• Title/Summary/Keyword: User evaluation

Search Result 2,584, Processing Time 0.027 seconds

Analyses of Value System through Web Accessibility User Evaluation : For People with Low Vision (웹 접근성 사용자 평가를 통한 가치체계 분석 : 저 시력 장애인 대상으로)

  • Lim, Jong Duck;Ahn, Jae Kyoung
    • Journal of Information Technology Services
    • /
    • v.19 no.1
    • /
    • pp.113-127
    • /
    • 2020
  • Current web accessibility checks and automatic assessments have been pointed out that the assessment items and scores are evaluated from the developer's point of view rather than from the user's one. In addition, although most of the grades of an automatic assessment on the public web sites are excellent because they are built in accordance with the web accessibility development guidelines, not a few web sites shows relatively low grades in evaluating their usability test made by those users. Taking into account the inadequacy of these web accessibility assessments, this study has identified the differences between the grades of usability evaluations and automatic evaluations for people with low vision and analyzed the major factors affecting web accessibility usability evaluations using Repertory Grid Techniques. Also, the Hard Laddering method of the Means-End Chain theory was adopted to visualize the relationship between Attributes-Conferences-Value and a hierarchical value system analysis based on FGI(Focused Group Interview) to people with the low vision. This study proposed the measures to improve the current web accessibility automatic assessment allocation, expert evaluation criteria, and user task assessment. In particular, it is a web accessibility user evaluation model that can consider the web accessibility quality certification criteria and user review assessment by directly analyzing the user cognitive structure and value system. This study is expected to be useful as a research to enhance the quality of web accessibility assessment.

Evaluation of User Satisfaction and Image Preference of University Students for Cherry Blossom Campus Trail (대학생들의 캠퍼스 벚꽃터널 산책로 이용 만족도와 이미지 선호도 평가)

  • Lee, In-Gyu;Eom, Boong-Hoon
    • Journal of Environmental Science International
    • /
    • v.28 no.12
    • /
    • pp.1101-1110
    • /
    • 2019
  • This study investigated Post-Occupancy Evaluation (POE) of cherry blossom trails 'Cherry Road' in Daegu Catholic Univ. campus, at Gyeonsan-city, Korea. The evaluation focused on image preference and satisfaction of users i.e., students, using questionnaire surveys. A total 201 questionnaire samples were analyzed and most of the respondents were in the age group of 20. Frequency analysis was conducted on demographics, use behavior, reliability, and means. Factor analysis and multiple regression analysis were conducted for user satisfaction and image preference. Over 80% of visitors came with companions during daytime. The most common motives for use were strolling and walking, event and meeting, passing. For user satisfaction the mean scores were highest for landscape beauty (4.22), image improvement (4.14), campus image (4.08). Night lighting facility received the lowest score (3.32). Factor analysis concerning user satisfaction was categorized into environment-human behavior and physical factors. Multiple regression analysis showed that the overall satisfaction of user was significantly influenced by five independent variables: 'harmonious' (β=.214), 'night lighting facility' (β=.173), 'landscape beauty' (β=.208), 'lawn care' (β=.154), and 'walking trails' (β=.123). The mean scores of image variables were highest for 'beautiful' (5.81), 'bright' (5.67), and 'open' (5.64). The lowest scores was for 'quiet' (4.47). Exploratory factor analysis led to three factors being categorized: aesthetics, comforts, and simplicity. Result of multiple regression analysis indicated that the preference of space image was significantly influenced by five variables: 'bright' (β=.397), 'refreshing' (β=.211), 'cool' (β=.219), 'clean' (β=.182), and 'natural' (β=.-142). Hence, Cherry Road has a high level of user satisfaction and image evaluation, which is interpreted as having various cultural events and value for students on campus. To improve the satisfaction of Cherry Road in the future, it is necessary to secure night lighting, to manage trash cans, and to secure rest space.

A Comprehensive Evaluation Framework of Web Sites as Living Places in Cyber Space (삶의 공간으로서의 웹 사이트에 대한 평가 체계)

  • Hong, Seo-Young;Kim, Jin-Woo
    • Asia pacific journal of information systems
    • /
    • v.13 no.4
    • /
    • pp.1-27
    • /
    • 2003
  • With a swift development of information technology, web sites get more important roles as user's living places. This quantitative and qualitative expansion of web sites requires the need for an evaluation framework of web sites from comprehensive perspectives. This study proposes two dimensions for web site categorization and three dimensions for web site evaluation. These dimensions were developed based on the architectural perspectives that have been used to evaluate buildings in the real world for more than a thousand years. First, in order to categorize various web sites, we extracted two dimensions, user's goals and user's behaviors from behavioral architect which approaches user's behaviors in designing buildings. Second, in order to evaluate four web sites groups, we suggested three dimensions, which are firmness, commodity, delight used in evaluating buildings in the real world. Then for each of the four different web sites groups an empirical survey was conducted to verify these three dimensions of architectural metrics. This ends with study implications and limitations.

Development of Graphical User Interface for MANPAD Missile Performance Evaluation (휴대용 미사일의 성능평가를 위한 시각화모델의 개발)

  • 황흥석
    • Journal of the military operations research society of Korea
    • /
    • v.26 no.2
    • /
    • pp.28-38
    • /
    • 2000
  • This research investigates a kill probability model for the performance evaluation of guided missile system, and also develops graphical user interface for the input and output of the model based on the visual object-oriented programming application. The major simulation events used in this research are missile guidance homing point, burst points, and kill mechanism(direct kill, blast kill and fragment kill). For the user interface, we also design and implement the visualization system that can show the graphic style of the kill probability attained by the model. The results of sample run are shown, but these could be improved to be better with visual simulation which can visulaize all the simulation process of the model.

  • PDF

A Research for End-User Satisfaction Evaluation on Information Systems (정보시스템의 사용자 만족도 평가에 관한 연구)

  • 박민생;신미향
    • Journal of the Korea Society of Computer and Information
    • /
    • v.5 no.4
    • /
    • pp.154-160
    • /
    • 2000
  • Recently, there are great variations on concepts and rolls of information system as the radical growth in information technology. A systematic MIS evaluation is requested for effective management and operation of information system. Although many researches on MIS evaluation have been progressed, the evaluation of the user satisfaction is limited by evaluating from the each system's result because of the diversity of view points and inclusion of MIS introduction. Therefore, in this paper, a conceptual framework is suggested to evaluate MIS synthetically that is changed by the result of existing MIS evaluation. So to speak, a new evaluation framework is suggested by synthesizing various view points and evaluation method that suggested from the existing MIS evaluation such as user satisfaction of results as the introduction of MIS and the satisfaction of variation of entire organization.

  • PDF

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
    • /
    • v.36 no.4
    • /
    • pp.267-280
    • /
    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

A Usability Study On Museum Installations Emphasizing Interaction Design for User Experience (사용자 경험 증진을 위한 과학관 전시물의 사용성 평가)

  • Cho, Myung Eun;Choi, Han Hee;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
    • /
    • v.22 no.5
    • /
    • pp.302-310
    • /
    • 2013
  • Many museums have recently employed digital technologies in exhibition installations to provide visitors with interactive experiences with the installations, not just audiences. However, most of them have focused on the adoption of new prototypes or technologies, not considering user experiences of those systems carefully. This study developed an evaluation tool for usability of the tangible user interfaces and conducted a usability study on museum installations emphasizing user interaction and experience. The evaluation tool is composed of 5 features of tangible user interfaces such as tangible, interaction, convenience, representation, spatial interaction and social interaction, and 24 items. The museum we investigated is the Gwacheon National Science Museum, where 8 installations, classified 4 categories, were selected for the usability study. We recruited 6 undergraduate students, who were divided into 2 teams, each team having 3 students. Three students in a team manipulated and experience each installation together and reported their evaluation score through the questionnaire and interviews. The results showed that the score of the usability for the category 3, which requires students to move their bodies for the interaction, is the highest one because it features with spatial interaction. Students expressed much interest in the category 4, which utilizes users' other senses, however, the score of the usability is the lowest because the interaction is temporary and repetitive. Most installations are well designed in terms of control constraints, legibility, lower thresholds, participation encouragement, and open to the public, but pooly designed in terms of multiple access points, configurability, accurate movement, ambient media, and full-body interaction.

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

  • Jo, Eun-Ji;Ryu, Do-Hyeon;Kim, Kwang-Jae;Lee, Gi-Hyun;Yun, Jung-Min;Cho, Jung-Hyun;Jeon, Kwang-sik;Lee, Ji-Yeon
    • Journal of Korean Society for Quality Management
    • /
    • v.50 no.4
    • /
    • pp.679-700
    • /
    • 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.

Roles and Direction of User Experience Design (UX 디자인 업무 역할 및 방향성에 관한 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
    • /
    • v.29 no.4
    • /
    • pp.521-525
    • /
    • 2010
  • UX (User Experience) Design was an interdisciplinary approach in humanities, engineering, science and design. We classified the roles of user experience; requirement analysis which are user research, constraints analysis and direction analysis, concept design, information architecture, physical UI, graphical UI, sound UI, Olfactory UI, prototype, evaluation, launch, localization, and knowledge management/UI DB. User research methods were classified by the relation of designer, user, and product/service. We reviewed three issues of UX design; complexity management, efficiency management, and mapping management.

The Effects of User attitude and Expectation on the System performance according to Management level of Information System (시스템의 관리수준에 따라 태도와 기대가 성과에 미치는 영향)

  • Han, Kyung-Il
    • Journal of Digital Convergence
    • /
    • v.5 no.1
    • /
    • pp.91-100
    • /
    • 2007
  • The purpose of this study is to confirm whether user attitude and expectation make a significant difference on the system performance according to management level of IS. The management level is defined as a evaluation of IS and project management. Field research was employed to empirically investigate the relationship among the variables. The finding of the study can be summarized as follows. The positive attitude has a favorable effect on the system performance. But high expectation shows low performance under the strict evaluation.

  • PDF