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A study on video conferencing program user experience -Focused on Zoom and MS Teams-

화상회의 플랫폼 서비스의 사용자 경험 연구 -줌, MS 팀즈를 중심으로-

  • Hwangbo, Yeon (Digital Media Design, HongIk University, International Design School for Advanced Studies) ;
  • Kim, Seung-In (Digital Media Design, HongIk University, International Design School for Advanced Studies)
  • 황보연 (홍익대학교 국제디자인전문대학원 디지털미디어디자인 전공) ;
  • 김승인 (홍익대학교 국제디자인전문대학원 디지털미디어디자인 전공)
  • Received : 2020.11.19
  • Accepted : 2021.02.20
  • Published : 2021.02.28

Abstract

The purpose of this study is to present measures to enhance non-face-to-face communication platform services by measuring the user experience elements of major videoconferencing platforms in the non-face-to-face era. As a method of research, the platform of Zoom and MS Teams was selected, and the factors affecting the user experience were evaluated in combination with task and Think Aloud, and seven Honeycomb models of Peter Mobil were reconstructed to be analyzed through surveys and in-depth interviews for each paragraph. Studies have shown that Zoom has high usability, usability, accessibility and searchability, and MS Teams have excellent attractiveness. Therefore, based on the results of this study, the guidelines for video conferencing platform services and the improvement of the interface were presented. Based on this study, we hope that the usability of videoconferencing will be improved, and that various related studies will proceed as follow-up studies.

본 연구는 비대면 시대의 주요 화상회의 플랫폼의 사용자 경험 요소를 측정하여 비대면 커뮤니케이션 플랫폼 서비스를 제고하기 위한 방안을 제시하는 것에 목적이 있다. 연구 방법으로는 국내에서 사용이 많은 줌과 MS 팀즈의 플랫폼을 선정하고, 사용 경험이 없는 피험자 8명에게 사용자 경험의 영향을 주는 요인을 태스크와 씽크얼라우드를 병행하여 수행 평가를 진행하였고, 피터 모빌의 허니콤 모형 7가지를 재구성하여 각 항문 별 설문조사, 심층 인터뷰를 통해 분석하였다. 연구 결과, 줌은 유용성, 사용성, 접근성, 검색성이 높으며 MS 팀즈는 매력성이 우수하다는 것을 확인할 수 있었다. 따라서 본 연구 결과를 바탕으로 화상회의 플랫폼 서비스의 가이드라인 제공과 인터페이스의 개선 방안을 제시하였다. 본 연구를 바탕으로 화상회의의 사용성이 개선되고, 다양한 관련 연구가 후속 연구로 진행될 것을 기대한다.

Keywords

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