• Title/Summary/Keyword: UX testing

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Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

Developing Evaluation Criteria for Enterprise UX (엔터프라이즈 UX를 위한 평가 기준 개발)

  • Jung, Tae-Won;Yoon, So-Yeon;Nam, You-Seon;Seong, Da-In;Yoon, Yea-Jin;Lee, Min-Ho;Song, Sa-Kwang;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.99-110
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    • 2020
  • Recently, as User Experience (UX) is considered as an important concept in the service design process of various fields, securing usability of Enterprise UX, UX developed for professional users, is acknowledged as an essential factor to increase work efficiency. The interface of Enterprise UX is complex and technically difficult for it is targeted for professional users. Thus, creating problems with complicated planning and relatively insufficient concerns regarding usability due to emphasis on development efficiency. It is necessary to consider various methods of usability, regarding further improvement is arduous in aspects of development and the cost. Therefore, this study aims to define the concept and specificity of Enterprise UX to improve usability and system effectively, and verify the main factors that reduce the usability of Enterprise UX. The evaluation of the research enterprise service, RDP (Research Data Platform), was conducted to establish and verify hypothesis. Furthermore, an independent evaluation standard for Enterprise UX is proposed after testing speculating factors that lower the usability of Enterprise UX. It is expected to utilize the Enterprise UX usability criteria defined through this study as a base data in enhancing usability and in designing Enterprise S/W.

Building Service UX Index : Measuring UX Satisfaction in Mobile Content Services (사용자 만족도에 기반 한 서비스 UX 인덱스 구축 -모바일 컨텐츠 기반 서비스를 중심으로)

  • Park, Jongmin;Ha, Hyunnam;Hong, Sangwoo;Chung, Kyungwon
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.41-51
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    • 2014
  • In mobile content services like apps for smart mobile devices in specific, there has been a growing interest in evaluating UX quality to make sure that it provides better experience to users and consequently, secures competitiveness in a market. In that sense, usability testing has been considered as one method that enables designers and design managers to evaluate UI quality before they launch their service. However, those designers have been faced with a following fundamental question to be answere d : Is good UX design a good business? In other words, can well-designed service, which has good usability, actually satisfy target users and improve competitiveness in a market? There is no doubt that usability is one important factor perceived by users. However, it has a limit in terms of evaluating UX quality in macro level, as it mostly focuses on ease of use and efficiency of performing tasks, but does not cover other possible experiential factors, which also can be perceived by users, such as market situation and preexistence experience. Therefore, this research aims to identify key experiential factors in using mobile content services, and establish service UX index model that enables to measure perceived user satisfaction, and identify how UX design contributes to the satisfaction in quantitative way.

User-friendly Improved Prototype Development on Web-based Diagnostic-supplement Learning System for Basic Academic Skills (웹기반 기초학력 진단-보정학습 시스템의 사용자 친화적인 개선 프로토타입 개발)

  • Hwang, Yunja;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.63-78
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    • 2019
  • This study aims to improve User eXperience (UX) of the diagnostic-supplement learning system for Basic academic skills which has been utilized by teachers nationwide since 2015 in order to provide a consistent and systematic support on students' basic academic skills in K-12 school contexts. To achieve the research objective, usability evaluations such as basic questionnaire about UX/UI of the system according to user types, user testing, in-depth interview, expert heuristics were conducted. In addition, user-centered system was suggested through developing and iteratively evaluating the prototypes based on the user requirements drawn from the findings of such quantitative and qualitative usability evaluations. This study has an implication in suggesting the user-friendly design through the UX/UI improvements of the diagnostic-supplement learning system for Basic academic skills.

UX Analysis based on TR and UTAUT of Sports Smart Wearable Devices

  • Seol, Suhwang;Ko, Daesun;Yeo, Insung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4162-4179
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    • 2017
  • The main purpose of this research is to investigate relationships between the significant control factors on acceptance intention to User Experience (UX) sports smart wearable devices by applying Technology Readiness (TR) and Unified Theory of Technology (UTAUT). Research survey targeted on users of golf smart devices in Seoul. A total 534 questionnaires were collected and used for testing hypotheses. Methods to analyze the data included frequency analysis, reliability analysis, confirmatory factor analysis, correlation analysis, and structural equation modeling in accordance with the purpose of the study by using SPSS and AMOS. The results are as follows; First, positive TR had a significantly positive effect on social influence, effort expectancy, facilitating conditions, perceived enjoyment, performance expectancy. Second, negative TR had a significant negative effect on performance expectancy, social influence, facilitating conditions, perceived enjoyment. Third, TR had a no significantly effect on behavioral intention. Fourth, performance expectancy, perceived enjoyment and facilitating conditions had a significantly positive effect on behavioral intention. Fifth, behavioral intention had a significantly positive effect on use behavior. Thus it became crucial to identify the difference in acceptance intention models per each products are as follows. Positive TR of golf-related mobile application users has a positive effect on both technology acceptance belief and acceptance intention, whereas negative TR has no statistically significant effect on technology acceptance belief nor acceptance intention.

Analysis of User Reviews for Webtoon Applications Using Text Mining (텍스트 마이닝을 활용한 웹툰 애플리케이션 사용자 리뷰 분석)

  • Shin, Hyorim;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.457-468
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    • 2022
  • With the rapid growth of the webtoon industry, a new model for webtoon applications has emerged. We have entered the era of webtoon application version 3.0 after ver 1.0 and ver 2.0. Despite these changes, research on user review analysis for webtoon applications is still insufficient. Therefore, this study aims to analyze user reviews for 'Kakao Webtoon (Daum Webtoon)' that presented the webtoon application 3.0 model. For analysis, 20,382 application reviews were collected and pre-processed, and TF-IDF, network analysis, topic modeling, and emotional analysis were conducted for each version. As a result, the user experience of the webtoon application for each version was analyzed and usability testing conducted.

User experience testing of mobile phone keypad and touchpad (키패드와 터치패드 휴대전화 자판의 사용성 평가)

  • Chung, Dong Hun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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    • pp.237-250
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    • 2010
  • The present paper focuses on the comparison of user experience of mobile phone keypad and touchpad. Mobile phone has recently adopted a touchpad keyboard style and it gives users advantages and disadvantages as well. This paper examined usability, usefulness, affect and attitude of those two keyboard styles and disclosed interesting outcomes. First, keypad is better than touchpad in usefulness and usability. Second, touchpad is better than keypad in affect. Finally, touchpad is better than keypad in attitude. Overall, although touchapd is evaluated as worse keyboard in usability and usefulness, test subjects favored touchpad keyboard because it is more emotional and affective. It implies new digital device including mobile phone has to get more affective appeal to the young users and emotion will be a key point in digital consumption.

A Study on UX Design for Mobile Application of Combined Services - Focused on TVing (모바일 애플리케이션 내 복합 서비스의 사용자 경험 디자인에 관한 연구 - 티빙 사례를 중심으로)

  • An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.497-508
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    • 2021
  • After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.

Traceability Number-Driven Livestock Inventory Management IoT System Utilizing Electronic Scale Access Control Technology (전자저울 접근제어 기술을 통한 이력번호 기반의 재고관리 IoT 시스템)

  • Youchan Jeon
    • Smart Media Journal
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    • v.12 no.10
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    • pp.85-92
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    • 2023
  • In December 2014, Livestock and Livestock Products Traceability Act was established, allowing consumers to receive livestock traceability information. While the Livestock Traceability System provides consumers with transparent and fair information about their food, it has brought increased workload and penalty burdens to stakeholders in the livestock industry. In this paper, we propose an IoT system for inventory management based on traceability numbers to enable sellers to conveniently provide livestock traceability information to consumers. We analyzed the protocol for managing data from electronic scales and conducted functional testing and verification on mobile devices. Furthermore, we implemented the design and system functionality, taking into account UI/UX on Android OS-based devices to synchronize and interconnect traceability and product information with electronic scales. We anticipate that the proposed approach will minimize user inconvenience and raise production efficiency in the existing market.

A Study on the EPL Education Platform Based on Embodied Cognition

  • Jihye Kim;SeungYeop Han;SunKwan Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.201-208
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    • 2024
  • This study aimed to improve the EPL education platform, Rewond (rewond.com), which was built as a prototype, into an EPL educational tool based on Embodied Cognition. In the first phase, the heuristic evaluation, five experts were selected to evaluate the subject using evaluation items that included learning principles of Embodied Cognition. Based on the evaluation results, debriefing session analysis, and consultations with co-researchers, three improvement points were identified and specific modification plans were proposed. During the beta version development phase, the co-researchers implemented an increase in coding content, provided help for each content, and added a feature that allows progression to the next learning stage upon completion of the previous one. In the final usability testing phase, the usability of the beta version was tested with ten fourth-grade elementary school students.