• 제목/요약/키워드: Usability Performance

검색결과 533건 처리시간 0.019초

사용편의성 모델수립을 위한 제품 설계 변수의 선별방법 : 유전자 알고리즘 접근방법 (A Method for Screening Product Design Variables for Building A Usability Model : Genetic Algorithm Approach)

  • 양희철;한성호
    • 대한인간공학회지
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    • 제20권1호
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    • pp.45-62
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    • 2001
  • This study suggests a genetic algorithm-based partial least squares (GA-based PLS) method to select the design variables for building a usability model. The GA-based PLS uses a genetic algorithm to minimize the root-mean-squared error of a partial least square regression model. A multiple linear regression method is applied to build a usability model that contains the variables seleded by the GA-based PLS. The performance of the usability model turned out to be generally better than that of the previous usability models using other variable selection methods such as expert rating, principal component analysis, cluster analysis, and partial least squares. Furthermore, the model performance was drastically improved by supplementing the category type variables selected by the GA-based PLS in the usability model. It is recommended that the GA-based PLS be applied to the variable selection for developing a usability model.

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지식 프로세스와 지식관리시스템의 성과 (The Knowledge Process and Performance of Knowledge Management Systems)

  • 강인원;이건창;이상재
    • 지식경영연구
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    • 제9권3호
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    • pp.43-57
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    • 2008
  • This study examines the impact of knowledge processes (KP) on the performance of knowledge management systems (KMS). It posits that task needs and available functionality of technology existing in an organization could influence the usability of KP and the KMS performance. A firm-level structural model was developed based on data collected from corporate KM users. Survey-based research was carried out to test this model. Following questionnaire development, validation, and pretest with a pilot study, data were collected from 886 knowledge management (KM) users including directors, managers, and workers in a South Korea-based company, Korea Asset Management Corporation (KAMCO), to measure the task needs and available functionality of technology to improve the KMS performance. Results show that the matching between the two factors-technology and task-had a significant influence on the usability of KP and the KMS performance, and a better usability of KP has positive impact on the KMS performance. Implications on KM practices and KMS designs are also discussed.

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UML-ITS Usability Evaluation of Intelligent Tutoring System

  • Sehrish Abrejo;Amber Baig;Mutee U Rahman;Adnan Asghar Ali
    • International Journal of Computer Science & Network Security
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    • 제23권3호
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    • pp.123-129
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    • 2023
  • The most effective tutoring method is one-on-one, face-to-face in-person human tutoring. However, due to the limited availability of human tutors, computer-based alternatives have been developed. These software based alternatives are called Intelligent Tutoring Systems (ITS) which are used to tutor students in different domains. Although ITS performance is inferior to that of human teachers, the field is growing and has recently become very popular. User interfaces play key role in usability perspective of ITS. Even though ITS research has advanced, the majority of the work has concentrated on learning sciences while mostly disregarding user interfaces. Because of this, the present ITS includes effective learning modules but a less effective interface design. Usability is one approach to gauge a software's performance, while "ease of use" is one way to assess a software's quality. This paper measures the usability effectiveness of an ITS which is designed to teach Object-Oriented (OO) analysis and design concepts using Unified Modeling Language (UML). Computer Supported Usability Questionnaire (CSUQ) survey was conducted for usability evaluation of UML-ITS. According to participants' responses to the system's usability survey, all responses lie between 1 to 3 scale points which indicate that the participants were satisfied and comfortable with most of the system's interface features.

지각된 시스템과, 정보, 서비스 품질이 사용자별 스마트폰 애플리케이션 이용성과에 미치는 영향 (The Effects of the Perceived Qualities of Systems, Information, and Service on Individual Performance in a Smartphone Application Context)

  • 정원진;김태환
    • 통상정보연구
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    • 제18권1호
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    • pp.209-233
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    • 2016
  • 최근 스마트폰을 포함한 각종 모바일 기기들은 여러 분야에서 전통적 개인용 컴퓨터를 차츰 대체해 나가고 있으며, 컴퓨터와 인터넷에 이은 새로운 컴퓨팅 패러다임을 구축해 나가고 있다. 그러나 PC와 다른 사용 환경과 모바일 기기의 하드웨어적 특성으로 인해 스마트폰 애플리케이션의 시스템, 정보, 서비스의 품질은 애플리케이션의 이용성(Usability)과 애플리케이션 이용을 통하여 얻을 수 있는 사용자의 개인적 성과(Performance)에 많은 영향을 미칠 것으로 예상된다. 이에 본 연구는 스마트폰의 물리적, 환경적 사용 여건에서 스마트폰 애플리케이션의 시스템, 정보, 서비스 품질이 애플리케이션의 이용성을 매개로 애플리케이션을 통한 사용자마다의 개인별 이용성과에 미치는 영향을 실증적으로 살펴 보았다. 최근의 애플리케이션 이용자를 대상으로 설문조사를 실시하였고 구조방정식을 통하여 자료를 분석하였다. 분석 결과 본 연구는 스마트폰 애플리케이션의 시스템, 정보, 서비스 품질이 애플리케이션의 지각된 이용성을 매개로 사용자의 애플리케이션 이용성과에 통계적으로 유의한 영향을 미치고 있음을 확인할 수 있었다.

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RELATIONSHIP BETWEEN USABILITY AND SUBJECTIVE PREFERENCE: CROSS-CULTURAL STUDY BETWEEN KOREA AND JAPAN

  • Lee, Kun-Pyo
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
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    • pp.104-108
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    • 2000
  • The paper sets the goal as understanding relationship between usability and subjective preference with the cross- cultural comparison between korea and Japan. Total 42 Korean and japanese housewives participated in the experiment where subjects evaluated their subjective preferences on 16 different variations of computer-simulated microwave ovens. In additions, subjects also performed usability testing over 9 different microwave ovens with 6 different tasks given to users. Subjective preferences and usability were analyzed by Conjoint analysis to identify relative importance of features. The results showed that, in case of Korean subjects, subjective preference has positive relationship with usability (i.e. aesthetically good product also showed better performance in usability testing).However, Japanese subjects showed the tendency that subjectively preferred products are not necessarily evaluated good in usability testing (i.e. god aesthetic is one thing and high usability is another). this difference leads the speculation that culture plays a role in balancing the relationship between aesthetic and functionality.

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사용편의성 평가 기술 개발 (Development of a usability evaluation method)

  • 홍상우;한성호;윤명환;곽지영
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1997년도 추계학술대회논문집
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    • pp.366-371
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    • 1997
  • Although the concept of usability has been well defined in the software usability engineering area, it is not appropriate to apply the same concept directly to the consumer electronic products. A new concept of usability appropriate for evaluating consumer electronic consumer electronic products was suggested in this study. It is characterized by integrating both the performance and the impression factors. Based on the concept developed, a systematic and integrated methodology for usability evaluation was proposed. The methodology contains four major steps; the development of the measurement methods for evaluating usability attributes, the development of the analysis techniques for the human interface elements, the development of the evaluation method for the usability of human interface elements, and the development of the usability model. The results of this study can be applied to evaluate the usability of various electonic products in a systematic and efficent manner.

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Usability Evaluation of Touch Keyboard in Smart Watch Environment

  • Oh, Euitaek;Choi, Jinhae;Cho, Minhaeng;Hong, Jiyoung
    • 대한인간공학회지
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    • 제35권6호
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    • pp.569-580
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    • 2016
  • Objective: This study aims to identify the most effective keyboard layout in the area of performance for securing usability in a smart watch-using environment and to verify the usability of touch keyboard calibrated by hand. Background: It is necessary to understand the environmental characteristics in using the smart watch and to secure the usability of touch keyboard based on this understanding in order to take account of the users who use the touch screen in the extreme input conditions caused by the small screen of a smart watch. Method: 30 participants in this study were required to input characters using the QWERTY keyboard and 3x4 keypad (Naratgul, Chunjiin), which were familiar with them, in order to grasp the keyboard layout suitable in the smart watch- using environment; the performance (error rate, performance time) of this case was measured. In addition, 30 participants in this study were required to input the characters setting the QWERTY keyboard with calibrated touch area and the one with uncalibrated touch area, based on the characteristics of touch behavior, by finger typing the keyboard, with the performance (error rate and performance time) of this case measured. Results: QWERTY keyboard (93.3sec) is found to be 31.2% faster than Naratgul keyboard, a kind of 3x4 keypad, and 43.6% faster than Chunjiin keyboard, in the area of efficiency, in the results of the usability evaluation regarding the keyboard layout. QWERTY keyboard with calibrated touch area (7.5%) is found to be 23.5% improved compared to the QWERTY keyboard with uncalibrated touch area (9.8%) in the area of accuracy (error rate). The results of the usability evaluation regarding the QWERTY keyboard with touch area calibrated by finger typing the keyboard and QWERTY keyboard with calibrated touch area (80.7sec) is found to be 5.7% improved compared to QWERTY keyboard with uncalibrated touch area (85.6sec) in the area of efficiency (performance time). Conclusion: QWERTY keyboard is found to have an effective layout in the area of efficiency in the smart watch-using environment, and its improved usability is verified in the areas of accuracy and efficiency in the QWERTY keyboard with a touch area calibrated by finger typing the keyboard. Application: The results of this study may be used to set up the basic touch keyboard of the smart watch. The input usability is expected to secure the smart watch-using environment, which is an extreme input condition by applying QWERTY keyboard with touch area calibrated by finger typing the keyboard.

Performance Model을 이용한 무기체계 운용화면 GUI 사용성 평가 및 개선에 대한 연구 (A Study of Usability Evaluation and Improvement of Weapon System Display GUI Using Performance Model)

  • 전동주;이승률;최영원;이혜원;김두정
    • 산업경영시스템학회지
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    • 제39권3호
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    • pp.64-70
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    • 2016
  • The recent development of modern weapon system by SOS (System of System) has required users to have more exact decision making. It is possible to achieve the control of complex weapon system more efficiently and effectively by increasing usability. Accordingly, many studies on graphical display have been conducted for several years in the field of HCI (Human Computer Interaction) and GUI (Graphic User Interface), starting from its design stage. Therefore, this paper focuses on evaluating the system GUI usability and analyzing several important points based on performance model, which is a tool for the evaluation and the improvement of service quality. Performance Model, the main focus of this study, reflects user expectations (which is defined as user importance in this paper). The study consists of four steps. First, 34 checklists are drawn from the existing studies related to GUI usability evaluation by using a heuristic method, and then the checklists are matched with 11 weapon system design factors. Next, the study evaluates the importance of GUI element and the usability of weapon system "A" with the checklists twice respectively. Third, the performance of user importance ($P_i$) and the performance of usability ($P_u$) are calculated by modifying a numerical formula for normalization in this step. Finally, the study compares the approach it takes and the existing usability evaluation method, demonstrating that there is a significant difference between the two methods as a result. In addition, 4 improvement factors are suggested for weapon system "A" as "Shortcut" and "Description of Abbreviation," and so on. Although it is necessary to conduct more studies for higher reliability and validity of the results, this study is meaningful considering it takes a new point of view.

성능, 사용성, 환경성 평가를 통한 소형온풍기 설계안 개발 사례 (A Case Study of Eco-Design for a Small-Size Electric Heater by Performance, Usability, and Life-Cycle Assessments)

  • 이백희;유희천
    • 대한산업공학회지
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    • 제40권2호
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    • pp.223-232
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    • 2014
  • Life-cycle assessment (LCA) is often employed to quantify the environmental impact of a product in a comprehensive manner. The aspects of performance and usability as well as that of eco-friendliness should be considered in an integrated manner for the market competitiveness of an eco-friendly product. The present study developed a product improvement plan for an eco-friendly electric heater by benchmarking two small-size electric heaters (companies 'H' and 'T') in terms of performance, usability, and eco-friendliness. The performance measurements such as temperature, humidity, wind speed, noise, and power consumption were collected while the two heaters were operated in a laboratory setting. Then, the usability evaluations such as aesthetics, operation satisfaction, performance satisfaction, and overall satisfaction were surveyed for the two heaters using a 5-point scale (1 for very unsatisfied and 5 for very satisfied). Lastly, the LCA analysis was conducted by following the six-step process of eco-friendly product design provided by KEITI. The analysis results of the two products being integrated with the aspects of product, service, and user, four design improvement directions such as eco-efficient, smart, modularized, and user-support were recommended for an eco-friendly electric heater. These proposed concepts would be useful to develop an eco-friendly electric heater design with a high level of market competitiveness.

Usability 중심의 웹사이트 평가 프레임워크 개발 (Website Evaluation Framework Development Using Usability)

  • 이수열;박종현;윤명환
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 추계학술대회 논문집
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    • pp.1221-1222
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    • 2003
  • 본 연구는 Usability 중심의 웹사이트 평가를 위한 프레임워크 모델의 구축을 목표로 한다. 이를 위해 기존에 구축된 웹사이트 평가 방법론을 분석하여 평가 요소 별 중요도를 설정하였다. 비교 분석을 통해 나온 문제점들을 기초로 웹사이트평가를 위한 평가요인(Critical Factor)을 선정하여 새로운 프레임워크 모델 $C^3$ISP(Contents, Community, Commerce, Interface, Security, Performance)를 제시하였다. 향후 연구과제로는 프레임워크의 유용성을 분석하기 위한 Running Test를 실시한다.

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