• Title/Summary/Keyword: usability of product

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A Study on Students' Learning Process in Practical Education using an Equipment (장비활용 실습에서 피교육자의 학습과정에 관한 연구)

  • Jung, Kwang-Tae
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.1
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    • pp.165-172
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    • 2012
  • For practical education, many practices using various practical equipments have to be provided to students. In this study, the application of learning curve to represent student's learning process in a practical education using a equipment was studied. Learning curve model was originally developed in production management and based on human performance in human factors aspects. In this study, the application of learning curve model was studied on the eye tracking system, which is used to evaluate the usability of a product in design area. As a case study for its applicability, practical education for eye tracking system was provided to three students and then task completion times were measured for hardware system setup and gaze image recording. Learning curves were estimated for two tasks and then task completion times were predicted using the learning curves. Through ANOVA(analysis of variance) and correlation analysis, the applicability of learning curve to practical education was analysed. As the result, learning curve could be effectively applied to practical eduacation using equipment.

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Design and Development of a Standard Guidance for Software Requirement Specification (소프트웨어사업 요구사항 명세화 표준지침 개발)

  • Lee, Byung-Gul;Hwang, Man-Soo;Lee, Ye-Bok;Lee, Hyuk-Jae;Baik, Jong-Moon;Lee, Chang-Kuen
    • Journal of KIISE:Software and Applications
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    • v.36 no.7
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    • pp.531-538
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    • 2009
  • Domestic software market is struggling with product's low quality and low return-on-investment. The cause for the problems is due to unclear requirements at the early stage of software project. Studies show that, to lessen the problem, the requirements specification must reflect the right project scope and quantifiable quality goal. To achieve such features, this paper describes a standard guideline for SRS (Software Requirements Specification), which helps in defining the scope of project, measuring and quantifying quality, linking and tracing of requirements, and improving usability. The proposed SRS enables separating the requirements analysis activity from implementation activity and thus can improve subcontract management process in software project.

A Study on Content Marketing for Travel Brand Focus on Youtube Vlog Formed Travel Video - (여행 브랜드를 위한 콘텐츠 마케팅 연구 -여행 영상 형태의 유튜브 Vlog를 중심으로-)

  • Jo, Jang-Hwan;Park, Bo-ram
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.445-450
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    • 2019
  • lock in effect This study aims to examine the viewing pattern of travel vlog on video-sharing platform YouTube. Preliminary survey was conducted with in-depth interviews on the usability and sensibility aspects of creating pleasurable interfaces model. As a result, first, viewers obtains general information on travel using travel vlog. Second, there were difficulties from the informational quantity. Third, the contents marketing using travel vlog could have limitation when it comes to the consistency of product's exposure which common mass media advertisement format have. Improvements driven from this study may provide insight in contents marketing strategy to travel-related companies and provide practical help to creators in contents production.

3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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Analysis of the Fashion Customization Platform Design Cases (패션 커스터마이징 플랫폼 디자인 사례분석 연구)

  • Jeong, Je-Yoon;Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.23-30
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    • 2021
  • Various customizing services are also being introduced in the fashion industry in line with the diversification of consumer tastes and the demand for small production of multiple varieties. However, barriers to entry are high for consumers who are not customized, and various functions are rather complicated. This study selected the three platforms that provide the most similar services to Marple, the No. 1 fashion platform sales, as comparative models and used them as a basic study for web-based fashion customization platform design through case analysis. As a research method, theoretical examinations were conducted through literature surveys, followed by web analysis based on layout, menu, color, icon, and interaction. The study found that the placement of options, the composition of menu windows, the number of point colors, and the use of icons without functions of metaphores hindered the use of customizing platforms. This work proposes a solution, and aims to contribute to increasing the usability of future customizing web by comprehensively analyzing the visual shaping elements of web platform design.

A Quality Management Model for Consumer-oriented Spatial Information (사용자 관점의 융·복합 공간정보 품질관리 방안 연구)

  • Choi, Jae-Yeon;Kim, Eun-Hyung
    • Journal of Cadastre & Land InformatiX
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    • v.50 no.1
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    • pp.47-62
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    • 2020
  • As demands and applications of spatial information increase, different aspects of quality management have been raised as an important issue. This study suggests a quality management method for consumer-oriented spatial information, providing the consumer satisfaction. As opposed to the demands mentioned, less attention has been paid on the quality for the spatial information. So far, most of spatial information producers have kept their own independent quality management system and standard. Because of this unconscious response, it has been difficult to reflect the consumer's various and flexible demands from the silo structure of the quality management systems and regulations. The explosive increase of spatial information products creates quality-related problems such as limited time and budget for the consumer-oriented quality management. To solve these problems this study suggests to use a minimum number of the basic spatial information products which can guarantee better qualities when other products are combined. Because each of the spatial information product can include several other sub-products inside, it can have intrinsic characteristics such as geographic accuracy relationships between the products when combined and a hierarchical structure in each product in terms of the quality management mentioned. To prove the usability of the model, a case of the National Spatial Data Infrastructure Center is used because the Center collects and distributes an enormous amount of spatial information to the public and private sector.

Computational study on prediction of electrical beam steering phenomenon of parametric array sound source (파라메트릭 어레이 음원의 전기적 빔 조향 현상 예측을 위한 수치 해석 기법 연구)

  • Been, Kyounghun;Ohm, Won-Suk;Moon, Wonkyu
    • The Journal of the Acoustical Society of Korea
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    • v.38 no.5
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    • pp.485-493
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    • 2019
  • The parametric array phenomenon refers to the generation of a high directivity low frequency wave from a small size radiation plate using the nonlinearity of the medium. In order to improve the usability of parametric array, the beam steering method of low frequency wave is researched, and the beam steering phenomenon is predicted easily using the PD (product directivity) model. However, the PD model can only be applied to Gaussian sources under quasi-linear conditions. Also, the prediction accuracy of low frequency wave beam width is poor. In this paper, a method for predicting the beam steering characteristics of a parametric array that can overcome the limitation of the PD model is investigated. For this purpose, the numerical analysis algorithm of the KZK (Khokhlov-Zabolotskaya-Kuzentsov) equation widely used for parametric array phenomenon prediction is improved. Thus, the beam steering characteristics are calculated by applying the electrical beam steering condition and comparing experimental results. As a result, the numerical analysis using the modified KZK equation algorithm in this study confirms that the beam steering phenomenon can be predicted even in a parametric array source that does not correspond to the quasi-linear condition.

Forming Shop Analysis with Adaptive Systems Approach (적응시스템 접근법을 이용한 조선소 가공공장 분석)

  • Dong-Hun Shin;Jong-Hun Woo;Jang-Hyun Lee;Jong-Gye Shin
    • Journal of the Society of Naval Architects of Korea
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    • v.39 no.3
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    • pp.75-80
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    • 2002
  • In these days of severe struggle for existence, the world has changed a great deal to global and digital oriented period. The enterprises try to introduce new management and production system to adapt such a change. But, if the only new technologies are applied to an enterprise without definite analysis about manufacturing, failure fellows as a logical consequence. Hence, enterprise must analyze manufacturing system definitely and needs new methodologies to mitigate risk. This study suggests that the new approach, which is systems approach for process improvement, is organized to systems analysis, systems diagnosis, and systems verification. Systems analysis analyzes manufacturing systems with object-oriented methodology-UML(Unified Modeling language) from a point of product, process, and resource view. Systems diagnosis identifies the constraints to optimize the system through scientific management or TOC(Theory of constraints). Systems verification shows the solution with virtual manufacturing technique applied to the core problem which emerged from systems diagnosis. This research shows the artifacts to improve the productivity with the above methodology applied to forming shop. UML provides the definite tool for analysis and re-usability to adapt itself to environment easily. The logical tree of TOC represents logical tool to optimize the forming shop. Discrete event simulator-QUEST suggests the tool for making a decision to verify the optimized forming shop.

Development of a smart cane concept for guiding the visually impaired - focused on design thinking learning practices for students - (시각장애인을 위한 길 안내용 스마트 지팡이 콘셉트 개발)

  • Park, Hae Rim;Lee, Min Sun;Yang, Ho Jung
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.186-200
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    • 2023
  • This study aims to improve the usability of the white cane, which is walking equipment that most local visually impaired people use and carry when going out, and to contribute to the prevention of safety accidents and the walking rights of visually impaired people by providing improvement and resolution measures for the problems identified. Also, this study is a study on the visually impaired, primarily targeting the 1st to 2nd degree visually impaired people, who cannot go out on their own without walking equipment such as a white cane, corresponding to 20% among approximately 250,000 blind and low vision people in the Korean population. In the study process, the concept has been developed from the user's point of view in order that the white cane becomes a real help in the walking step of the visually impaired and the improvement of usability of the white cane, the main walking equipment for the visually impaired, are done by problem identification through the Double Diamond Model of Design Thinking (Empathize → Define → Ideate → Prototype → Test (verify)). As a result of the investigation in the process of Empathy, a total of five issues was synthesized, including an increase in the proportion of the visually impaired people, an insufficient workforce situation to help all the visually impaired, an improvement and advancement of assistive devices essential for the visually impaired, problems of damage, illegal occupation, demolition, maintenance about braille blocks, making braille block paradigms for the visually impaired and for everyone. In Ideate and Prototype steps, situations derived from brainstorming were grouped and the relationship were made through the KJ method, and specific situations and major causes were organized to establish the direction of the concept. The derived solutions and major functions are defined in four categories, and representative situations requiring solutions and major functions are organized into two user scenarios. Ideas were visualized by arranging the virtual Persona and Customer Journey Map according to the situation and producing a prototype through 3D modeling. Finally, in the evaluation, the final concept derived is a device such a smart cane for guidance for the visually impaired as ① a smart cane emphasizing portability + ② compatibility with other electronic devices + ③ a product with safety and convenience.

Study On the Development of Convenience Evaluation Tool for Mobile VR Device (모바일 VR 디바이스의 사용편의성 평가도구 개발에 관한 연구)

  • Seo, Ji-Young;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.221-228
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    • 2021
  • This study was conducted to improve the convenience of design of mobile VR devices use in a way binds smart phones. Research on traditional mobile VR devices is insufficient. So the first survey was conducted on users 100 to understand the current status and status of mobile VR devices. As a result, it was found that the satisfaction with the convenience of use was significantly lowered, and countermeasures were needed. Then, a second survey of 30 Heavy Users was conducted to find out specific usability and problems of mobile VR devices. Through this, problems, ease of use, and other opinions of mobile VR devices were found. The survey results were analyzed through the Descriptive Statistics Act, and it was found that improvement was urgent due to low satisfaction with wearing and network. In-depth interviews were conducted with the same respondents. As with the problems derived first, problems such as wearing satisfaction, excessive head weight for long-term use, and lack of content could be found. Based on the previous studies, the focus group interview consisting of 6 experts derived the ease of use evaluation element. It consists of elements that can satisfy the convenience of use of mobile VR devices for creation, wearing satisfaction, network, morphology, learning, and spatiality, and has a total of 26. Using this evaluation elements, it is intended to provide better ease of use to users who will use the mobile VR device.