• Title/Summary/Keyword: User Testing

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User Interface Design & Evaluation of Mobile Applications

  • Samrgandi, Najwa
    • International Journal of Computer Science & Network Security
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    • v.21 no.1
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    • pp.55-63
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    • 2021
  • The design functionality put forward by mapping the interactiveness of information. The presentation of such information with the user interface model indicates that the guidelines, concepts, and workflows form the deliverables and milestones for achieving a visualized design, therefore forming the right trend is significant to ensure compliance in terms of changing consideration and applying evaluation in the early stages. It is evidenced that prototype design is guided by improvement specifications, includes modes, and variables that increase improvements. The study presents five user interface testing methods. The testing methods are heuristic evaluation, perspective-based user interface testing, cognitive walkthrough, pluralistic walkthrough, and formal usability inspection. It appears that the five testing methods can be combined and matched to produce reasonable results. At last, the study presents different mobile application designs for student projects besides the evaluation of mobile application designs to consider the user needs and usability.

Design and Implementation of a Usability Testing Tool for User-oriented Design of Command-and-Control Voice User Interfaces (명령 제어 음성 인터페이스 사용자 중심 설계를 위한 사용성 평가도구의 설계 및 구현)

  • Lee, Myeong-Ji;Hong, Ki-Hyung
    • Phonetics and Speech Sciences
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    • v.3 no.2
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    • pp.79-87
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    • 2011
  • Recently, usability has become very important in voice user interface systems. In this paper, we have designed and implemented a wizard-of-oz (WOZ) usability testing tool for command-and-control voice user interfaces. We have proposed the VUIDML (Voice User Interface Design Markup Language) to design the usability test scenario of command-and-control voice interfaces in the early design stages. For highly satisfactory voice user interfaces, we have to select highly preferred voice commands and prompts. In VUIDML, we can specify possible prompt candidates. The WOZ usability testing tool can also be used to collect user-preferred voice commands and feedback from real users.

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Development of a Comprehensive Usability Testing and Analysis Framework for the Physical Interface Between Product and User

  • Lee, Won-Sup;Jung, Ki-Hyo;Lee, Hyun-Ju;Song, Hwag-Yu;Oh, Jang-Keun;You, Hee-Cheon
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.2
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    • pp.331-338
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    • 2011
  • Objective: The present study developed a comprehensive usability testing and analysis framework based on a physical interface model of product and user and applied the proposed framework to usability testing of canister-type vacuum cleaner. Background: The development of a user-centered product design is important to satisfy customers who want to use the product with ease of use and to keep the manufacturer competitive in the market. Method: The proposed testing and analysis framework consists of (1) characterization of physical product-user interface, (2) preparation and administration of usability testing questionnaire, and (3) analysis and interpretation of usability testing results. A usability evaluation of five vacuum cleaners was planned and administered based on the proposed framework and its analysis produced detailed and overall usability testing results for various aspects such as tasks, usability criteria, and design components. Results: The testing results were further utilized to identify usability problems and preferred design features of the vacuum cleaners. Conclusion: The proposed usability testing and analysis framework was found effective to identify preferred features and problems of a product design in a systematic, holistic manner. Application: The proposed framework can be of effective use for practitioners of product design and development to obtain comprehensive, quantitative usability testing information in a systematic manner.

Design and Implementation of the English Education Testing System Interface Based on VoiceXML (VoiceXML 기반 영어 교육 평가 시스템 설계 및 구현)

  • Jang, Seung Ju
    • The Journal of Korean Association of Computer Education
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    • v.8 no.6
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    • pp.75-83
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    • 2005
  • In this paper we studied English listening and speaking test part of foreign language using web and VoiceXML-based education testing system, which is irrespective of time and space. The testing system interface based on VoiceXML consists of user registration module, testing module, and testing result module. User registration module registers user's name and ID, password in user database, and when a tester calls for testing, the User listens to the telephone sound supported by vxml scenario. After that, if a tester logs in, the tester is verified, In the VoiceXML-based education testing system, the manager can reduce time and effort for gaining testing result. The tester listens to the voice by scenario supported by VoiceXML markup language using wire/wireless telephone at any time or anywhere and can improve the effect of foreign language studying by valuating in voice directly. verified. In the VoiceXML-based education testing system, the manager can reduce time and effort for gaining testing result. The tester listens to the voice by scenario supported by VoiceXML markup language using wire/wireless telephone at any time or anywhere and can improve the effect of foreign language studying by valuating in voice directly.

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Study on Developing a Monitoring System for Safe Fire Testing (안전한 탄 발사시험을 위한 모니터링 시스템 개발에 관한 연구)

  • Ki Jae-sug
    • Proceedings of the Safety Management and Science Conference
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    • 2005.05a
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    • pp.453-459
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    • 2005
  • On this research, we show some concrete examples as software design, 2D/3D display, graph display, and gage display to develop a data monitoring system for real time safe fire testing. Developed software which is simulation software for live fire testing, has been designed to display informations about whole test status in a live fire testing, and with this, user can control a live fire testing under the safe environment. Beside, we increase a security by using a authority of user to access on this software. and we develop it based on module designed to apply a requirement of user later on.

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Study on Developing a Monitoring System for Safe Fire Testing (안전한 탄 발사시험을 위한 모니터링 시스템 개발에 관한 연구)

  • Ki Jae Sug
    • Journal of the Korea Safety Management & Science
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    • v.7 no.2
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    • pp.65-72
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    • 2005
  • On this research, we show some concrete examples as software design, 2D/3D display, graph display, and gage display to develop a data monitoring system for real time safe fire testing. Developed software which is simulation software for live fire testing, has been designed to display informations about whole test status in a live fire testing, and with this, user can control a live fire testing under the safe environment. Beside, we increase a security by using a authority of user to access on this software. and we develop it based on module designed to apply a requirement of user later on.

A Use of Extended Use Cases and Hierarchical State-Based Testing Methods for the Testing of Object-Oriented Information Systems (객체지향 정보시스템의 테스팅을 위한 확장된 유스케이스의 사용과 계층적 상태 기반 테스팅 방법)

  • 박광호
    • The Journal of Information Technology and Database
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    • v.6 no.2
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    • pp.29-43
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    • 1999
  • Object-oriented development methodologies require consistent and seamless object-oriented paradigm to be applied from analysis to testing. Testing must focuses on the state of aggregated objects. This paper suggests testing methods that satisfy such requirements. In order to confirm appropriate implementation of the user requirements, the methods apply extended use case[Jacobson et al., 1992] that are prepared form analysis stage. Testing must be performed based on the use cases because the user requirements are formally documented in the use cases. The notations of the original use case are modified for the state-based testings. The testing methods consist of a unit testing and four-level of integration testing. Particularly, the level 0 testing is based on FREE state machine [Binder, 1995, 1996]. The testing methods have been applied to 3 projects and proved their practicability.

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A case study of a testing duties of on-line games (온라인게임 테스트 직무에 관한 사례 연구)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.435-443
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    • 2012
  • Online game has been made of total products which user was given the experimental properties of a variety such as fun and the total of hardware and software products. Through this processes, The company earned a profitable benefits, in addition to the user was given satisfactory service. In this sense the parts of the game production process, the service earlier in the game testing a variety of ways needs to the user through the game as a condition for providing the content can be. Contact a professional game testing job is done systematically through the game's completion of a game developed by companies to see that service to complement previous significant. In this study, search for independent testing cases and the systematical cases as experts needs a range of the testing services.

The effects of the usability of products on user's emotions - with emphasis on suggestion of methods for measuring user's emotions expressed while using a product -

  • Jeong, Sang-Hoon
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.5-16
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    • 2007
  • The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes through three methods. Finally, we extracted 88 emotional words for measuring user's emotions expressed while using products. And we categorized the 88 words to form 6 groups by using factor analysis. The 6 categories that were extracted as a result of this study were found to be user's representative emotions expressed while using products. It is expected that emotional words and user's representative emotions extracted in this study will be used as subjective evaluation data that is required to measure user's emotional changes while using a product. Also, we proposed the effective methods for measuring user's emotion expressed while using a product in the environment which is natural and accessible for the field of design, by using the emotion mouse and the Eyegaze. An examinee performs several tasks with the emotion mouse through the mobile phone simulator on the computer monitor connected to the Eyegaze. While testing, the emotion mouse senses user's EDA and PPG and transmits the data to the computer. In addition, the Eyegaze can observe the change of pupil size. And a video camera records user's facial expression while testing. After each testing, a subjective evaluation on the emotional changes expressed by the user is performed by the user him/herself using the emotional words extracted from the above study. We aim to evaluate the satisfaction level of usability of the product and compare it with the actual experiment results. Through continuous studies based on these researches, we hope to supply a basic framework for the development of interface with consideration to the user's emotions.

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The development of wed-based remote card sorting tool for information architecture design (인포메이션 아키텍처 설계를 위한 웹 기반 원격 카드소팅 도구의 개발)

  • 정상훈;오기태;이건표;서종환
    • Archives of design research
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    • v.17 no.2
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    • pp.221-230
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    • 2004
  • Existing usability testing method, particularly lab-based usability testing, has been widely implemented for development of user interface. However, the method has critical disadvantages such as high cost, time and effort, unnatural testing environment, and lack of user's direct participation in information architecture. With these backgrounds, this paper aims to develop the web-based participatory tool with particular focus on card sorting. Our tool was developed for allowing user to participate in card sorting with his own computer through web. All the data generated while user is participating in the test are automatically sent to the server, which makes it very easy to collect card sorting data. Users can drag cards of interface elements directly and build the interface structure in their own from their computer-screen so that they can represent their mental models on interface structure of testing website. These functions of our tool can help designers to implement card sorting without tedious and time consuming procedures and improve the method of usability testing by reinforcing user's active participation in building an information architecture.

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