• Title/Summary/Keyword: Feedback usability

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Usability Testing for a Mobile Augmentative Alternative Communication(AAC) Software and Users' Preference for the Size of Mobile Devices (모바일 보완대체의사소통(AAC) 소프트웨어의 사용성 평가 및 모바일 기기의 크기에 대한 선호도 조사)

  • Lee, H-Y.;Hong, K-H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.1
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    • pp.37-43
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    • 2012
  • We conducted a user-centered usability testing on the Android-based Mobile Augmentative Alternative Communication(AAC) Software. In this paper, we examined functionality, satisfaction, and ease of information searching for a specific function using a task scenario, and we investigated appropriateness of development purposes, contents, instructional strategies, usability, functions of management mode, and user interface of the mobile AAC to the communication needs of children who are nonverbal. We also examined user requirements, preference, satisfaction, and other personal opinions for the mobile AAC using an open feedback. In addition, we investigated users' preference for the size of mobile devices using 4.3", 5.0", and 7.0" mobile devices.

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Usability and Educational Effectiveness of AI-based Patient Chatbot for Clinical Skills Training in Korean Medicine (한의학 임상실습교육을 위한 인공지능 기반 환자 챗봇의 사용성과 교육적 효과성)

  • Yejin Han
    • Korean Journal of Acupuncture
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    • v.41 no.1
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    • pp.27-32
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    • 2024
  • Objectives : This study developed an AI-based patient chatbot and examined the usability and educational effectiveness of the chatbot in the context of Korean medicine education. Methods : The patient chatbot was developed using the AI chatbot builder 'Danbee', and a total of five experts were surveyed and interviewed to determine the usability, effectiveness, advantages, disadvantages, and improvement points of the chatbot. Results : The patient chatbot was found to have high usability and educational effectiveness. The advantages of the patient chatbot were 1) it provided students with practical experience in performing clinical skills, 2) it provided instructors with assessment materials while reducing their teaching burden, and 3) it could be effectively used for horizontal and vertical integration education. The disadvantages and improvements of the patient chatbot were 1) improving the accuracy of intention inference, 2) providing students with specific instructions for problem-solving activities, and 3) providing assessment results and feedback about students' activities. Conclusions : This study is significant in that it proposes a new training method to overcome the limitations of the existing doctor-patient simulation. It is hoped that this study will stimulate further research on the improvement of students' clinical skills using artificial intelligence.

Manipulation of the Windows Interface Based on Haptic Feedback (촉각 기반 윈도우 인터페이스)

  • Lee, Jun-Young;Kyung, Ki-Uk;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.366-371
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    • 2008
  • In this paper, we suggest a haptic interface and a framework of interaction with haptic feedback based Windows graphical user interface (GUI) in a computing device with touch screen. The events that occur during a user interacts with Windows interfaces through a touch screen are filtered out by the Windows Interface Message Filter (WIMF) and converted into appropriate haptic feedback information by the Haptic Information Provider (HIP). The haptic information are conveyed to users through a stylus-like haptic interface interacting with a touch screen. Major Windows interaction schemes including button click, menu selection/pop-up, window selection/movement, icon selection/drag & drop and scroll have been implemented and user tests show the improved usability since the haptic feedback helps intuition and precise manipulation.

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A Usability Testing on the Tablet PC-based Korean High-tech AAC Software (태블릿 PC 기반 한국형 하이테크 AAC 소프트웨어의 사용성 평가)

  • Lee, Heeyeon;Hong, Ki-Hyung
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.35-42
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    • 2012
  • The purpose of this study was to evaluate the usability of the tablet PC-based Korean high-tech AAC(Augmentative Alternative Communication System) software. In order to develop an AAC software which is appropriate to Korean cultural/linguistic contexts and communication needs of the users, we examined the necessity and ease of use for the communication functions that are required in native Korean communication, such as polite expressions, tense expressions, negative expressions, subject-verb auto-matching, and automatic sentence generation functions, using a scenario-based user testing. We also investigated the users' needs, preferences, and satisfaction for the tablet PC-based Korean high tech AAC using a semi-structured and open questionnaires. The participants of this study were 9 special education teachers, 6 speech therapists, and 6 parents whose children had communication disabilities. The results of the usability testing of the tablet PC-based Korean high-tech AAC software presented positive responses in general, by indicating overall scores of above 4 out of 5 except in tense and negative expressions. The necessity and ease of use in the tense and negative expressions were evaluated relatively low, and it might be related to the inconsistent interface with the polite expressions. In terms of the user interface(UI), there were users' needs for clear visual feedback in the symbol selection and display, consistent interface for all functions, more natural subject-verb auto-matching, and spacing in the text within symbols. The results of the usability testing and users' feedback might serve as a guideline to compensate and improve the function and UI of the existing AAC software.

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The Interface Design and Development of Learning Management System and Contents for Self-Directed Learning based on Interaction and Usability (상호작용성과 사용편이성에 기초한 자기주도 학습운영시스템과 학습컨텐츠의 인터페이스 설계 및 구현)

  • Baek, Soo-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.149-160
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    • 2005
  • The Purpose of this study is to embody self-directed learning management system and contents which are considered of learner's interactivity and usability in e-learning environment; It is based on self directed teaching and learning strategies. It divides type of interaction centering on the learners into four categories: (1) learner and instructor (2) learner and learner (3) learner and contents (4) learner and learning management system. The specific elements of learning management system is set up and embodied to present the interaction strategies according to the above-mentioned patterns, to improve the self-directed learning ability and to facilitate an online communication. The learning contents based on the self directed learning strategies, design the interface in due consideration of the learners' usability based on six strategies such as simple navigation, consistency, intuitive interface, linkage, user supports and immediate feedback. This research makes up for the weak points in the self-directed functions of learning management system and links up with learning contents, therefore it has a value to improve learner's interactivity and usability. It is expected that the research results can be helpful in quality improvement of e-learning environment.

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A Study on Usability Evaluation for Improving Quality of University Digital Library Website in Korea (전자도서관 웹사이트의 품질향상을 위한 사용성 평가에 관한 연구)

  • Lee, Eung-Bong;Ryu, Bum-Jong;Kim, Woo-Sung;Kim, Suk-Dong
    • Journal of the Korean Society for Library and Information Science
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    • v.36 no.1
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    • pp.41-60
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    • 2002
  • This study aims to evaluate the usability for improving quality of Hoseo university digital library website. Compatibility of web browser and loading speed are analyzed in using Doctor HTML and Web Site Garage, and seven major attributes of website. that is navigation, functionality, user control language and contents. system and user feedback, consistency, architectural and visual clarify, are analyzed and evaluated in using online questionnaire method. Finally this paper was suggested some problems and improvements of that website mentioned above, and general guidelines of website construction based on usability in university digital library in korea.

An Analysis of Learners' satisfaction for the Usability of Distance Education System (원격교육의 사용성을 위한 학생 만족도 피드백 분석)

  • 최영미;주문원
    • Journal of the Korea Computer Industry Society
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    • v.3 no.12
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    • pp.1737-1746
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    • 2002
  • This paper analyse the learners' satisfaction for the usability of distance teaming system. We have analysed collected data regarding the learners' satisfaction with the online Master's in Library and Information Science (MLIS) program as an example. The learner responses from the focus groups broke down into the following five themes: General program issues, Course issues, Communication/interaction issues, On-campus experience issues, Technology issues. The feedback can be applied to most online learning environments as a guideline for teaching and developing of online course.

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A Conversational Interactive Tactile Map for the Visually Impaired (시각장애인의 길 탐색을 위한 대화형 인터랙티브 촉각 지도 개발)

  • Lee, Yerin;Lee, Dongmyeong;Quero, Luis Cavazos;Bartolome, Jorge Iranzo;Cho, Jundong;Lee, Sangwon
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.29-40
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    • 2020
  • Visually impaired people use tactile maps to get spatial information about their surrounding environment, find their way, and improve their independent mobility. However, classical tactile maps that make use of braille to describe the location within the map have several limitations, such as the lack of information due to constraints on space and limited feedback possibilities. This study describes the development of a new multi-modal interactive tactile map interface that addresses the challenges of tactile maps to improve the usability and independence of visually impaired people when using tactile maps. This interface adds touch gesture recognition to the surface of tactile maps and enables the users to verbally interact with a voice agent to receive feedback and information about navigation routes and points of interest. A low-cost prototype was developed to conduct usability tests that evaluated the interface through a survey and interview given to blind participants after using the prototype. The test results show that this interactive tactile map prototype provides improved usability for people over traditional tactile maps that use braille only. Participants reported that it was easier to find the starting point and points of interest they wished to navigate to with the prototype. Also, it improved self-reported independence and confidence compared with traditional tactile maps. Future work includes further development of the mobility solution based on the feedback received and an extensive quantitative study.

Design of Auditory Icons in Mobile Applications (모바일제품을 위한 청각 아이콘 설계에 관한 연구)

  • Park, Dong-Hyun;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.24 no.3
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    • pp.29-34
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    • 2005
  • Little research has been performed regarding auditory icons even though auditory icons have great potentials as a strategy for creating informative, intuitively accessible, and unobtrusive interface. Therefore, this study was conducted to design new auditory icons through the iconic mapping for ten most frequently used mobile phone menus, and to show the usability of auditory icons. Two most familiar auditory sounds for each menu were collected and compared to the current button-pressing sound. The results show that the newly designed auditory icons had shorter recognition times, better satisfaction than the current icons. In other words, auditory icons could be an effective interface to provide a redundant feedback along with visual feedbacks in navigating mobile devices.

A Tablet PC based Feedback System for Mathematical Problem Solving (Tablet PC 를 이용한 수학 문제풀이 첨삭 시스템)

  • Oh, Young-Taek;Kim, Yong-Jun;Kim, Myung-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.351-355
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    • 2009
  • When teaching mathematics, one of the most effective ways of analyzing the weakness of student is to look over the process of problem solving. Based on this observation, we propose a Tablet PC based feedback system for effective mathematics education. The effectiveness of our system is demonstrated with usability tests.

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