• Title/Summary/Keyword: Mobile Phone Usability

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A Study on Mobile Convergence Products using Multi-Regression Analysis Methods -based on Mobile Phone- (다중회귀 분석기법을 이용한 모바일 컨버전스 제품에 관한 연구 -휴대전화 중심으로-)

  • Cho, Dae-Ho;Cheon, Hyeon-Jae;Lee, Hong-Cheol
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.13-21
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    • 2007
  • Many companies launched convergence products that are merged with several functions. Mobile convergence has some advantages such as portable convenience, usability of use, economic advantage that takes parts of the common component among products in the aspects of the digital products. Even though a plenty of items launched by convergence boom in the market, not tons of convergence products succeeded in the market because One of the major reasons is that companies don't take consumer evaluations in the process of the product development. It is important to set up infrastructure and excellent quality of the products for lasting the lifecycle of the convergence items. But, above all, it is imperative to find out how consumers evaluate convergence products and what they are affected to meet their satisfaction. Nevertheless, there are few case studies about consumer evaluations in mobile convergence until now. This study is to find out how consumers evaluate convergence products and what is the factor. This study surveyed 158 subjects and used multi-regression analysis and ANOVA(analysis of variance). The results of this study show that factors such as relative advantages, complexity, observability, perceived convenience affect the attitude of consumers.

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Soft Keyboard Interface Design for Mobile Device (모바일기기를 위한 소프트키보드 인터페이스 디자인)

  • Oh, Hyoung-Yong
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.79-88
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    • 2007
  • As the mobile computers such as Personal Digital Assistants (PDAs) or Smart Phone has been widespread in our daily life, the demand of an extensive data input will gradually be increased. Consequently, many alternative soft keyboards have been proposed to satisfy this requirement. However none of them can provide an absolute solutions for that, the segregated guideline for keyboard arrangement and usage still cause much confusion to the user. Therefore, an integrated guideline is seriously required. In order to come up with the integrated guideline for Korean Soft keyboard GUI, the questionnaire and the experimental test compared with five soft keyboards were conducted in this study. As a result this paper presents five guidelines for improving an input speed of soft keyboard on the mobile computing; following familiarity for effective screen use, using a single key rather than grouping key, considering position of prediction word, considering prompt feedback, finally, considering optimized keyboard size.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

Differences in Finding Smartphone Apps across User Types Categorized by App Icon Arrangement Style (스마트폰 사용자의 앱정리 유형에 따른 앱아이콘 탐색의 차이 연구 -아이폰 사용자 중심으로-)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.143-155
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    • 2017
  • In the mobile-first era, plenty of mobile apps have been created so that the number of apps owned in a smartphone have been increasing as well. However, users spend most of time with only a few apps and the rest of apps are just kept in their smartphones for future usage. Thus, in order to help users find the apps quickly it is important to study how users arrange apps in a mobile phone screen and find an app. In the literature, we extracted 5 user types to organize mobile apps. We further conducted user survey with 30 subjects and finalized major 3 user types categorized by relatedness(A), aesthetic(B), and external concepts(C). We found that most of subjects took less than 2 minutes when finding frequently-used-apps. However we identified difference in times taken to find a barely-used-apps across three user types; while A type users turns out to be the most effective in finding barely-used-apps, the B type uses tend to be the least effective among three types. For the A type users, an app's name is more important than an icon image because they tend to guess the functionality from the name of the app. The B type users use the color of app icon to find the app in the smartphone. For the C type users who tend to remain the original position of an app when first downloading it in the smartphone, the visibility of an app icon is important to catch users' eyes while they scan a page. The results of this study is expected to be useful for UX designers who improve the usability of app icon usage considering the user types.

Exploring Usability of Mobile Text Messaging Interfaces (휴대폰 문자메시지 기능의 인터페이스 이용성에 관한 연구)

  • Lee, Jee-Yeon
    • Journal of Information Management
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    • v.35 no.4
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    • pp.1-16
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    • 2004
  • In this paper, we outline the user interface problems that the text messaging users face to provide empirical basis for developing better improved mobile text messaging system. Our initial hypothesis was that the majority of the problems that the text messaging users face, namely, 1) difficulty in correctly understanding the intent of the incoming messages and 2) problem with frequently mis-addressing the recipient of the outgoing messages, can be accounted for by the poor usability of the text messaging user interface. Our analysis is based on the text message-based communication diaries, which were recorded for one week by each and every one of 75 college students, and survey taken from the same subjects. The data was collected in 2004. The students listed various difficulties including the limited message length, obscure input method, lack of mean to express emotional content, lack of receipt confirmation, lack of auto save feature when preparing messages to send, and lack of means to permanently save messages. Some of these problems were also identified in the previous studies. However, we were able to gather additional problems that the users face and also elicit potential solutions to remedy the problems. From these findings and analysis, we attempted to provide ways to improve the text messaging user interface.

User's emotions expressed while using a product and user's satisfaction with the product (제품 사용 중 표출되는 사용자의 감성과 제품 만족도)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.65-74
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    • 2014
  • Due to recent interest in user experience and its significance, much research surrounding this theme is now being conducted. In this research, I investigated user experience during usage of a product and the satisfaction acquired by it, as well as the relationship between satisfaction of having used a product and whether the user would be more likely to purchase another product from the same company. The same experiment was conducted in South Korea and the United States of America in order to get more generalized experimental results. I found that amongst the six representative user emotions expressed while using a product, two of them correlated the most. First, 'Satisfaction in Usability' (the emotions aroused by satisfaction with usage or the practicality of the product); and second, 'Discomfort or Displeasure' (uncomfortable or unpleasant emotions expressed while using a product. The above two factors were found to be of the most influence concerning satisfaction of the product. Also 'Satisfaction in Usability' was found to be of the most influence in their preferability towards purchasing an item from the same company in the future. The significance of this finding is that aside from focussing on the attractiveness of the product's exteriors and design, one should be concerned on the ease of usage and effectiveness as well as usability of the product, all of which contribute to how efficiently a consumer will utilize the product. Furthermore, in agreement with previous research concerning the correlation between satisfaction of a product and positive perspective on consecutive purchases, the result of this study shows that the more satisfaction consumers feel after using a product, the more likely they are to purchase additional merchandises from the same company which manufactured the original product.

The Effect of Form Factors and Control Types on Unsorted List Search for Full Touch Phone

  • Lee, Jong-Kee;Park, Jae-Kyu;Kim, Jun-Young;Choe, Jae-Ho;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.309-317
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    • 2012
  • Objective: The aim of this paper is to inquire into the influences form factors and control types affect a search time and comfort at list menu of full touch phone. Background: Various studies have been proceeded that are related to the optimum touch area for enhancing usability of control and legibility in mobile touch device. In the environment of list menu which is widely used to provide various information effectively, however, not only comprehensive consideration for legibility and control is to be seek but also research for control type which is to scroll a list. Method: This study executed form factor experiment to inquire into the influence that font size, height of row and fixed area affect searching time and comfort in the while information processing even if the information on the list is unsorted in alphabetical order. Among the result of form factor experiment, control type experiment was executed by selecting shortest performance time, highest legibility comfort and control comfort. Control type experiment was implemented to figure out the influence which existing flicking type, scrolling bar type, newly established button page type and button raw types affect performance time and subjective comfort depending on location of the information. Results: Font size 12pt, height of row 7mm and fixed area 15mm was shortest performance time and got highest comfort and legibility score in form factor experiment. A Button page which was newly proposed type was shortest performance time and got highest comprehensive comfort in control type experiment. Conclusion: Form factor experiment showed similar results with the study through reading a long passage of character or controlling a grid icon type. However, height of row turned out to affect not only touch area for control but also legibility by ruling space between the lines. Button page type which was newly proposed showed shortest performance time and got highest comprehensive comfort. Because Button page type needs few finger movements than other control types and implements search in the fixed form, unlikely other type which list keeps moving. Application: This study should be applied in deciding form factors and control type for scroll when designing a list menu of full touch phone.

Usability evaluation of image search methods for mobile phone (휴대폰 사진 검색 기능의 사용성 평가)

  • Lee, Yu-Jin;Han, Sung-H.;Cho, Young-Seok;Kim, Jong-Seo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.197-202
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    • 2006
  • 본 연구에서는 휴대폰에서의 효과적인 사진 검색을 지원하기 위해 사진 정보를 이용한 검색 기능을 개발하고, 이의 사용성 평가 실험을 수행함으로써 개발된 검색기능의 효용성을 검증하였다. 본 연구에서 개발한 사진 검색 기능은 크게 날짜 검색기능과 키워드 검색 기능의 두 가지로 구분된다. 날짜 검색 기능은 입력한 날짜에 해당하는 사진이 포함된 화면을 사용자에게 제시하는 방식이며, 키워드 검색 기능은 사용자가 입력한 키워드가 포함된 파일 이름을 갖는 사진을 검색하여 그 결과를 제시하는 방식이다. 개발된 검색 방식과 기존의 사용자 조작에 따른 화면 네비게이션을 통한 검색 방식을 대상으로 사용성 평가 실험을 수행하였다. 또한, 휴대폰에 저장된 사진 장수에 따른 작업의 수행도 및 주관적 만족도를 비교 분석하기 위하여, 120, 240, 360 장의 사진을 저장하고 있는 프로토타입을 개발하여 사용성 평가 실험에 활용하였다. 사용성 평가 실험 결과, 사진 장수가 120, 240 장일 경우는 날짜 검색과 키워드 검색의 두 방식이 검색 편의성, 기능의 적합성, 전반적 만족도 등의 주관적 만족도 측면에서 기존 검색 방식에 비하여 우수한 사용성 수준을 갖는 것으로 분석되었다. 사진 장수가 360 장인 경우, 날짜 검색과 키워드 검색의 활용시 검색 편의성, 기능의 적합성, 전반적 만족도가 기존 검색 방식에 비하여 우수한 성능을 갖는 것으로 분석되었고, 특히, 키워드 검색을 활용한 경우 검색 시간이 기존 검색과 날짜 검색을 활용한 경우에 비하여 우수한 성능을 갖는 것으로 확인되었다. 본 연구는 화면 크기가 작고 입력 방식이 제한된 휴대폰 인터페이스 환경에서 효과적인 사진 검색방식을 제안하고 검증하였다는 데 의의를 가진다. 본 연구 결과는 휴대폰 메뉴 검색, 일반 파일 검색 뿐만아니라 디지털 카메라의 사진 관리 기능에도 응용될 수 있을 것으로 기대된다.

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A Wireless ECG Measurement System based on the Zigbee USN (Zigbee USN 기반의 무선 ECG 측정 시스템)

  • Chang, Yun-Seok;Kim, Bo-Yeon
    • The KIPS Transactions:PartC
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    • v.18C no.3
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    • pp.195-198
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    • 2011
  • Recent expansion of the ubiquitous environment and improvement of the USN give lots of U-healthcare systems. In this paper, we design and implement a wireless ECG measurement system that can send ECG signals among the sensors and collector. It can also give almost the same precision as a hospital ECG system with mobility. The most important fact of the mobile ECG system is the signal data connectivity among the sensors and device such as signal cables or wires. we can eliminate the signal cable through the Zigbee sender and collector via implementing Zigbee-SD communication system that can receive the ECG signal data. We also implement ECG app software on the smart phone that can analyze and show the data results directly. It can give lots of mobility and usability under ubiquitous environment and would be a very efficient wireless ECG system for U-healthcare service.

The method for extraction of meaningful places based on behavior information of user (실생활 정보를 이용한 사용자의 의미 있는 장소 추출 방법)

  • Lee, Seung-Hoon;Kim, Bo-Keong;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.4
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    • pp.503-508
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    • 2010
  • Recently, the advance of mobile devices has made various services possible beyond simple communication. One of services is the predicting the future path of users and providing the most suitable location based service based on the prediction results. Almost of these prediction methods are based on previous path data. Thus, calculating similarities between current location information and the previous trajectories for path prediction is an important operation. The collected trajectory data have a huge amount of location information generally. These information needs the high computational cost for calculating similarities. For reducing computational cost, the meaningful location based trajectory model approaches are proposed. However, most of the previous researches are considering only the physical information such as stay time and the distance for extracting the meaningful locations. Thus, they will probably ignore the characteristics of users for meaningful location extraction. In this paper, we suggest a meaningful location extracting and trajectory simplification approach considering the stay time, distance, and additionally interaction information of user. The method collects the location information using GPS device and interaction information between the user and the others. Using these data, the proposed method defines the proximity of the people who are related with the user. The system extracts the meaningful locations based on the calculated proximities, stay time and distance. Using the selected meaningful locations the trajectories are simplified. For verifying the usability of the proposed method, we collect the behavioral data of smart phone users. Using these data, we measure the suitability of meaningful location extraction method, and the accuracy of prediction approach based on simplified trajectories. Following these result, we confirmed the usability of proposed method.