and methods of approaching the interface. The study presents a design standard, under which the concrete data of the characteristics and practicable range and the convergent demands accelerate to the module could be confirmed and criticized. The study on the usability is going to contribute to more pleasant and comfortable train environments and consequently, it's going to create new values of increased railway competitiveness by design.

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A Study on the Strategies for Improving User Satisfaction and Continuous Usage of Social Network Service (SNS(Social Network Service)의 사용자 만족과 지속적사용 향상을 위한 방안)

  • Kim, Dae Jin;Kim, Jin Soo
    • Information Systems Review
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    • v.17 no.1
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    • pp.171-197
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    • 2015
  • SNS provider's biggest interest lies in enhancing user satisfaction through user request analysis and developing services to induce continuous use of those devices. In particular, setting up management directions to develop SNS at maturity is important and it is also important to identify the functions which SNS users are pursuing for and identify what's considered unsatisfiable among the services currently provided in light of user expectations. To this end, this study further presents sociality quality and personal emotional quality reflecting the characteristics of SNS to the existing quality factors and expands to Expected Confirmation Model. This study further took into account of sociality quality and personal emotional quality reflecting the characteristics of SNS and approached to them from the perspective of quality in a comprehensive way, analyzed the degree of impact on recognition factors, and presented the factors that had an impact on the satisfaction with usage and intention to use continuously.

Analysis on the Characteristics and Product Trend of Wearable Smart Actuator (웨어러블 스마트 액추에이터의 특성과 제품동향 분석)

  • Lee, Hyewon;Suh, Sungeun;Roh, Jung-Sim
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.6
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    • pp.1022-1038
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    • 2017
  • Wearable smart products contributed to expand the concept of modern clothing in terms of closer communication between wearers and the surrounding environment. This study investigated the concept of wearable smart actuators and characteristics of actuating feedback. The representative product development trends over the past 10 years are examined based on the method of actuating feedback. A first keyword search from Naver and Google reused to select the final 58 products based on the second key keyword actuating feedback. The wearable smart actuator system works in a similar way to a human body system such as those of the information processing process. Actuating feedback is delivered directly to the user as the last signal of the system, which has visual, auditory and tactile feedback. It works in complex at the device to be delivered to the user. Actuator feedback is divided into three types of active and passive, depending on the user situation, the overall purpose of the product, the collected information, and the device dependency. Active actuating feedback determines and actuates the situation on behalf of the user when the user is in an emergency or a disability situation. Passive actuating feedback plays a role in environmental monitoring to help in a healthy daily life.

A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface (TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.341-348
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    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.

Smart Home Service System Considering Indoor and Outdoor Environment and User Behavior (실내외 환경과 사용자의 행동을 고려한 스마트 홈 서비스 시스템)

  • Kim, Jae-Jung;Kim, Chang-Bok
    • Journal of Advanced Navigation Technology
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    • v.23 no.5
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    • pp.473-480
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    • 2019
  • The smart home is a technology that can monitor and control by connecting everything to a communication network in various fields such as home appliances, energy consumers, and security devices. The Smart home is developing not only automatic control but also learning situation and user's taste and providing the result accordingly. This paper proposes a model that can provide a comfortable indoor environment control service for the user's characteristics by detecting the user's behavior as well as the automatic remote control service. The whole system consists of ESP 8266 with sensor and Wi-Fi, Firebase as a real-time database, and a smartphone application. This model is divided into functions such as learning mode when the home appliance is operated, learning control through learning results, and automatic ventilation using indoor and outdoor sensor values. The study used moving averages for temperature and humidity in the control of home appliances such as air conditioners, humidifiers and air purifiers. This system can provide higher quality service by analyzing and predicting user's characteristics through various machine learning and deep learning.

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

The Impact of Task-KMS Fit on KMS Performance (업무 - KMS 적합이 KMS 성과에 미치는 영향에 관한 연구)

  • Jang, Jeong-Ju;Ko, Il-Sang
    • The Journal of Information Systems
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    • v.16 no.1
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    • pp.179-200
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    • 2007
  • In this research, we study how task and KMS fit influences on KMS performance in large corporations during its practical use. Based on the task-technology fit theory and information system success model, we developed a research model by considering the characteristics of KMS for supporting tasks. We try to verify how individual traits, task traits, and KMS Units affect task-KMS fit and how task KMS fit influences on KMS performance. We surveyed 212 employees who were using KMS and working for the large-sized manufacturing firms. We analyzed the collected data from LISREL 8.54 for Windows, and found the following significant results. First user satisfaction is increased when KMS provides knowledge to help to perform task rather than KMS' functionality. Second, user satisfaction is increased when KMS is suitable for performing task Hence, we verified task-KMS fit is an antecedent of user satisfaction. Third, task-KMS fit and user satisfaction have significant impacts on KMS performance. And user satisfaction affected more heavily on KMS performance than task-KMS fit did. As a result, we realized an individual performance can be improved when task KMS fit is high and, consequently, user satisfaction is increased. Forth while the usefulness of task-KMS fit is demonstrated, causal factors such as individual traits, task traits, and KMS traits significantly affect task-KMS fit. Formalization and knowledge trait we significant in enhancing user satisfaction, but KMS self-efficacy, autonomy, md system trait are not. These results indicate that task-KMS fit variable is useful as a measure of KMS performance as well as that of user satisfaction. Based on these results, we conclude that when KMS supports task activity, performance can be significantly improved by coordinating the task with KMS.

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A Study on User Satisfaction by Perceived Performance of Ecological Learning Center (생태학습장 이용객의 지각된 성과에 의한 만족도 연구)

  • Park, Chung-In;Kim, Jong-Hae
    • Journal of Environmental Science International
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    • v.19 no.8
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    • pp.1057-1066
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    • 2010
  • An ecological learning center is defined as a place which can establish the correct relationship between human and environment. Human can learn ecosystem and importance of environment throughout observation of nature and participation in program of ecological learning center. The most important aspects of ecological learning center planning are to reflect on user's demand and preservation of ecosystem. The prime goals of this study is to analyze user's characteristics in the Young Wheol Mulmurigol Ecological Learning Center. The second goal of this study is to find out the satisfaction model based on user's perceived performance of each program and facility in the center. For this study, questionnaire survey with 204 individuals was completed. The data from the questionnaire were analyzed statistical method by SPSS. There are several significant results from the study as following First, this ecological learning center as a newly operating facility is used not for educational purpose but for resting and relaxation purpose. It is due to that the most of users in this center are package tourists with historic scenes. Second, user's perceived performance evaluated by 23 attributions of programs and facilities, and these attributions could be classified by 5 factors such as environment friendly design, educational function, preservation of environment, provision of various bio-top and provision of resting area. Third, the user satisfaction model indicates that user satisfaction is depended on various factors such as preservation of environment, provision of various bio-top, provision of resting area. Among these factor affecting the satisfaction, provision of various bio-top is the most influence on user satisfaction.