• Title/Summary/Keyword: Data Usability

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A Study on Faceted Navigation of the Public Libraries (공공도서관의 패싯 내비게이션에 관한 연구)

  • Yoo, Yeong-Jun
    • Journal of Korean Library and Information Science Society
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    • v.45 no.1
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    • pp.339-358
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    • 2014
  • This study aims to construct faceted navigation useful for domestic users through analyzing English and North American public libraries' faceted navigations. The 19 domestic libraries and the 12 foreign libraries has been chosen for analyzing their unique facets. Although the domestic libraries' facets had no differences to the domestic universities' facets, the North American libraries have their unique facets. Those facets are target audience, genre, library list, user tags, and availability related facets and the facets are mainly to improve user's usability in using library catalog. Adopting the facets in domestic public libraries by using Fixed-Length data elements of KORMARC, domestic public libraries will enhance usability of library users in retrieving library materials.

The Effect of Service Quality on Consumer Satisfaction of Fashion Retail Stores (패션 점포의 서비스 품질 차원이 소비자 만족에 미치는 영향)

  • 황선진;황경순;이종남
    • Journal of the Korean Society of Clothing and Textiles
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    • v.24 no.3
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    • pp.323-334
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    • 2000
  • The purpose of this study was to develop service quality dimensions for fashion retail stores and to identify significant service quality dimensions influencing customers satisfaction for each fashion retail store. 687 young adults completed written questionnaires consisting of items related to service quality. For analysis of data, confirmatory factor analysis, one-way ANOVA, scheffe test, and stepwise regression analysis were applied. The results were as follows: 1. The service quality dimensions of fashion retail stores were tangibles, reliability, responsiveness, assurance, empathy, fashionability and variety, price, convenience, merchandise quality and credit card usability. Among those 10 main dimensions of service quality were grouped as experience attributes and search attributes. 2. In examination of the highest valuable service quality dimension based on the types of stores, imported fashion stores were evaluated the highest in terms of all factors except price, tangibles and credit card usability. 3. To predict consumer satisfaction, service quality dimensions such as reliability, responsiveness, assurance, empathy, fashionability/variety, price, convenience, merchandise quality and credit card usability should be considered.

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A Study on development of advanced usability test method with the mobile phone log data (로그데이터를 활용한 모바일 폰의 사용성 평가 방법 연구)

  • Kim, Dae-Eop;Kim, Sung-Jin;Lee, Kun-Pyo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.203-208
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    • 2006
  • 디자인의 여러 프로세스중 중요 행위는 사용자가 바라는 점을 파악하여, 제안하는 행위 중심으로 이루어진다. 사용자의 니즈를 파악하는데 있어, 사용성 평가를 활용하면, 논리적이고, 구체적인 불편요소를 파악하는데 도움을 받을 수 있다. 또한, 디자인 개선안의 효용성을 파악하는데도 디자이너에게 유용한 디자인 개발 프로세스로 자리 잡았다. 사용성 평가를 통해 사용자의 불편요소를 파악하는 방법으로는 크게 두가지 방법이 있는데, 하나는 데스크 탑 컴퓨터를 활용한 시뮬레이션 기법을 들수 있고 다른 하나는 모바일 폰을 활용하는 모습을 직접 촬영하여, 분석하는 방법을 들 수 있다. 데스크 탑 컴퓨터를 활용한 시뮬레이션 기법은 화면의 해상도와 인터렉션 방법이 상이하고, 직접 촬영 방법의 경우, 피 시험자가 카메라를 의식하거나, 분석상에 연구자의 바이어스가 개입할 여지가 많아 각각의 단점이 있다. 본 연구에서는 디자이너가 해결안을 프로토타이핑 하는 방법으로 모바일 폰의 프로세서를 활용한 로그를 남기는 방법으로 사용성 평가를 진행할 수 있는 도구를 만들고 이를 통한 사용성 평가 기법의 방안을 제안하였다. Mobile phone 의 Software User Interface 의 개선안을 검증할 수 있는 툴로 제작된 Interactive Mobile Phone Logger 라는 프로그램을Visual Basic 과 JAVA를 이용하여 개발하였다. 이를 활용하면, 디자이너의 해결안을 자동으로 JAVA Class 파일의 패키지로 생성해주고, 서버를 이용하여 패키지를 전송, JAVA를 지원하는 모바일 폰이면 어떠한 모델이든 실험에 참가할 수 있도록 제작 되어있다. 또한, 실험의 결과 데이터는 종료시 자동으로 실험자의 서버를 통해 분석될 수있도록 제작되었다.

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Usability Improvement Method of Shopping Mall based on Smartphone (스마트폰 기반 쇼핑몰의 사용성 향상 기법)

  • Kim, Hee-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.77-84
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    • 2011
  • Following the increase in the supply of smartphones and the increase in the use of wireless Internet, the online shopping environment is also changing into mobile shopping. However, the domestic mobile shopping services fall short of people's expectations compared to desktop Internet shopping malls. These are mainly due to the restricted screen size and inconvenient data entry of mobile devices, the slow Internet speed, and other restrictive conditions. Accordingly, in this paper, the usability of three main domestic mobile shopping malls was evaluated using a heuristic evaluation method. The factors that must be considered when producing a mobile website, the consideration for the mobile users, and the main functions of a shopping mall, were considered to define an evaluation form. The results of the evaluation were then analyzed to propose the problems of mobile shopping malls and the directions for their improvement.

The Effect of ChatGPT Factors & Innovativeness on Switching Intention : Using Theory of Reasoned Action (TRA)

  • Hee-Young CHO;Hoe-Chang YANG;Byoung-Jo HWANG
    • Journal of Distribution Science
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    • v.21 no.8
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    • pp.83-96
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    • 2023
  • Purpose: This study examined the relationship between the factors (Credibility, Usability) and user Innovativeness of the ChatGPT on TRA (Theory of Reasoned Action; Subjective Norm, Attitude) and Switching Intention. TRA and Innovation Diffusion Theory (IDT) were used. Research design, data and methodology: From April 26 to 27, 2023, an online panel survey agency was commissioned to conduct a survey of GhatGPT users in their 20s and 40s in Korea, and a total of 210 people were used for the final analysis. Verification of the research model was performed using SPSS and AMOS. Results: First, ChatGPT factors (Credibility, Usability) were found to have positive effects on TRA (Subjective Norm, Attitude). Second, ChatGPT user Innovativeness was found to have a positive effect on TRA (Subjective Norm, Attitude). Third, ChatGPT users' TRA (Subjective Norm, Attitude) were found to have positive effects on Switching Intention. Conclusions: These results mean that the superior Usability and Credibility of ChatGPT and the Innovativeness of users have a significant effect on the Switching Intention from existing Portal Service (Naver, Google, Daum, etc.) to ChatGPT. Generative AI such as ChatGPT should strive to develop various services such as improving the convenience of functions so that innovative users can use them easily and conveniently in order to provide services that meet expectations.

Comparative analysis on the distinctive functions and usability of bibliographic data analysis softwares (서지데이터 분석 툴에 대한 특성 및 편의성 비교분석)

  • Lee, bang-rae;Lee, June;Yeo, Woon-dong;Lee, Chang-Hoan;Moon, Young-Ho;Kwon, Oh-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.501-505
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    • 2007
  • Recently KISTI has developed the KnowlegeMatrix which is a stand-alone type bibliographic data analysis software. In this paper, we try to benchmark test on the performance level of KnowledgeMatrix with well-known S/Ws such as VantagePoint and BibTechMon. We compare distinctive functions and usability of each S/Ws on comparative categories including Data, Matrix, Analysis, Visualization and Preprocessing. Test results show that all S/Ws have differentiated specific feature, but there is some performance gaps. KnowledgeMatrix overally shows better performance than others.

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The Effect of Design Quality on Hedonic Search, Utilitarian Search and Impulse Buying in Distribution Market

  • BUDIMAN, Santi;PALUPI, Majang;HARYONO, Tulus;UDIN, Udin
    • Journal of Distribution Science
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    • v.20 no.5
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    • pp.49-64
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    • 2022
  • Purpose: This research aims to determine the quality of online store designs that make consumers who use online market board applications have the urge to make impulse buying. This research was conducted because impulse buying is the most common buying behavior. Research design, data and methodology: This research used non-probability sampling. The sample size was 195 respondents from the distribution and service industries by applying a purposive sampling technique. The data collection technique employed a questionnaire distributed online according to predetermined criteria: mobile device users who accessed the online market board application and made at least one purchase in the last six months. The data analysis method utilized was structural equation modeling (SEM). Results: The findings revealed that usability, functionality, and sociability factors affected hedonic and utilitarian search. Furthermore, these findings proved that hedonic search affected impulse buying drives. In contrast, the utilitarian search did not affect impulse buying drives. Conclusions: The usability, functionality, and sociability factors supported hedonic and utilitarian searches. Consumer information security increased consumer confidence in an online store because it was considered to protect matters related to their privacy. The hedonic search also increased impulse buying drives. Consumers prefer to use their spare time to search through online market board applications, which provide many attractive promos.

An Examination of an Efficient UI of Smartphone Home Screen Structure (스마트폰의 홈 화면구조에 따른 효율적 UI 방안 모색)

  • Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.437-446
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    • 2017
  • Objective: This study aims to draw an efficient UI design by comparing the usability of App drawer and single-layered home screens, which are smartphone home screens. Background: Because smartphone home screen is frequently used including the installation, deletion, and editing of APPs, it should be designed with easily controllable information structure. There is a need to seek a user-friendly UI by comparing the usability of App drawer and single-layered home screens, of which methods to search Apps are different. There is also a need to examine an efficient UI and the factors to improve from the user perspective. Method: This study targeted 30 Android OS and iOS users to evaluate the App drawer and single-layered home screens, of which UI structures are different. Each participant was instructed to carry out an App searching task and App deleting task, and the execution time and the number of errors were measured. After the tasks were completed, they evaluated satisfaction through a questionnaire survey. Results: In the App searching task with low task level, there was no difference in execution level between the App drawer and single-layered home screens. However, the single-layered home screen showed higher efficiency and accuracy in the App deleting task with high task level. As for the group difference according to use experience, there was no difference in satisfaction among Android OS users, but iOS user satisfaction with single-layered home screen with which they were familiar was higher. Conclusion: As for home screen usability, the single-layered home screen UI structure can be advantageous, as task level is higher. Repulsion was higher, when users, who had used easier UI, used complex UI in comparison with user satisfaction, when users familiar with complex UI used easier UI. A UI indicating the current status with clear label marking through a task flow chart-based analysis, and a UI in which a user can immediately recognize by exposing hidden functions to the first depth were revealed as things to improve. Application: The results of this study are expected to be used as reference data in designing smartphone home screens. Especially, when iOS users use Android OS, the results are presumed to contribute to the reduction of predicted barriers.

Usability Test of 'Paldokangsan3' a Walking Game for the Elderly (노인용 걷기게임 '팔도강산3'의 사용성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, DooNam
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.145-154
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    • 2015
  • The objective of this research is to evaluate the usability test of 'Paldokangsan3' which has been developed as a serious game for the elderly to improve their physical and mental health. This game machine has been installed in a silver house for one month that the elderly could play the game as they like in their convenient times. To promote their participations to practice the game, we set 3 contests with gifts for the high scores and collect their data through inspection, questionnaire and interviews by the researchers as well as in-game measurement for the play. Eight people volunteered to join the project. While the result analysis for the usability area of easiness of control, learnability of the game play, memorability and challenge didn't show the statistical confident t-value, most elderly players participated 2~3 times a day for a month even though most of them are suffering mild cognition impairment. They showed good subjective satisfactions in their interviews that we could go on the project further to expand its applications.

Factors Affecting Members' Sense of Belonging in Virtual Community (가상커뮤니티에서의 구성원 소속감에 영향을 미치는 요인)

  • Lee, Kook-Yong
    • Journal of the Korean Operations Research and Management Science Society
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    • v.35 no.1
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    • pp.19-45
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    • 2010
  • Virtual Communities, which are formed on the Internet, are expected to serve the needs of members for e-collaboration, e-communication, information and knowledge sharing. The executives of organizations should consider virtual community as a new innovation or knowledge pool since members share knowledge. However, many virtual community have failed due to members' low willingness to engage and furthermore to share knowledge with other members. Thus, there is a need to understand and foster the determinants of members' sense of belonging behavior in virtual community. This study develops an integrated model designed to investigate and explain the relationships between contextual factors, personal perceptions of virtual community, usability, trust and sense of belonging in using a certain virtual community. Empirical data was collected from 201 and tested using structural equation modeling (SEM) to verify the fit of the hypothetical model. The results show that the perceived usability and community trust of members significantly influences sense of belonging in using the virtual community, and information quality, system quality, familiarity on the virtual community are significantly influence the usability but not reputation. And I confirmed that perceived shared vision and responsiveness play the role of determinants in making the member's trust, perceived risk influence the making community trust in directly. The results of the study can be used to identify the motivation underlying members' sense of belonging in a certain virtual community by investigating the impacts of contextual factors and personal perceptions on virtual community, the integrated model better explains behavior than other proposed models. This study might help executives of virtual communities and organizations to manage and promote these determinants of sense of belonging to stimulate members' willingness to engage the community and futhermore enhance their virtual community loyalty.