• Title/Summary/Keyword: usability of product

Search Result 296, Processing Time 0.026 seconds

Analysis of the Emotional experience design types of iPhone users - Focused on Q-methodology - (아이폰 사용자의 감성경험디자인 유형 분석 - Q 방법론을 중심으로 -)

  • Lee, Youngju;Lee, Hoeun
    • Journal of Communication Design
    • /
    • v.38
    • /
    • pp.312-320
    • /
    • 2012
  • IPhone users who prefer to study the sensitivity of the subjective aspects of experience design elements, aiming to clarify and subjectivity, Q methodology for the study were able to detect four types through. The first type of usability on the iPhone to pursue the type of individuals who have sufficient understanding of sayongjeok behavior based on the use of features, ease of understanding, the physical sense, usability is important to all who were able to see that consist of: The second types of aesthetics to pursue the type of visual information of the product by the intuitive and subjective aesthetic impression was important to distinguish your type. The third types of discrimination to pursue the type of emotional self-image or self-owned products, to convey a message to anyone seriously here, and the fourth type is the type of active and absolute preference for the iPhone that has been identified as the type of .

A Study on the User Experience of Smartphone Camera Application (스마트 폰 카메라 애플리케이션의 사용자 경험 연구)

  • Kim, Eung-Cheol;Kim, Seung-In
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.12
    • /
    • pp.221-226
    • /
    • 2017
  • This study investigates the user experience about the camera application and the operation environment that share the photographed pictures with the SNS in a smartphone user environment which is a necessity of modern people. To do this, 10 task tasks were selected based on 3 aspects such as manipulation, editing, and sharing, and the task execution time was measured after tasks were performed on 8 persons, 4 persons in 20s. Experiments conducted mainly on Samsung Experience 8 and LG UX 6.0, which are representative user interfaces of Android mobile operating system, showed that there are differences in usability between the three interfaces for each interface. In the course of the experiment, all of the subjects mentioned ease of operation and various functions as advantages. However, the complexity of text-based interfaces has been difficult to use because of the variety of functions that can be set up. Future research will be needed to improve the usability of camera applications by user interface.

Development of GNSS Field Survey System for Effective Creation of Survey Result and Enhancement of User Convenience (효과적인 측량 성과물 작성 및 사용자 편의성 강화를 위한 GNSS 현장 측량시스템 개발)

  • Park, Joon Kyu;Kim, Min Gyu
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.35 no.3
    • /
    • pp.203-210
    • /
    • 2017
  • Korea has established an advanced infrastructure for real-time precise positioning such as CORS, virtual reference station service and perform continuous upgrading. However, in order to utilize the national infrastructure, it is necessary to process the acquired spatial information and take many steps to derive the final product. In addition, this process is highly dependent on foreign software. In this study, GNSS field survey system was developed and evaluation of its usability was performed. Real-time GNSS field survey system was developed and the system improves user̓s convenience and usability. The system was able to conduct survey effectively and produce the results. In addition, we compare the existing software with the survey performance to show the availability of the real-time GNSS surveying system. The system developed through the research can perform all the functions from real-time survey to the production of the outputs. It can create economical added value of the foreign software as a whole and simplify the work required for post-survey performance.

Assessment of Readability and Appropriate Usability Based on the Product Labelling of Over-The-Counter Drugs in Korea (일반의약품 설명서의 이해도와 적정 사용가능성 평가)

  • Lee, Iyn-Hyang;Lee, Hyung Won;Je, Nam Kyung;Lee, Sukhyang
    • YAKHAK HOEJI
    • /
    • v.56 no.5
    • /
    • pp.333-345
    • /
    • 2012
  • A product labelling is one of key tools in ensuring that a patient uses drugs safely and effectively in self-care without professional support. This study aimed to explore the readability and comprehensibility of the information contained on two package inserts of medicines. Two package inserts were tested with first year college students. Fifty-one potential consumers underlined words they could not understand and answered 10 scenario questions. Any differences among groups with different characteristics were statistically tested. Secondly, the readability of two package inserts was assessed with comparison to the level of the 6th grade Korean textbooks. As results, more than 80% of participants properly replied to straightforward questions concerning indication, dosage, duplication, use in pregnancy and contraindication, and 73% about formulation. Less than half answered correctly in multiple choice questions about pediatric use (41%) and side effects (35%). Little discrepancy was observed in the comprehensibility between participants' characteristics. Drug inserts contained about 20% more professional-level words than 6th grade textbooks. In conclusion, Korean consumers may face challenges to understand drug information due to professional terminology and outdated expressions in the current package inserts. To secure safe and effective use of over-the-counter agents, greater efforts should be made to develop more consumer friendly labels. In the other hand, educational supports are required to prepare consumers in a proper level of knowledge for the safe use of drugs.

Measuring user's emotions in interacting with new product (제품 사용 초기 단계의 사용자 감성 평가)

  • Jeong, Sang-Hun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2008.10a
    • /
    • pp.82-85
    • /
    • 2008
  • 사람과 제품의 인터랙션 과정 중에서 제품 사용 초기 단계에서의 사용자 감성을 평가해 보기위하여 본 연구에서는 처음 접하는 휴대폰을 사용하는 도중에 표출되는 사용자의 감성을 평가해 보았다. 전반적으로 사용성 측면을 상당히 고려하여 디자인한 제품이라고 할 수 있는 휴대폰의 경우 높은 사용적 만족성과 낮은 불편성이 표출되었다. 반면에 전반적으로 새로운 기능과 스타일에만 집중하여 사용자의 사용성 측면에 대해서는 다소 불편한 제품이라고 할 수 있는 휴대폰의 경우 낮은 사용적 만족성, 높은 불편성이 표출되었지만 그 외 심미성, 신규성, 유쾌성, 우수성에서는 높은 값을 나타내었다. 본 연구의 결과를 가지고 성급하게 제품의 사용성과 사용자의 감성에 대한 결론을 내리기에는 다소 미흡하지만 향후 제품 경험 시간에 따라 표출되는 사용자의 감성변화를 분석함으로써 제품의 사용성과 사용자의 감성 간의 관계를 보다 더 명확하게 밝혀낼 수 있으리라 기대한다.

  • PDF

Hip Protector Design Process for the Korean Elderly

  • Jeon, Eun-Jin;Kim, Hee-Eun
    • Fashion & Textile Research Journal
    • /
    • v.18 no.4
    • /
    • pp.520-530
    • /
    • 2016
  • This research aims to propose an ergonomic design process for hip protector based on previous studies, existing products, multidisciplinary experts opinion, and wearing test. The elderly are more likely to suffer a hip fracture when they fall due to their physical changes in skeletal form, muscle quantity, bone density, and joint movement. A hip protector is an effective product to prevent hip fractures in the elderly but it also has a problem in that it is uncomfortable. Therefore there is a high chance that it won't be able to prevent hip fractures properly. Since the comfort of a hip protector is one of the most critical elements in preventing a hip fracture, we need to keep improving the hip protector for mobility and usability. Based on the previous studies and limitations of current hip protector products, we need to come up with an optimal design for the Korean elderly. First, knowledge has to be built relating to the ergonomic design of the hip protector considering body shape and size analysis using 3D-scan data, and biomechanical analysis on hip fracture. Second, we need to develop a design process including hip protector pattern design, and wearing evaluation with virtual system. Third, we suggest to reevaluate and verify the design procedure from impact evaluation using testing simulator, virtual evaluation of impact, to wearing comfort and usability evaluation. This design process presented in this study would be expected to contribute to the development of ergonomic hip protector which is suitable for the Korean elderly.

A Study on the User Experience of Smart Speaker in China - Focused on Tmall Genie and Mi AI Speaker - (중국 인공지능 스피커 사용자 경험에 관한 연구 - 티몰 지니와 샤오미 스마트 스피커를 중심으로 -)

  • Xiao, Xin-Ting;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.16 no.10
    • /
    • pp.409-414
    • /
    • 2018
  • In China, the usage of smart speaker is continuously increasing. In this study, it is aimed to research on the user experience of the Chinese smart speaker. Therefore, we did literature research followed with theoretical background of smart speaker, and did case study of worldwide popular smart speaker brands. On this basis, we conducted in-depth interview with 8 users who have experienced with the top-selling Chinese smart speaker product "Tmall Genie" and "Mi AI speaker". The interview is based on 7 principles named Honeycomb model, which created by Peter Morville. As a result, users' discomfort was found in the functional part and the usability part of the smart speaker. Furthermore, the users were highly unsatisfied with the smart speaker in the credibility part. Accordingly, Chinese smart speaker should consider the user experience aspects to complement functional and usability parts for user.

Usability Evaluation between Pen and Touch Method in SmartPhone (스마트폰에서 펜 방식과 터치 방식의 사용성 평가)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.518-519
    • /
    • 2014
  • The smartphone of pen input device makes a stage appearance by the development of the latest technology. Such smartphone chooses both touch method using hand and pen input device simultaneously. This research try to conduct usability evaluation in order to find the user's preference between pen input and touch input method. We recruit five novices and five expert for it. We presented all participants the task of touch input and pen input in series. This research conducts the unstructured interview after doing tasks as a pilot study. As a result, we found that it was influenced according to the feature of the task. However, most of the participants prefer to do touch method overall. Specially the result of this research reveals that the novice group prefers the pen input method. We expect to suggest the design guideline for product development to extend pen input method in smartphone.

  • PDF

Development of a Kansei Analysis System on the Physical User Interface (사용자 만족도개선을 위한 PUI(Physical User Interface)의 조작감성 평가체계 수립방안)

  • Oh, Jin-Wook;Park, Jong-Hyun;Jo, Jang-Hyeon;Lee, Cheol;Yun, Myung-Hwan
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.1194-1200
    • /
    • 2006
  • 사용자-제품 상호작용(User-product interaction)의 관점에서 사용자의 만족도는 제품의 사용편의성(Usability)과 감성품질에 의해서 결정된다. 특히, 물리적으로 사용자와 제품의 기능을 연결하는 PUI(Physical User Interface)의 감성품질은 시각뿐 아니라 촉감, 동작감, 청감 등의 사용자의 다양한 감성의 조합으로 이루어져 있다. 문헌조사에 의하면, 사용자의 감성 만족도를 향상시키기 위한 제품의 시각적 감성품질에 관련된 연구는 활발하게 진행되고 있으나, 촉감, 동작감, 청감 등의 감성품질에 관련된 연구는 상대적으로 미흡한 실정이다. 이러한 관점에서 제품의 전체적인 감성품질을 평가하기 위해서는 제품과 사용자가 상호작용하는 PUI의 전반에 대한 사용자 만족도(User Satisfaction)의 정량적인 평가가 필수적이며, PUI의 감성품질을 구성하는 시각에 대한 고려뿐만 아니라, 예를 들어 조작장치를 잡는 느낌, 조작장치가 움직일 때의 동작감, 조작장치 작동 시의 청감 등 사용자와 조작장치 간에 일어나는 상호작용 전반에 관한 연구가 이루어져야 한다. 본 연구에서는 PUI의 구성요소 중 동적인 조작장치의 촉감, 동작감, 청감에 대하여 문헌 조사를 통해 조작 장치의 감성을 구성하는 요소들을 체계적으로 파악하였고, 감성의 요소를 중복 설명하지 않는 상호독립적인 의미를 가진 감성 형용사를 수집하고 분류한 후, 추출한 형용사를 기초로 설문지를 작성하였으며, 사용자들의 설문을 통하여 자료를 수집하였다. 구조방정식 기법을 사용하여, 조작장치의 전체적인 사용자 만족도와 촉감, 동작감, 청감 간의 상관관계 모형을 수립하였다. 또한 구조방정식의 결과를 바탕으로 인간공학 전문가와 제품설계 전문가로 이루어진 FGI(Focus Group Interview)를 실시하여 잡는 느낌, 동작감, 청감과 관련된 조작장치의 적절한 설계 변수를 결정한 후 설계값을 측정하였으며 감성 만족도와 측정치 간의 상관관계를 분석하여 감성품질 요소의 정량화를 수행하였다. 본 연구결과는 실제 산업현장에서 제품개발자들이 사용자 만족도에 영향을 미치는 제품 설계요소들의 상대적인 중요도를 평가하고, 감성품질을 결정하는 설계특성값을 구체적으로 파악하는데 실질적인 도움을 줄 것으로 기대된다.

  • PDF

Authoring Tool for Augmented Reality based Product Design (증강현실 기반 제품 디자인을 위한 저작도구)

  • Ha, Tae-Jin;Billinghurst, Mark;Woo, Woon-Tack
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.2
    • /
    • pp.23-29
    • /
    • 2007
  • We are suggesting an authoring tool can be used for prototyping in the augmented reality based product design environment. This tool is for authors without an engineering background to use. Our authoring tool can adjust the properties of visual, sound, and haptic feedback at the same time for more practical prototyping. Also the proposed modulated architecture can be applied flexibly to changes of platforms or hardware. Also user interfaces can be dynamically updated by changing just description files. finally, the suggested authoring methods exploit the advantages of both graphical and tangible user interfaces. Authors can intuitively make adjustments to many parameters using the TUI, and then they can do the same thing precisely using the GVI. The proposed authoring methods can be used for exhibition and entertainment contents using multi-sensory feedback in AR environment. As a future work, qualitative and quantitative usability test will be conducted.

  • PDF