• Title/Summary/Keyword: heuristic evaluation

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A Plan for Improvement of Usability in Extreme Programming (극한 프로그래밍의 사용성 향상 방안)

  • Lee, Sang-Jun;Bae, Seok-Chan
    • The KIPS Transactions:PartD
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    • v.11D no.3
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    • pp.635-648
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    • 2004
  • Extreme programming is the most representative methodology among agile software development methodologies that is agile in business environment which change fast. As software industry is matured, usability of software quality characteristics is emphasized gradually, but effort to obtain usability in extreme programming is insufficient. In this paper, three things lacked in extreme programming are reinforced. First, roles of user interface expert are defined. Second, usability testing method to extreme programming are introduced. Third, development process and products are proposed. The proposed plan is validated by four methods, which analyze supporting software development life cycle, analyze satisfaction of CMM key process areas, analyze satisfaction of CMM practices, and analyze development of green tea shopping mail. Green tea shopping mall is improved 23% in the estimated running time, 21% in the learnability. Also, usability is improved 18% in the heuristic evaluation and 16% in the questionnaire method.

Hardware/Software Partitioning Methodology for Reconfigurable System (재구성형 시스템을 위한 하드웨어/소프트웨어 분할 기법)

  • Kim, Jun-Yong;Ahn, Seong-Yong;Lee, Jeong-A.
    • The KIPS Transactions:PartA
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    • v.11A no.5
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    • pp.303-312
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    • 2004
  • In this paper, we propose a methodology solving the problem of the hardware-software partitioning in reconfigurable systems using a Y-chart design space exploration and implement a simulator according to the methodology. The methodology generates a mapping set between tasks and hardware elements using the hardware element model and the application model. We evaluate the throughput by simulating cases in each mapping set. With the throughput evaluation result, we can select the mapping case with the highest throughput. We also propose an heuristic improving the simulation time by reducing the mapping set on the basis of the relationship between workload and parallelism. Simulation results show that we can reduce the size of mapping set which poses difficulties on hardware-software partitioning by up to 80%.

Tabu Search based Optimization Algorithm for Reporting Cell Planning in Mobile Communication (이동통신에서 리포팅 셀 계획을 위한 타부서치 기반 최적화 알고리즘)

  • Jang, Kil-woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1193-1201
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    • 2020
  • Cell planning, which determines the cell structure for location management of mobile terminals in mobile communications, has been dealt with as an important research task to determine network performance. Among the factors influencing the cell structure planning in mobile communication, the signal cost for location management plays the most important role. In this paper, we propose an optimization algorithm that minimizes the location management cost of all the cells used to plan the cell structure in the network with reporting cell structure in mobile communication. The proposed algorithm uses a Tabu search algorithm, which is a meta-heuristic algorithm, and the proposed algorithm proposes a new neighborhood generation method to obtain a result close to the optimal solution. In order to evaluate the performance of the proposed algorithm, the simulation was performed in terms of location management cost and algorithm execution time. The evaluation results show that the proposed algorithm outperforms the existing genetic algorithm and simulated annealing.

Comparative Affordance Analysis of Smart Docents for Exhibits (전시관 스마트 도슨트의 어포던스 비교분석)

  • Park, Minhyuk;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.63-75
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    • 2022
  • In this study, the smart docent interface provided at 25 exhibition halls at domestic and foreign were compared and analyzed based on affordance. Heuristic evaluation techniques were adopted, centered on a small number of experienced people, and six research participants were selected based on Jacob Nielsen's guidelines that five to eight people per set of research can achieve sufficient results. As a result of comparative analysis of affordance, smart docent used in the Oriental showed a higher average value than smart docent used in the Western, but a lower value for sensory affordance alone. In addition, the categories were subdivided to derive the affordance values for each country, and a singularity was found that the sensory affordance of smart docents used in the United States represents the highest value compared to other countries. In conclusion, this study was able to compare the four affordances of smart docents used in domestic and foreign exhibition halls while presenting directions for future behavioral improvement, which could provide practical implication for smart docent interface design and exhibition hall service strategies.

Short-term Scheduling Optimization for Subassembly Line in Ship Production Using Simulated Annealing (시뮬레이티드 어닐링을 활용한 조선 소조립 라인 소일정계획 최적화)

  • Hwang, In-Hyuck;Noh, Jac-Kyou;Lee, Kwang-Kook;Shin, Jon-Gye
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.73-82
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    • 2010
  • Productivity improvement is considered as one of hot potato topics in international shipyards by the increasing amount of orders. In order to improve productivity of lines, shipbuilders have been researching and developing new work method, process automation, advanced planning and scheduling and so on. An optimization approach was accomplished on short-term scheduling of subassembly lines in this research. The problem of subassembly line scheduling turned out to be a non-deterministic polynomial time problem with regard to SKID pattern’s sequence and worker assignment to each station. The problem was applied by simulated annealing algorithm, one of meta-heuristic methods. The algorithm was aimed to avoid local minimum value by changing results with probability function. The optimization result was compared with discrete-event simulation's to propose what pros and cons were. This paper will help planners work on scheduling and decision-making to complete their task by evaluation.

Meta-heuristic optimization algorithms for prediction of fly-rock in the blasting operation of open-pit mines

  • Mahmoodzadeh, Arsalan;Nejati, Hamid Reza;Mohammadi, Mokhtar;Ibrahim, Hawkar Hashim;Rashidi, Shima;Mohammed, Adil Hussein
    • Geomechanics and Engineering
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    • v.30 no.6
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    • pp.489-502
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    • 2022
  • In this study, a Gaussian process regression (GPR) model as well as six GPR-based metaheuristic optimization models, including GPR-PSO, GPR-GWO, GPR-MVO, GPR-MFO, GPR-SCA, and GPR-SSO, were developed to predict fly-rock distance in the blasting operation of open pit mines. These models included GPR-SCA, GPR-SSO, GPR-MVO, and GPR. In the models that were obtained from the Soungun copper mine in Iran, a total of 300 datasets were used. These datasets included six input parameters and one output parameter (fly-rock). In order to conduct the assessment of the prediction outcomes, many statistical evaluation indices were used. In the end, it was determined that the performance prediction of the ML models to predict the fly-rock from high to low is GPR-PSO, GPR-GWO, GPR-MVO, GPR-MFO, GPR-SCA, GPR-SSO, and GPR with ranking scores of 66, 60, 54, 46, 43, 38, and 30 (for 5-fold method), respectively. These scores correspond in conclusion, the GPR-PSO model generated the most accurate findings, hence it was suggested that this model be used to forecast the fly-rock. In addition, the mutual information test, also known as MIT, was used in order to investigate the influence that each input parameter had on the fly-rock. In the end, it was determined that the stemming (T) parameter was the most effective of all the parameters on the fly-rock.

Development of Robust Feature Recognition and Extraction Algorithm for Dried Oak Mushrooms (건표고의 외관특징 인식 및 추출 알고리즘 개발)

  • Lee, C.H.;Hwang, H.
    • Journal of Biosystems Engineering
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    • v.21 no.3
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    • pp.325-335
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    • 1996
  • Visual features are crucial for monitoring the growth state, indexing the drying performance, and grading the quality of oak mushrooms. A computer vision system with neural net information processing technique was utilized to quantize quality factors of a dried oak mushrooms distributed over the cap and gill sides. In this paper, visual feature extraction algorithm were integrated with the neural net processing to deal with various fuzzy patterns of mushroom shapes and to compensate the fault sensitiveness of the crisp criteria and heuristic rules derived from the image processing results. The proposed algorithm improved the segmentation of the skin features of each side, the identification of cap and gill surfaces, the identification of stipe states and removal of the stipe, etc. And the visual characteristics of dried oak mushrooms were analyzed and primary visual features essential to tile quality evaluation were extracted and quantized. In this study, black and white gray images were captured and used for the algorithm development.

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An Experimental Study on the Design of the Korean Ballot Paper - Problems of the Regulations of the Public Official Election Act - (한국 투표용지 디자인에 관한 실험 연구 - 공직선거법 규정에 대한 문제제기 -)

  • Jung, Eui Tay;Hong, Jae Woo;Lee, Sang Hyeb;Lee, Eun Jung
    • Design Convergence Study
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    • v.17 no.3
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    • pp.91-108
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    • 2018
  • Rather the ballot paper design could influence voting behavior, there is less study upon the designing ballot paper and the importance of information design. This study examines the possibility of error occurring in the ballot paper design under the rules of Public Official Election Act. To do this, we conducted a heuristic evaluation method to review regulations, and an empirical experiment with closed groups. From this, we found that (1) diverse cases of ballot paper can be produced, and (2) various fonts, sizes, and materials can be used. Accordingly, it is inevitable to deliver regulations on (1) the usage of chromaticity and image, (2) the applying universal designed-typography, and (3) the margin for the spacing between ballot boxes. This study, at the end, suggests institutional measures for securing the validity and legitimacy on the decision-making process to remove latent ambiguity in ballot paper designing.

Solution Algorithms for Logit Stochastic User Equilibrium Assignment Model (확률적 로짓 통행배정모형의 해석 알고리듬)

  • 임용택
    • Journal of Korean Society of Transportation
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    • v.21 no.2
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    • pp.95-105
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    • 2003
  • Because the basic assumptions of deterministic user equilibrium assignment that all network users have perfect information of network condition and determine their routes without errors are known to be unrealistic, several stochastic assignment models have been proposed to relax this assumption. However. it is not easy to solve such stochastic assignment models due to the probability distribution they assume. Also. in order to avoid all path enumeration they restrict the number of feasible path set, thereby they can not preciously explain the travel behavior when the travel cost is varied in a network loading step. Another problem of the stochastic assignment models is stemmed from that they use heuristic approach in attaining optimal moving size, due to the difficulty for evaluation of their objective function. This paper presents a logit-based stochastic assignment model and its solution algorithm to cope with the problems above. We also provide a stochastic user equilibrium condition of the model. The model is based on path where all feasible paths are enumerated in advance. This kind of method needs a more computing demand for running the model compared to the link-based one. However, there are same advantages. It could describe the travel behavior more exactly, and too much computing time does not require than we expect, because we calculate the path set only one time in initial step Two numerical examples are also given in order to assess the model and to compare it with other methods.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.