• Title/Summary/Keyword: User Experience Evaluation

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A Usability Assessment Metric for Ubiquitous Services: Quantification of the Interactivity Attribute in Inter-personal Services

  • Lee, Joo-Hwan;Song, Joo-Bong;Yun, Myung-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.63-76
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    • 2012
  • Objective: The main objective of this study is to propose a user-centered assessment metric for ubiquitous services. Background: As the ubiquitous era took off, the interactions between ubiquitous services and users have come to take an important position. It is essential to conceptualize a new assessment model that considers human-system interaction capability with a user-centered design perspective. Method: The evaluation model for the interactivity of ubiquitous service was approached from the concept of usability and inter-personality of services. As a validation study, suggested assessment metric was utilized to evaluate the u-Home service. Priority weighting of each assessment metric was derived using the quantification type-I analysis. Results: To evaluate interactivity, this study suggested a quantitative metric for user testing performed after classifying the interactivity characteristics to contextualization; ubiquity; user experience; and service capability. Conclusion: This study suggest the metric for the ubiquitous service that are experienced in real life, and introduced the concept of ubiquitous service interactivity. Application: The suggested evaluation metric can be used to evaluate interactivity level of ubiquitous service and identify the potential problem and usability requirements at the early stage of service development.

UX design strategy for Education Mobile app based on User Value (사용자 가치 기반에 의한 교육용 모바일 앱의 UX디자인 설계전략)

  • Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1386-1392
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    • 2017
  • With the active usage of digital media, the importance of and the interest in User Interface (UI)/User Experience (UX) have been increasing. This study proposes the development of design evaluation model to utilize the quality analysis model as a basis if there were to be a development of mobile education application. Main factors of the design evaluation model, which is based on User Value analysis, influence users' attitudes and intentions in continuing their uses of a mobile education application. The employment of the design evaluation factors onto the existing agile method's development stage, therefore, would provide an optimal UX environment for the application. This application not only will increase the satisfactions of consumers, but also will have positive impacts on their intentions in continuing their uses of a mobile education application.

An Empirical Study on Web Site User-Interface Evaluation For Service Information Management (서비스정보관리자를 위한 웹사이트 인터페이스 평가요인에 관한 연구)

  • 김명옥
    • The Journal of Society for e-Business Studies
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    • v.7 no.1
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    • pp.19-34
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    • 2002
  • The main objective of this research is to find out whether there exist any user interface factors that influence service information management professionals(SIMP)'s business activities on the web. The result of this study shows that there exists a significant level of difference between two groups of office Professionals: SIMP and general office management professionals on user interface factors. We analyzed the past and current research results and focused on four major evaluation categories: (1) web design, (2) structure, (3) navigation, and (4) interaction and identified 26 evaluation items in those categories. The study has been initiated by an intuition that there might be a significant difference in sets of user interface factors that influence SIMP and general office professionals. From the list of Best 100 Web Sites the best 30 information-providing web sites and the best 30 service-providing web sites were carefully chosen by a panel of 10 members for each group. To evaluate 60 web sites, another panel was formed by 30 professionals from each group, and they conducted evaluation in their own work settings. Reliability analysis on user interface factors and T-test to find out any influencing factors on SIMP were performed. As a result of this study, we have recognized that clarity, formation, consciseness, economics, and robustness are the most influencing user interface factors for web designers to concern when they develop web sites for SIMP. The study result can be improved by enhancing reliability of choosing target web sites In investigate and panel members. Also, in the future study it is recommended to investigate influencing factors for office professionals in terms of. age, sex, experience, academic background, etc.

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Evaluation of User Experience in AR-based shopping Applications -Focused on Ikea Place and Amazon AR View- (AR 기반의 쇼핑 애플리케이션에서의 사용자 경험 평가 -IKEA Place와 Amazon AR View를 중심으로-)

  • Lee, Jun-hyuk;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.411-416
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    • 2019
  • This study focused on IKEA Place in IKEA and Amazon AR View in Amazon to study the differences between AR shopping applications. The first literature study examined the status and prospects of the AR market and conducted a case study on AR shopping applications. In the second phase, 'Honeycomb Model' of Peter mobile was reorganized into six usability principles, focusing on the major functions of AR shopping mall application, to conduct surveys and in-depth interviews based on the task. Based on this study, it is expected to help increase AR-based application user experience, concentrating on the actual experience of the user and finding out the major experience factors.

A Study on the Virtual Experience Evaluation(VEE) of Space Design through the Web3D - Focus on the Evaluation Criteria - (Web을 통한 공간설계의 가상체험평가(VEE)에 관한 연구 - 평가기준을 중심으로 -)

  • Lee Sang-Ho;Kim Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.122-133
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    • 2005
  • This study could begin with the improvement of computer graphic technology The graphic technology is the standards of computer technology level and up-to-date technology intensive. Above all, the technology of virtual reality has developed rapidly and the development of the program has changed from professional one only for the experts to easy of access ones for the space designers. Moreover, the program which major internet user's can experience the virtual model has been made, as the development of virtual reality technology that is based on the web. These graphic technology and the development of the web helped to extract human experiences on the space design step. However, to find the meeting point with real recognition is not easy though the virtual reality technology develops. Because the real space is made up of various senses that people feel in their surroundings. But, this study was possible because most of the space recognition is based on the visual organ, even though it can't satisfy all sensible factors that we feel in reality. Therefore, the significant of this study is the standards and criteria of evaluation, the technological proposal, expecting to make more advanced alternative design than before.

SonicStream: A Network Coding Based Live P2P Media Streaming System With Rich User Experiences

  • Chen, Xiaogang;Ren, Ning;Zhang, Xiaochen;Wang, Xin;Zhao, Jin
    • Journal of Communications and Networks
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    • v.10 no.4
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    • pp.430-436
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    • 2008
  • Recent studies have convinced that network coding can improve the performance of live media streaming in terms of startup delay, resilience to peer dynamics, as well as reduced bandwidth cost on dedicated streaming servers. However, there still exist some strategy drawbacks and neglected problems which need to be further researched. In addition to the commonly used evaluation parameters of the network and user experiences mentioned above, we focus on additional key factors, playback lag and switch lag, which have not been fully explored in previous work. In this paper, we present SonicStream, a novel and fully implemented live peer to peer (P2P) media streaming system with consideration of rich user experiences, including startup delay, playback continuity, playback lag, switch lag, etc. In pursuit of a further enhanced user experience, we revise traditional peer selection/data scheduling methods. Through a series of experimental evaluations and a cautious comparison with the latest similar work $R^2$, the superior performance of SonicStream has been preliminarily verified.

High Quality Network and Device Aware Multimedia Content Delivery for Mobile Cloud

  • Saleem, Muhammad;Saleem, Yasir
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.4886-4907
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    • 2019
  • The use of mobile devices is increasing in multimedia applications. The multimedia contents are delivered to mobile users over heterogeneous networks. Due to fluctuation in bandwidth and user mobility, the service providers are facing difficulties in providing Quality of Service (QoS) guaranteed delivery for multimedia applications. Multimedia applications depend on QoS parameters such as delay, bandwidth, and jitter to offer better user experience. The existing schemes use the single source and multisource delivery but are unable to balance between stream quality and network congestion for mobile users. We proposed a Quality Oriented Multimedia Content Delivery Scheme (QOMCDS) for the mobile cloud to deliver better quality multimedia contents for the mobile user. The multimedia contents are delivered to the mobile device based on the device's parameters and network environment. The objective video quality assessment models like Peak Signal-to-Noise Ratio (PSNR), Structural Similarity (SSIM), and Video Quality Measurement (VQM) are used to measure the quality of the video. The client side Quality of Experience metric such as Startup delay, Rebuffering events, and Bitrate switch count was used for evaluation. The proposed scheme is evaluated using dash.js and is compared to existing schemes. The results show significant improvement over existing multimedia content delivery schemes.

A Study on the Direction of the Development of Hearable Devices for Seniors -Focusing on Wireless Earphones- (시니어를 위한 히어러블 디바이스 개발 방향성 연구 -무선 이어폰을 중심으로-)

  • Kijeong, Choi;Seunghee, Suh
    • Journal of Fashion Business
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    • v.26 no.5
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    • pp.135-152
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    • 2022
  • This study aimed to evaluate the user experience of hearable devices for seniors and suggest possible development directions. A literature review, case study, and in-depth interviews were conducted. Based on the literature review, convenience, accessibility, transmissibility, wearability, aesthetics, and interest were determined as the user experience factors of hearable devices. Then, in-depth interviews were conducted with 12 participants aged 60 or older regarding four devices. Participants tried four different types of wireless earphones which were selected based on a case study: open-type, kernel-type, neckband-type, and earring-type. Regarding convenience, the participants preferred to carry small devices and regarding accessibility, participants responded positively for most product types. For transmissibility and wearability, there were differences depending on whether devices were put on correctly, but the participants preferred products that did not wholly block external sounds. For aesthetics, participants preferred small and cutting-edge designs. Interest was noticeable among those who had not used the devices before, and for stability, the neckband-type was the most preferred. Based on the results we suggest designing small cutting-edge designs and button-type assist devices, not blocking the external sound, providing a participation program, simplifying device functions, and establishing a method that can be combined with and stored in clothes and a delivery method that can signal danger.

Effect of Unplanned Haptic Experience on Product Evaluation (계획되지 않은 햅틱 경험이 상품의 가치 평가에 미치는 영향)

  • Park, Yong Bae;Park, JuHwa;Cho, KwangSu
    • Design Convergence Study
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    • v.14 no.5
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    • pp.47-56
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    • 2015
  • People often use haptic experience as a basis for their preference decisions and value judgments, assuming that haptic experience with a product results from the properties of the products. However, research has suggested that unplanned haptic experience, which does not arise from the properties of the product itself, can also influence people's preference and value evaluation (Ackerman, Nocera, & Bargh, 2010). In this study, in order to verify (1) if such unplanned or accidental haptic experience changes user's cognitive tendency and (2) if accidental haptic experience leads to misattribution of the cause of haptic experience, two hypotheses were suggested and empirically investigated. Participants of the experiment were exposed to certain products on a display of a tablet PC and asked to decide on the maximum price they were willing to pay for each product. The products displayed on the screen were made up of either soft material or hard material. Results of the experiment revealed that accidental haptic experience had an effect on participants' value evaluation of products via altering their cognitive inclinations. Possible applicability of accidental haptic experiences that occur in various situations were discussed.

Evaluation of Planning Transparence of User Interface Reflecting State Schemas (스키마 개념을 도입한 사용자 계획수립의 용이도 평가)

  • ;Yoon, Wan Chul
    • Journal of the Korean Operations Research and Management Science Society
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    • v.17 no.2
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    • pp.45-54
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    • 1992
  • It become increasingly important to design user interface to carry low complexity. The cognitive limitations of users severely restrict utility of highly intelligent but complex modern systems. Since humans are known to use schemas to reduce cognitive complexity, imposing good consistency to an interface design that may help that user form useful schemas will provide powerful control over the complexity. This present a research effort to develop a quantitative method for evaluating interface complexity that the user would experience planning his or her course of action. Taking into account the user's potential schemas, a quantitative measure based on information theory was develped to assess the navigational complexity. This approach does not rely on the subjective judgment of the researcher as most schemes dealing with user schemas do. The proposed method may benefit the rapid prototyping approach to design a better user interface by allowing handy assessment of the design.

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