• 제목/요약/키워드: user studies

검색결과 2,870건 처리시간 0.031초

The ergonomic design that considers the user interfaces in the railroad (지하철 이용 승객을 고려한 사용자 중심의 인간공학적 설계에 관한 연구)

  • Park S.H.;Oh S.H.;Yeo M.W.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 한국정밀공학회 2006년도 춘계학술대회 논문집
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    • pp.415-416
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    • 2006
  • In this paper, we propose the ergonomics design method in shape design applicable which considers the user interface for railroad. This study focuses on ergonomics design and sensibility engineering design, user interface, which should be considered from the conceptual design stage of the rolling. Human's sensitivity and User Interface of railroad investigated ergonomics studies of several type. The sensibility engineering design made approach of user center design in railroad design. New design railroad to satisfaction passenger's various desire, to safety and convenient through high technology, to sufficient passenger's aesthetic sense. Therefore, we have application to properly of ergonomics design element in railroad design. we expert visual design and user interface help greatly in excellent railroad design.

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An Empirical Analysis on the Service Quality and the User Satisfaction in e-Trade Portal Sites (전자무역 포탈사이트의 서비스품질과 이용자만족도에 관한 실증적 연구)

  • Moon, Hee-Cheol;Song, Woo-Yong;Hwang, Kyung-Yun
    • International Commerce and Information Review
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    • 제6권1호
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    • pp.77-98
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    • 2004
  • This paper examines the major determinants affecting the user satisfaction on e-Trade portal sites in small and medium-sized exporters. The development of our research model is based on the empirical studies on the service quality of information system, web sites or Internet shopping mall, and on the factors influencing the user satisfaction. With the help of a regression analysis and factor analysis, five hypotheses are derived and tested. The results from regression analysis suggest that the user satisfaction of e-Trade portal sites is affected by information characteristics and ease of use of e-Trade portal sites. In addition, the user satisfaction of e-Trade portal sites is enhanced by support for international trade. Our findings will be useful, especially for those who are planning to build user-oriented e-Trade portal sites.

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A Study on Smart-Card Based User Authentication (스마트카드 기반의 사용자 인증 기법에 관한 연구)

  • Lee, Jaeyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제14권2호
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    • pp.27-33
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    • 2018
  • User authentication scheme is a method for controlling unauthorized users' access to securely share the services and resources provided by the server and for verifying users with access rights. Initial user authentication scheme was based on passwords. Nowadays, various authentication schemes such as ID based, smart-card based, and attribute based are being researched. The study of Lee et al. suggested a user authentication scheme that provides forward secrecy and protects anonymity of users. However, it is vulnerable to attacks by outsiders and attackers who have acquired smart-cards. In this paper, we propose a modified smart-card authentication scheme to complement the weakness of the previous studies. The proposed user authentication scheme provides the security for the ID guessing attack and the password guessing attacks of the attacker who obtained the login request message and the user's smart-card.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • 제9권4호
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

User Experience Measurement for Senior Friendly Product

  • Jung, Kwang Tae;Chun, Keyoung Jin;Won, Byeong Hee
    • Journal of the Ergonomics Society of Korea
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    • 제32권6호
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    • pp.557-563
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    • 2013
  • Objective: This study introduces user experience measurement and its application for senior friendly products. Background: Measuring user experience for senior friendly product is very important for its design, but the measurement is not easy. Method: This study was focused on case studies for user experience measurement and its application for senior friendly product. Mobile patient lift and four wheeled walker that assist the old's mobility were studied. User experience was measured through interview and observation method. Result: From measuring the user experience, some usability issues were identified for the products. A method to apply QFD(quality function deployment) in design process was proposed. A design prototype was also developed considering user experience. Conclusion: User experience measurement for senior friendly products is key process for user centered design. Application: The method and result of this study can be applied to user experience measurement and design of senior friendly product.

Effects of Healthcare Service User's Compliance Intention on Continuous usage (헬스케어 서비스 사용자 순응의도가 서비스의 지속적 사용에 미치는 영향 연구)

  • Lee, Namyeon
    • The Journal of Society for e-Business Studies
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    • 제21권4호
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    • pp.95-117
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    • 2016
  • Entering aging society and increasing individual's interests on wellbeing lead to increasing demands of healthcare service and various healthcare related applications are providedon app market or Internet. These healthcare services could enhance user's health status if the users continuously use the service. In order to enhance effectiveness of a healthcare service, the service user should comply with recommendations or directions are provided by the service. However, previous studies of healthcare service are not considered effects of compliance intention on continuous usage. Hence, we tested how user's compliance intention effect on continuous usage intention of healthcare service based on theories of information system and medical information. Moreover, we found that compliance intention of users for healthcare service is an important factor on sustainability of healthcare service. Additionally, we investigated what factors are related with user's compliance intention.

A Study on Competition among Three Game Platforms in aspect of User's Gratification in Multi-channel Era (다매체 시대의 게임 플랫폼 경쟁에 관한 연구: 이용자 만족 요인을 중심으로)

  • Kim, Yoo-Jin;Yu, Sae-Kyung
    • Korean journal of communication and information
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    • 제66권
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    • pp.159-183
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    • 2014
  • This study analyzed the competition among three game platforms, PC, Console and Mobile in aspect of user's gratifications using niche analysis. To do this, four gratification factors, 'transportability and accessibility', 'liveliness and variety', 'availability and economic feasibility', 'relationship', were assessed. To investigate competition level among three game platforms, niche breadth, niche overlap, competitive superiority of four gratification factors were analyzed. The results of niche analysis show that mobile platform appeared as a most competitive platform because it utilized diverse resources for game user gratification and had competitive superiority in 'transportability and accessibility' which appeared as most important factor determining user's gratification. However there was no game platform which had competitive superiority in all four gratification factors.

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An Improvement of the Public Library Application Service -Focused on the Young-In Si Library Application Service- (시립 도서관 애플리케이션 서비스 방안 연구 -용인시 도서관 애플리케이션을 중심으로-)

  • Kim, Da-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • 제15권3호
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    • pp.301-306
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    • 2017
  • With the popularization of smart-phone, a variety of application service user is a rising trend now. In contrast, studies concerning library application service that cast a long shadow over the life of students and citizens still lacking in many ways. This study evaluates user experience of Young-in Si public library application service, and investigates user requirements. I searched the real user reviews about Young-in Si library application both App store and Android market. As the final outcome, I found inconveniences and improvements of this service. The application is intuitive, but requires consistent design, strong identity and customizing main page. It will be suggested specific guidelines for the public library mobile services in other areas.

Copyright Issues to User-Contributed Content in Participatory Digital Archives (참여형 디지털 아카이브에서의 이용자기여콘텐츠에 관한 저작권 고찰)

  • Kim, Su-jin;Sinn, Donghee
    • The Korean Journal of Archival Studies
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    • 제49호
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    • pp.5-49
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    • 2016
  • This study investigates how participatory digital archives should handle user-contributed content in order to legitimately collect from and make available to users according to current copyright laws and related regulations. In doing so, this study surveys the current national and international copyright laws that would apply for digital contents in archives. It also reviews the existing literature that analyzes the understanding and interpretation of regulations and specific infringement cases. Then, it examines the cases of participatory digital archives as to how they deal with the copyright issues to user-contributed content and provide guidance to users in this respect. Based on such analysis, the study suggests a few methods of how digital archives acquire necessary rights for the user-contributed content being housed in archives and how they provide useful guidance to users about their rights and responsibilities. These methods include terms and conditions for contribution/service and essential elements in terms, contributor agreements and their details, and other user guidelines.

A Systematic Review of the Attributes of Interior Design Affecting User's Positive Emotions Measured via Bio-Signals (생체신호 기반 사용자의 긍정적인 감정에 영향을 미치는 실내디자인 특성에 관한 문헌고찰)

  • Kim, Sieun;Ha, Mikyoung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • 제36권5호
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    • pp.83-91
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    • 2020
  • Environmental conditions are known to impact human health and behavior, emotions such as pleasure, anxiety, and depression, and reduce stress. Interior design that elevates emotional comfort and satisfaction can help improve mental health and well-being. This study is a systematic review that analyzed previous empirical studies that explored the effect of interior design elements on the user's emotional response which is quantitatively evaluated by bio-signal and qualitatively evaluated through self-reported questionnaire surveys. This paper aims to derive the attributes of interior design and biometric indicators that affect the user's positive emotion through the synthesis of previous studies and to confirm the feasibility of measuring bio-signals as an objective evaluation tool for architectural design and as a quantitative research method. As a result of the review, the biometric data from EEG, fMRI, ECG, EMG, GSR, and eye-tracking were used to measure the participants' emotional responses, which were manifested as positive or negative depending on certain attributes of interior design such as the form, color, lighting, material and furniture. The attributes of interior design related to the positive emotional response were the curved shape, high ceiling, openness of space, and subdued tone colors. Standard lighting conditions and wooden spaces were related to stress reduction in terms of comfort and relaxation. The free arrangement of furniture was related to the user's positive emotions. On the other hand, consistent experimental protocols could not be found, and although the sample sizes of the studies were small, the studies have demonstrated the feasibility of the emotional response measurement by using the biometric data. Therefore this method can be a useful objective tool in the measurement of human-centric data in architectural design, and to develop the evidence-based design to induce positive emotions and minimize stress.