• Title/Summary/Keyword: Usability.

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A Usability Study On Museum Installations Emphasizing Interaction Design for User Experience (사용자 경험 증진을 위한 과학관 전시물의 사용성 평가)

  • Cho, Myung Eun;Choi, Han Hee;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.302-310
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    • 2013
  • Many museums have recently employed digital technologies in exhibition installations to provide visitors with interactive experiences with the installations, not just audiences. However, most of them have focused on the adoption of new prototypes or technologies, not considering user experiences of those systems carefully. This study developed an evaluation tool for usability of the tangible user interfaces and conducted a usability study on museum installations emphasizing user interaction and experience. The evaluation tool is composed of 5 features of tangible user interfaces such as tangible, interaction, convenience, representation, spatial interaction and social interaction, and 24 items. The museum we investigated is the Gwacheon National Science Museum, where 8 installations, classified 4 categories, were selected for the usability study. We recruited 6 undergraduate students, who were divided into 2 teams, each team having 3 students. Three students in a team manipulated and experience each installation together and reported their evaluation score through the questionnaire and interviews. The results showed that the score of the usability for the category 3, which requires students to move their bodies for the interaction, is the highest one because it features with spatial interaction. Students expressed much interest in the category 4, which utilizes users' other senses, however, the score of the usability is the lowest because the interaction is temporary and repetitive. Most installations are well designed in terms of control constraints, legibility, lower thresholds, participation encouragement, and open to the public, but pooly designed in terms of multiple access points, configurability, accurate movement, ambient media, and full-body interaction.

Usability Testing of OpenCourseWare(OCW) - Focusing on Students with Visual and Hearing Impairments - (오픈코스웨어(OCW)에 대한 장애학생 사용성 평가 - 시각 및 청각장애 대학생을 중심으로 -)

  • Son, Jiyoung;Yeom, Myungsook
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.43-50
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    • 2016
  • The purpose of the study is to identify the usability of OpenCouresWare(OCW) from the perspective of students with visual and hearing impairments. Twelve college students with disabilities(8 visual and 4 hearing impairment) implemented usability testing. Two modules in both edX and KOCW were selected for testing. Students with disabilities implemented usability testing and then each individual case was analyzed through quantitative and qualitative methods. As results, the degree of general usability in both edX and KOCW indicated an average level and the degree of accessibility in edX module was evaluated higher than KOCW. Specifically, the module of edX was rated highly by students with hearing impairments and the usability level of KOCW module was highly appreciated by blind students.

The Usability Evaluation of Mobile Phone Interfaces Designed for the Elderly (고령자의 휴대전화기 사용성 평가에 관한 연구)

  • Choi, Ji-Ho;Lee, Seong-Il;Cho, Joo-Eun
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.265-273
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    • 2011
  • Objective: The aim of this study is to investigate the attributing factors influencing usability of the mobile phones specifically designed for the elderly users. Efforts to identify factors that cause usability problems for the elderly users in using mobile phones can provide the groundwork for changes aimed at usability enhancement and design of interfaces of mobile phones. Background: It became important to understand the behaviors and tendencies of the elderly in communication as the society became older. The problems in digital divide is contributed to mainly lack of understanding in terms of the use pattern of the elderly and lack of consideration of their characteristics in designing user interfaces of most ICT devices. Method: A total of 30 elderly users who were over 65 years in age participated in usability evaluation test experiment and performed seven different tasks using a widely accepted model of universally designed mobile phone. Their performance was compared with that of contrast group that consisted of 10 younger participants who were on their 20s. Results: It was found that the elderly users had hard times in using mobile phones, especially in keypad manipulation among search, understanding, and manipulation subtasks. Conclusion: Older users seemed to have difficulty in all the subtasks of search, recognition, and manipulation. It was suggested that designers of mobile phones need to give careful consideration into designing visual interfaces for search tasks and keypads for easier control and input for the elderly users. Application: The study is expected to provide guidelines for the universal design of mobile phones and their interfaces for enhancing usability of the mobile phone for elderly users.

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

  • Jung, Wonjin;Kim, Taehwan
    • International Commerce and Information Review
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    • v.18 no.1
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    • pp.209-233
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    • 2016
  • Today's mobile devices including smartphones are gradually taking a prominent position in many areas as portable multimedia computers and establishing a new computing paradigm. Nevertheless, it would not be easy for smartphone applications to provide users with a high level of usability under the current environment due to the physical hardware characteristics of each smartphone, which are expected to have a negative impact on the qualities of system, information, and service that smartphone applications provide. Thus, this study examined: 1) the effects of the perceived qualities of system, information, and service of smartphone applications on the perceived usability of the applications, and 2) the effect of the usability on users' individual performance with the given application. A survey was conducted and structural equation modeling (SEM) was used to analyze the data. This study found that there are significant effects of the perceived qualities of system, information, and service of smartphone applications on the perceived usability of the applications. In addition, this study also found a significant effect of the usability of samrtphone applications on the individual performance with the application.

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Evaluating Usability of Mobile Applications for Smart Logistics (스마트 물류를 위한 모바일 애플리케이션의 사용성 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.10-21
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    • 2019
  • With the 4th industrial revolution, the traditional logistics is shifting to the smart logistics, and it has led to rapid growth of logistics startup companies to support smart logistics. They build their mobile applications and customize their services in the areas of freight transport, parcel delivery services, freight tracking, on-demand logistics, transport intermediary platforms, online-to-offline business, and last mile delivery. In order for logistics startup to be successful, it should lead to sales and profit through customer satisfaction and continuous use by developing highly usable mobile applications. The evaluation of usability of mobile application should use different evaluation criteria from Web based applications because of the inherent characteristics of mobile phone. The purpose of this study is to evaluate the usability of the mobile application provided by the logistics startup and to draw out implications and improvement plans. Through the literature review, we will review the concept of smart logistics. Thus we derive the usability criteria suitable for mobile applications and perform usability testing.

Evaluation of Mobile App Usability of Logistics in Life Startups (생활물류 스타트업의 모바일 앱 사용성 평가)

  • Byun, Dae-Ho;Chung, Dong-Seop
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.35-48
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    • 2021
  • With the advent of the Fourth Industrial Revolution, startups are leading the proliferation of logistics in life services in countries across the world. Logistics in life startups aim to differentiate themselves for traditional logistics companies by offering customized services that penetrate niche logistics market and enhance customer convenience and satisfaction. Through the development of mobile applications(apps) and platform a variety of life-enhancing services are becoming increasingly available to customers, such as on-demand, online-to-offline, convenience, reverse logistics, as well as last-mile delivery. In particular, logistics in life services are expanding into areas that include food delivery, home moving, cargo transport, laundry delivery, car washing, and car repair. In order for the logistics in life startups to succeed, they needs to offer highly usable apps to increase customer satisfaction and loyalty. Due to the nature of mobile phones, different evaluation criteria than those for websits should be used to determine the usability of apps. The purpose of this study is to evaluate the usability of representative Korean logistics in life apps through usability testing, discuss implications and offer improvement recommendations. Finally, the best Korean logistics app is compared with a top ranked app on Google Play for benchmarking purposes.

A Study on The Usability Evaluation Based on Text Analysis for The Development of Comfort-Shoes for Middle-Aged

  • KIM, Ji Ho;YOON, Sang Hoon;KWON, Ki Hyun;SEO, Jeong Kwon;HAN, Seung Jin
    • Journal of Sport and Applied Science
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    • v.3 no.2
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    • pp.17-27
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    • 2019
  • Purpose: This study is to conduct usability evaluations from the perspective of developing comfort-shoes for the middle-aged and elderly to identify key factors and derive implications for optimal comfort-shoes production. Research design, data, and methodology: A total of 10 middle-aged and elderly women in their 50s and 60s were selected as eligible for the rescue. For data collection, the study was conducted in a Gang Survey, where pre-explanations, shoes test, and interviews were conducted. The collected data were analyzed in a total of four stages. In step 1, the contents obtained through interviews with the subjects were recorded in text, organized and analyzed systematically, and in step 2, unnecessary vocabulary, sentences, and overlapping opinions were eliminated. In step 3, we classified areas around key functions and carried out categorization tasks. Finally, in Step 4, the results and implications of the study were derived by classifying each usability evaluation shoe as positive and negative text around categorized data. Results: There are a total of seven factors for comfort-shoes usability evaluation, which are categorized as cushion, fitting, stability, flexibility, lightweight, comfort, and pressure. Positive/negative factors for the derived usability evaluation factors were shown in the form of a positive-centered, negative-centered, and positive-mixed mix for each of the four products. Positive-focused products are VA products, which are seven times more positive than negative factors. Negative-centered products are CL and SA products, which are five times more negative than positive factors. Positive mixing was a CA product with a ratio of 1:1. Text-based usability evaluations allow us to proceed with analysis based on more scientific data rather than simply listening to opinions and judging by comments. Conclusions: The study discussed implications of developing comfort-shoes for middle-aged consumers and future directions were discussed.

Convergence Study on Usability of Music Streaming App UX Design (음악 스트리밍 앱 UX디자인의 사용성에 대한 연구 -멜론, 유튜브 뮤직, 지니, FLO앱을 중심으로)

  • Chun, Seung-Jae;Park, Jin-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.135-146
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    • 2021
  • In this study, in order to provide an app with improved usability to users in the trend of gradually increasing the number of users of music streaming services, usability tests were conducted by conducting interviews before and after the execution of the screen test technique and the performance measurement method and contextual. Usability test was conducted using the Inquiry method. Usability tests were conducted by one user each from their teens to their 50s, and were conducted on Melon, YouTube Music, Genie, and FLO apps with many service users. As a result of the usability test, the icon does not sufficiently represent the function and is not recognized as an interactive button, which is overlooked by the user, the problem that the user does not recognize due to lack of visual effect when the function is activated, The problem was derived. In this regard, suggestions for improving the user screen, such as intuitively changing the icon for each app, adding a visual effect of the screen when the function is activated, and adjusting the position so that the function has continuity, were presented along with the visual data.

Elicitation of User-Centered Usability Attributes and Comparison of Attributes between User Group and Developer Group: Focus on Mobile Trading System (사용자 중심의 사용성 속성 도출과 사용자 그룹과 개발자 그룹 간의 속성 비교: 모바일 트레이딩 시스템 중심)

  • Lee, Woon-Kyo;Kim, Ja-Hee
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.53-79
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    • 2021
  • With the revitalization of non-face-to-face transactions, the difference between the size of branches and transaction costs among securities firms has decreased, and the importance of the stock trading system has increased. In particular, the mobile trading system has become more important due to the increase in the proportion of transactions in the mobile trading system, which is widely used by individual investors, and the increase in the number of individual investors after COVID-19. However, user-centered usability studies are insufficient as usability studies on mobile trading systems are conducted through literature surveys or survey methods. Therefore, in this study, a repertory grid technique that finds user's empirical perception was used to find out user-centered usability attributes. The usability attributes of the mobile trading system from the user's point of view were elicited, and the difference in the usability attributes in terms of frequency and importance between the user group and the developer group was identified.

Usability Analysis of Public Libraries' Metaverse Platform (메타버스 내 공공도서관 사용성 분석)

  • JungJo Na;Soyeon Park
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.275-294
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    • 2023
  • This study aims to analyze usability of public libraries' metaverse platform. This study also examines factors that affect usability and immersion of metaverse platform of Gangbuk culture information library, Hanbat library in Daejeon, and Mapo Central library. In order to conduct this study, 60 college students participated in online survey and experiment. There was a statistically significant positive relationship between learnability and usability, and between GUI and immersion in every library. Learnability and usability of Gangbuk culture information library were statistically significantly higher than other libraries. On the other hand, GUI score and immersion of Hanbat library was significantly higher than other libraries. However, given that there were few users connected to metaverse platform, there was no significant difference in interactivity among libraries. This study examines characteristics (including strengths and weaknesses) of metaverse platform of each library. It is expected that the results of this study could contribute to the improvement of usability of public library's metaverse platform.