• 제목/요약/키워드: User Friendliness

검색결과 122건 처리시간 0.027초

오픈소스기반 니팅기 사용자 인터페이스 디자인 사용편의성에 관한 연구 (A Study on the Ease of Use of Open Source-based Knitting Machine User Interface Design)

  • 조재윤;남원석;장중식
    • 한국융합학회논문지
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    • 제11권3호
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    • pp.187-194
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    • 2020
  • 본 논문은 오픈소스기반 니팅기의 상용화로 인한 사용편의성 개선을 위한 연구로, 문헌조사를 통해 오픈소스 기반의 니팅기에 대해 알아보고, 분류 및 분석하였다. 분석한 내용을 바탕으로 전문가 집단 토론(FGD)를 실시해 고려 사항을 도출하고 도출된 내용을 바탕으로 평가요소를 파악, 최종적으로 오픈소스기반 니팅기 사용자 인터페이스 사용편의성 평가원칙을 도출하였다. 도출된 평가원칙을 바탕으로 UI(사용자 인터페이스) 상황 별 Task를 제작하여 수행시간 및 오류빈도를 측정하였다. 분석결과 모델 C가 학습성, 간결성, 인지적합성, 편의성, 상태 유지성, 직관성면에서 사용편의성이 가장 높은 것으로 나타났으며, 위의 평가원칙 요소들을 바탕으로 개선한다면 오픈소스기반 니팅기 사용자 인터페이스 디자인의 사용편의성을 향상시킬 수 있을 것이다.

스마트안전 리빙랩에서의 스마트 조명 사용자경험 평가 (Evaluation of Smart Lighting User Experience in Smart Safety Living Lab)

  • 조은지;류도현;김광재;이기현;윤정민;조정현;전광식;이지연
    • 품질경영학회지
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    • 제50권4호
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    • pp.679-700
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    • 2022
  • Purpose: Smart lighting adjusts brightness and color temperature according to weather, the user's activity, mood, etc. This study performed user experience(UX) evaluation of smart lighting in a living lab. The purpose of evaluating UX and analyzing the evaluation results is to improve user-friendliness and market competitiveness of smart lighting Methods: A living lab is a virtual or physical space where various stakeholders participate to develop, verify, and evaluate products, services, or systems in a real-life environment. In this study, an environment of using smart lighting was established in the Smart Safety Living Lab. Subjects performed UX evaluation after interacting freely with smart lighting in the Smart Safety Living Lab. Results: As a result of UX evaluation, it was confirmed that UX was overall excellent and subjects were satisfied with setting a desired indoor mood through smart lighting. However, operating the switch of smart lighting may be difficult due to its complexity, and it is needed to improve some functionalities such as the brightness range provided by smart lighting. Conclusion: This study is expected to contribute to establishing the way of UX improvement of smart lighting. This study is also expected to contribute to developing smart lighting as a high-quality product by reflecting the subjects' needs and UX derived in a real-life environment.

스마트폰 이용자의 악성코드용 모바일 백신 이용 의도에 영향을 미치는 요인 (The Factors Affecting Smartphone User's Intention to use Mobile Anti-Malware SW)

  • 장재영;김지동;김범수
    • 한국IT서비스학회지
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    • 제13권2호
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    • pp.113-131
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    • 2014
  • Smartphone security threat has become an important issue in Information Science field following the wide distribution of smartphones. However, there are few studies related to such. Therefore, this study examined the factors affecting the intention of smartphone users to use the mobile vaccine against malware with the Protection Motivation Theory. To secure the reliability of the study, a surveying agency was commissioned. A total of 263 respondents, excluding 37 respondents who are users of iOS, which does not have mobile vaccine in the smart phone, or who gave invalid responses, were surveyed. The results showed that perception of the installed mobile vaccine significantly affected the Response Efficacy and Self-efficacy, and that the Perceived Severity, Perceived Vulnerability, Response Efficacy, and Self-efficacy significantly influenced the intention to use the mobile vaccine. On the other hand, Installation Perception of mobile vaccine itself did not affect the Perceived Severity and Perceived Vulnerability. This study is significant since it presented the new evaluation model of threat evaluation and response evaluation in the Protection Motivation Theory in accepting the security technology and raised the need for the promotion and exposure of mobile vaccine, since perception of mobile vaccine installation affects the response evaluation. It also found that the promotion must consider the seriousness of smartphone security, outstanding attribute of mobile vaccine, and user-friendliness of mobile vaccine above all.

일회용 신용정보를 이용한 전자지불 시스템의 설계 및 구현 (Design and Implementation of the Payment System using One-time Credit Information)

  • 신종철;박종열;이형효;이동익;윤석환
    • 정보처리학회논문지C
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    • 제9C권3호
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    • pp.351-358
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    • 2002
  • Recently, personal business styles have been rapidly changed into e-business due to the rapid progress and deployment of Internet. As a result of the change, new and safe ways of payment such as electronic wallet, electronic money and electronic check have been developed and introduced. In this paper a secure and user-friendly payment method is addressed. One of most important reasons why newly developed safe payment methods are not widely used in e-business is lack of convenience for the users. On the other hand credit card based payment, which is traditional one, is the most prevailing due to the user-friendliness. However this payment also has some problem in sense of security. In this paper, we design and implement a secure credit card-based payment system using one-time credit information. The main features are "payment information must be new", "can use the old credit system", and "do not require client software".

미세입자 분사가공용 시퀸스 제어가 가능한 2축 스테이지 개발에 관한 연구 (A Study on the Development of a 2-axis Stage with Sequence Control for Micro Particle Blast Machining)

  • 황철웅;이세한;왕덕현
    • 한국기계가공학회지
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    • 제19권8호
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    • pp.81-87
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    • 2020
  • A stable rotational-to-linear motion transformation structure using a driving mechanism with 2 degrees of freedom was developed for an orthogonal mechanism to prevent the interference of each axis in 2D motion. In this mechanism, a step motor was used for precise position control. This structure was developed to maneuver workparts in micro particle blast machining experiments. To determine the real-time performance of micro particle blast machining, the control, input, and output were operated simultaneously and precise position control was implemented, using a timer interrupt with multiple execution codes. The two step motors obtained precise position control by removing backlash with a ball-screw mechanism. The device has menu-type control codes for user-friendliness, and real-time sequence control was simultaneously adopted for user control input.

스마트 폰 사용자 특성에 관한 탐색적 연구 (A Study on Features of Smart Phone Users)

  • 하태현
    • 디지털융복합연구
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    • 제8권4호
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    • pp.177-184
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    • 2010
  • 모바일 환경에서 사용자들은 실시간으로 언제 어디서나 스마트 폰 서비스를 이용할 수 있을 뿐만 아니라 사용자의 상황에 적합한 정보를 제공받을 수 있다. 이러한 스마트 폰 서비스의 고유한 특성을 반영한 학계의 연구가 부족한 실정임을 감안하여 본 연구에서는 스마트 폰 서비스의 특성들과 사용자 특성에 관해 탐색적 연구를 수행하였다. 연구결과 스마트 폰 서비스 특성과 사용자 특성을 분류하면 다음과 같다. 스마트 폰 서비스 특성은 즉시접속성, 상황 의존성으로, 스마트 폰 사용자 특성은 사용자 친숙도, 사용자 혁신성, 그리고 스마트 폰 기술 특성은 보안성, 연결성으로 분류되었다.

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게임 엔진의 기술 체제에 따른 게임 개발 성과 차이에 관한 연구 (A Impact of Technological Regime of Game Engine upon Game Development Performance)

  • 장용호;정원조
    • 한국게임학회 논문지
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    • 제10권1호
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    • pp.79-91
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    • 2010
  • 본 연구는 게임 엔진의 기술 체제의 차이가 기술거래 성과에 어떻게 영향 미치는가를 실증적으로 분석하였다. 본 연구의 분석 결과는 다음과 같다. 첫째, 게임 엔진의 기술적 특성의 차이에 따라 게임 엔진을 활용한 게임의 장르 분포(genre distribution)에 있어 차이를 보였다. 둘째, 게임 엔진 체제의 이용자 편이성이 높은 모듈형, 범용형, 통합형 API 엔진이 높은 장르다양성(genre diversity)과 낮은 장르집중도(genre concentration ratio)를 보여주었다. 셋째, 게임 엔진체제의 이용자 편이성이 높은 모듈형, 범용형, 통합형 API 엔진이 시간이 경과함에 따라 더 높은 활용도를 보였다. 넷째, 게임 엔진의 혁신 유형과 가격 유형은 기술거래 성과에 아무런 영향을 미치지 못하였다. 분석 결과는 게임 엔진의 기술 체제가 게임 개발 과정상에서 상용 엔진의 장르분포, 다양성, 활용도에 있어 직접적으로 영향을 미치며, 이용자 편의성과 모듈성, 범용성이 높은 게임 엔진으로 표준화 되어가고 있음을 제시한다.

이용자간 파일공유방식에 기반한 P2P 전자상거래 시스템 설계 및 구현 (Design and Implementation of Peer-to-Peer Electronic Commerce Systems based on the File Sharing Method between Users)

  • 김창수;서영석
    • 한국정보시스템학회지:정보시스템연구
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    • 제15권1호
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    • pp.1-20
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    • 2006
  • Peer-to-peer systems (P2P) are rapidly growing in importance on the Internet environment, quickly extending the range of their usage. However, peer-to-peer systems have not been widely applied in electronic commerce because they have not been established as an appropriate business model. Therefore, we firstly review the previous research relevant to peer-to-peer systems, and then analyze the business models for P2P systems presented by previous researchers. Furthermore, this study categorizes major issues in terms of the technical and business model aspects. On the basis of these reviews, we develop P2P electronic commerce systems based on the file sharing method between users, focusing on user interface friendliness. A developed P2P electronic commerce systems are programmed by using the C# based on the Microsoft.net solution. A database is implemented using the MSSQL2000. A main application technology is designed that P2P electronic commerce systems make it possible. for user to extend into BtoB Solution by using WSDL (Web Services Description Language), UDDI (Universal Description, Discovery, and Integration) and the XML that is a document for users. User interface is made as form of Internet messenger for a user's convenience and is possible to develop into a commodity transaction system based on XML. In this study, it is possible for the P2P electronic commerce system to have extended application to fields such as Internet shopping mall and property transaction in a nonprofit organization, a public institution and a large scale nonprofit institution that have a similar structure as compared with a structure of a nonprofit educational institution.

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Mission Analysis and Planning System for Korea Multipurpose Satellite-I

  • Won, Chang-Hee;Lee, Jeong-Sook;Lee, Byoung-Sun;Eun, Jong-Won
    • ETRI Journal
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    • 제21권3호
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    • pp.29-40
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    • 1999
  • The Mission Analysis and Planning System (MAPS) has been developed for a low earth orbiting remote sensing satellite, Korea Multipurpose Satellite-I (KOMPSAT-I), to monitor and control the orbit and the attitude as well as to generate mission timelines and command plans. The MAPS has been designed using a top-down approach and modular programming method to ensure flexibility in modification and expansion of the system. Furthermore, a graphical user interface has been adopted to ensure friendliness. Design, Implementation, and testing of the KOMPSAT is discussed in this paper.

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발전기 연간 정기보수계획을 위한 지식 베이스 시스템 (Knowledge-based System for Power Generator Annual Maintenance Scheduling)

  • 안병훈;김철;신재영;이경재;권태원;이병하;함완균
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1991년도 추계학술대회 논문집 학회본부
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    • pp.47-50
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    • 1991
  • This paper discusses a knowledge-based system being developed by KAIST and KEPCO to assist planning the annual maintenance schedule of power units. To meet users' requirements, we have designed the system with several features: man-machine interaction, catalog system, user-friendliness, the hybrid-system of math-model and knowledge-base. In this paper, we introduce the outline of our system.

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