• Title/Summary/Keyword: Perceived Usability

Search Result 132, Processing Time 0.022 seconds

A Comparative Study by Age in Evaluating Web-based 3D Model House

  • Ha, Jimin;Park, Soobeen
    • Architectural research
    • /
    • v.15 no.4
    • /
    • pp.175-182
    • /
    • 2013
  • This study aims to explore age-related differences with the assessment tools in the web-based 3D virtual model house and to propose the 3D model house criteria which everyone can use easily. The participants came from three age groups, ranging from their 20s to their over 40. Presence, Usability and Space perception and cognition in the experiment for navigating and evaluating the web-based 3D model house were measured and compared through one-way ANOVA and two-way ANOVA. The results and conclusions are as follows. (1) The younger the participants were, the more positive they evaluated the experiment on Presence. However, 20s needed higher presence than other two groups. (2) 30s and over 40 groups evaluated that the 3D virtual model house was more efficient than an actual model house on Usability. When the participants were younger, the values of 'expressivity' factor were higher. (3) The younger the participants were, the more positive they perceived the virtual environment (VE) on Space perception and cognition scale. There were no significant differences in the selection of dwelling size and the floor plan type. There were no significant differences of interaction effects between age and online gaming experience on Presence and Usability. The results of the current study demonstrate that there are differences among age groups and older groups have difficulty navigating and assessing in a VE. Although older groups take longer to adapt in the VE, they regard the 3D model house as an effective tool for purchase of house.

Technology Acceptance and Influencing Factor of Anatomy Learning using Augmented Reality :Usability Based on the Technology Acceptance Model (증강현실(Augmented Reality)을 이용한 해부학 학습에 대한 기술 수용도와 영향요인: 기술수용모델에 기초한 사용성 조사)

  • An, Jiwon
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.12
    • /
    • pp.487-494
    • /
    • 2019
  • Augmented reality (AR) or virtual reality is suitable to apply the contents of a textbook so as to be directly observable by learners. This study aimed to examine the applicability and technology acceptance of anatomy learning using AR in nursing students. This study was conducted in May 2019 with 17 nursing students who studied an anatomy textbook using AR and answered a questionnaire about technology acceptance and the usability of AR in combination with the anatomy textbook. Perceived usefulness was identified as an influencing factor on technology acceptance with 51.2% acceptance rate and thus should be taken into consideration in the development of learning strategies using new technological learning methods.

Effects of Ramp Slope and Height on Usability and Physiology during Wheelchair Driving (경사로의 기울기와 높이에 따른 휠체어 사용자의 사용성 및 생리적 특성 분석)

  • Kim, Chung-Sik;Lee, Dong-Hun;Lee, Jee-Hea;Kwon, Sung-Hyuk;Chung, Min-K.
    • Journal of the Ergonomics Society of Korea
    • /
    • v.29 no.4
    • /
    • pp.681-686
    • /
    • 2010
  • Although the height of a ramp is an important design element, it has not been considered in prior studies. Therefore, in this study, the ramp slope and height are considered as independent variables. To analyze the effects of the slope and height, five levels of slope (1:6, 1:8, 1:10, 1:12 and 1:14) and three levels of height (15cm, 30cm and 45cm) are considered. For the dependent variables, the total time, velocity and perceived discomfort were considered as usability measures, pulse rate changes and EMG signals of four related muscles (extensor carpi radialis, triceps brachii, anterior deltoid and posterior deltoid) were considered as physiology measures. As a result, differences among usability and physiological characteristic for the five slopes increased as the height increased. Additionally, slope effects were minor when the height was low (15cm). Almost domestic/international regulations and guidelines related to ramp recommended 1:12 slope for the ramp design, however, there was no significant difference between 1:10 and 1:12 according to result of this study. In addition, slope effects were minor at a low height; thus, a slope of 1:8 can be recommended if the installation space for a gentler ramp is not sufficient.

Aesthetics versus Usability : Cultural Difference in Product Choice (심미성과 사용성 : 제품 선택에서의 문화차)

  • Kwak, Hae-Lie;Kim, Bom-Mae;Sohn, Young-Woo
    • Science of Emotion and Sensibility
    • /
    • v.14 no.3
    • /
    • pp.361-370
    • /
    • 2011
  • We explore the priority between product attributes such as aesthetics and usability in consumer decision-making. In the recent study in Germany, consumers preferred a visually beautiful product but discounted the value of aesthetics in actual product choice (Diefenbach & Hassenzahl, 2009). In contrast to the individualistic culture which values personal needs(e.g., Germany), recognition from other members has great importance in the collectivistic culture (e.g., Korea). We propose that Korean consumers weigh greater value on the attribute easily perceived from the product appearance (i.e., aesthetics). We replicated the procedure of the study conducted in Germany. As expected, participants highly valued aesthetics rather than usability in product choice. As for aesthetics, participants were likely to choose an expensive but beautiful product; on the contrary a less expensive and less usable product were likely to be chosen as for usability (Study 1). Moreover, usability was sacrificed for aesthetics in the trade-off condition (Study 2). The participants who chose the beautiful product reported higher social recognition desire whereas no difference was shown with respect to usability.

  • PDF

모바일 기기의 사용편리성, 채널선호도, 인지된 가치가 모바일 뱅킹시스템 사용에 미치는 영향

  • Kang, Hyun-Jeong
    • Proceedings of the Korea Database Society Conference
    • /
    • 2008.05a
    • /
    • pp.43-53
    • /
    • 2008
  • Various mobile Internet services have been commercialized these days and mobile banking service is considered one of the most potential business models. However, the market growth has been limited since the implementation environment is different from that of wired-internet business services. This study is investigating the effect of mobile channel preference, perceived usability, perceived value on sustained use of mobile banking service and discussed the direction of future research at the end.

  • PDF

Effects of Visual Organizer for supporting Web-based Instruction (웹 기반 학습 프로그램을 지원하는 시각적 조직자(Visual Organizer) 전략의 효과)

  • Han, Ahn-Na
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.9
    • /
    • pp.281-292
    • /
    • 2008
  • The purpose of this study is to implement a visual organizer which enables learners to support web navigation as well as visual understandings in the electronic document space. I developed a visual organizer according to design principles of visual organizer, and then analysed the effect of a visual organizer on the students' disorientation, perceived usefulness, perceived usability, satisfaction and use intention. According to the result, using the visual organizer was more effect than conventional web-based instruction in view of navigation and visual understandings.

A Study on The Quality Comparison of Software Packages for Statistical Analyses (통계처리용 소프트웨어 패키지의 품질 비교에 관한 연구)

  • 이상석;윤민석
    • Journal of Korean Society for Quality Management
    • /
    • v.27 no.1
    • /
    • pp.195-210
    • /
    • 1999
  • The multiplicity of software packages brings about a choice problem to the end-user and a multi-fold intensity to the competing developer. This study intends to provide guidelines solving the problems for both the end-user and the developer of packages for automatic statistical analyses. For the purpose, we adopt an appropriate evaluation model in terms of user-perceived quality through the applicable criteria and an evaluation method. The result of empirical study is described, which shows that the weight of each criterion is dynamic along usage levels. Briefly, functionality, usability, and reliability are key factors to contribute to the perceived quality. The empirical study also illustrates a comparative analysis on the dominant products, SAS and SPSS, in Korea.

  • PDF

Suggestions for Building 'Smart Campus' Based on Case Studies on the Effectiveness of Instructions with Smart-Pads (스마트 패드 활용수업 사례분석에 기반한 스마트 캠퍼스 구축 발전방향)

  • Park, Sung-Youl;Lim, Keol
    • Journal of Digital Convergence
    • /
    • v.10 no.3
    • /
    • pp.1-12
    • /
    • 2012
  • According to recent trends of ubiquitous learning with the advent of smart devices, this study was to suggest for the successful achievement of "Smart Campus" initiatives by experiencing an instruction with smart-pads (tablet PCs) in a university. A pilot project was conducted as a part of building a Smart Campus in S university in Gyeong-gi Province in Korea for the study. The class was held in the Summer semester in 2011 with six participants. Using research methodologies such as semi-structured interviews and stimulated recall, perceived academic performances, satisfaction, and the usability of smart-pads were analysed. Main results included high perceived academic performances, satisfaction, and the usability, however, some negative responses also detected on the variables. Based on the results, it was suggested that specific instructional strategies should be developed in terms of hardware, software and humanware.

The Effects of Chatbot's Error Types and Structures of Error Message on User Experience (챗봇의 오류 유형과 오류 메시지 구조화 여부가 사용자 경험에 미치는 영향)

  • Lee, Mi-Jin;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.6
    • /
    • pp.19-34
    • /
    • 2021
  • The aim of this study is verifying the effects of chatbot's error types and structures of error message on attitude, behavior intention towards the chatbot and perceived usability of the chatbot. The error types of chatbot are divided into 'experience' error and 'agency' error, which set different expectancy level, according to mind perception theory. The structures of error message were either unstructured condition composed of error specification only or structured condition composed of apology, explanation and willingness of improvement. It was found that score of perceived usability was higher in experience error condition than agency error condition. Also, all three scores of dependent variables were higher in structured error message condition than unstructured error message condition. Furthermore, expectation gap of experience didn't predict the dependent variables but expectation gap of agency predicted all three dependent variables. Finally, the tendency of interaction effect between the error type and the structure of the error message on expectation gap of agency was observed. This study confirmed the mitigating effect of structured error messages and the possibility that these effects may vary by the type of error. The result is expected to be applicable to design of error coping strategies that enhance user experience.

The Effect of Social Network Service Characteristics on perceived Ease of Use and Usefulness (외식상품의 소셜네트워킹서비스 특성이 지각된 사용 용이성·유용성과 온라인 구전의도에 미치는 영향)

  • Oh, Wang-Kyu
    • The Korean Journal of Food And Nutrition
    • /
    • v.29 no.6
    • /
    • pp.1050-1057
    • /
    • 2016
  • SNS (Social network service) characteristics are perceived to simplify use. We carried out empirical studies on these parameters to observe the impact on the image of catering SNS online by word-of-mouth. The subjects of the study were as follows: 32.3% (392 persons) 19 years old, 67.7% (821 persons) over 19 years, 51.0% (619 persons) in their 20s, 22.1% (268 persons) in their 30s, 17.6% in their 50s, and 9.3% (112 persons) over 50 years. After verifying the hypothesis proposed that SNS characteristics perceived the ease of use, the significant factor identified in usability were connectivity Speed (${\beta}=0.213$), playfulness (${\beta}=0.246$), information (${\beta}=0.115$), and reciprocity (${\beta}=0.357$). Dual reciprocity had the most impact. It was observed that a longer impact of these significant factors improved the feel and fun of use. If SNS companies cater to, quick and easy, diverse, reliable and latest information, they can increase the ease of use, and availability, depending on the goals. Also, significant factors in the SNS features and online word of mouth was playfulness (${\beta}=0.312$), information (${\beta}=0.207$), reciprocity (${\beta}=0.066$) and perceived ease of use, and usefulness (${\beta}=0.293$), double playfulness had the maximum impact. These features provided more fun, reliable information, and could quickly deliver the latest information. The more the perceived usefulness, and ease of use, higher was the online word-of-mouth effect. SNS usage characteristics of connectivity Speed did not show any statistical significance in online word-of-mouth. Thus, catering businesses need to find ways to increase the ease of use, make the usefulness multifaceted, constantly checking the catering information on the SNS and ensuring to get the latest information is from diverse and reliable sources. This would increase the fun for the customer making the SNS to actively be utilized as a marketing tool.