• Title/Summary/Keyword: User Studies

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Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
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    • 제33권3호
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

Usability Evaluation and Improvements of Mobile Travel Apps

  • Kim, Yeonsuk;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권1호
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    • pp.27-36
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    • 2020
  • The popularization of smartphones allows people to instantly get the information that they want, through mobile apps, including financial services, movies and public transportation reservations, games and shopping. Furthermore, leisure activities through overseas travel are increasing due to the improvement of the living standards of people. These increases in overseas travel and the use of mobile apps lead to the increased use of mobile travel apps when booking tour packages. Although there are many studies on the usability assessment and user interface improvement for mobile apps, studies on the usability assessment for mobile travel apps are limited. We tested the usability for mobile travel apps to present some suggestions for improvements so that anyone can purchase travel packages easily and simply. We selected the top three mobile travel apps on Rankey.com that have different UIs. The heuristic method was used to evaluate usability. We present a better UI to allow users to use the app functions more easily by analyzing user interaction, ease of learning, readability, efficiency, and satisfaction for the entire use.

The Effects of Simplicity and Interactivity in Blog Services

  • Lee, Dong-Won;Moon, Jung-Hoon;Kim, Yong-Jin
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 International Conference
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    • pp.488-493
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    • 2007
  • The main goal of this study is to propose a model of simplicity and interactivity effect on usability in the blog services. As web-based applications become increasingly complicated, the need for simplicity in user interface design has grown for better usability. Also, interactivity has been known to influence on usability. Previous studies argued that usability is a key factor for system success. Usability is concerned with attributes of an application that makes it understandable, learnable, easy to use, and attractive. For the complicated technology, perceived control, related to direct manipulation of an object, is important. In this regard, we posit that simplicity, interactivity, and perceived control makes important antecedents to usability. Finally, we tested that the effect of usability on user s loyalty with the blog services along with trust and satisfaction. Future studies will empirically examine the proposed model, emphasizing the importance of simplicity and interactivity for the user interface design.

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`I Only Hate Broccoli' : The Library as Place in 21st Century America

  • Wiegand, Wayne A.
    • 한국문헌정보학회지
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    • 제44권4호
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    • pp.61-74
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    • 2010
  • By taking a bottom-up "library in the life of the user" perspective rather than a top-down "user in the life of the library" perspective, this paper uses anecdotal evidence from the past and near present to examine the multiple roles the U.S. public library plays and has played as public space in the everyday lives of its patrons. By harnessing "public sphere" theory discussed in Jurgen Habermas's THE STRUCTURAL TRANSFORMATION OF THE PUBLIC SPHERE (1989) and by the examining the rich literatures on civic life and institutions that have evolved from it, the author argues that Library and Information Studies discourse has to expand its scope to include research and analysis of "library as place" from a user's perspective if it hopes to develop a deeper understanding of what the public library does for means to members of the communities in which they reside.

Java를 이용한 XConverter 시스템 설계 및 구현 (The Design and Implementation of XConverter System With Java)

  • 안경림;백혜경;임병찬;이영교
    • 한국전자거래학회지
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    • 제6권2호
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    • pp.1-12
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    • 2001
  • AS EC is expanded and activated, many message standards, EDI, XML, UDF, etc are defined and is used at various business part. But the existed translator supports only one mapping translation, for example, EDI-to-UDF, UDF-to-EDI. So many user must be introduced a new translation when new business(message standard) is beginning, To solve this problem, we propose XConverter System as registering mapping information which is able to transform to user requested format using same translator even though it is transferred any formatted message in this paper. Also, We design and implement this system which is capable to integrate with existed legacy system, including DB transformation functionality. The .XConverter System supports changing the business message format to the common user used message format. And this system easily migrates with existed legacy system because DB transform module is component. Therefore, The proposed System is more various and flexible than the other translation system that provide just one mapping transformation.

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모바일 TV 기반의 멀티미디어 콘텐츠 복합 검색 인터페이스 설계 (Design of Complex Retrieval User Interface for Multimedia Content based on Mobile TV)

  • 변재희;문남미
    • 정보통신설비학회논문지
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    • 제9권3호
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    • pp.119-123
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    • 2010
  • Since the two-way interactive broadcasting service began, remote controllers have been fitted with 4 color buttons, which enable interaction and convenience to grow between users and content. With Currently, diverse studies on IPTV are in progress. Particularly, as the mobile market rapidly grows, studies on mobile IPTV and on linkage with other media are constantly increasing. Yet, mobile IPTV has never been studied as of now. In that sense, the present study attempted to design a mobile-based IPTV UI that is fitted with more usability and functionality of 4 color buttons and multi-dimensional search based on consistent criteria for content search. The UI designed in this study was estimated using user interface design guideline. The guideline is comprised of consistency, user centered, ease of use, forgiveness, feedback, functionality, aesthetic integrity.

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멀티미디어 콘텐츠의 맞춤형 정보 제공 연구 (A Study for Personalized Multimedia Information Services)

  • 박지수;김무철;노승민
    • 한국전자거래학회지
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    • 제20권3호
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    • pp.79-87
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    • 2015
  • 최근 웹 2.0의 도래와 더불어 멀티미디어 콘텐츠 제작 과정에서 사용자의 참여를 장려하기 시작했다. 이에 따라서 멀티미디어 콘텐츠 관련 연구들은 사용자 참여형 환경에 맞추어 맞춤형정보를 제공하는데 연구의 초점을 맞추기 시작했다. 이에 본 연구는 사용자의 요구사항과 개인별 맞춤정보를 제공하기 위한 방법론을 정리하고 분석함으로써 적용 방안을 사용자가 적극적으로 웹 콘텐츠 제작 과정에 참여하여 해당 콘텐츠의 카테고리 및 정의를 설정할 수 있는 환경을 마련하여 사용자의 선택의 폭을 확장하며, 콘텐츠 제작에 참여할 수 있는 환경을 마련해줄 수 있을 것으로 기대된다.

사물인터넷 기기의 안전한 사용자 인증 방안에 관한 프레임워크 (Framework for Secure User Authentication of Internet of Things Devices)

  • 송용택;이재우
    • 한국전자거래학회지
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    • 제24권2호
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    • pp.217-228
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    • 2019
  • 4차 산업혁명을 맞아 사물인터넷이 떠오르며 다양한 서비스가 생겨나고 편의성이 개선되었다. 사용빈도가 높아짐에 따라 개인정보의 유출 등과 같은 보안위협이 공존하게 되었으며 보안의 중요성이 증가하고 있다. 본 논문은 사물인터넷의 보안위협에 대해 분석하여 Fast IDentity Online(FIDO)을 사용한 사용자인증을 통하여 보안성을 강화하는 모델을 제시하고자 한다. 연구결과 향후 FIDO를 통한 2차 인증 도입을 통하여 강력한 사용자인증을 구현할 것을 제안한다.

특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로 (An Empirical Study on How the Moderating Effects of Individual Cultural Characteristics towards a Specific Target Affects User Experience: Based on the Survey Results of Four Types of Digital Device Users in the US, Germany, and Russia)

  • 이인성;최지웅;김소령;이기호;김진우
    • Asia pacific journal of information systems
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    • 제19권1호
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    • pp.113-145
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    • 2009
  • Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased interest on cross-cultural, or cross-national, research within the IT area. However, as the IT market is becoming bigger and more globalized, a great number of IT practitioners are having difficulty in designing and developing devices or systems which can provide optimal experience. This is because not only tangible factors such as language and a country's economic or industrial power affect the user experience of a certain device or system but also invisible and intangible factors as well. Among such invisible and intangible factors, the cultural characteristics of users from different countries may affect the user experience of certain devices or systems because cultural characteristics affect how they understand and interpret the devices or systems. In other words, when users evaluate the quality of overall user experience, the cultural characteristics of each user act as a perceptual lens that leads the user to focus on a certain elements of experience. Therefore, there is a need within the IT field to consider cultural characteristics when designing or developing certain devices or systems and plan a strategy for localization. In such an environment, existing IS studies identify the culture with the country, emphasize the importance of culture in a national level perspective, and hypothesize that users within the same country have same cultural characteristics. Under such assumptions, these studies focus on the moderating effects of cultural characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede(1980) in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies. However, such national level culture has its limitations in forecasting and explaining individual-level behaviors such as voluntary device or system usage. This is because individual cultural characteristics are the outcome of not only the national culture but also the culture of a race, company, local area, family, and other groups that are formulated through interaction within the group. Therefore, national or nationally dominant cultural characteristics may have its limitations in forecasting and explaining the cultural characteristics of an individual. Moreover, past studies in psychology suggest a possibility that there exist different cultural characteristics within a single individual depending on the subject being measured or its context. For example, in relation to individual vs. collective characteristics, which is one of the major cultural characteristics, an individual may show collectivistic characteristics when he or she is with family or friends but show individualistic characteristics in his or her workplace. Therefore, this study acknowledged such limitations of past studies and conducted a research within the framework of 'theoretically integrated model of user satisfaction and emotional attachment', which was developed through a former study, on how the effects of different experience elements on emotional attachment or user satisfaction are differentiated depending on the individual cultural characteristics related to a system or device usage. In order to do this, this study hypothesized the moderating effects of four cultural dimensions (uncertainty avoidance, individualism vs, collectivism, masculinity vs. femininity, and power distance) as suggested by Hofstede(1980) within the theoretically integrated model of emotional attachment and user satisfaction. Statistical tests were then implemented on these moderating effects through conducting surveys with users of four digital devices (mobile phone, MP3 player, LCD TV, and refrigerator) in three countries (US, Germany, and Russia). In order to explain and forecast the behavior of personal device or system users, individual cultural characteristics must be measured, and depending on the target device or system, measurements must be measured independently. Through this suggestion, this study hopes to provide new and useful perspectives for future IS research.

키넥트를 이용한 사용자 맞춤형 손동작 히트 인식 방법 (User Customizable Hit Action Recognition Method using Kinect)

  • 최윤연;탕 지아메이;장승은;김상욱
    • 한국멀티미디어학회논문지
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    • 제18권4호
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    • pp.557-564
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    • 2015
  • There are many prior studies for more natural Human-Computer Interaction. Until now, the efforts is continued in order to recognize motions in various directions. In this paper, we suggest a user-specific recognition by hit detection method using Kinect camera and human proportion. This algorithm extracts the user-specific valid recognition rage after recognizing the user's body initially. And it corrects the difference in horizontal position between the user and Kinect, so that we can estimate a action of user by matching cursor to target using only one frame. Ensure that efficient hand recognition in the game to take advantage of this method of suggestion.