Dynamic adaptation method is an effective technique to enhance the usability by personalizing the soft keyboard layout using the user's key input information. In this paper, we propose a dynamic adaptation method of a keyboard by automatically extracting typos from key input information and using adjacent-typo information classified through the relationship between typos. This technique does not limit a range of adaptation to the inside of the key but extends the range to the neighbor key so that the adaptation effect can be achieved in a wide range at a high speed, thereby the proposed method improves the usability of the keyboard with a small number of inputs. The proposed method showed 25% increase in usability compared to the existing method through experiment and it was confirmed that usability improves up to 33% when used with the existing method.
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.
Jung, Hoe Jun;Kim, Kwang Myung;Jo, Sun;Ko, Young Jun
Korea Science and Art Forum
/
v.20
/
pp.409-419
/
2015
Service Design Platform which has been developing under the sponsorship of the Ministry of Knowledge Economy is aimed at facilitating service design consultancy to carry out service design projects smoothly online. In the development process in order to verify and improve the usability of the platform, heuristic evaluations by usability experts along with usability test done by user participation are required. This study was conducted for the purpose of deriving appropriate evaluation areas and detailed evaluation indices prior to carrying out the heuristic evaluation. For the study, first, the concept of the service design platform was identified and the features of its component were analyzed. Second, based on literature study of standards which are related to usability evaluation indices, usability evaluation areas and indices were analyzed. Third, in order to establish and verify evaluation areas and indices which are appropriate for the evaluation, Delphi survey was conducted and its validity was verified. Through this study, evaluation indices with 4 evaluation areas and 45 detailed items were derived. Derived evaluation indices was made in the form of checklist and will be utilized for heuristic evaluation by usability experts.
Journal of the Korea Institute of Information and Communication Engineering
/
v.23
no.11
/
pp.1391-1396
/
2019
With the recent increase in the importance of software, software education is required in elementary schools in Korea. At this point, coding education combining play and education using smart toys is widely used. One of the most widely used smart toys is a block type smart toy. In this study, usability evaluation was performed to improve user's usability for block type smart toy with smartphone application. In order to achieve the purpose of this study, a heuristic technique with experts, one of various usability evaluation techniques, was performed. As a result of the analysis, it was found that the buttons and the switch of the menu were not well distinguished, and the cause of the error was not provided to the user. The results of this study can be the basis for improving the usability of applications for smart toy in the future.
Journal of the Korean Society of Systems Engineering
/
v.20
no.spc1
/
pp.56-64
/
2024
This study aims to compare and evaluate the usability of domestic and overseas XR devices. With the recent release of 'Apple Vision Pro', interest in the XR field is increasing rapidly. XR devices are being used in various fields such as defense, medical care, education, and entertainment, but the evaluation system for evaluating usability is still insufficient. Therefore, this study aims to derive improvements in domestic equipment through comparative evaluation of usability for two HMD-type devices and one glasses-type device that are released. In order to conduct the study, 20 participants in their 20s to 30s who were interested in XR devices and had no visual sensory organ-related disabilities were evaluated by wearing VR equipment. As a quantitative evaluation, electromyography through an EMG sensor and the device and body temperature of the device through a thermal imaging camera were measured. As a qualitative evaluation, the safety of wearing, ease of wearing, comfort of wearing, and satisfaction of wearing were evaluated. As a result of comparing the usability of the devices based on the results, it was confirmed that domestic HMD-type device needs improvement in the strap part.
Objective: Physical activity can promote physical and mental well-being. University students are more sedentary recently due to the increased use of computers and other technology. The aim of this study was to investigate differences between immersive 360-degree virtual cycling (IVC) and virtual cycling with head-mounted display (VCHMD) on aerobic capacity and usability in young adults. Design: A crossover study. Methods: Twenty-five university students (13 male, 12 female) participated in this study and completed 2 separate 30 min cycling sessions, such as IVC and VCHMD. In the IVC, participants rode on a stationary cycle while watching curved TV where recorded video was played. To enhance the sense of realism, auditory stimulation was given to the headset, and the gyroscope sensor was used to track the screen as the head moved. In the VCHMD, participants rode on the stationary cycle with head-mounted display, and other conditions were the same as IVC. Participants were assessed the aerobic capacity which included gas analyzer and portable near-infrared spectroscopy, and usability which included simulator sickness questionnaire and system usability scale. Results: Aerobic capacity was significantly difference in the IVC compared with the VCHMD except for the total hemoglobin of right and left rectus femoris and muslce oxygen saturation of left rectus femoris (p<0.05). Cybersickness was less in the IVC than VCHMD and usability was high in the IVC than VCHMD (p<0.05). Conclusions: The findings suggested that IVC might be beneficial exericse to improve aerobic capacity and has lower cybersickness and higher usability than VCHMD.
Journal of Korean Society of Industrial and Systems Engineering
/
v.39
no.3
/
pp.64-70
/
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.
Yang, Xiaopeng;Yu, Hee Chul;Choi, Younggeun;Yang, Jae Do;Cho, Baik Hwan;You, Heecheon
Journal of the Ergonomics Society of Korea
/
v.36
no.1
/
pp.37-52
/
2017
Objective: The present study developed a user-centered 3D virtual liver surgery planning (VLSP) system called Dr. Liver to provide preoperative information for safe and rational surgery. Background: Preoperative 3D VLSP is needed for patients' safety in liver surgery. Existing systems either do not provide functions specialized for liver surgery planning or do not provide functions for cross-check of the accuracy of analysis results. Method: Use scenarios of Dr. Liver were developed through literature review, benchmarking, and interviews with surgeons. User interfaces of Dr. Liver with various user-friendly features (e.g., context-sensitive hotkey menu and 3D view navigation box) was designed. Novel image processing algorithms (e.g., hybrid semi-automatic algorithm for liver extraction and customized region growing algorithm for vessel extraction) were developed for accurate and efficient liver surgery planning. Usability problems of a preliminary version of Dr. Liver were identified by surgeons and system developers and then design changes were made to resolve the identified usability problems. Results: A usability testing showed that the revised version of Dr. Liver achieved a high level of satisfaction ($6.1{\pm}0.8$ out of 7) and an acceptable time efficiency ($26.7{\pm}0.9 min$) in liver surgery planning. Conclusion: Involvement of usability testing in system development process from the beginning is useful to identify potential usability problems to improve for shortening system development period and cost. Application: The development and evaluation process of Dr. Liver in this study can be referred in designing a user-centered system.
The Journal of Korean Institute for Practical Engineering Education
/
v.3
no.1
/
pp.62-68
/
2011
Usability heuristics("heuristics") are general principles for usability evaluation during user interface design. This method is commonly used by Human Computer Interaction(HCI) professionals; however, the most widely used set of heuristics which were originally created by Nielsen has not yet been found practical in the current state of Korean technologies. In our prior research, we found that some of Nielsen's heuristics are difficult for some evaluators to understand and insufficient to fully evaluate Korean applications, due to the broad-applicability of these heuristics and differences in cultural context. Therefore, in this study, professionals in computer science and related fields evaluated Nielsen's ten usability heuristics in order to gather logical bases for finding areas for improvement. The results of this study will help creating a new set of heuristics that will better valuate more recently developed applications.
Objective: The purpose of the study is to develop quantitative usability evaluation criteria for senior-friendly autonomous transportation robot. Background: The Republic of Korea has become the most rapidly aging society, and is anticipated to enter the post-aged society in 2026. To raise the quality of life of a senior with limited mobility and to reduce the burden of caregivers, many high-tech assistive products with information technologies are developed nowadays. The senior-friendly autonomous transportation robot is one person robot vehicle to move a senior to the destination for hospitals, nursing homes or silver town complex. With built-in navigation system and environmental monitoring censors, it automatically seeks the path to the destination and avoids collision to obstacles and pedestrians on the way. Due to the early stage of the product, few usability studies in this field have been done, mostly on general service robots to assist seniors, power wheelchairs and delivery robots. ISO and KS standards for the service robots are focused on safety. Method: Based on the reference usability index, the early draft of the usability evaluation questionnaires was developed. After small group tests and interviews, the experts modified the initial draft to the Usability Evaluation Criteria for Senior-Friendly Autonomous Transportation Robot (UEC-SFATR). Result: UEC-SFATR consisted of 4 subscales - Safety, Controllability, Efficiency and Satisfaction. All of the 4 subscales of UEC-SFATR were passed the reliability criteria by 4 groups of seniors, divided by gender and familiarity of smart-devices. Conclusion: UEC-SFATR covers wider area of user experiences of the SFATR and is a good measurement tool to help both the users and developers of the robot. Application: This study provides guide to the future product development and product competitiveness evaluation by quantifying user experiences for the SFATR.
본 웹사이트에 게시된 이메일 주소가 전자우편 수집 프로그램이나
그 밖의 기술적 장치를 이용하여 무단으로 수집되는 것을 거부하며,
이를 위반시 정보통신망법에 의해 형사 처벌됨을 유념하시기 바랍니다.
[게시일 2004년 10월 1일]
이용약관
제 1 장 총칙
제 1 조 (목적)
이 이용약관은 KoreaScience 홈페이지(이하 “당 사이트”)에서 제공하는 인터넷 서비스(이하 '서비스')의 가입조건 및 이용에 관한 제반 사항과 기타 필요한 사항을 구체적으로 규정함을 목적으로 합니다.
제 2 조 (용어의 정의)
① "이용자"라 함은 당 사이트에 접속하여 이 약관에 따라 당 사이트가 제공하는 서비스를 받는 회원 및 비회원을
말합니다.
② "회원"이라 함은 서비스를 이용하기 위하여 당 사이트에 개인정보를 제공하여 아이디(ID)와 비밀번호를 부여
받은 자를 말합니다.
③ "회원 아이디(ID)"라 함은 회원의 식별 및 서비스 이용을 위하여 자신이 선정한 문자 및 숫자의 조합을
말합니다.
④ "비밀번호(패스워드)"라 함은 회원이 자신의 비밀보호를 위하여 선정한 문자 및 숫자의 조합을 말합니다.
제 3 조 (이용약관의 효력 및 변경)
① 이 약관은 당 사이트에 게시하거나 기타의 방법으로 회원에게 공지함으로써 효력이 발생합니다.
② 당 사이트는 이 약관을 개정할 경우에 적용일자 및 개정사유를 명시하여 현행 약관과 함께 당 사이트의
초기화면에 그 적용일자 7일 이전부터 적용일자 전일까지 공지합니다. 다만, 회원에게 불리하게 약관내용을
변경하는 경우에는 최소한 30일 이상의 사전 유예기간을 두고 공지합니다. 이 경우 당 사이트는 개정 전
내용과 개정 후 내용을 명확하게 비교하여 이용자가 알기 쉽도록 표시합니다.
제 4 조(약관 외 준칙)
① 이 약관은 당 사이트가 제공하는 서비스에 관한 이용안내와 함께 적용됩니다.
② 이 약관에 명시되지 아니한 사항은 관계법령의 규정이 적용됩니다.
제 2 장 이용계약의 체결
제 5 조 (이용계약의 성립 등)
① 이용계약은 이용고객이 당 사이트가 정한 약관에 「동의합니다」를 선택하고, 당 사이트가 정한
온라인신청양식을 작성하여 서비스 이용을 신청한 후, 당 사이트가 이를 승낙함으로써 성립합니다.
② 제1항의 승낙은 당 사이트가 제공하는 과학기술정보검색, 맞춤정보, 서지정보 등 다른 서비스의 이용승낙을
포함합니다.
제 6 조 (회원가입)
서비스를 이용하고자 하는 고객은 당 사이트에서 정한 회원가입양식에 개인정보를 기재하여 가입을 하여야 합니다.
제 7 조 (개인정보의 보호 및 사용)
당 사이트는 관계법령이 정하는 바에 따라 회원 등록정보를 포함한 회원의 개인정보를 보호하기 위해 노력합니다. 회원 개인정보의 보호 및 사용에 대해서는 관련법령 및 당 사이트의 개인정보 보호정책이 적용됩니다.
제 8 조 (이용 신청의 승낙과 제한)
① 당 사이트는 제6조의 규정에 의한 이용신청고객에 대하여 서비스 이용을 승낙합니다.
② 당 사이트는 아래사항에 해당하는 경우에 대해서 승낙하지 아니 합니다.
- 이용계약 신청서의 내용을 허위로 기재한 경우
- 기타 규정한 제반사항을 위반하며 신청하는 경우
제 9 조 (회원 ID 부여 및 변경 등)
① 당 사이트는 이용고객에 대하여 약관에 정하는 바에 따라 자신이 선정한 회원 ID를 부여합니다.
② 회원 ID는 원칙적으로 변경이 불가하며 부득이한 사유로 인하여 변경 하고자 하는 경우에는 해당 ID를
해지하고 재가입해야 합니다.
③ 기타 회원 개인정보 관리 및 변경 등에 관한 사항은 서비스별 안내에 정하는 바에 의합니다.
제 3 장 계약 당사자의 의무
제 10 조 (KISTI의 의무)
① 당 사이트는 이용고객이 희망한 서비스 제공 개시일에 특별한 사정이 없는 한 서비스를 이용할 수 있도록
하여야 합니다.
② 당 사이트는 개인정보 보호를 위해 보안시스템을 구축하며 개인정보 보호정책을 공시하고 준수합니다.
③ 당 사이트는 회원으로부터 제기되는 의견이나 불만이 정당하다고 객관적으로 인정될 경우에는 적절한 절차를
거쳐 즉시 처리하여야 합니다. 다만, 즉시 처리가 곤란한 경우는 회원에게 그 사유와 처리일정을 통보하여야
합니다.
제 11 조 (회원의 의무)
① 이용자는 회원가입 신청 또는 회원정보 변경 시 실명으로 모든 사항을 사실에 근거하여 작성하여야 하며,
허위 또는 타인의 정보를 등록할 경우 일체의 권리를 주장할 수 없습니다.
② 당 사이트가 관계법령 및 개인정보 보호정책에 의거하여 그 책임을 지는 경우를 제외하고 회원에게 부여된
ID의 비밀번호 관리소홀, 부정사용에 의하여 발생하는 모든 결과에 대한 책임은 회원에게 있습니다.
③ 회원은 당 사이트 및 제 3자의 지적 재산권을 침해해서는 안 됩니다.
제 4 장 서비스의 이용
제 12 조 (서비스 이용 시간)
① 서비스 이용은 당 사이트의 업무상 또는 기술상 특별한 지장이 없는 한 연중무휴, 1일 24시간 운영을
원칙으로 합니다. 단, 당 사이트는 시스템 정기점검, 증설 및 교체를 위해 당 사이트가 정한 날이나 시간에
서비스를 일시 중단할 수 있으며, 예정되어 있는 작업으로 인한 서비스 일시중단은 당 사이트 홈페이지를
통해 사전에 공지합니다.
② 당 사이트는 서비스를 특정범위로 분할하여 각 범위별로 이용가능시간을 별도로 지정할 수 있습니다. 다만
이 경우 그 내용을 공지합니다.
제 13 조 (홈페이지 저작권)
① NDSL에서 제공하는 모든 저작물의 저작권은 원저작자에게 있으며, KISTI는 복제/배포/전송권을 확보하고
있습니다.
② NDSL에서 제공하는 콘텐츠를 상업적 및 기타 영리목적으로 복제/배포/전송할 경우 사전에 KISTI의 허락을
받아야 합니다.
③ NDSL에서 제공하는 콘텐츠를 보도, 비평, 교육, 연구 등을 위하여 정당한 범위 안에서 공정한 관행에
합치되게 인용할 수 있습니다.
④ NDSL에서 제공하는 콘텐츠를 무단 복제, 전송, 배포 기타 저작권법에 위반되는 방법으로 이용할 경우
저작권법 제136조에 따라 5년 이하의 징역 또는 5천만 원 이하의 벌금에 처해질 수 있습니다.
제 14 조 (유료서비스)
① 당 사이트 및 협력기관이 정한 유료서비스(원문복사 등)는 별도로 정해진 바에 따르며, 변경사항은 시행 전에
당 사이트 홈페이지를 통하여 회원에게 공지합니다.
② 유료서비스를 이용하려는 회원은 정해진 요금체계에 따라 요금을 납부해야 합니다.
제 5 장 계약 해지 및 이용 제한
제 15 조 (계약 해지)
회원이 이용계약을 해지하고자 하는 때에는 [가입해지] 메뉴를 이용해 직접 해지해야 합니다.
제 16 조 (서비스 이용제한)
① 당 사이트는 회원이 서비스 이용내용에 있어서 본 약관 제 11조 내용을 위반하거나, 다음 각 호에 해당하는
경우 서비스 이용을 제한할 수 있습니다.
- 2년 이상 서비스를 이용한 적이 없는 경우
- 기타 정상적인 서비스 운영에 방해가 될 경우
② 상기 이용제한 규정에 따라 서비스를 이용하는 회원에게 서비스 이용에 대하여 별도 공지 없이 서비스 이용의
일시정지, 이용계약 해지 할 수 있습니다.
제 17 조 (전자우편주소 수집 금지)
회원은 전자우편주소 추출기 등을 이용하여 전자우편주소를 수집 또는 제3자에게 제공할 수 없습니다.
제 6 장 손해배상 및 기타사항
제 18 조 (손해배상)
당 사이트는 무료로 제공되는 서비스와 관련하여 회원에게 어떠한 손해가 발생하더라도 당 사이트가 고의 또는 과실로 인한 손해발생을 제외하고는 이에 대하여 책임을 부담하지 아니합니다.
제 19 조 (관할 법원)
서비스 이용으로 발생한 분쟁에 대해 소송이 제기되는 경우 민사 소송법상의 관할 법원에 제기합니다.
[부 칙]
1. (시행일) 이 약관은 2016년 9월 5일부터 적용되며, 종전 약관은 본 약관으로 대체되며, 개정된 약관의 적용일 이전 가입자도 개정된 약관의 적용을 받습니다.