• 제목/요약/키워드: usability of product

검색결과 296건 처리시간 0.026초

The Improvement of Usability for Train Toilet Design

  • Han Seok-Woo;Jin Mi-Ja
    • 디자인학연구
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    • 제19권3호
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    • pp.195-206
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    • 2006
  • Design for improved usability is to understand products from the user's point of view so eventually to enhance the pleasantness users by reflecting it into the design. The philosophy of user-oriented design is an essence of human-centered product planning, and its application is more important for railway vehicle design, which is closely connected with everyday life. This study focused to define basic elements of train interior design concept, which considers convenience and comfort for passengers, by extracting and interpreting ergonomic requirements, as usability factors, of train toilet design. The study on user-oriented design of trains consists of the practice of sensibility engineering for the management of customers' emotions and its harmonious use on design, and aims on the embodiment of new ergonomic design. In the center, it has analyzed the criteria and characteristics of the user-oriented design and has concluded the design direction and components to a concrete idea and proposed prototypes, which may become a good example for train interior design later on. In addition, it proposes a direction, which may become a guideline of ergonomic design, to secure competition capacity. Moreover this study is concentrated on the physical environment and human behavior of train toilet users, on the analysis of factors necessary for adequate toilet design, and on the understanding of interface between its users. What is more, it proposes a module of development process and methods of approaching the interface. The study presents a design standard, under which the concrete data of the characteristics and practicable range and the convergent demands accelerate to the module could be confirmed and criticized. The study on the usability is going to contribute to more pleasant and comfortable train environments and consequently, it's going to create new values of increased railway competitiveness by design.

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자연스러운 동작 분석을 통한 냉장고 Half Guard 조립체의 인간공학적 개선 (An Analysis of Natural Motion for Product Design : Refrigerator Half Guard Installation Part Design)

  • 박장운;김수진;유희천
    • 대한산업공학회지
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    • 제37권1호
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    • pp.10-18
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    • 2011
  • Ergonomic product design considering users' natural use motion is of importance to improve the usability and satisfaction of a product. A five-step process of product design was developed in the present study by measuring and analyzing users' natural product-use motion with a motion capture system. The developed process was applied to ergonomic design improvement of a half guard installation part of refrigerator; new guard designs (diagonal and arc shape) were developed with the process and evaluated in terms of validity during the development as two measures (task satisfaction and similarity of natural motion). According to the evaluation result, the satisfaction at putting in- and out-task of new guard designs ($6.3{\pm}0.5$ points) was significantly higher than that of existing guard designs ($3.3{\pm}1.0$ points); the difference between natural motion and product-use motion in new guard designs ($1.0{\pm}0.3cm$) was significantly less than that of existing guard designs ($2.0{\pm}0.2cm$). The proposed process of natural motion analysis and product design is applicable to ergonomic product design and evaluation.

GOMS 모델을 기반으로 한 Rapid Prototyping에 관한 연구 (A Study of Rapid Prototyping Based on GOMS Model)

  • 차연주;조성식;명노해
    • 산업공학
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    • 제24권1호
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    • pp.1-7
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    • 2011
  • The purpose of this research was to develop an integrated interface for the usability test of systems or products in the design process. It is capable of automatically creating GOMS models which can predict human task performances. It can generate GOMS models to be interacted with the prototype interfaces. It can also effectively manage various design information and various usability test results to be implemented into the new product and/or system design. Thus we can perform usability test for products or system prototypes more effectively and also reduce time and effort required for this test. For usability tests, we established an integrated interface based on GOMS model by the LabVIEW program. We constructed the system that the linkage to GOMS model is available. Using this integrated interface, the menu structure of mobile phone can be constructed easily. User can design a depth and a breath that he want. The size of button and the label of the button is changable. The path to the goal can be defined by the user. Using a designed menu structure, the experiment could be performed. The results of GOMS model and the actual time are presented. Besides, values of operators of GOMS model can be defined as the value that user wants. Using the integrated interface that we developed, the optimal menu structure deducted. The menu structure that user wants can be established easily. The optimal layout and button size can be decided by comparison of numerous menu structures. User can choose the method of usability test among GOMS model and empirical data. Using this integrated interface, the time and costs can be saved and the optimal menu structure can be found easily.

Knee Joint Isokinetic Rehabilitation Exercise Equipment Usability Evaluation

  • Byoung-Kwon Lee;Seung-Hwa Jung;Hye-Ri Shin;Dong-Wook Han;Chang-Young Kim;Jong-Min Woo;Dae-Sung Park
    • Physical Therapy Rehabilitation Science
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    • 제11권4호
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    • pp.414-420
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    • 2022
  • Objective: In this study, the test-retest reliability and validity were presented to evaluate the usability of isokinetic rehabilitation equipment for the knee joint. Design: Cross-sectional design, reliability & validity study. Methods: Thirty healthy adults participated in the study. A CSMI dynamometer was used as a standardized measuring device to present the validity of the equipment. It was measured based on the dominant leg. The average peak torque value was selected as the measurement variable. After the measurement, a questionnaire was conducted on safety, satisfaction, and performance through the usability evaluation questionnaire. Results: The knee joint isokinetic rehabilitation equipment showed high reliability with Intraclass Correlations Coefficients (ICC) =0.883~0.956. In order to check the validity of the equipment, the 95% confidence interval of the mean difference limit was confirmed by the Bland & Altman plot. As a result, all three angular velocities showed a smaller confidence interval in the flexion than in extension. There were less than 10 plots that were not included in 2 Standard Deviation (SD) between all measurements. As a result of the usability evaluation questionnaire, the average of the safety domain(4.9±0.4), satisfaction domain(4.1±0.8), performance domain(4.3±0.8). Conclusions: If the product is improved by supplementing the items identified in the usability evaluation process, it is judged that it can be used as a useful device in various knee joint rehabilitation fields.

균형감각 증진용 가상현실 기반 전정재활 시스템 개발 및 사용성 평가 (Development and Usability Evaluation of A Virtual Reality-Based Vestibular Rehabilitation System for Balance Enhancement)

  • 박근홍;이현민
    • 대한물리의학회지
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    • 제18권4호
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    • pp.155-162
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    • 2023
  • PURPOSE: The primary objective of this study was to develop a virtual reality-based vestibular rehabilitation system to enhance balance perception, target rehabilitation specialists, and evaluate its usability. A key goal was establishing a system refinement strategy based on the collected data. METHODS: We conducted a study involving ten adults aged 10 to 29 in Gwangju Metropolitan City to evaluate the usability of a virtual reality-based vestibular rehabilitation system to enhance balance perception. After introducing the product and explaining its use to the participants, balance assessments and training were conducted using computerized dynamic posturography (CDP) (also called the test of balance [TOB]). Subsequently, participants were given a questionnaire to evaluate subjective stability, operability, and satisfaction. Frequency analysis was utilized to determine the frequency of the variable values of the measurement items in the survey for descriptive statistics. RESULTS: We found that the average usability score was 2.587. When broken down by category, stability received an average rating of 2.725, operability scored an average of 2.783, and satisfaction averaged 2.454. These findings suggest that most participants experienced positive sentiments and considerable satisfaction. CONCLUSION: The study successfully developed a virtual reality-based vestibular rehabilitation system, which was an improvement over the previous model and addressed its shortcomings. The results show that users with vestibular impairments are satisfied and more engaged with this system, indicating that additional studies are warranted.

소비자 감성과 사용성을 고려한 인간공학적 의자 설계 및 디자인 인터페이스 개발 (Design of Ergonomic Chair Considering Consumer's Emotional Preference and Usability, and Development of Interface for Designers)

  • 김정룡;윤상영;편흥국;조영진;김미숙
    • 대한인간공학회지
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    • 제19권1호
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    • pp.23-36
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    • 2000
  • In conventional ergonomics, consumer product can be made based on anthropometric data and specific design guideline. However, the product may not satisfy consumers because their emotional preference have not been properly considered in design phase. Therefore, in this study a new chair design process was introduced by which both consumer's emotional need and traditional ergonomic requirement can be satisfied. As a part of the process, the traditional Kansei engineering technique was modified to collect quantitative information of consumer's visual appreciation and physical feedback of various types of chairs. Furthermore, we developed an interface, so called, KADAS(Kamsung Analysis and Design Assistance System), for designers to use the technique in chair design. This software can help designers to understand what should be the most suitable shape in designing items such as seat, back and arm rest, etc. to meet the emotional need of consumers. This software displays the result of modified quantification theory I, and explains how to use the statistics. This study suggested a new approach for ergonomic design incorporated with Kansei Engineering technique. This technique can be also applied to other products by extending the database of KADAS.

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사용자 참여 기반의 온라인 게임 평가 프로세스 연구 (A Study on Online Game Testing Process with Users Participating in the Process)

  • 은광하
    • 한국게임학회 논문지
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    • 제9권6호
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    • pp.11-20
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    • 2009
  • 온라인 게임을 하나의 상품이라는 측면에서 보았을 때 개발되는 모든 온라인 게임은 서비스 제품으로서 사용자에게 구매의욕(게임을 하고 싶은 마음)을 불러 일으켜줘야 한다. 무엇보다도 게임 콘텐츠 재미 부분이 중요하지만 다른 한편으로는 게임 서비스 이전 세부적인 테스트 프로세스를 통해서 개발된 게임의 접근성을 향상시키는 것도 중요하다고 본다. 즉, 일반적인 게임성 테스트 이외에도 이제는 게임 사용성 측면까지 고려한 종합적인 게임 테스트 프로세스가 필요하다. 다시 말해서 체계적인 게임 테스트 프로세스를 통해 정성적이며 정량적인 게임검증이 필요하다고 할 수 있다. 따라서 본 연구는 온라인 게임을 상품이란 기준 하에 그에 따른 평가 프로세스에 관한 내용을 제안하였다.

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온돌 파이프라인 하자 점검용 스마트볼 요구사항 분석 연구 (A Study on the Analysis of Smart Ball Requirements for P-IPA-Based Ondol Pipeline Inspection)

  • 천영현;이웅균
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2023년도 봄 학술논문 발표대회
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    • pp.333-334
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    • 2023
  • Interest in the commercialization of research results is increasing according to the recent social atmosphere. In the field of construction, new technologies are also being actively commercialized. Pre-analysis of products is an important procedure for future market entry. This study aims to conduct a product-based importance-performance analysis as one of the preliminary analysis methods for the commercialization of technologies developed in the field of construction and to explore their applicability. This study conducts a survey on those involved by setting the categories of product quality, convenience, and usability for the commercialization of previously developed pipeline inspection product. Based on this, we would like to present an analysis that calculates importance and performance of the product and helps to set the development direction through interrelationship analysis.

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