• 제목/요약/키워드: User Research Tool

검색결과 514건 처리시간 0.033초

인터넷 쇼핑몰 사이트 설계 속성들의 사용성 관점에서의 요인분석적 분류 (Factor Analytic Classification of Design Attributes of Shopping-Mall Sites under the View of Usability)

  • 고석하;김주성;경원현
    • Journal of Information Technology Applications and Management
    • /
    • 제10권4호
    • /
    • pp.29-50
    • /
    • 2003
  • This research provide the basic information to enhance the user-orientedness of usability design guidelines for software products and an effective empirical guidance to classify design attributes of internet shopping mall sites. The results of analysis show that design attributes can be classified into the procedural attribute group, the shopping tool attribute group, the visual attribute group, linguistic attribute group, and others. The results show that shopping tool attribute group can be divided further into the search tool attribute group and purchase tool attribute group and that the visual attribute group can be divided further into the screen condition attribute group and the character legibility attribute group. The research reveals that when designers design software interfaces and features they should take the compound effect of a group of design attributes into consideration to enhance the usability of the system.

  • PDF

PC용 중소형 S/W개발을 위한 graphic user interface tool kit

  • 신하용;홍태화
    • 한국경영과학회:학술대회논문집
    • /
    • 대한산업공학회/한국경영과학회 1992년도 춘계공동학술대회 발표논문 및 초록집; 울산대학교, 울산; 01월 02일 May 1992
    • /
    • pp.524-531
    • /
    • 1992
  • S/W의 구성은 기능을 실제로 수행하는 계산처리부와 사용자와 정보를 주고받는 User Interface부로 크게 나누어 볼 수 있다. 대부분의 S/W는 그 기능의 충실도와 아울러 편리한 사용법이 잘 어울려야 제역할을 할 수 있다. 따라서 편리한 User Interface를 만드는 일은 훌륭한 기능을 제공하는 것과 마찬가지로 S/W 개발자들이 지향해야 할 목표중 하나라 하겠다. 그러나 편리한 User Interface를 만드는 일은 전체 시스템개발 기간중 상당한 부분을 차지한다. 특히 CAD/CAM관련 S/W와 같이 사용자와 정보를 Graphic으로 주고받는 경우에는 User Interface의 구성이 더욱 더 어려워지며, 개발기간중 User Interace가 차지하는 비중은 더욱 커지게 된다. GUI는 최근들어 상당히 각광을 받고 있는 분야이며, 상당수의 GUI가 개발되어 있고, 이중 Unix용의 X-Window MS-DOS용의 MS-WINDOWS 3.0이 널리 사용되고 있다. 그러나 이러한 Window System들은 매우 다양한 기능을 제공하고 있음에도 불구하고, GUI자체의 덩치가 매우크고, S/W개발자가 익혀야하는 내용이 너무 복잡하여, 중/소형의 S/W개발에 사용하기에는 적합하지 않다. 본 연구에서는 GUI(Graphic User Interface)부분을 계산처리부와 완전분리하여, 범용성있는 개발용 Tool Kit을 구성함으로써 S/W개발자는 계산처리부만을 만들면되는 방안을 제시하고 있다. GS-GUI는 Menu처리부, Mouse/Keyboard입력처리부, Text/Graphic출력처리부로 나뉘어진다. Menu처리부는 Menu File로 주어지는 Menu Tree를 Pop-Up형태로 보여주며 User가 Menu를 선택할 수 있도록하며 선택된 Menu Item에 대한 Action Code를 계산처리부로 넘겨준다. 입력처리부에서는 Mouse와 Keyboard 어느것으로나 입력이 가능하도록 해준다. 출력처리부에서는 Action Code에 따라 계산처리부에서 계산된 결과를 화면에 보여주기 위한 각종 2D/3D Graphic Routine들이 포함되어있어 계산처리부에서 불러쓰도록 되어있다.

  • PDF

Real-time Multi-device Control System Implementation for Natural User Interactive Platform

  • 김명진;황태민;채승훈;김민준;문연국;김승준
    • 인터넷정보학회논문지
    • /
    • 제23권1호
    • /
    • pp.19-29
    • /
    • 2022
  • Natural user interface (NUI) is used for the natural motion interface without using a specific device or tool like a mouse, keyboards, and pens. Recently, as non-contact sensor-based interaction technologies for recognizing human motion, gestures, voice, and gaze have been actively studied, an environment has been prepared that can provide more diverse contents based on various interaction methods compared to existing methods. However, as the number of sensors device is rapidly increasing, the system using a lot of sensors can suffer from a lack of computational resources. To address this problem, we proposed a real-time multi-device control system for natural interactive platform. In the proposed system, we classified two types of devices as the HC devices such as high-end commercial sensor and the LC devices such astraditional monitoring sensor with low-cost. we adopt each device manager to control efficiently. we demonstrate a proposed system works properly with user behavior such as gestures, motions, gazes, and voices.

위치기반 서비스에 따른 개인정보보안 취약점의 사례분석 (Analysis of Privacy Vulnerability Caused by Location-Based Service)

  • 최희식;조양현;김정숙
    • 디지털산업정보학회논문지
    • /
    • 제10권3호
    • /
    • pp.151-159
    • /
    • 2014
  • Recently, spread of large amount Smartphones made users to download location-based service applications, which provided by application developers. These location-based service applications are convenient tool for users. Location-based service use technology to find location of user and provide information of user's location. Leakage of information of user's location and expose of privacy life raised new controversy. In this thesis, it will analyze relations of increase of Smartphone market, usage of Location-based service and severity of personal information leakage. Also, it will analyze examples of user's case of damage which caused by leakage personal information and find solutions to reduce damage of personal information leakage. In research, it will find cases of damage that cause by Location-based service. Also it will analyze and research cases of damage and present with graph and chart. In conclusion, to reduce and prevent from damage which caused by leakage personal information, it is important that users and application developers to realize danger of private and personal information leakage. Also, user's personal information must deal with cautiously and application developers have to research and develop the application with powerful security.

디지로그 북 저작을 위한 펜형 햅틱 사용자인터페이스의 개발 (Development of Pen-type Haptic User Interface and Haptic Effect Design for Digilog Book Authoring)

  • 이준훈;하태진;류제하;우운택
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2009년도 학술대회
    • /
    • pp.402-405
    • /
    • 2009
  • 차세대 출판문인 디지로그 북은 기존 서적과 디지털콘텐츠를 통합하여 사용자에게 아날로그적 감성과 디지털오감을 제공한다. 이러한 디지로그 북을 제작하기 위해 디지로그 북의 저작도구에 대한 연구가 진행 중이며, 본 논문에서는 디지로그 북에 사용될 콘텐츠를 저작하는 활동에서 시각과 청각에만 의존한 작업을 보다 실감 있도록 하기 위해 펜형 햅틱 사용자인터페이스를 개발하고자 하였다. 햅틱 사용자인터페이스는 디지로그 북을 저작하는 작업에서 3차원 작업공간에서 공간상에 배치되는 3차원 객체를 이동, 회전, 크기 변경 및 메뉴선택 버튼의 클릭등과 같은 다양한 작업에서 각 작업을 보다 실감 있게 하기 위한 진동 햅틱 효과를 사용자에게 제공한다. 본 연구에서는 이러한 디지로그 북의 저작 환경에 적합한 사용자인터페이스의 외형, 회로 설계, 진동패턴의 설계/내장 및 저작시스템과의 연동을 위한 프로토콜을 정의하고 이렇게 개발된 햅틱 사용자인터페이스를 사용하여 사용자평가를 간단히 실시하였다. 디지로그 북 저작 작업에서 이렇게 개발된 햅틱 인터페이스의 촉각 효과를 시청각정보와 함께 사용함으로써 디지로그 북 저작 작업을 보다 효과적으로 할 수 있기를 기대한다.

  • PDF

국가 기록관 웹사이트에 나타난 이용자 참여 커뮤니케이션 도구에 관한 연구 (A Study on the User Participatory Communication Tools of National Archives Websites)

  • 박덕란;사공복희
    • 한국도서관정보학회지
    • /
    • 제45권2호
    • /
    • pp.261-281
    • /
    • 2014
  • 인터넷과 정보기술의 발달로 인해 기록관을 직접 방문하기보다는 홈페이지를 통한 서비스 요구가 확대되고 있는 오늘날 무엇보다 이용자들의 의견과 요구사항을 적절하게 수용할 수 있는 열린 소통도구가 필요하다. 본 논문에서는 게시판과 이메일, 그리고 전화 이외의 이용자 참여 커뮤니케이션 도구, 특히 이용자들에게 친근감과 실시간 소통을 제공하는 소셜미디어에 대한 정보가 국가기록관의 홈페이지상에 존재하는지와 그 활성화 여부를 한국, 미국, 영국, 캐나다, 중국, 그리고 일본의 기록관을 중심으로 조사하였는데, 소셜미디어중에서 가장 활성화된 도구는 페이스북이고, 미국의 기록관이 가장 다양한 소통 도구를 제공하였다.

감성 가치 평가를 위한 시각적, 청각적 매체의 효용 (The effects of visual and auditory information as A tool of emotional value assessment)

  • 김명석;이은창
    • 조형예술학연구
    • /
    • 제1권
    • /
    • pp.95-123
    • /
    • 1999
  • The goal of this research is a visual and auditory tool development enabling designers to have the same emotional value with users in the process of user centered design. Through the research, we intend to show the aid measure for making cognitive gaps narrow between users and designer in the process of transforming and understanding the emotional needs as a verbal image. because In the business practice of design, most of tools and techniques for assessment and analysis of emotional needs are those used usually in the marketing fields. So the information generated and transformed from users to designers have a form of physical words. When the designer's understanding of the emotional needs is considered as a product mediated communication process, the morphologic and cognitive information gaps become obvious. This difference could be a false basis in designing with emotional user needs. So the alternative needs assessment sub-tools of visual and auditory information form was embodied mainly for designer's cognitive gaps and inter-cultural emotional needs assessment. As the method of embodiment, Firstly, adjectives related to emotion were classified in their cognitive dimension. Secondly, visual and auditory data were extracted, and then the relativity verified. Finally, the practicality and effectiveness were tested through the database generation. In view of the results so far achieved, 1. We could find being of the big information cognitive gaps in the verbal assessment of emotional needs between designers and users. 2. With the visual and auditory assessment tool, we could make the big cognitive gaps narrower than we expected. 3. Also, we could find the chance that the fidelity, recognition, and friendliness of design for emotional user needs would become better.

  • PDF

What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • 이보경;전성민
    • 한국벤처창업학회:학술대회논문집
    • /
    • 한국벤처창업학회 2017년도 춘계학술대회
    • /
    • pp.51-51
    • /
    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

  • PDF

USER MOBILITY AND CHANNEL HOLDING TIME MODELING IN MICROCELLULAR SYSTEMS

  • Kim, Sehun;Lee, Ki-Dong
    • 한국경영과학회:학술대회논문집
    • /
    • 한국경영과학회 1998년도 추계학술대회 논문집
    • /
    • pp.186-189
    • /
    • 1998
  • In this paper, we provide a mathematical formulation to describe the random mobility of users in cellular radio systems. With this, we can also study tile cell sojourn time (CST) distribution as well as the channel holding time (CHT) distribution. The study on user mobility enables to improve the resource management in cellular radio systems. We provide a versatile analysis tool that improves the limit of simplified analyses.

  • PDF

남한산 초등학교의 UPDP와 영국 DQIfS 절차의 비교분석 (A Comparative Analysis Between an UPDP of Namhansan Elementary School and a DQIfS in U.K.)

  • 고인룡;강태웅
    • 교육시설 논문지
    • /
    • 제19권6호
    • /
    • pp.15-23
    • /
    • 2012
  • Two government affiliated research institutes, EDUMAC and AURI, are developing some tools for an user participating design process in public recently. The tools are originated from DQI/DQIfS, launched in 2002 by CIC(Construction Industry Council) in U.K.. At the beginning DQI/DQIfS was not a tool for making a decision but for a communication between layman and experts of architectural process. Because of this intent the most crucial thing is not DQI/DQIfS itself but how to use the tool: CIC is trying to develop various ways of facilitation. Domestic situation is no exception. Without a proper tool there were an independent user participating process in 2001 and it must have been the first participating process in architectural discourse. Through the seven workshops, the users of Namhansan elementary school drew not only the vision of the school but also concrete requirements which have been continuously adopted so far. The aims of this paper to analyse two facilitation processes: DQI/DQIfS in U.K. and the case of Namhansan process. Even not a proper tools for the process there was a spontaneous facilitation in Namhansan process. When we make a comparison between the Namhansan process and the DQI/DQIfS process there are considerable similarities in terms not only of the process itself but also the results. It shows that there are possibilities to make a Korean facilitation in a user participating process and this study must be the first step.