• Title/Summary/Keyword: User observation

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A Study of Service Design for the General Hospital through analyzing the User Journey Map and the User Context

  • Kim, Jong-Hyun;Yi, Won-Je
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.109-116
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    • 2012
  • Objective: The aim of this study is to present a solution to problems in the services provided by the general hospitals by creating a user-centric environment through analyzing the User Journey Map and the User Context. Background: The rapid growth in aging population and the monopolization of superior medical staffs by the general hospitals increased demand for the general hospitals in Korea. But, often services provided by the general hospitals are provider-centric and low quality. Method: This study examines problems in the services provided by the general hospitals by analyzing the User Journey Map through stakeholder interviews(contextual interviews) and on-site observation. Based on the contextual analysis of the user(i.e. the patient), this study proposes new and improved user-centric services to be provided by the general hospitals. Results: Ten new user-centric services proposed by this study are: (1) "Booklet on Success Story", (2) "FAQs by Doctor", (3) "Designated Nurse", (4) "Patient Interview Record Card", (5) "Close relationship between doctor & patient", (6) "Thank You Notice Board", (7) "Step by Step", (8) "Green Cap", (9) "Patient Kit", (10) "RFID Direction Display System". Conclusion: The service design for the general hospitals proposed by this study is an important case-study on improving the environment of the general hospitals from provider(medical staffs)-centric to user(patents and its family)-centric. Application: This study is expected to be used in various areas to improve existing system(products and/or services) to be more user-centric.

Implementation of Web-based Service Observation System(SOS) (웹기반 서비스 감시 시스템의 구현)

  • Cho, Seung-Han
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.149-154
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    • 2005
  • Computer center of university or company manages many non fault-tolerant servers and network devices to spare expenses. Because a service fault occurs sometimes by worm virus, system bug etc, we need a technique to detect it for continuing service. This paper introduces design and implementation of the system to observe many heterogeneous services, and web-based interface improving convenience of system manager. A system fault is reported to system managers via email or SMS by introduced service observation system, not service user. Then system managers can recover the system fault by this notification and minimize a fault period.

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Performance Comparison of Manual and Touch Interface using Video-based Behavior Analysis

  • Lee, Chai-Woo;Bahn, Sang-Woo;Kim, Ga-Won;Yun, Myung-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.655-659
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    • 2010
  • The objective of this study is to quantitatively incorporate user observation into usability evaluation of mobile interfaces using monitoring techniques in first- and third-person points of view. In this study, an experiment was conducted to monitor and record users' behavior using Ergoneers Dikablis, a gaze tracking device. The experiment was done with 2 mobile phones each with a button keypad interface and a touchscreen interface for comparative analysis. The subjects included 20 people who have similar experiences and proficiency in using mobile devices. Data from video recordings were coded with Noldus Observer XT to find usage patterns and to gather quantitative data for analysis in terms of effectiveness, efficiency and satisfaction. Results showed that the button keypad interface was generally better than the touchcreen interface. The movements of the fingers and gaze were much simpler when performing given tasks on the button keypad interface. While previous studies have mostly evaluated usability with performance measures by only looking at task results, this study can be expected to contribute by suggesting a method in which the behavioral patterns of interaction is evaluated.

Ergonomic Design of Magic Saw Handle

  • Jung, Kwang-Tae
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.3
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    • pp.469-474
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    • 2012
  • The aim of this study is to develop an ergonomic design of magic saw handle considering user experiences. Background: Frequent use of hand tool can cause musculoskeletal disorders by inadequate wrist posture, excessive strength, repetitiveness, friction and pressure, vibration, etc. A hand tool that is inappropriately designed has higher risk causing musculoskeletal disorders. Complaints for the design of magic saw handle has been raised by many users according to the increasing use of magic saw. Method: Hand tool has to be designed considering worker's characteristics and task condition to prevent worker's musculoskeletal disorders. For this, user experiences for magic saw handle were measured through questionnaire survey and observation. Results: An ergonomic design of magic saw handle considering user experiences was proposed and then its design suitability was evaluated in comparison with the existing handle design using EMG and subjective evaluation. Conclusion: The proposed handle design showed higher satisfaction and lower muscular fatigue. Application: The results of this study can be effectively used to develop a new magic saw.

A Case Study of Usability Test for Developing User-Centered Agriculture Information Web Site (농업정보사이트 사용성 테스트 사례연구 - A 사이트를 중심으로 -)

  • Yu, Byeong-Min;Park, Duk-Byeong
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.1
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    • pp.93-100
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    • 2015
  • This article describes the process involved in usability testing a agricultural information Web site. In addition to determining the goals and requirements for the agricultural information Web site, a user and task analysis was conducted for defining the its user base and the types of tasks which users might be performing at the site. Usability testing methods with close observation and in-depth interviews provided fresh insights about how users are interacting with the agricultural information Web interface as they approach various information seeking tasks. This study uncovered problems related to unclear terminology, improper interface, location for navigational links, need for context sensitive help, built-in redundancy, and clear and consistent navigation.

Graphic Simulator for processing test of Humanoid Robot (인간형 로봇의 동작 더스트를 위한 그래픽 시뮬레이터)

  • Hwang, Byung-Hun;Kim, Jee-Hong
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2480-2482
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    • 2003
  • As make a simulator including user interface functions like start & stop, load parameters, record and save, view 3D display has a real-like length and numerical value of sizes, represent real-shape of inner and outer part of robot, make the possible fast and slow selective observation as a adjust a step, receiving the images through the image device which attached in robot, so make a motion tester simulator of humanoid robot which coded by windows based GUI(Graphic User Interface) program with a MMI(Man Machine Interface) function that user can watch the environment which included robot and use a images. For implement this, we use a design data that converted data which made by use a CAD for Laser RP(Rapid Prototyping) progress into C coding for simulator programming. Using OpenGL, an API of graphic, it has a efficiency and detail of graphic operation. To make and test animation data, it has the option of save and resume in animation.

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Web Page Evaluation based on Implicit User Reactions and Neural Networks

  • Lee, Dong-Hoon;Kim, Jae-Kwang;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.12 no.2
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    • pp.181-186
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    • 2012
  • This paper proposes a method for evaluating web pages by considering implicit user reaction on web pages. Usually users spend more time and make more reactions, such as clicking, dragging and scrolling, while reading interesting pages. Based on this observation, a web page evaluation method by observing implicit user reaction is proposed. The system is designed with Ajax for observing user reactions, and neural networks for learning correlation between user reactions and usefulness of pages. The amounts of each type of user reactions are inputted to neural networks. Also the numbers of characters and images of pages are used as inputs because the amount of users' behaviors has a tendency to increase as the length of pages increase. The experiment is conducted with 113 people and 74 pages. Each page is ranked by users with a questionnaire. The proposed method shows more close ranking results to the user ranks than Google. That is, our system evaluates web pages more closely to users' viewpoint than Google. Although our experiment is limited, our result shows powerful potential of new element for web page evaluation. Some approaches evaluate web pages with their contents and some evaluate web pages with structural attributes, particularly links, of pages. Web page evaluation is for users, so the best evaluation can be done by users themselves. So, user feedback is one of the most important factors for web page evaluation. This paper proposes a new method which reflects user feedbacks on web pages.

Exploration of User Experience Research Method with Big Data Analysis : Focusing on the Online Review Analysis of Echo (빅데이터 분석을 활용한 사용자 경험 평가 방법론 탐색 : 아마존 에코에 대한 온라인 리뷰 분석을 중심으로)

  • Hwang, Hae Jeong;Shim, Hye Rin;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.517-528
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    • 2016
  • This study attempted to explore and examine a new user experience (UX) research method for IoT products which are becoming widely used but lack practical user research. While user experience research has been traditionally opted for survey or observation methods, this paper utilized big data analysis method for user online reviews on an intelligent agent IoT product, Amazon's Echo. The results of topic modelling analysis extracted user experience elements such as features, conversational interaction, and updates. In addition, regression analysis showed that the topic of updates was the most influential determinant of user satisfaction. The main implication of this study is the new introduction of big data analysis method into the user experience research for the intelligent agent IoT products.

A Study on User Satisfaction by Perceived Performance of Ecological Learning Center (생태학습장 이용객의 지각된 성과에 의한 만족도 연구)

  • Park, Chung-In;Kim, Jong-Hae
    • Journal of Environmental Science International
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    • v.19 no.8
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    • pp.1057-1066
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    • 2010
  • An ecological learning center is defined as a place which can establish the correct relationship between human and environment. Human can learn ecosystem and importance of environment throughout observation of nature and participation in program of ecological learning center. The most important aspects of ecological learning center planning are to reflect on user's demand and preservation of ecosystem. The prime goals of this study is to analyze user's characteristics in the Young Wheol Mulmurigol Ecological Learning Center. The second goal of this study is to find out the satisfaction model based on user's perceived performance of each program and facility in the center. For this study, questionnaire survey with 204 individuals was completed. The data from the questionnaire were analyzed statistical method by SPSS. There are several significant results from the study as following First, this ecological learning center as a newly operating facility is used not for educational purpose but for resting and relaxation purpose. It is due to that the most of users in this center are package tourists with historic scenes. Second, user's perceived performance evaluated by 23 attributions of programs and facilities, and these attributions could be classified by 5 factors such as environment friendly design, educational function, preservation of environment, provision of various bio-top and provision of resting area. Third, the user satisfaction model indicates that user satisfaction is depended on various factors such as preservation of environment, provision of various bio-top, provision of resting area. Among these factor affecting the satisfaction, provision of various bio-top is the most influence on user satisfaction.

Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of People, Plants, and Environment
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    • v.22 no.5
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.