• 제목/요약/키워드: consistent user experience

검색결과 32건 처리시간 0.024초

Designing Coherent User Interfaces of N-Screen Services Reflecting Users' Task Knowledge

  • Park, Hwan-Su;Lee, Dong-Seok
    • 대한인간공학회지
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    • 제31권1호
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    • pp.41-48
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    • 2012
  • Objective: Companies want to expand their business by providing their services at other devices and new services based upon existing services. Therefore, they look for building brand identity by providing same experience throughout devices and services. Background: Many services are available to use at multiple devices including mobile phones, tablet, personal computers, and televisions, thanks to proliferation of n-screen and cloud technology. Method: It was discussed that consistency, which emphasizes the regularity and has been one of essential aspects of user interface design, seems not effective to be applied to n-screen services, owing to different screen size, input and output peripherals, usage environment and users' attitude. Results: A new definition of same experience among different devices and services, called coherence, was introduced and abstraction levels of user interfaces were proposed as the denominator of defining coherence. Then types of users' task knowledge at each abstraction level were discussed with examples. Conclusion: This paper concluded by discussing design requirements for designing coherent user interfaces among devices and services.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • 대한인간공학회지
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    • 제36권4호
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • 대한인간공학회지
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    • 제31권4호
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권9호
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

멀티 디바이스 환경에서 반응형 웹의 사용자 경험 (User experience of responsive web on multi-device environment)

  • 강재신;이영주
    • 디지털융복합연구
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    • 제16권11호
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    • pp.465-470
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    • 2018
  • 본 연구는 멀티 디바이스 환경에서 반응형 웹의 크기 변화에 따른 사용자 경험 향상을 위한 레이아웃을 배치 할 수 있는 방법을 알아보았다. 반응형 웹의 레이아웃 요소는 크게 콘텐츠에 따른 레이아웃 형식을 헤더, 메인 콘셉트 이미지, 그리고 메인 콘텐츠와 서브 콘텐츠, 푸터로 구분하였다. 헤더요소는 화면이 작아지면 세로 메뉴 배치보다는 드로워의 활용과 스클롤링 메뉴를 사용하는 것이 사용자 경험 향상에 도움이 된다. 메인 콘셉트 이미지는 일관성을 유지하고 시스템 폰트의 사용으로 가독성을 잃지 않아야 한다. 메인 콘텐츠와 서브 콘텐츠는 세로 스크롤이 길어지지 않도록 해 주어야 하며 그를 위해 카드 UI와 테이블 리스트 그리고 그리드 리스트를 대안으로 제시할 수 있었다. 또 그 밖에 세로 스크롤의 문제는 더 보기나 새 콘텐츠 고침 등의 사용자 선택 메뉴를 배치하는 것이 사용자 경험 향상을 위해 도움이 된다는 것을 알 수 있었다.

Compact near-eye display for firefighter's self-contained breathing apparatus

  • Ungyeon Yang
    • ETRI Journal
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    • 제45권6호
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    • pp.1046-1055
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    • 2023
  • We introduce a display for virtual-reality (VR) fire training. Firefighters prefer to wear and operate a real breathing apparatus while experiencing full visual immersion in a VR fire space. Thus, we used a thin head-mounted display (HMD) with a light field and folded optical system, aiming to both minimize the volume for integration in front of the face into a breathing apparatus and maintain adequate visibility, including a wide viewing angle and resolution similar to that of commercial displays. We developed the optical system testing modules and prototypes of the integrated breathing apparatus. Through iterative testing, the thickness of the output optical module in front of the eyes was reduced from 50 mm to 60 mm to less than 20 mm while maintaining a viewing angle of 103°. In addition, the resolution and image quality degradation of the light field in the display was mitigated. Hence, we obtained a display with a structure consistent with the needs of firefighters in the field. In future work, we will conduct user evaluation regarding fire scene reproducibility by combining immersive VR fire training and real firefighting equipment.

한복체험 놀이문화의 사용자 경험에 관한 연구 (Study on the experiential Hanbok culture and user experience)

  • 김민정;김보연
    • 디지털융복합연구
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    • 제17권2호
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    • pp.339-345
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    • 2019
  • 본 연구는 젊은 세대들이 한복에 관심을 가지고 직접 경험을 하는 한복체험이라는 새로운 문화의 사용자 경험에 대한 연구로 존 듀이(John Dewey)의 경험이론과 도널드 노먼(Donald Norman)이 정의한 사용자경험을 통해 경험의 정의를 살피고 사용자의 경험을 분석하는데 목적을 둔다. 우선적으로 인구 통계학적 특성을 알아보기 위해 일반인을 대상으로 온라인 설문조사를 진행하였고 설문 결과에 따라 주요 체험자인 20대 여성 6명을 임의로 선정하여 다양한 사용자 의견을 얻기 위해 대면 인터뷰를 진행하였다. 인터뷰 결과의 공통된 의견을 분류하였을 때 체험자들은 한복의 전통성을 인지하기 보다는 현대화된 한복의 심미성을 먼저 인지하였고 한복체험이라는 경험을 함께 공유하고자 하는 욕구로 사회성, 비일상적인 문화가 되어 버린 한복을 특별하다 인지하는 특이성과 같은 특징이 분석되었다. 또한 사용자들은 자신이 직접 겪은 경험을 특별하다 인지하기 때문에 시장성 있는 문화콘텐츠 개발을 위해서는 지속적으로 사용자들의 욕구를 분석하고 연구해야 할 것이다.

웹사이트에서 유저인터페이스디자인 레이아웃의 기능적 차이가 사용자 경험에 미치는 영향 연구 - F레이아웃과 Z레이아웃을 중심으로 - (A Study on How the Functional Difference of User Interface Design Layout Affects User Experience. - Focusing on the F-layout and Z-layout -)

  • 이문형;박일권
    • 디자인융복합연구
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    • 제14권4호
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    • pp.181-192
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    • 2015
  • 디자인 요소에서 레이아웃은 전체 정보 구조를 결정하는 중요한 요소로서 정보의 배치, 연결, 구분을 비롯해 사용자의 행동유도 및 정보 인지 등의 구조적 기능을 포함하고 있다. 최근 웹 인터페이스 디자인의 레이아웃은 전통적 Z레이아웃 개념에서 점차 F레이아웃으로 변화되다가 최근에는 Z레이아웃의 변형인 분할레이아웃 형태로 점차 변화되어가고 있다. 그러나 이런 변화 이유에 대한 객관적 근거가 부족하다고 할 수 있다. 따라서 F레이아웃과 Z레이아웃 사이에서 기능적 차이가 사용자 경험에 어떠한 영향을 미치는지에 대한 연구가 필요하다고 할 수 있다. 본 연구에서는 웹사이트의 제품설명 웹페이지를 중심으로 F레이아웃과 Z레이아웃 웹사이트에 대한 사용자 테스트를 진행하여 유형별 레이아웃이 사용자 경험에 미치는 영향을 조사하였다. 실험 결과 F레이아웃보다 Z레이아웃을 기반으로 한 분할 레이아웃에서 사용자가 느끼는 호감도가 큰 것으로 나타났다. 또한 효율성, 접근성, 몰입성 등 Z레이아웃에서 사용자의 호의적인 태도를 형성하는데 더 유리한 것으로 나타났다. 본 연구의 결과는 Z레이아웃을 기반으로 한 분할레이아웃으로 변화되어가는 웹디자인 추세와 일치하는 것으로서 사용자 평가를 통해 효과적인 웹디자인 레이아웃의 객관적인 근거를 제시하였다.

ERP 도입 전 구성원의 저항 (A Study on Users' Resistance toward ERP in the Pre-adoption Context)

  • 박재성;조용수;고준
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.77-100
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    • 2009
  • Information Systems (IS) is an essential tool for any organizations. The last decade has seen an increasing body of knowledge on IS usage. Yet, IS often fails because of its misuse or non-use. In general, decisions regarding the selection of a system, which involve the evaluation of many IS vendors and an enormous initial investment, are made not through the consensus of employees but through the top-down decision making by top managers. In situations where the selected system does not satisfy the needs of the employees, the forced use of the selected IS will only result in their resistance to it. Many organizations have been either integrating dispersed legacy systems such as archipelago or adopting a new ERP (Enterprise Resource Planning) system to enhance employee efficiency. This study examines user resistance prior to the adoption of the selected IS or ERP system. As such, this study identifies the importance of managing organizational resistance that may appear in the pre-adoption context of an integrated IS or ERP system, explores key factors influencing user resistance, and investigates how prior experience with other integrated IS or ERP systems may change the relationship between the affecting factors and user resistance. This study focuses on organizational members' resistance and the affecting factors in the pre-adoption context of an integrated IS or ERP system rather than in the context of an ERP adoption itself or ERP post-adoption. Based on prior literature, this study proposes a research model that considers six key variables, including perceived benefit, system complexity, fitness with existing tasks, attitude toward change, the psychological reactance trait, and perceived IT competence. They are considered as independent variables affecting user resistance toward an integrated IS or ERP system. This study also introduces the concept of prior experience (i.e., whether a user has prior experience with an integrated IS or ERP system) as a moderating variable to examine the impact of perceived benefit and attitude toward change in user resistance. As such, we propose eight hypotheses with respect to the model. For the empirical validation of the hypotheses, we developed relevant instruments for each research variable based on prior literature and surveyed 95 professional researchers and the administrative staff of the Korea Photonics Technology Institute (KOPTI). We examined the organizational characteristics of KOPTI, the reasons behind their adoption of an ERP system, process changes caused by the introduction of the system, and employees' resistance/attitude toward the system at the time of the introduction. The results of the multiple regression analysis suggest that, among the six variables, perceived benefit, complexity, attitude toward change, and the psychological reactance trait significantly influence user resistance. These results further suggest that top management should manage the psychological states of their employees in order to minimize their resistance to the forced IS, even in the new system pre-adoption context. In addition, the moderating variable-prior experience was found to change the strength of the relationship between attitude toward change and system resistance. That is, the effect of attitude toward change in user resistance was significantly stronger in those with prior experience than those with no prior experience. This result implies that those with prior experience should be identified and provided with some type of attitude training or change management programs to minimize their resistance to the adoption of a system. This study contributes to the IS field by providing practical implications for IS practitioners. This study identifies system resistance stimuli of users, focusing on the pre-adoption context in a forced ERP system environment. We have empirically validated the proposed research model by examining several significant factors affecting user resistance against the adoption of an ERP system. In particular, we find a clear and significant role of the moderating variable, prior ERP usage experience, in the relationship between the affecting factors and user resistance. The results of the study suggest the importance of appropriately managing the factors that affect user resistance in organizations that plan to introduce a new ERP system or integrate legacy systems. Moreover, this study offers to practitioners several specific strategies (in particular, the categorization of users by their prior usage experience) for alleviating the resistant behaviors of users in the process of the ERP adoption before a system becomes available to them. Despite the valuable contributions of this study, there are also some limitations which will be discussed in this paper to make the study more complete and consistent.

시립 도서관 애플리케이션 서비스 방안 연구 -용인시 도서관 애플리케이션을 중심으로- (An Improvement of the Public Library Application Service -Focused on the Young-In Si Library Application Service-)

  • 김다은;김승인
    • 디지털융복합연구
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    • 제15권3호
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    • pp.301-306
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    • 2017
  • 스마트폰의 대중화로 각종 애플리케이션 서비스의 수요가 증가하는 추세이고, 이용자 또한 지속해서 늘어나고 있다. 이에 반해, 학생들과 일반 시민들의 삶에 큰 영향을 미치고 있는 도서관 애플리케이션 서비스에 관한 연구는 아직 부족한 상태이다. 본 연구는 용인시 도서관 애플리케이션 서비스에 대하여 실제 사용자들 및 예비 사용자들이 어떻게 인식하고 있으며, 그 요구사항은 무엇인지 알아보았다. 연구 방법으로는 안드로이드와 아이튠즈 앱스토어에 있는 용인시 도서관 애플리케이션에 관한 실제 사용자들의 리뷰를 분석하여 사용 시 불편한 점과 개선해야 할 점을 도출하였다. 현재 애플리케이션 서비스는 직관적이나 전체적인 디자인과 아이덴티티 확립이 필요하고, 개인화가 가능한 메인 페이지가 요구된다. 향후 본 연구를 바탕으로 다른 지역의 도서관도 사용자 특성에 맞춘 구체적인 가이드라인을 제시할 수 있기를 기대한다.