• Title/Summary/Keyword: Data Usability

Search Result 921, Processing Time 0.028 seconds

The effects of the usability of products on user's emotions (제품의 사용성이 사용자의 감성에 미치는 영향에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
    • /
    • v.19 no.5 s.67
    • /
    • pp.373-382
    • /
    • 2006
  • In this study, emotional word logging software,'VideoTAME' was developed as an effective measurement tool for complementing the current psychological measuring methods. With the software, we measured the user's emotional changes while they interact with a product. The main goal of this study is to reveal the influence of usability on human emotions by analyzing the user's emotional changes while using a product. In this research, we asked 30 subjects to examine their emotional changes with watching the video clip recorded when they performed a series of tasks with a cellular phone in the experiment room. The results of this research indicated that negative emotion such as 'Uncomfortalbeness' was elicited mostly while they performed tasks which were difficult due to usability problems. On the other hand, positive emotion such as 'Satisfaction in Usability' was elicited for tasks which were easy to perform because of good usability. The reason for the user's emotional changes while they interact with a product can be assumed that the emotional changes were caused by specific situations they face when performing a task rather than the characteristics of task itself. We expect to clarify how usability of a product impact user's emotions in depth with more data collected and analyzed with the help of 'VideTAME'.

  • PDF

Development and Usability Test of the Prototype of the "Smart Stacking Cone" Based on Dual-task Using ICT (ICT를 이용한 이중과제 기반의 스마트 스태킹 콘의 시제품 개발 및 사용성 평가)

  • Lim, Seung-Ju;Won, Kyung-A;Kim, Dae-Gyeom;Kim, Young;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
    • /
    • v.10 no.2
    • /
    • pp.95-108
    • /
    • 2021
  • Objective : This study aimed to develop prototypes of "smart stacking cones" by combining ICT to evaluate and train the upper extremity function and dual task performance in patients with central nervous system impairment, and to identify the complementary point to the completion of the device through a usability test. Methods : This prototype comprised of a hardware and software system that enabled the evaluation and training of patients and the management of data obtained from patients' performance. Specific measurement variables were established so that patient performance could be measured correctly. Based on the measurement variables, a the prototype included a 'single task evaluation modes', 'dual task evaluation mode', 'single task training mode', and 'dual task training modes'. Additionally, a usability test was conducted to assess clinical applicability and overall satisfaction for the prototype. Results : The results of the usability test were generally found to be appropriate. The 'content adequacy' in the usability test was the area with the highest level of adequacy and the lowest level of inadequacy. Additionally, overall 'satisfaction' in the usability test was the area with the highest appropriate and inappropriate levels. Hence, the overall satisfaction results were unstable. Conclusion : Future studies should be conducted to identify the clinical effectiveness of the device by applying an upgraded smart stacking cone to an actual patient group.

Deep learning-based product image classification system and its usability evaluation for the O2O shopping mall platform (딥 러닝 기반 쇼핑몰 플랫폼용 상품 이미지 자동 분류 시스템 및 사용성 평가)

  • Sung, Jae-Kyung;Park, Sang-Min;Sin, Sang-Yun;Kim, Yung-Bok;Kim, Yong-Guk
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.17 no.3
    • /
    • pp.227-234
    • /
    • 2017
  • In this paper, we propose a system whereby one can automatically classifies categories based on image data of the products for a shopping mall platform. Many products sold within internet shopping malls are classified their category defined by the same use of product names and products. However, it is difficult to search by category classification when the classification of the product is uncertain and the product classified by the shopping mall seller judgment is different from the purchasing user judgment. We proposes classification and retrieval method by Deep Learning technique solely using product image. The system can categorize products by using their images and its speed and accuracy are quantified using test data. The performance is evaluated with the test data. In addition, its usability is tested with the participants.

Usability Test by Integrated Analysis Model - With Emphasis on Eyegaze Analysis of Mobile Interface Design (통합 해석 모델을 활용한 사용성 평가 -모바일 인터페이스 디자인의 시선추적 분석을 중심으로-)

  • 성기원;이건표
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.245-254
    • /
    • 2004
  • In Accordance with the change of design paradigm, the design process has changed into user-centered workflow from designer-centered workflow. Since the purpose of the past research methods is quantitative analysis or the understanding of the present situation, it doesn't fit in practical design that expressed the user's needs. Therefore, the real data about what they see and how they feel will be useful for the user-centered design. This paper's objective is to analyze eye-movement recordings and pupil size of user for mobile interface design. For this objective, it was experimented on that the user's eyegaze data of using a mobile phone by the Eyegaze Interface System, and analyzed three levels of user's task performance. The results provided evaluation of new developed and old existing interface design of mobile phone by the experiment of eye-movement recordings and pupil size. The benefit of results is compliment of the limitation of current usability test through visual characteristics of design and qualitative data of user.

  • PDF

IMPROVING THE USABILITY OF STOCHASTIC SIMULATION BASED SCHEDULING SYSTEM

  • Tae-Hyun Bae;Ryul-Hee Kim;Kyu-Yeol Song;Dong-Eun Lee
    • International conference on construction engineering and project management
    • /
    • 2009.05a
    • /
    • pp.393-399
    • /
    • 2009
  • This paper introduces an automated tool named Advanced Stochastic Schedule Simulation System (AS4). The system automatically integrates CPM schedule data exported from Primavera Project Planner (P3) and historical activity duration data obtained from a project data warehouse, computes the best fit probability distribution functions (PDFs) of historical activity durations, assigns the PDFs identified to respective activities, computes the optimum number of simulation runs, simulates the schedule network for the optimum number of simulation runs, and estimates the best fit PDF of project completion times (PCTs). AS4 improves the reliability of simulation-based scheduling by effectively dealing with the uncertainties of the activities' durations, increases the usability of the schedule data obtained from commercial CPM software, and effectively handles the variability of the PCTs by finding the best fit PDF of PCTs. It is designed as an easy-to-use computer tool programmed in MATLAB. AS4 encourages the use of simulation-based scheduling because it is simple to use, it simplifies the tedious and burdensome process involved in finding the PDFs of the many activities' durations and in assigning the PDFs to the many activities of a new network under modeling, and it does away with the normality assumptions used by most simulation-based scheduling systems in modeling PCTs.

  • PDF

The Effect of the on the purchase behavior of the Software Quality (소프트웨어 품질이 소비자 구매 행동에 미치는 영향)

  • Kim, Dae-Sung;Oh, Sung-Bae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.4 no.1
    • /
    • pp.29-65
    • /
    • 2009
  • This study is The Effect of the on the purchase behavior of the Software Quality. To have purchased the software in a Consumer surveys were conducted. The following is a summary of results of this research. First, the software quality and significant consumer purchasing behavior (+) of influence. Functionality, usability, portability of software quality attributes the impulse buying and buy more of both the (+) showed the influence. Second, software quality is urge consumers to purchase significant (+) of influence. Functionality, reliability, usability, portability of software quality (+) showed the influence. Third, the software quality In the consumer buy more significant Chung (+) showed the influence. Software quality, functionality, usability, portability name (+) influence. In conclusion, the quality of the software in consumer purchasing behavior (+) were of significant influence. In particular, factors that functionality, usability factors, portability factor in the relatively large influence on the purchasing behavior. Software technology development, planning, development, testing, and in each step must keep in mind the following. First, the software, when used in certain conditions, Inherent ability to meet the needs and requirements set forth to provide the appropriate functionality and accuracy as the ability of software products each other with the capabilities to the effective and thorough security features should be required. Second, software, a user-specified criteria to use in understanding and learning, and must, and the ability to prefer. Software for users to understand and easy to use, whether the check. In particular, understanding the interface, Help understanding, understand the input and output data, and interface consistency, the user information, the message must be equipped and easy to understand. In addition, ease of learning to be self-learning, and help ease of access shall be required. Third, in certain circumstances, a different environment to transfer be equipped with the functionality of the software. Applying data structures and application environment, helping transplant convenience must keep in mind sex.

  • PDF

The Study of Usability Evaluation in the GUI of Mobile Computing - Based on Benchmark Testing in the interface design of WIPI (Mobile Computing의 GUI 개발에 있어 사용성 평가 연구 - WIPI 인터페이스 디자인을 위한 Benchmark Testing을 중심으로 -)

  • 정봉금;송연승
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.49-62
    • /
    • 2004
  • Due to the recent surge of wireless Internet and concurrent development of the end user terminal devices having standardized graphical user interface(GUI) and unified operation mechanism for better interactivity in information representation and ease of use, various efforts on the improvement of GUI is widely recognized as one of the key factors that will usher in the next stages of the wireless Internet for the users. Especially, improved usability along with unique visual effect are considered to be the key elements for GUI considering the rapid improvement of the resolution and color on the end user handset devices; thus, the study and research on the subject of GUI is expected to increase along with the wireless Internet using smart phones. User interface of the wires Internet end user handsets will have a definite and significant effect on the user interaction as well as productivity. Domestically, wireless Internet service providers and GUI design companies are making various efforts in producing a common GUI models for standardized operation scheme and improved graphical display capabilities of the hand phones, PDAs and smart phones. In the study, Nokia 3650 model and Microsoft Orange SPV model were chosen as test devices for usability comparison and data collection to collect directional benchmark data in developing next generation smart phone user interface integrating PDAs and phones. The mail purpose of this study is to achieve the most efficient user accessibility to WAP menu through intensive focus on developing WIPI WAP menu having most effective usability for the users in their twenties and thirties. The result of this study can also be used as the base research materials for WAP service development, VM browser development and PDA browser development. The result of this study along with the evaluation model is expected to provide effective analysis materials on the subject of user interface to the developers of the wireless Internet user devices, GUI designers and service planners while short listing key factors to consider in developing smart phones therefore serving as the GUI guideline of WIPI phones.

  • PDF

Emotional Evaluation about Physico-chemistry Laboratory Equipment's Exterior Design

  • Kim, Hyung-Soon;Lee, Han-Sung;Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.15 no.2
    • /
    • pp.269-282
    • /
    • 2012
  • Laboratory equipment will continue to be developed and created as long as experiments continue. Up until now, the designs have been focused on the functional role; successfully process the study purpose. However, nowadays, the requirements of providing emotional satisfaction of the design, has increased. Even so, the users are normally limited by specific groups and investments on these designs have been neglected due to small annual production by the small market. Through this study, we have conducted an emotional evaluation on Temperature and Humidity Chamber's (TH Chamber) exterior shape. First of all, we extracted emotional words and placed them in categories that represent these emotions and conducted an emotional evaluation on four typical TH chamber models. They were selected based on its door lock type and control box type. The result showed that the 'fixed type' of control box and the 'handle type' of door lock were most favorable by the users, satisfying the five representative emotions; 'Attractiveness', 'Classiness', 'Comfortableness', 'Pleasant' and 'Satisfaction in Usability'. Particularly, all 4 emotional words in the 'Satisfaction in Usability' category recorded over 3.65. This indicates that Satisfaction in Usability is relatively an important category when expressing laboratory equipment. The result of this research is expected to be used as a basic data to find a way of right approach in laboratory equipment design.

  • PDF

Usability Test of Interface for Web Widget Using Work-Flow based on Mouse Tracking (마우스 트래킹 기반 작업흐름도를 이용한 웹 Widget 인터페이스 사용성 평가)

  • Han, Mi-Ran;Park, Peom
    • Journal of the Ergonomics Society of Korea
    • /
    • v.29 no.5
    • /
    • pp.763-770
    • /
    • 2010
  • The use of web widgets on desktop and mobile devices has been increasing rapidly. Web widgets provide access to activities and information from various sources across the web. As the number of supported widgets increases, managing widgets and finding relevant or interesting widgets becomes more complex. In addition, interacting with widgets in web service systems can be difficult, especially for novice users. Up to this point, there has been little research on web widget usability. This paper performs an experimental study regarding user interfaces of web widgets based on the mouse tracking and work-flow analysis. In the experiment, four sites providing widget services are chosen - iGoogle, Netvibes, My yahoo, and Wizard. The experiment participants perform three assigned tasks in the chosen sites, and their mouse operations are recorded using Camtasia, a screen casting software. Mouse tracking analysis is performed based on the recorded data in order to analyze common user behaviors. In addition, work-flow diagrams representing the operational flows to carry out the given tasks in each web site are constructed so as to visually and systematically analyze detailed usage patterns. The experimental study results presented in this paper can contribute to developing guidelines for highly usable and accessible interface design of web widgets.