• Title/Summary/Keyword: User In-depth Interview

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A Study on the Definition of User Experience toward Electronic Publication for Education and Research and the Usability Test for the Electronic Publication Devices (교육·연구용 전자출판물 사용경험 정의 및 사용성 평가에 관한 연구)

  • Bae, Kyung-Jae
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.2
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    • pp.255-274
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    • 2015
  • This study aims to define the user experience and to evaluate the usability toward electronic publication for education and research. As research methods, After total 20 people of 10 undergraduate students and 10 graduate students were randomly selected as the subjects, the research was conducted by using the in-depth interview and the e-book reader experimental method. As the results of analysis about subjective preferences in case of using academic resources, The subject relevance and understandability were responded as most important factors for selecting academic resources. And the most frequent purposes for using academic resources were to perform an assignment and to write an article. As the results of analysis about the user experience for using the print media and electronic media, the user experience of the print media is more positive than the electronic media and especially these results were caused by academic situation. Many subjects responded that the electronic media is more inconvenient in case of using academic resources. As a result of the e-book reader usability test, the hardware test score (3.47) is higher than the software test score (3.31).

A study on user experience of Instagram IGTV -Focus on fashion·beauty contents service (인스타그램 IGTV의 사용자 경험 연구 -패션·뷰티 콘텐츠 서비스를 중심으로-)

  • Woo, Soo-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.405-411
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    • 2019
  • The purpose of the study is to investigate a usability of using fashion and beauty service and suggest better user experience on Instagram's newly released mobile video platform, IGTV. The study expects to be a resource of improving the usability on fashion and beauty contents on IGTV and encourage further research for suggesting better guidelines. As a research method, it will experiment current mobile video service first with literature review. Afterwards, the research conducted tasks and in-depth interview with eight Instagram users to evaluate a usability of using fashion and beauty service on IGTV. As a result, it is able to derive two plans that needed improvement. Firstly, IGTV is required to have high accessibility for user's to use service longer and intuitive user experience. Secondly, unlike previous service that Instagram have offered, IGTV need to differentiate to share and get information of fashion and beauty trends.

An Exploratory Study on Adoption of Public Institution's Mobile Service: Focusing on In-Depth Interviews with Users and Experts (공공기관 모바일 서비스 수용에 관한 탐색적 연구: 사용자 및 전문가 대상 심층인터뷰를 중심으로)

  • Koh, Joon;Son, Ju-Hee;Yang, Sung-Byung
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.706-722
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    • 2014
  • Government and public institutions have been releasing a number of mobile applications in order to provide diverse public services in the mobile environment. However, due to their one-sided and fragmented service with the lack of adequate care for users, the utilization rate is extremely poor. Therefore, this study, based on a relevant literature review, identified and derived the five key factors (usefulness, convenience, interactivity, information credibility, and social pressure) for users' mobile service adoption. Then, through in-depth interviews with five users and five experts regarding the 'business support app' of one public agency (H institution) that specializes in SMEs, we found that all of these factors are important for users' mobile service adoption. Users' satisfaction could be significantly improved through real-time response to their needs. In addition, providing them with useful and tailored information can lead to mutual trust between public institutions and users. Consequently, as these user-oriented services can increase users' loyalty and boost the utilization rate of the public apps, public institutions should always put persistent efforts to cope with users' demands.

Comparison of Pattern Design Functions in YUKA and CLO for CAD Education: Focusing on Skirt Patterns (캐드 교육을 위한 YUKA와 CLO의 패턴 제도 기능 비교: 스커트패턴을 중심으로)

  • Younglim Choi
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.65-77
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    • 2024
  • This study aimed to propose effective ways to integrate CLO into educational settings by conducting a comparative analysis of pattern functions in YUKA and CLO, specifically focusing on skirt prototypes and variations. CLO, being a 3D virtual sample CAD tool, is mainly used in education to facilitate the creation of 3D virtual clothing. In order to explore the applicability of CLO's pattern functions in pattern education, CAD education experts were asked to produce two types of skirt prototypes and two skirt variations. Subsequently, in-depth interviews were conducted. In addition, the skirt pattern creation process was recorded on video and used for comparative analysis of YUKA and CLO pattern functions. The comparison revealed that CLO provides the pattern tools necessary for drafting skirt prototypes. The learning curve for acquiring the skills necessary for drafting and transforming skirt prototypes was found to be relatively shorter for CLO compared to YUKA. In addition, due to CLO's surface-based pattern drawing method, it is difficult to move or copy only specific parts of the outline, and there are some limitations in drawing right angle lines. In the pattern transformation process, CLO's preview function proved to be advantageous, and it was highly rated on user convenience due to the intuitive UI. Thus, CLO shows promise for pattern drafting education and is deemed to have high scalability as it is directly linked to 3D virtual clothing.

Prerequisites on Smart Healthcare in the Perspective of Service Design : Focusing on the Elderly Experience Case (서비스 디자인 관점에서 본 스마트 헬스케어의 선행 조건 : 고령자 경험 사례를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.49-58
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    • 2021
  • Due to the increasing interest in wellness aroused by the aging population and the pursuing feature of active old age, Korean elderly set importance on long life with their healthy condition. Following the change in the paradigm of the medical delivery system from hospital-oriented, treatment-oriented to personal-centered and self-care, Service design application of Smart Healthcare for the elderly became valuable. Smart Healthcare is a healthcare service provided through the fusion of ICT technologies including mobile/wearable devices, IoT, big data, and information technology, and it is utilized to prevent diseases managing abundant health information and living habits. As a methodology for delivering such Smart Healthcare to the elderly, Service design can be adopted. Therefore, this study would like to present the perquisites of Smart Healthcare design for the elderly through analyzing the results from in-depth interview methods between the elderly and medical staff. As a result of this study, guidelines for Service design application of health vulnerability management for the elderly utilizing smart phones were presented. Therefore, this study presented four prerequisites composed of 'high level of supplementation and ethical decision making', 'improvement of inequality in accessibility and experience', 'resolving problems in policy implementation' and 'user-friendliness' for the Smart Healthcare service design for the elderly. Overall, Service design is expected to play an innovative role in improving the quality of life for the elderly through the process of collecting and delivering information on Smart Healthcare centered on the experience of the elderly.

A Study on a Shopping Web Site Design of Silver Products Preferred by Elderly User (고령자가 선호하는 실버용품 쇼핑 웹 사이트 디자인에 관한 연구)

  • Lee, Mi-Ran;Lee, Jae-Hwan
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.581-592
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    • 2011
  • In this research, a study on a shopping web site design for elderly users is performed in order for them to purchase silver products easily. Issues discussed in this study are the menu design in the product-searching stage, the method of image placement and the method of instruction offering in the product-selecting stage, and the way of payment in the purchasing stage of products. Firstly, the present conditions of domestic shopping web sites for silver products were investigated and the evaluation models were designed and developed. With these developed models, a test group of 61 elderly users were given a task of searching for and purchasing a blood pressure gauge (sphygmomanameter). Afterwards, a comprehensive survey and an in-depth interview on their preferences concerning the web site design proposed. Based on the results of the preference study, a convenient and comfortable shopping web site design for elderly users is proposed when they purchase silver products through internet.

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A Study of the Spatial Composition Strategy for Older Adults in the Public Library (공공도서관 노인서비스 공간 구성방안에 대한 연구)

  • Bae, Kyungjae
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.3
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    • pp.155-170
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    • 2021
  • This study attempted to find ways to recognize public libraries as social institutions with spatial functions to integrate generations for older adults in the face of Korea's entry into a super-aged society. In particular, the goal of this study is to find out the implications and strategies for the design of libraries and facilities for older adults. And to this end, major guidelines related to senior citizens' service spaces and facilities were analyzed to derive implications for senior citizens' services. In addition, an in-depth interview survey was conducted on elderly users with experience in using library services to identify the priorities of creating spaces and facilities for the elderly. As a result, "Open elderly service space" and "Integrated elderly service space" were proposed as a way to organize the elderly service space in public libraries.

The Development and Usability Testing of the Smart Home for Wheelchair Users - Focus on the Activities of Daily Living at Home - (휠체어 사용 장애인을 위한 스마트홈 구축 및 사용성평가 - 주거 환경 내 일상생활활동을 중심으로 -)

  • Lim, Myungjoon;Pyo, Kyung-Sun;Lee, KuemJu;Park, Jiyoung;Choi, Hyun;Kweon, Hyosun
    • Journal of the HCI Society of Korea
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    • v.11 no.2
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    • pp.5-14
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    • 2016
  • Wheelchair users found difficulties in living independently in their houses due to the lack of accessibility. The state of the art smart home technology may enable wheelchair users to live independently. In this study, we built a smart home, and tested its usability with three community dwelling wheelchair users. Three evaluation methods such as scenario-based test, K-IADL(Korea instrumental activity of daily living) test, and in-depth interview were used. All three users responded positively for using the smart home. Through this study, we also found several necessary amendments in building smart homes for wheelchair users.

A Study on the Cyber motion sickness of VR Content -Focused on Content Environment- (VR 콘텐츠 사이버 멀미에 관한 연구 -콘텐츠 환경을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.135-140
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    • 2019
  • This study is aimed at analyzing cyber motion sickness factors focus on virtual environment-based VR and real-world VR. First literature study of cyber motion sickness, 3D animations and documentaries were conducted. As a measurement tool for the degree of motion sickness, the symptom values were measured in a standardized SSQ (Simulator Sickness Questnire) questionnaire. Following the measurement, an in-depth interview was conducted based on the SSQ questionnaire. The results are as follows, First, actual environment based VR caused bigger cyber motion sickness, second, values of strong saturation of VR contents cause cyber motion sickness. This study is expected to be used as design guidelines for configuring VR early contents and to be used for cyber motion sickness research.

A Study on Effect of Visual Elements of Cosmetic Package Design on Purchasing of MZ Generation (화장품 패키지디자인의 시각 요소가 MZ세대의 구매에 미치는 영향 연구)

  • Lee, Joo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.383-388
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    • 2022
  • This study is about the elements of cosmetic's package design which MZ generation prefer and the effect on purchase. Naming, brand logo, color, typography, layout, illustration, matter & finish, and meaningful are classified 8 visual elements through the pilot study. After that this study analyzes specific visual elements which MZ generation prefer through online survey and In-depth interview based on the 8 visual elements. As a result of study, MZ generation prefer tidy and neat design to decorated style, and they feel brand logo is the most important thing of all 8 visual elements. In additional, meaningful of brand is barley able to compare with price, although it is significant visual element. This study may help to develop the way of the cosmetic's package design for MZ generation.