• Title/Summary/Keyword: usability of product

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UX Design for Digital TV Platform (디지털 TV 플랫폼의 UX 디자인)

  • Yim, Jin-Ho;Lee, Sang-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.563-568
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    • 2010
  • TV businesses that have brought a competitive structure in terms of price, definition, product design for a long time now are bringing User eXperience (UX) into relief as DTVs come to support broadcast information-related services such as various broadcast channels and Electronic Program Guide(EPG), etc., and playing of multimedia contents like music/videos, etc. This study worked on an evaluation by developing a UI to control easily the various and complex broadcast contents or multimedia contents provided by DTVs. The UI Design for new DTVs was developed based on Function, Flow and Form in the concept of Single ABC (Access, Browser and Control), and the usability test of the developed UI concept along with the UIs of the major DTV products, was done for Channel Managers and the multimedia browsers for 32 users of DTVs in the U.K./U.S., respectively. As a result of the usability test, the new concept of Channel Manager was evaluated high both in the U.K./U.S, while the multimedia browser was evaluated low in the U.S., relatively.

An Experimental Research on the Usability of Indirect Control using Finger Gesture Interaction in Three Dimensional Space (3차원 공간에서 손가락 제스쳐 인터랙션을 이용한 간접제어의 사용성에 관한 실험연구)

  • Ham, Kyung Sun;Lee, Dahye;Hong, Hee Jung;Park, Sungjae;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.519-532
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    • 2014
  • The emerging technologies for the natural computer interaction can give manufacturers new opportunities of product innovation. This paper is the study on a method of human communication about a finger gestures interaction. As technological advance has been so rapid over the last few decades, the utilizing products or services will be soon popular. The purpose of this experiment are as follows; What is the usefulness of gesture interaction? What is the cognitive impact on gesture interaction users. The finger gestures interaction consist of poking, picking and grasping. By measuring each usability in 2D and 3D space, this study shows the effect of finger gestures interaction. The 2D and 3D experimental tool is developed by using LeapMotion technology. As a results, the experiments involved 48 subjects shows that there is no difference in usability between the gestures in 2D space but in 3D space, the meaningful difference has been found. In addition, all gestures express good usability in 2D space rather than 3D space. Especially, there are the attractive interest that using uni-finger is better than multi-fingers.

Affordance in Multimedia environment with emphasis on Mobile Games (멀티미디어 환경에서의 어포던스에 관한 연구 -모바일 게임을 중심으로-)

  • Kim, H.J.;You, Si-Cheon
    • Smart Media Journal
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    • v.1 no.1
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    • pp.72-79
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    • 2012
  • This paper deals with usability issue that is one of the important user interface issues in multimedia environment. The purpose of this study is to define the concept of affordance in multimedia environment, which is adapted from product design fields and to seek development plan of more efficient interface and assurance interaction with interface. As a result, it is useful that the concept of affordance in multimedia design is applied as a 'useful clue for performing task.' Furthermore, it is possible that the concept of affordance is used as one of the improving methods of usability for users in multimedia environment.

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Blockchain Framework for Occupant-centered Indoor Environment Control Using IoT Sensors

  • Jeoung, Jaewon;Hong, Taehoon;Jung, Seunghoon;Kang, Hyuna;Kim, Hakpyeong;Kong, Minjin;Choi, Jinwoo
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.385-392
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    • 2022
  • As energy-saving techniques based on human behavior patterns have recently become an issue, the occupant-centered control system is adopted for estimating personal preference of indoor environment and optimizing environmental comfort and energy consumption. Accordingly, IoT devices have been used to collect indoor environmental quality (IEQ) data and personal data. However, the need to safely collect and manage data has been emerged due to cybersecurity issues. Therefore, this paper aims to present a framework that can safely transmit occupant-centered data collected from IoT to a private blockchain server using Hyperledger fabric. In the case study, the minimum value product of the mobile application and smartwatch application was developed to evaluate the usability of the proposed blockchain-based occupant-centered data collection framework. The results showed that the proposed framework could collect data safely and hassle-free in the daily life of occupants. In addition, the performance of the blockchain server was evaluated in terms of latency and throughput when ten people in a single office participated in the proposed data collection framework. Future works will further apply the proposed data collection framework to the building management system to automatically collect occupant data and be used in the HVAC system to reduce building energy consumption without security issues.

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An Explorative Research for Possibility of Digitalwear Based on Motion-detective Input Technology as Apparel Product and Suggestion of the Design Prototypes(II) (동작인식형 디저털웨어의 의류 상품화 가능성 탐색과 디자인 프로토타입의 제안(II))

  • 박희주;이주현
    • Science of Emotion and Sensibility
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    • v.5 no.2
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    • pp.35-50
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    • 2002
  • The purpose of this research is 1) to search for the possibility of DMDI(Digitalwear based on motion-detective input technology) as an apparel product and 2) to develop designs of DMDI based on consumers' demand. This research consists of part I and part Ⅱ. In partⅠ, six design guidelines for designing of DMDI and five feasible applications were suggested as the result of an empirical study. In part Ⅱ of this research, two basic directions for designing of DMDI were suggested on the basis of the findings in part Ⅰ. Total 5 design prototypes of DMDI were developed, for which ‘wearability as an apparel product’ and ‘usability as an physical interface’ were intensively considered.

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The Product Standard Costs System Constructionby Group and Application of Small and Medium Business (중소기업의 제품그룹별 표준원가시스템 구축 및 활용)

  • Kim, Pan-Soo
    • Journal of the Korea Safety Management & Science
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    • v.13 no.3
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    • pp.153-168
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    • 2011
  • In medium and small firm, the management system which is simple and where there is a practicality is required Ill)re than the management system which is complicated and minute of the centered around large company so that the introduction of the standard costs can be activated and it can be usefully used as a tool of management decisions. A difference between the standard costs introduction plan proposed in this paper and the preexistance study literature are as follows. In this paper, by breaking from the whole cost accounting aiming at all item, that is the traditional introduction method, and presenting the product cost accounting method by group the standards setting object was minimized and simplified. In this way, if the standards setting object is simplified, it is quick at the perimeter environment change as the little man power and flexibly it corresponds to and the cost information calculation which is exact with the setting up and maintenance of the efficient cost standard becomes available. As a result of applying for real through S corp., the usability of the method that the standard costs introduction method proposed in this paper produced the standard costs relatively short within period, it manages was verified. And the standard costs introduction method proposed in this paper went by the various cost information for each products, the management class did the management will decision which was objective and reasonable in the putting first.

Effects of Design Emotional Engineering Factors on Brand Preferences and Loyalty -Focused on smartphones- (디자인 감성공학 요소가 브랜드 선호도와 충성도에 미치는 영향 -스마트폰을 중심으로-)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.594-596
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    • 2021
  • This study seeks to find out the impact of emotional engineering factors on brand preference and loyalty in smartphone product design. We divide emotional engineering elements into color, performance, usability, value, and reliability, and analyze the relevance of brand preference and loyalty. We study for the purpose of the study to consider which emotional engineering factors in consumers influence brand preferences and loyalty. Through the research results, the emotional engineering elements of product design will be used as useful data for establishing marketing strategies and will be used as basic data for judging consumer sentiment.

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Developing a Web-Based Knowledge Product Outsourcing System at a University

  • Onte, Mark B.;Marcial, Dave E.
    • Journal of Information Processing Systems
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    • v.9 no.4
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    • pp.548-566
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    • 2013
  • The availability of technology and the abundance of experts in universities create an ample opportunity to provide a venue that allows a knowledge seeker to easily connect with and request advice from university experts. On the other hand, outsourcing provides opportunities and remains one of the emerging trends in organizations, and can very clearly observed in the Philippines. This paper describes the development of a reliable web-based approach to Knowledge Product Outsourcing (KPO) services in the Silliman Online University Learning system. The system is called an "e-Knowledge Box."It integrates Web 2.0 technologies and mechanisms, such as instant messaging, private messaging, document forwarding, video conferencing, online payments, net meetings, and social collaboration together into one system. Among the tools used are WAMP Server 2.0, PHP, BlabIM, Wordpress 3.0, Video Whisper, Red5, Adobe Dreamweaver CS4, and Virtual Box. The proposed system is integrated with the search engine in URLs, Web feeds, email links, social bookmarking, search engine sitemaps, and Web Analytics Direct Visitor Reports. The site demonstrates great web usability and has an excellent rating in functionality, language and content, online help and user guides, system and user feedback, consistency, and architectural and visual clarity. Likewise, the site was was rated as being very good for the following items: navigation navigation, user control, and error prevention and correction.

Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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A product recommendation system based on adjacency data (인접성 데이터를 이용한 추천시스템)

  • Kim, Jin-Hwa;Byeon, Hyeon-Su
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.1
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    • pp.19-27
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    • 2011
  • Recommendation systems are developed to overcome the problems of selection and to promote intention to use. In this study, we propose a recommendation system using adjacency data according to user's behavior over time. For this, the product adjacencies are identified from the adjacency matrix based on graph theory. This research finds that there is a trend in the users' behavior over time though product adjacency fluctuates over time. The system is tested on its usability. The tests show that implementing this recommendation system increases users' intention to purchase and reduces the search time.