• Title/Summary/Keyword: 사용자 평가 연구

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A Study on the Definition of User Experience toward Electronic Publication for Education and Research and the Usability Test for the Electronic Publication Devices (교육·연구용 전자출판물 사용경험 정의 및 사용성 평가에 관한 연구)

  • Bae, Kyung-Jae
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.2
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    • pp.255-274
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    • 2015
  • This study aims to define the user experience and to evaluate the usability toward electronic publication for education and research. As research methods, After total 20 people of 10 undergraduate students and 10 graduate students were randomly selected as the subjects, the research was conducted by using the in-depth interview and the e-book reader experimental method. As the results of analysis about subjective preferences in case of using academic resources, The subject relevance and understandability were responded as most important factors for selecting academic resources. And the most frequent purposes for using academic resources were to perform an assignment and to write an article. As the results of analysis about the user experience for using the print media and electronic media, the user experience of the print media is more positive than the electronic media and especially these results were caused by academic situation. Many subjects responded that the electronic media is more inconvenient in case of using academic resources. As a result of the e-book reader usability test, the hardware test score (3.47) is higher than the software test score (3.31).

A Study on the Gamification Technology Valuation Framework (게이미피케이션 기술 가치 평가 프레임워크 연구)

  • Baek, Junho;Jang, Jintae;Jeong, Jiyong;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.17-26
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    • 2018
  • As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.

Evaluating the Effectiveness of Nielsen's Usability Heuristics for Computer Engineers and Designers without Human Computer Interaction Background (비 HCI 전공자들을 대상으로 한 Nielsen의 Usability Heuristics에 대한 이해 정도 평가)

  • Jeong, YoungJoo;Sim, InSook;Jeong, GooCheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.2
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    • pp.165-171
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    • 2010
  • Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. Our ultimate goal is to extend the practice of usability evaluation methods to a wider audience(e.g. user interface designers and engineers) than Human Computer Interaction(HCI) professionals. To this end, we explored the degree to which Jakob Nielsen's ten usability heuristics are understood by professors and students in design and computer engineering. None of the subjects received formal training in HCI, though some may have had an awareness of some HCI principles. The study identified easy-to-understand heuristics, examined the reasons for the ambiguities in others, and discovered differences between the responses of professors and students to the heuristics. In the course of the study, the subjects showed an increased tendency to think in terms of user-centric design. Furthermore, the findings in this study offer suggestions for improving these heuristics to resolve ambiguities and to extend their practice for user interface designers and engineers.

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The PUI design evaluation principles of EBD is helpful in the dermatology clinic (사용편의성 향상을 위한 피부과 에너지베이스디바이스의 PUI 디자인 평가원칙 연구)

  • Jeong, Je-Yoon;Lee, Hae-Jin;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.141-149
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    • 2021
  • In the case of an energy base device (EBD), which is used for treatment in dermatology, it is difficult to access it as a design, and because the range of users is narrow, there is a lack of research data considering the user's convenience. This study is a research paper that analyzes the problems and needs felt by doctors and nurses from the user's point of view of dermatology EBD, and seeks directions for improvement. After identifying the types and components of EBD through literature and observational research. Problems of each component of EBD were identified through a questionnaire on the use status and satisfaction level targeting users. After that, through a group discussion of experts, the principle of evaluating the usability of PUI design of Energy Base Devices was derived. The EBD's PUI design usability evaluation principle derived in this paper can be used as basic data to supplement the problems of EBD design, and is expected to improve the usability of EBD to be designed in the future.

An Interactive Cooking Video Service System with Linked Data (링크드 데이터를 이용한 인터랙티브 요리 비디오 서비스 시스템)

  • Park, Woo-Ri;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.765-768
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    • 2014
  • 스마트폰, 스마트TV, 구글 크롬캐스트 등 스마트 미디어의 발달로 인해 정보와 사용자간의 상호작용의 중요성이 강조되고 있고 사용자들은 자신이 원하는 정보를 다른 단계를 거치지 않고 쉽고 빠르게 얻기 위한 요구사항이 증가하고 있다. 그러나 아직 여러 분야에서 사용자의 요구사항에 대한 해결책이 매우 부족하다. 본 논문에서는 요리분야의 요리비디오에서 이러한 문제점을 발견하여 이를 개선하기 위한 방안을 살펴보았다. 요리비디오는 단방향으로 정보를 제공하기 때문에 사용자가 요구하는 정보를 얻기 위해서는 웹 검색과 같은 별도의 과정이 필요하고, 또한 요리를 하는데 있어 불편함을 겪어야 한다. 이러한 불편함을 해소하기 위하여 요리 비디오에서 사용자가 원하는 장면에 정확한 정보를 제공하고 요리를 하면서 효율적으로 인터랙션을 하기 위한 시스템을 구현하였다. 시스템 평가를 위해 HCI분야의 연구에서 제안되어 많은 논문들이 평가 척도로 사용하는 사용자 설문방식을 기반으로 시스템을 평가하기 위한 실험을 통해 시스템 인터페이스, 전체 시스템의 만족도, 정보의 정확성에서 좋은 결과를 얻었다.

Implementation of Korea - Computer Access Assessment System (K-CAAS) for Persons with Physical Disabilities (지체장애인의 컴퓨터 접근 평가 시스템 구현)

  • Yook, Ju-Hye;Kim, Jin-Sul;Oh, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.335-342
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    • 2012
  • The purpose of the study was to develop a computer access assessment system for improving computer access of individuals with physical disabilities for the first time in Korea. Korea-Computer Access Assessment System (K-CAAS) presented in this article tests five user skills of aim, drag, menu, scan, and switch. Skill levels of the five test areas could be set as low, middle, and high according to individuals' characteristics. All tests have their default set in each level, and skill levels can be selected and controlled by the abilities and goals of a user. Tests could be selected for users' training and their results could be traced and shown. Therefore, the K-CAAS is a training program to improve computer access skills as well as an assessing program. It would help users with physical disabilities operate a computer by themselves as improving their computer access skills.

A Study on Improvement of User Interface(UI) based on Multi-Point Replay System (다시점 리플레이 시스템을 기반으로 사용자 인터페이스(UI) 개선방안 연구)

  • Seo, Chang Ho;Lee, Ji Eun;Choi, Seong Jhin
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.341-352
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    • 2019
  • The inconvenience of using the product weakens the competitiveness of the product and makes it difficult to obtain various users. This study proposes a 5-step evaluation method that is derived from a formal usability evaluation to suggest improvement directions for easier and more convenient manipulation of complex or inconvenient user interface. The 5-step usability evaluation method can not be applied to all broadcasting equipments, but it is expected to improve the user interface of broadcasting equipments. In addition, it is expected to provide an opportunity to more flexible access to user interface development to be applied to new application services in a variety of telecommunication convergence equipment industry, while leading the era of convergence of broadcasting industry throughout broadcasting equipment industry.

An Exploratory Study of the Critical Factors for MMO Game Design based on Usability Evaluation (MMO게임 디자인을 위한 사용성 평가 핵심 요인에 대한 탐색적 연구)

  • Song, Seung-Keun;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.131-139
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    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 소수의 게임 타이틀만이 과도한 생산비를 감당하면서 수익을 내고 있는 실정이다. 기존 마케팅 이론 에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도 에 의존한다고 한다. 이와 마찬가지로 게임에서도 사용자의 만족을 극대화 하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다. 본 연구의 목표는 MMO 게임 디자인을 위한 사용성 평가 핵심 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 HCI / 사용성에 대한 문헌 고찰을 통하여 사용성 평가 핵심 요소를 도출하고 게임 플레이 과 제와 사후 설문결과를 통하여 MMO게임 사용성 평가를 실시하여 18가지 사용 성 문제 점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플 레이, 게임 서사, 게임 메커니즘으로 구성된 54 개의 사용성 평가 핵심 요 소를 도출 하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의 사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것 을 기대 된다.

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A Study on the Improvement of Usability with the Visualization of Using Patterns of Web Site (웹사이트 사용 패턴의 시각화를 통한 사용성 증대에 관한 연구)

  • 서종환
    • The Journal of the Korea Contents Association
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    • v.1 no.1
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    • pp.68-73
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    • 2001
  • The interaction between web site and it's user is more active and free than that of any other interface environment. Consequently, it is very important that user interface environment must be fully considered in web site development process. In this study, first, web interface environment and it's features are examined, then web usability test techniques are analyzed, and on the basis of the results, new tool for visualizing various responses and patterns of web site user is developed. Finally, by applying newly developed tool to usability test process of an internal hub site and analyzing the results, effective methods for visualization and evaluation of using patterns of web site are suggested.

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A Study on Component Quality Evaluation (컴포넌트의 품질 평가 방안에 관한 연구)

  • 김선희;박성호;박영선;최은만;구자경;김철홍;안유환
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04a
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    • pp.543-545
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    • 2000
  • 소프트웨어 개발 생산성을 높일 수 있는 방법으로 주목받고 있는 컴포넌트는 구성 자체의 기능과 호환성도 중요하지만 무엇보다도 컴포넌트의 신뢰성 즉 품질의 보장이 중요하다. 컴포넌트 품질에 대한 접근 방법에는 인증(certification) 방법과 개발 과정을 감사(audit) 방법이 있다. 사용자의 만족도를 평가에 적용하여 프로세스 감사는 품질 보증 활동의 결과를 이용하고 인증 방법처럼 컴포넌트의 내부 특성을 조사하여 품질을 객관적으로 평가하며 사용자 만족도를 가미하는 방식으로 품질 평가에 접근하였다. 또한 ISO 9126을 기본으로 하여 이 표준에 컴포넌트 품질 평가 기준들을 추가하여 체크리스트 작성하고 세 가지 관점 즉 컴포너트 운영, 컴포넌트 변경, 컴포넌트 합성으로 나누어 품질을 평가함으로 제 3자가 완성된 컴포넌트의 품질을 평가하는 지침이 될 수 있는 방안을 제시하였다.

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