• Title/Summary/Keyword: usability of product

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A Research on Development of Bills of Material Using Web Grid for Product Lifecycle Management

  • Yoo, Ji-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.12
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    • pp.131-136
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    • 2017
  • PLM(Product Lifecycle Management) is an information management system that can integrate data, processes, business systems and human resources throughout the enterprise. BOM(Bills Of Material) is key data for designing, purchasing materials, manufacturing planning and management, which is basic for product development throughout the product life cycle. In this paper, we propose the efficient system to increase the data loading speed and the processing speed when using such large BOM data. We present the performance and usability of IMDG (In Memory Data Grid) for data processing when loading large amounts of data. In the UI, using the pure web grid of JavaScript instead of the existing data loading method can be improve performance of data managing.

A study of new classifying methd of target manufacturing cost to the product compnents by using customer's function evaluation (소비자 기능평가에 근거한 원가목표에 대한 계층적 세분화에 관한 연구)

  • 하재경
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.42
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    • pp.87-98
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    • 1997
  • product to assign objectives for target manufacturing cost on the basis of consumer's function envaluation. The principal purposes of the study include: to improve product differentiation for those products with major usability functions and to prepare effective steps of product concept formulation. Since scant research has been conducted toward the approach suggested above, this study suggests a new method using conjoint analysis for classifying goals of manufacturing costs based on customer's function evaluation. The ultimate goal of this study is to compare and check. The cost estimate for each structure, and eventually to decide target cost values to be reasonably understood by the R&D team.

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A research for product design and evaluation applied with human sensibility ergonomics (감성공학을 적용한 제품개발과 검증에 대한 연구)

  • Paik, Seung-Youl;Jeong, Peum-Jin;Park, Peom
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.411-415
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    • 1996
  • User's sensibility has an important effect upon appreciating household electronic appliances and user's feeling of satisfaction with products has a good effect on the choice of product on purchasing those items. In this point of view, the human-oriented approach of product development system can be adopted as Human Sensibility Engineering. The target of changed development system is to define user's sensibility factors and to apply them to design and development. In this study, the human sensibility ergonomics approach and usability test have been applied to the development and evaluation of an electronic product model.

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A Study on the Dimension of Quality of Telecommunications (정보통신기기의 품질차원에 관한 연구)

  • Son, Eun-Il
    • Journal of Industrial Convergence
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    • v.1 no.2
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    • pp.3-15
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    • 2003
  • Many researches have concluded that product advantage or superiority is the most important factor for the commercial success of new products. However, the specific dimensions of product advantage have not been studied as yet. In order to know what kind of product attributes have been major determinants of commercial success, telecommunications winning products from 1985 to 1997 in the Korean market were examined. As results of the analysis, the determinants are classified into function, aesthetics, economy, safety, usability, reliability, brand image, assurance, distribution channel, advertisement, DEF(design for the environment). This study augmented the data set through questionnaire survey to marketing professor in University. The results will be a cue to future of new product development.

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Evaluating the Usability of Size Comparison UI for Online Clothing Shopping Malls

  • Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.61-70
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    • 2020
  • As mobile device usage time increases thanks to the development of information and communication alongside the increase in the spread of smartphones, mobile shopping has become a common trend. While mobile shopping has the advantage of saving both time and money, it may also result in dissatisfaction with product differences after purchase. For online clothing shopping malls, in particular, if the size does not match after purchase, it is difficult for customers to return or exchange the goods. To address this problem, some mobile apparel shipping malls offer a virtual fitting service and a size comparison function; however, the number of such malls remains low. In this paper, a usability evaluation was performed on a mobile apparel shopping mall that provides a size comparison function. The three apps selected for evaluation have different size input methods, and a slightly different method of providing results after comparing the user's dimensions with the dimensions of the clothes to be purchased. In this paper, the evaluators were asked to select clothes at the shopping mall and perform the task of deciding the size of the clothes to be purchased through their own measurements and comparison while also evaluating the effectiveness, meaning, and satisfaction of the apps. Based on the analysis of the results, this paper aims to produce an improvement plan and help design the size comparison UI (User Interface) in the future.

The Effects of Sunscreen Use Patterns and Awareness by Type on Product Satisfaction (자외선 차단제 유형에 따른 사용 인식 요인과 재구매 및 만족도 조사에 관한 연구)

  • Lee, Na-Young;You, Seon-Hee;Li, Shun-Hua
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.363-371
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    • 2019
  • In this study, 340 Korean women were surveyed to analyze the impact of the type of sunscreen and use status on the satisfaction of products and resale. Studies have shown that indoor activity is higher than outdoor activity, and both simple and complex sunscreen is often used to compensate for skin tone. Out of single sunscreen, sun cream was used and air cushion was used a lot. Although product usability and UV protection indices were important factors in purchasing, 30% experienced side effects while product satisfaction and willingness to repurchase were high. The recognition of safety, Effectiveness, convenience, usability, satisfaction, and repurchase were all higher than that of composite UV-blocking products, and among subcomponents of product usage recognition, the level of convenience, efficacy, usability, and safety affected satisfaction and repurchase in order. Consequently, the perception of simple UV protection products was higher when using products for UV protection, and its convenience had a significant impact on satisfaction and resale.

Comparison of Emotional Words by Products (제품 유형별 표출되는 감성어휘 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.215-224
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    • 2009
  • This research extracted emotional words for measuring user's emotions expressed while using a cellular phone and a web. And then the emotional words were compared to find out whether the difference in emotional words by the type of products. The results of this study suggest that the hardware-oriented products used for specific purpose such as cellular phone extracted a lot of emotional words related to 'Satisfaction in Usability' and 'Pleasure'. 'Satisfaction in Usability' are conceived satisfying in usability or practicality of product. 'Pleasure' are pleasant emotions expressed while using a product. However the emotional words related to 'Aesthetics' and 'Novelty' were omitted. 'Aesthetics' are expressed by product's appearance and by various visual information while using a product. 'Novelty' are expressed by something that is novel and new that has never been experienced. On the other hand the software-oriented products used rather to find something better and new information than to perform specific tasks such as web extracted a lot of emotional words related to 'Novelty'. Therefore, the results of this research have found evidence that it is desirable to make a set of subjective evaluation scale by the type of products. When making the subjective evaluation scale, it is important to use appropriate emotional words for the purpose of use and the characteristics of those products.

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Virtual Prototyping of Consumer Electronic Products by Embedding HMI Functional Simulation into VR Techniques (HMI 기능성 시뮬레이션과 VR 기법과의 연동을 통한 개인용 전자제품의 가상시작 방안)

  • Park, Hyung-Jun;Bae, Chae-Yeol;Lee, Kwan-Heng
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.87-94
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    • 2007
  • The functional behavior of a consumer electronic product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose an approach to virtual prototyping (VP) that incorporates HMI functional simulation into virtual reality techniques in order to enables users to capture not only the realistic look of a consumer electronic product but also its functional behavior. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. We have developed a VP system based on the proposed approach. The system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The system provides the realistic visualization of the product and the vivid simulation of its functional behavior using head-mounted displays (HMD) and stereo speakers. It can easily allow users to perform functional evaluation and usability testing. A case study about the virtual prototyping of an MP3 player is given to show the usefulness of the proposed approach.

Consideration at the idea to utilize educational cm1mts under digital convergence environment (디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰)

  • Oh, Moon Seok;Kim, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.101-110
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    • 2011
  • The change of digital convergence service environment converted the subject of design into user -centric one instead of developer-centric one, and changed the existing design environment focused on product development into the new user -centric design environment. Accordingly, GUI considering user's usability come to take big shares in those contents being used for multimedia equipments. However, as the present educational contents provide complex interface due to its design produced based on the existing e-learning system, they have many problems in that they don't consider user's usability. Thus this paper aimed to analyze actual examples through GUI elements of educational contents being used for multimedia equipments and attempt to suggest some directions for development. additionally, consider the various characteristics of digital convergence environment and educational contents, and try to set up strategic directions possible to utilize user'-centric interface elements more usefully and properly at the time to produce designs.

Expert Evaluation Method for the Suitability of Universal Design (유니버설 디자인의 적합성에 관한 전문가 평가 방법)

  • Jung, Kwang-Tae
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.4
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    • pp.57-64
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    • 2007
  • In the world, the old population is growing fast and many countries went into an advanced age society. Therefore the development of everyday products, electric appliances, and welfare services considering old people is more important than ever. In particular, the complexity of products can cause many problems for old people. Universal design is an approach to create environments and products that recognizes the diversity of users, regardless of their ability or age. Universality evaluation for a product is very important to verify old people's accessibility and usability for the product. Universality means how good a product was designed in view of universal design principles. In this study, UNIX, a method to evaluate the universality of a product was developed. UNIX was based on seven universal design principles; equitable use, flexibility in use, simple and intuitive, perceptible information, tolerance for error, low physical effort, size and space for approach and use. UNIX is a kind of expert evaluation and very simple method. The method is consisted of two steps. In the first step, relative weights for seven principles and subjective ratings on design suitability for each principle are obtained. In the second step, universality index (UNIX) of each product is obtained by weighted average multiplying relative weights and rating scores. As a case study, this method was applied for mouse designs. In conclusion, this method could be effectively applied to evaluate the universality of a product.