• Title/Summary/Keyword: USER EVALUATION

Search Result 2,568, Processing Time 0.029 seconds

A User-centered Evaluation of Korean Alta Viasta and Naver (국내 인터넷 탐색엔진에 대한 이용자 중심의 평가에 관한 연구 - 한글알타비스타와 네이버를 중심으로 -)

  • Oh, Sam-Gyun;Park, Hee-Jin
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.34 no.2
    • /
    • pp.117-133
    • /
    • 2000
  • This study evaluated two Korean search engines, Korean AltaVista and Naver, using user-based measures by Su(1998). Measures are based on four evaluation criteria: efficiency, precision, validity of the links, user satisfaction. For this study, users conducted searches on two engines with their own search queries and performed relevance judgement. Study results indicate that efficiency, validity of the links, and user' s satisfaction ratios of system features are significantly different between two search engines, although there is no significant difference of precision. This study can be used as a framework for usercentered evaluation and utilized to enhance Korean search engines.

  • PDF

Tendency of Immersion and Recognition on Application of Visual Cue in Graphic Information (그래픽 정보에서의 시각단서 적용에 따른 몰입과 재인 성향)

  • Kwon, Hyo-Jeong;Lee, Hwa-Sei
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.9
    • /
    • pp.1174-1183
    • /
    • 2012
  • This study, depending on the diversification of the information environment, was carried out to analyze the role of visual cues and the relationship between visual information structure in the process of user's visual immersion and recognition. Thus, we design evaluation model which used scientific instruments and subjective evaluation taking into account the latest graphical user trends, and analyze the data of immersion and recognition of the user experience that acquired through the process more systematic experimental procedure. Based on this, in the future, this study will be able to contribute implement the latest broadly applicable to the device of graphical information user basic design model and a standard evaluation model.

A Comparative Study of Evaluation Factors on Information Systems between the User and the Developer (정보시스템 개발자와 이용자 간의 평가요소에 대한 비교 연구)

  • 조현양
    • Journal of the Korean Society for information Management
    • /
    • v.13 no.1
    • /
    • pp.143-172
    • /
    • 1996
  • The purpose of the study is to set up factors for evaluating information systems which can meet both users' and developers' needs. These factors can be used as a framework in developing successful information systems. To achieve this purpose factors are selected first from the literature review by the previous studies. Then two different questionnaires based on selected factors were made up and distributed to two separate groups; users and developers. It appeared that there are significant differences on ranking and weighting for evaluation factors of information systems between the user and the developer. 185 factors for evaluating information systems are divided into 9 criteria based on their roles. There are significant differences on ranking under 6 out of 9 evaluation criteria between two groups. These are 'effectiveness', 'usability', 'user friendliness', 'documentation', 'output', 'maintenance'. However, there are no significant differences on factors in 'performance', 'developer', and 'user satisfaction' criteria. As a result of the study 185 factors for evaluating information systems were presented with rank.

  • PDF

Intermediate Evaluation after the Introduction of Electronic Nursing Record System in a General Hospital (일개 종합병원 전자간호기록시스템 도입 후 중기 평가연구)

  • Kim, Doh Yeon;Park, Myong Hwa
    • Journal of Korean Clinical Nursing Research
    • /
    • v.16 no.3
    • /
    • pp.133-144
    • /
    • 2010
  • Purpose: This study intended to evaluate the intermediate effects of using Electronic Nursing Record System which was introduced 4 years and 4 months ago. Methods: Participants were 65 nurses engaged in 3 shifts in a general hospital. The specific methods were identification of nursing activity times by means of nurses' self-recording in structured forms, survey of user satisfaction using questionnaires, and examination of nurses' responses to open-ended questions about using the system. Results: The direct nursing activities took more than 50% of the time during day and evening shifts. In night shift, direct nursing activities took more than 41% of the time. Comparing to the initial evaluation, measured at 10 months after the introduction, the time spent in indirect nursing activities have decreased about 10% in each shift. The user satisfaction was 3.54 points which was higher than 3.33 points measured at 10 months after the introduction. The nurses recommended some changes needed in the current system to make it better, such as speeding up the system. Conclusion: The intermediate evaluation shows reduced indirect nursing time, increased direct nursing time, and improved user satisfaction.

Implementation and Evaluation of an Educational AppBook with User Interaction (사용자 인터랙션을 지원하는 교육용 앱북의 구현 및 평가)

  • Choi, Jong Myung;Lee, Young Ho;Lee, Sang Il
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.2
    • /
    • pp.121-129
    • /
    • 2014
  • As e-books have been becoming common, the market for digital textbooks also has been expected to grow rapidly. In this paper, we introduce our experience of developing interactive e-books with Unity3D, and the result of user's experiment of using the books. The e-books are targeted to the lower grades in elementary schools, and they are a series of a fairy tale story with educational information on flat tide. They support rich user interactions such as dragging and clicking objects and rich media including 3D animations, videos, pictures, and augmented reality. We separate educational information from the main story in order to meet some incompatible issues among story, education, and user interaction. We conducted user experiments with twenty four 4th grade students and 95.8% (23 from 24) of them liked the e-books. They also thought the e-books would help them study about flat tide and sea creatures in there.

A Basic Study on the Physical Factors of Work Environment for Wheelchair user - Focused on the Workstation and Its Surrounding - (휠체어 사용자를 위한 업무환경의 물리적 요소에 관한 기초 연구 - 워크스테이션과 그 주변 환경을 중심으로 -)

  • Han Hye-Sun
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.4 s.51
    • /
    • pp.54-61
    • /
    • 2005
  • The purpose of this study is to examine the physical factors of work environment and to establish the evaluation factors for office design for wheelchair users. This study is based on the existing research for office environmental factors; and then clarifies the physical factors that are suitable for circumstances of wheelchair users. These factors are composed three physical factors which are space, furniture arrangement, and ambient condition and then each of these factors has detailed several elements. Futhermore, comparing physical factors between a non-wheelchair user and a wheelchair user with work environment is analyzed on the assumption using the system furniture on the market. This study is expected to be used as basic information to provide the way of improving office space plan for wheelchair user in workplace. This resource can serve as a checklist when renovating, re-designing or building a new office space for wheelchair users. The evaluation of office environmental factors for wheelchair users who work in public and/or private companies is needed for the next research.

Validation in Emotional Evaluation System as Game Evaluation Tool -Focused on Comparison with Jakob Nielson's Evaluation System- (게임 평가도구로써 감성 평가시스템의 타당화 -Jakob Nielsen의 사용성 평가시스템과의 비교를 중심으로-)

  • Seo, Mi-Ra
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.86-93
    • /
    • 2007
  • Online game industry is also making much efforts in developing games that have emotional disposition which is rapidly growing by the increase of emotional demand by the user. In the online game development that induces immersion stimulating the emotion of the human has the evaluation stage it must surely pass, and in this stage, emotional evaluation system is known as the evaluation method that one can verify the function, usage and human emotion desire of the game before its launching. Nevertheless, at this situation the studying result is absent in the verification of efficiency and validity of the emotional evaluation system, this study is to work on the availability and validity of the emotional evaluation system as the evaluation tool of the game comparing with the Jakob Nielsen's evaluation system through common user group which are the subjects.

Usability Evaluation for Smart Phone Augmented Reality Application User Interface (스마트폰 증강현실 애플리케이션 사용자 인터페이스의 사용성 평가 방안)

  • Chang, Won-Suk;Ji, Yong-Gu
    • The Journal of Society for e-Business Studies
    • /
    • v.16 no.1
    • /
    • pp.35-47
    • /
    • 2011
  • Augmented reality applications offering location based service on smart phone require attention to users and new usability evaluation methods. The aim of this paper is to introduce new usability principles for application development and usability evaluation, and conduct expert evaluation on the augmented reality applications. We created a set of usability principles by analyzing characteristic of augmented reality applications, and conducted expert evaluation on three augmented reality applications primarily used by smart phone users. In expert evaluation and filtering procedure, we identified six usability problems that three applications have in common and the improvement guideline for the usability problems. The results of expert evaluation was verified by user test with a prototype that was developed using the guidelines. It is expect that the results of this study can be presented usability principles of the augmented reality application and a method of usability evaluation in the middle of new technology development process.

Digital Library Evaluation Criteria: What do Users Want? (디지털 도서관 평가기준: 이용자들이 원하는 것은 무엇인가?)

  • Xie, Iris;Joo, Soohyung;Matusiak, Krystyna K.
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.25 no.1
    • /
    • pp.5-18
    • /
    • 2014
  • Criteria for evaluating digital libraries have been suggested in prior studies, but limited research has been done to understand users' perceptions of evaluation criteria. This study investigates users' opinions of the importance of digital library evaluation criteria. Thirty user participants, including 10 faculty members and 20 students, were recruited from five universities across the United States. They were asked to rate the importance of evaluation criteria in eight dimensions (e.g. collections, information organization, context, etc.). The results demonstrate that users care about evaluation criteria related to the use and quality of collection and services rather than the operation of digital libraries. The findings of this study are relevant to the development of user-centered digital libraries and associated evaluation frameworks through the incorporation of unique users' needs and preferences.

The Effectiveness of Service Characteristics of Car Sharing on User Evaluation and Net Benefit (카 쉐어링 서비스 특성이 사용자 평가와 순 편익에 미치는 영향)

  • Sohn, Bongjin;Choi, Jaewon;Kwon, Hyuk-Jun
    • The Journal of Society for e-Business Studies
    • /
    • v.23 no.2
    • /
    • pp.1-20
    • /
    • 2018
  • Car Sharing Service is provided with sharing the vehicleas you can use it anywhere and anytime. The paper verified the factors impact between providing infrastructure characteristics such as scarcity, system quality and service quality and user evaluation factors based on DeLone & McLean IS Success Model. User evaluation factors have an influence on net benefit. D&M IS model mainly proved inner organization impact. The research collected experienced car sharing service, we analyzed the 224 respondents. The result of the hypothesis follows. The scarcity of time is negatively related to perceived social support and app trust. Provisional coupon is positively related to perceived social support and app trust. But, scarcity of quantity is not related to user evaluation factors. Most of the system qualities are related to app trust, however, privacy concern isn't related to app trust. the paper's demographic characteristic is lack of experience frequency. User evaluation factors that are perceived social support and app trust are positively related to user satisfaction and WoM intention. User satisfaction is individual impact and WoM intention is organization impact. Two factors are the net benefit in car sharing service. The area of sharing economy should more study about correlation among experimental various factors. Thus, the paper has different significant from antecedent research. because of trying to experimental analysis.