• 제목/요약/키워드: interface evaluation

검색결과 1,365건 처리시간 0.026초

스키마 개념을 도입한 사용자 계획수립의 용이도 평가 (Evaluation of Planning Transparence of User Interface Reflecting State Schemas)

  • 윤완철
    • 한국경영과학회지
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    • 제17권2호
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    • pp.45-54
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    • 1992
  • It become increasingly important to design user interface to carry low complexity. The cognitive limitations of users severely restrict utility of highly intelligent but complex modern systems. Since humans are known to use schemas to reduce cognitive complexity, imposing good consistency to an interface design that may help that user form useful schemas will provide powerful control over the complexity. This present a research effort to develop a quantitative method for evaluating interface complexity that the user would experience planning his or her course of action. Taking into account the user's potential schemas, a quantitative measure based on information theory was develped to assess the navigational complexity. This approach does not rely on the subjective judgment of the researcher as most schemes dealing with user schemas do. The proposed method may benefit the rapid prototyping approach to design a better user interface by allowing handy assessment of the design.

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사용자 중심의 멀티미디어 설계: 할인 사용성 공학의 적용 (User-centered multimedia design: The application of discount usability engineering)

  • 임치환
    • 산업경영시스템학회지
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    • 제20권41호
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    • pp.189-196
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    • 1997
  • Multimedia systems present information by various media, for example, video, sound, music, animation, movie, etc., in addition to the text which has long been used for conveying the information. But using several media may cause users' confusion and poorly designed user interface often aggravate the situation. Hypermedia systems allow the retrieval and representation of multimedia information using navigation and browsing mechanisms. Typically, there are two major navigation problems in a hypermedia compared to the ordinary user interface: disorientation and cognitive overload. In this study, the multimedia system was studied from the viewpoint of usability. Practical usability evaluation needs cost-effective, low-skill, and low- investment methods. The 'discount usability engineering' method, one of these methods, is based on the use of the following techniques: scenarios, simplified thinking aloud, and heuristic evaluation. The discount usability engineering method was applied to the usability evaluation of multimedia CD-ROM title.

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Development and Usability Evaluation of Fixed-base AHS Simulator

  • Cha, Doo-Won;Park, Peom
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2002년도 춘계학술대회 논문집
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    • pp.57-62
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    • 2002
  • This study described the specification and configuration of developed fixed-base AHS (Automated Highway System) simulator fur the human factors researches, and its usability evaluation results after riding 120, 140, and 160kph automated driving speed. As the results, this study suggested the subjects' preferences and opinions about simulator and AHS configurations that would help to establish the AHS R&D plan and driver-vehicle/road interface design guidelines as the basic researches of the AHS human factors.

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사용편의성 평가 기술 개발 (Development of a usability evaluation method)

  • 홍상우;한성호;윤명환;곽지영
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1997년도 추계학술대회논문집
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    • pp.366-371
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    • 1997
  • Although the concept of usability has been well defined in the software usability engineering area, it is not appropriate to apply the same concept directly to the consumer electronic products. A new concept of usability appropriate for evaluating consumer electronic consumer electronic products was suggested in this study. It is characterized by integrating both the performance and the impression factors. Based on the concept developed, a systematic and integrated methodology for usability evaluation was proposed. The methodology contains four major steps; the development of the measurement methods for evaluating usability attributes, the development of the analysis techniques for the human interface elements, the development of the evaluation method for the usability of human interface elements, and the development of the usability model. The results of this study can be applied to evaluate the usability of various electonic products in a systematic and efficent manner.

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Museum Web 공간의 사용성 평가와 구조분석에 관한 연구 (A Study on the Usability test and Space Syntax analysis in Web Museum)

  • 최성욱;황미영;임채진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2002년도 춘계학술발표대회 논문집
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    • pp.99-104
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    • 2002
  • The main concept of this thesis is to research about how to express the interface element of the virtual museum on tile cyber space and how to evaluate its organization. In addition, the basis of this thesis is to help people build their efficient spaces on the current virtual museum. My understanding about the interface element and its structural evaluation is grounded on Usability evaluation and Syntax thesis. For the survey, I utilize two different methods. One is regular questionnaire; the other is heuristic evaluation which is derived from empirical study and practical experience. The survey is mainly composed of contents, design, usability and overall impression. The main concept of this research is to establish the initial foundation of the virtual museum on cyber space by suggesting an objective evolutional norm including esthetic orientation.

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웹 인터페이스에서 시각정보의 인지특성에 관한 연구 - 연령계층별 시지각 계측 실험을 중심으로 - (A study on Cognitive faculties about Visual Information on Web Interface - With Emphasis on an Experiment with Visual Perception Measurement by Different Age Groups -)

  • 고광필;류시천
    • 디자인학연구
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    • 제15권4호
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    • pp.243-252
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    • 2002
  • 인터넷 환경의 발전으로 인한 사용자 폭의 확대는 연령계층별 사용자에 대한 인지특성의 이해와 이에 따른 사용자 중심의 디자인 방법을 필요로 하고 있다. 이와 같은 배경에서 본 연구는 웹 인터페이스에서 시각정보의 인지특성 도출을 위해 시지각 인지프로세스 모델을 제시하였으며, 시각정보에 대한 시지각 계측실험의 과정을 거쳐 연령 계층별 피험자의 인지특성에 대한 실질적인 데이터를 확보할 수 있었다. 이의 결과를 토대로 연령계층별 사용자의 인지특성은 시지각 인지프로세스의 세부속성인 형태, 색채, 공간, 운동과 시지각의 생리적, 물리적, 인지적 특성이 변수로 작용하여 서로 다른 인지특성을 가지고 있음을 밝혔다. 그 결과로 시지각 인지프로세스 모델의 다양한 적용은 연령계층별 사용자의 인지특성을 구체적이며 체계적으로 도출할 수 있는 수 있는 기반이 될 수 있을 것이며 웹 인터페이스의 평가 모델로도 활용 될 수 있을 것이다. 또한 본 연구는 디자이너의 역할 확대와 연령계층별 사용편의성 연구방향을 확립할 수 있는 기반을 마련하는 계기가 되었다는데서 그 의의가 있다.

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무시멘트형 인공고관절 대치술후 초기의 경계면 미세운동의 3차원 FEM 연구 (A Study on the Interface Micromotions of Cementless Artificial Hip Replacement by Three-Dimensional FEM)

  • 김성곤;채수원;최형연
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1994년도 추계학술대회
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    • pp.71-74
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    • 1994
  • In cementless total hip arthroplasty(THA), an initial stability of the femoral component is mandatory to achieve bony ingrowth and secondary long term fixation. Bone ingrowth depends strongly on relative micromotion and stress distributions at the interface. Primary stability of the femoral component can be obtained by minimizing the magnitude of relative micromotions at bone-prosthesis interface, Hence an accurate evaluation of interface behavior and stress/strain fields in the bone implant system may be relevant for better understanding of clinical situations and improving THA design. However, complete evaluation of load transfer in the bone remains difficult to assess experimentally, Hence, recently finite element method (FEM) was introduced in orthopaedic research field to fill the gap due to its unique capacity to evaluate stress in structure of complex shape, loading and material behavior. The authors developed the 3-dimensional numerical finite element model which is composed of totally 1179 elements off and 8 node blick. We also analyzed the micromotions at the bone-stem interface and mechanical behavior of existing bone prosthesis for a loading condition simulating the single leg stance. The result indicates that the values of relative motion for this well fit Multilock stem were $150{\mu}m$ in maximum, $82{\mu}m$ in minimum, and the largest relative motion developed in medial region of proximal femur with anterior-posterior direction. The proximal region of the bone was much larger in motion than the distal region and the stress pattern shows high stress concentration on the cortex near the tip of the stem. These findings indicates that the loading in the proximal femoral bone in the early postoperative situation can produce micromotions on the interface and clinically cementless TEA patient should not be allowed weight bearing strictly early in the postoperative period.

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뇌컴퓨터접속(BCI) 무경험자에 대한 EEG-BCI 알고리즘 성능평가 (Performance Evaluation of EEG-BCI Interface Algorithm in BCI(Brain Computer Interface)-Naive Subjects)

  • 김진권;강대훈;이영범;정희교;이인수;박해대;김은주;이명호
    • 대한의용생체공학회:의공학회지
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    • 제30권5호
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    • pp.428-437
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    • 2009
  • The Performance research about EEG-BCI algorithm in BCI-naive subjects is very important for evaluating the applicability to the public. We analyzed the result of the performance evaluation experiment about the EEG-BCI algorithm in BCI-naive subjects on three different aspects. The EEG-BCI algorithm used in this paper is composed of the common spatial pattern(CSP) and the least square linear classifier. CSP is used for obtaining the characteristic of event related desynchronization, and the least square linear classifier classifies the motor imagery EEG data of the left hand or right hand. The performance evaluation experiments about EEG-BCI algorithm is conducted for 40 men and women whose age are 23.87${\pm}$2.47. The performance evaluation about EEG-BCI algorithm in BCI-naive subjects is analyzed in terms of the accuracy, the relation between the information transfer rate and the accuracy, and the performance changes when the different types of cue were used in the training session and testing session. On the result of experiment, BCI-naive group has about 20% subjects whose accuracy exceed 0.7. And this results of the accuracy were not effected significantly by the types of cue. The Information transfer rate is in the inverse proportion to the accuracy. And the accuracy shows the severe deterioration when the motor imagery is less then 2 seconds.

ACT-R을 이용한 터치스크린 메뉴 선택 수행 예측 (Prediction of Menu selection on Touch-screen Using A Cognitive Architecture: ACT-R)

  • 민정상;조성식;명노해
    • 대한인간공학회지
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    • 제29권6호
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    • pp.907-914
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    • 2010
  • Cognitive model, that is cognitive architecture, is the model expressed with computer program to show the process how human solve a certain problem and it is continuously under investigation through various fields of study such as cognitive engineering, computer engineering, and cognitive psychology. In addition, the much extensive applicability of cognitive model usually helps it to be used for quantitative prediction of human Behavior or Natural programming of human performance in many HCI areas including User Interface Usability, artificial intelligence, natural programming language and also Robot engineering. Meanwhile, when a system designed, an usability test about conceptual design of interface is needed and in this case, analysis evaluation using cognitive model like GOMS or ACT-R is much more effective than empirical evaluation which naturally needs products and subjects. In particular, if we consider the recent trend of very short-end term between a previous technology development and the next new one, it would take time and much efforts to choose subjects and train them in order to conduct usability test which is repeatedly followed in the process of a system development and this finally would bring delays of development of a new system. In this study, we predicted quantitatively the human behavior processes which contains cognitive processes for menu selection in touch screen interface through ACT-R, one of the common method of usability test. Throughout the study, it was shown that the result using cognitive model was equal with the result using existing empirical evaluation. And it is expected that cognitive model has a possibility not only to be used as an effective methodology for evaluation of HCI products or system but also to contribute the activation of HCI cognitive modeling in Korea.

이용자 중심 전자책 뷰어 프로그램을 위한 휴리스틱 개발 (The Development of Heuristics for User-Centered eBook Reader on Personal Computers)

  • 김보금;이지연
    • 정보관리학회지
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    • 제29권1호
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    • pp.211-229
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    • 2012
  • 전자책은 전용 단말기 기술의 향상으로 꾸준히 주목을 받고 있으나, 전자책의 효율성과 인지도에 비하여 상대적으로 이용률이 낮다. 이 연구에서는 전자책 이용 환경을 개선하고 이용자들의 필요와 요구를 만족시키기 위하여 먼저 전자책의 이용과 이용성 연구 설계에서 제안하고 있는 원칙과 기존 휴리스틱 연구 유형에 대한 문헌 조사를 실시하였다. 이에 근거하여 전자책 이용 경험자들을 대상으로 목적성 표집을 하였고 모집된 22명의 실험 참여자들은 휴리스틱 평가를 실시하였다. 본 연구의 실험을 통하여 지적된 이용성 문제와 요구된 이용 편리성을 모두 종합하여 최종 10개의 휴리스틱을 도출하여 제시하였다.