• 제목/요약/키워드: usability of product

검색결과 296건 처리시간 0.024초

유비쿼터스 환경에서의 비즈니스 문서 편집 기기 디자인에 관한 연구 (The Study on Design of Business Paper Editing Product in Ubiquitous Environment)

  • 류수민;박지혜;송지원
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.424-429
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    • 2008
  • 본 연구의 목적은 사용자 행태에 따른 기기 사용과 니즈에 대한 리서치를 진행한 후 사용자에게 필요한 기능과 요소를 도출하여, 경쟁력 있는 디자인을 제안하는 것이다. 이에 따라 합리적 개인주의의 성향을 가진 20~30대의 유저를 대상으로, 비즈니스 업무 시 홈에서든 직장에서든 공간에 구애 받기 않고 사용할 수 있는 스마트한 문서 편집 기기 디자인을 목표로 하여 연구를 진행하였다. 본 연구 방법으로 첫째, 타켓 유저를 선정하고 그들에 대한 충분한 이해를 위해 사용자 인터뷰를 바탕으로 하는 리서치를 수행하였다. 둘째, 리서치를 바탕으로 타켓 유저를 결정한 다음 퍼소나를 설정하여 문제점에 따른 니즈를 도출하였다. 셋째, 도출된 컨셉으로 디자인 형태를 구성하고 디자인 시각화 작업을 실행하였다. 더불어 시나리오를 기반으로 인터랙션 디자인을 전개하였다. 넷째, 프로토타입을 제작하여 사용자 평가를 실시하였다. 그 결과 입력, 편집, 출력을 번거로운 절차 없이 효율적으로 작업할 수 있고, 합리적 개인주의 성향에 맞추어 이동성과 간편성을 강조한 디자인을 완성하였다. 또한 사용성 평가를 통해 디자인의 타당성을 입증할 수 있었다.

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가상현실 실내자전거에 관한 사용자경험설계의 비교 평가 (A Comparative Evaluation of User Experience Design on Virtual Reality Indoor Bikes)

  • 김선욱
    • 한국산학기술학회논문지
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    • 제19권1호
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    • pp.48-55
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    • 2018
  • 가상현실(VR) 실내자전거의 사용자경험설계(UXD)를 평가하기 위한 방법이 최근에 개발되었으나 이 방법은 실제 제품을 통한 어떠한 실증적인 비교 평가를 받지 못하였다. 본 연구에서는 이 방법의 효과성을 살펴보고 실제 VR자전거에 적용될 때 나타나는 문제점을 발견하고자 한다. 이를 위해 2가지 유형의 VR자전거, 즉 한국형 가상현실 실내자전거 프로토타입(KoVIB)과 상용화되고 있는 외국산 VirZOOM에 각각 적용하여 전반적인 평가를 하였다. 주요 평가기준은 사용성 분야, 감정적 분야, 사용자가치, 현실감 등 4개가 이용되었다. 사용성 분야는 13개, 감정적 분야는 6개, 사용자가치는 8개, 현실감은 16개 하위 요소로 각각 구성된다. 이들 요소들은 프로토타입 평가를 위해 재해석된다. 그 결과 제품 사이의 강약을 쉽게 파악할 수 있었으며, 프로토타입과 상용품 간에 나타날 수 있는 평가 방법의 문제점들도 발견할 수 있었다. 이를 바탕으로 프로토타입의 장점은 홍보로, 약점은 개선사항으로 용이하게 피드백 되며, 또한 문제점을 반영한 수정된 평가방법이 제안된다.

A Human Sensibility Ergonomic Design for Developing Aesthetically and Emotionally Affecting Glass Panels of Changing Colors

  • Kim, Sang Ho;Kim, Sun Ah;Shin, Jong Kyu;Ahn, Jeong Yoon
    • 대한인간공학회지
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    • 제35권6호
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    • pp.535-550
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    • 2016
  • Objective: To enhance user experience of the product by using "wow" materials and parts, a framework for participatory emotional design and evaluation was proposed and validated through a case study in this paper. Background: Customers in recent days value a product which provides new feeling and images they want to get while interacting with it beyond its function, quality, and usability. Since the product consists of various parts and materials, "wow" materials and parts which can affect the customer's feeling and emotions are the essential components for changing the user experience. Method: A framework for participatory and human sensibility ergonomic design was considered and applied on developing the aesthetically and emotionally affecting glass panels of changing colors. Design experts defined a target market for this multicolor glass panels and modified the existing designing goal. Constraints for this design modification were identified by market trend research and consulting with the company which owns the technology for checking out its feasibility. The company developed and provided prototype samples as well as their competing materials. Quantitative and qualitative evaluation of the emotional quality was conducted to validate whether the design goal was achieved successfully. Results: The target market for the developing materials was defined as finishing for the buildings. The designing goal was set as to feed new visual sensation of clean and colorful images. The emotional quality of two different types of multicolor glass panels and an ordinary unicolor panel were evaluated quantitatively with semantic differential method. Results showed that the emotion of the subjects for the multicolor glass panels can be abstracted into two dimensions; named 'colorfulness' and 'harmony'. It was found that the developed samples got higher scores in emotional quality for both dimensions compared to the ordinary one. Age was found to be a significant factor for evaluating the emotional quality of colorfulness. Conclusion and Applications: The proposed framework is a valid approach for enhancing the user experience of the product by participatory design of emotional materials and parts. This framework can be applied easily on the emotional design and evaluation of different materials and components.

주거용 소화기의 사용성 증대를 위한 디자인 제안 (Design Proposal for Usability Enlargement of a household Fire Extinguisher)

  • 강병환;김덕남
    • 한국안전학회지
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    • 제29권1호
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    • pp.70-79
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    • 2014
  • This paper is on a new design of a household fire extinguisher with an increased initial responsiveness in case of fire. A public survey was taken prior to the new design and 133 faithfully answered surveys among the respondents were used as the research material. The survey was divided into the contents on the recognition of the fire extinguisher, the general requirements and improvement, and it was carried out to be classified on the basis of the results. Design summaries based on the results of surveys conducted are: First, the distance of fire distinguishing material to reach was made to be controlled for more responsiveness in terms of functionality. Second, the head of the fire extinguisher is in red and the spray button is in luminous paint to glow in the dark in terms of visibility. Third, it is made smaller and added a separate handle for bigger sized fire extinguishers in terms of mobility. Fourth, it is made in an aerosol type and has a friendly character on it in terms of approachability. Finally, colors of vivid tones, harmonious pastel tones or light greyish tones were used in terms of aesthetics. With the above study results applied to existing fire extinguisher design, it may contribute to reducing any fire damage.

전자제품의 소비자 감성 평가 결과를 이용한 설계 변수의 파악 절차 (A Selection and Screening Procedure to Determine the Critical Design Variables from Consumer Preference Survey)

  • 한수미;유금선;윤명환;한성호;홍상우
    • 대한산업공학회지
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    • 제27권2호
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    • pp.203-213
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    • 2001
  • The image and impression characteristics of the consumer electronic products have become an important factor in purchasing decisions. This study aims to analyze and interpret the image and impression characteristics based on the consumer preference survey. The survey consisted of two parts. First part was to measure the predetermined 52 design variables that can represent the design variables of the products. In the second part, 60 subjects were requested to evaluate 36 audio/video electronic products on 25 different image attributes such as luxuriousness, attractiveness, and granularity. In this study, empirical data from the survey were analyzed through various multivariate analysis and ANOVA analysis. Additionally, this study suggested a statistical procedure that can be applied to select and/or screen critical design variables. It is expected that the results of this study can provide practical information to the designers of consumer electronic products.

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자동차 항법장치의 HMI 설계변수 선정에 관한 연구 (Selection of the human factors design variables of in-vehicle navigation system)

  • 차두원;박범;이승환;김병우
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1996년도 추계학술대회논문집
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    • pp.185-190
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    • 1996
  • Navigation system is regarded as the interface border line between the Intelligent Transportation Systems (ITS) and the driver as the prospective information provider of the ATIS (Advanced Traveler Information System). Following theory, if the navigation system appropriately designed and utilized, that can maximize the transport efficiency, contribute to improvements of the environments and road safety. To accomplish these dinds of objectives of the navigation system use, human factors plays an important roles specially focused on the driver's safety, performance and system usability. Because the effectiveness of the system depends on the acceptance of the system, and the extent to which the system conforms to driver physical and cognitive limitations and capabilities. Therefore, the ergonomic design vaniables must be seriously selected and reflected in early design step for more effective and appreciate product design. As the first step of this aim, this study selected and categorized the human factors design variables of the navigation system.

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시뮬레이션을 이용한 함정 운용 시나리오 검증 자동화 연구: 승조원을 고려한 Crew Messroom 운용성 검증을 중심으로 (Study on Automation for Verification of Naval Ship's Operational Scenarios using Simulation: Focusing on Crew Messroom Case)

  • 오대균;이동건
    • 한국해양공학회지
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    • 제27권1호
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    • pp.24-30
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    • 2013
  • The Korea Navy has been making constant efforts to apply M&S (modeling and simulation) to naval ship development, and the generalization of M&S for ship development is a trend. M&S for ship design is used for the V&V (verification and validation) of its design and operation, including design verification and ergonomic design that considers the crew using the Naval Ship Product Model. In addition, many parts of this M&S are repeatedly accomplished regardless of the kinds of ships. This study aims to standardize M&S, which repeatedly applies similar verifications for operation scenarios. A congestion assessment simulation for the major spaces of ships was the subject of the standardization based on the leading research results of various researchers, and a simulation automation solution was suggested. An information model using XML was proposed through the simulation automation concept, and a prototype system based on it was implemented. The usability was shown through a case study that verified the operability performance of the crew messroom.

Feature Selection Methodology in Quality Data Mining

  • Soo, Nam-Ho;Halim, Yulius
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 2004년도 춘계공동학술대회 논문집
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    • pp.698-701
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    • 2004
  • In many literatures, data mining has been used as a utilization of data warehouse and data collection. The biggest utilizations of data mining are for marketing and researches. This is solely because of the data available for this field is usually in large amount. The usability of the data mining is expandable also to the production process. While the object of research of the data mining in marketing is the customers and products, data mining in the production field is object to the so called 4MlE, man, machine, materials, method (recipe) and environment. All of the elements are important to the production process which determines the quality of the product. Because the final aim of the data mining in production field is the quality of the production, this data mining is commonly recognized as quality data mining. As the variables researched in quality data mining can be hundreds or more, it could take a long time to reveal the information from the data warehouse. Feature selection methodology is proposed to help the research take the best performance in a relatively short time. The usage of available simple statistical tools in this method can help the speed of the mining.

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바이오디젤 생산을 위한 원료로서 국내 도시 하수슬러지의 활용성 평가( I ) - 지방산메틸에스테르(FAMEs)의 수율 및 조성 비교 - (The usability evaluation of domestic urban sewage sludge as feedstock for biodiesel production( I ) - Comparison of the yields and composition of fatty acid methyl esters -)

  • 김낙주;정유원;이익수
    • 상하수도학회지
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    • 제26권1호
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    • pp.115-121
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    • 2012
  • This study was performed to assess the possibility of application of sewage sludge which is the side-product from domestic sewage treatment plant to the materials for biodiesels by investigating the yields and composition of the lipids and fatty acid methyl esters(FAMEs) from soxhlet extraction and in-situ transesterification. As the results, yields of in-situ transesterification were higher than soxhlet extraction. In comparison by sewage sludge type, yields of sewage sludge mixed nightsoil or livestock were higher than a single sewage sludge. And maximum yield showed up to 14 wt%. Fatty acid composition of extracted lipids and synthesized FAMEs consists of palmitic acid(C16:0), palmitoleic acid(C16:1), stearic acid(C18:0), oleic acid(C18:1), and linoleic acid(C18:2).

메뉴 구조의 평가 방법론으로서 활성화 확산 모델의 타당성 검증: Eye-Tracking 접근 방법 (The Validation of Spreading Activation Model as Evaluation Methodology of Menu Structure: Eye Tracking Approach)

  • 박종순;명노해
    • 대한인간공학회지
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    • 제26권2호
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    • pp.103-112
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    • 2007
  • This study was designed to validate Spreading Activation Theory (SAT) for an evaluation methodology for menu structure through Eye-Tracking approach. When a visual search is on the way, more eye fixations and time are necessary to visually process complex and vague area. From the aspect of recognition, well-designed menu structures were hypothesized to have fewer numbers of fixations and shorter duration because well-designed menu structures reflecting the users' mental model would be well matched with the product's menu structure, resulting in reducing the number of fixations and duration time. The results show that the shorter reaction times for SAT had significantly fewer numbers of fixation and shorter duration time as the hypothesis for this study stated. In conclusion, SAT was proved to be an effective evaluation methodology for menu structure with the eye tracking equipment. In addition, using SAT instead of the real performance experiment would be useful for designing user-centered systems and convenient information structures because SAT was proven to be the theoretical background for design and evaluation of menu structures.