• 제목/요약/키워드: usability improvement

검색결과 344건 처리시간 0.028초

Development of Fruit Harvest Basket and Assessment of its Effectiveness

  • Lim, Cheol Min;Chae, Hye Seon;Seo, Min Tae;Lee, Kyung Suk;Kim, Hyo Cher;Kim, Kyung Ran;Kim, Sung Woo
    • Journal of the Ergonomics Society of Korea
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    • 제33권5호
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    • pp.313-321
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    • 2014
  • Objective: The purpose of this study is to develop products that prevent muscular skeletal disease of farm workers, which would bring improvement for an efficient harvesting work. Background: A pretest for product development and a survey research was carried out to inspect the problems of current harvesting work procedure. The product was developed and assessed based on ideas to supplement and improve these weak points. Method: A total of twenty men were recruited to evaluate the effects of harvest baskets on the upper-limb muscle activity, working hours. For the usability evaluation, electromyogram and working hours of previous working method (disuse of harvest basket, one-hand carriage of the basket) and new working method with the usage of newly-developed harvest basket was examined. The whole anterior deltoid, biceps brachii and erector spinae on both sides, which make a total of six muscle parts, were used for this experiment. The results were analyzed using ANOVA with muscle activity (%MVC) of each three forms of work and required work time from SPSS 18.0. Results: According to the test result, all muscles did not demonstrate any statistically significant difference, with an exception of the backbone erector (right). The muscle activity of backbone erector (right) in the work method that uses the harvest basket developed in this study was detected to be approximately 23% less than that of the previous working method. Moreover, compared to the previous working method, the required work time decreased to a statistically significant degree. Conclusion: As such, the decrease in the amount of waist muscle usage at harvesting work would enable the prevention of muscular skeletal disease and stabilization of lumbar spine. Application: Which in turn would increase the effectiveness and reduce personnel expense (labor costs) while enhancing productivity with a decreased working hours.

An Accuracy Improvement Method on Acoustic Source Localization Using Ground Reflection Effect (지면반사효과를 이용한 폭발 소음원의 위치 추정 정밀도 향상법)

  • Go, Yeong-Ju;Choi, Donghun;Lee, Jaehyung;Choi, Jong-Soo;Ha, Jae-Hyoun;Na, Taeheum
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • 제26권1호
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    • pp.69-74
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    • 2016
  • A technique for improving estimation accuracy is introduced in order to locate the impact position of artillery shell during the weapon scoring test. Study on localization of impacts using acoustic measurement has been conducted and the usability of sensor array is verified with experiments. When the blast occurs above the ground in the firing range, the acoustic sensor above the ground can measure the directly propagated sound with the ground-reflected one. In this study, a method for reducing estimation error by using the reflection signal measurements based on the time difference of arrival method. Considering the reflection sound works as same as placing a virtual sensor symmetrically through the ground. This idea enables a virtual three-dimensional array configuration with a two-dimensional plane array above the ground as such. The time difference between the direct and the reflected propagations can be estimated using cepstrum analysis. Performance test has been made in the simulation experiment in the football size area.

An Experimental Study on the Applied Method for Land Suitability Assessment (토지적성평가의 운용방법에 관한 실증적 연구)

  • Kim, Woo-Hyeok;Hwang, Eui-Jin;Ryu, Ji-Hyub
    • Journal of Korean Society for Geospatial Information Science
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    • 제15권4호
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    • pp.71-79
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    • 2007
  • Land suitability assessment has been enforced by the National Land Planning and Utilization Act since 2003 to prevent urban sprawl and protect natural environment. It assesses developmental, agricultural or preservable suitability of land parcel according to such criteria as soil, location and usability by local governments. Land suitability assessment system (LSAS) has been introduced to prevent cursory development by urban sprawl and to lead a harmonious development with conservation in the non-urban area. However, with the lack of experience and knowledge various problems have been arisen in the operation of this system, raising a question for the improvement of the assessment unit of land. The purpose of this study is to investigate methods of developing land assessment as a sustainable land use management tool. In this study, land suitability assessment has been executed through geographic information systems. On the basis oh the results of analysis, practical and institutional problems are described, and technical and institutional solutions are suggested.

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A Proposal of Emotion Recognition Mobile Application to Improve Depression in Young People (청년층의 우울증 개선을 위한 감정 인식 모바일 애플리케이션 제안)

  • Park, Jaewan;Choi, Bokgiu;Lee, Sangwon;Lee, Hyunju
    • The Journal of the Korea Contents Association
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    • 제20권2호
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    • pp.594-606
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    • 2020
  • On the contrary to the steady rise of social problems about depression, only a few take care of mental health themselves due to their negative perception of psychotherapy. In this study, we propose service design and user interface design of mobile applications that introduce an automatic emotional recognition system to prevent leaving depression unattended. First, we have come up with improvements in the usability of existing apps through literature research and case analysis, and draw out Personas from surveys and in-depth interviews of young people. As an essential element of the design of the Depression Improvement Service, we recommend having three components: writing a diary to manage schedule, recognize users' emotional state through avatar management, and tracking down emotional points to improve the cognitive system. Through this proposal, we want to prevent the development of depression and help to resolve the changes in perception of depression and longitude depression on our own. Ultimately, we publicize the necessity of mental health care application design and expect to lower the personal and social costs for psychiatric care.

Implementation of Software Product-Line Variabiliy Applying Aspect-Oriented Programming (AOP를 적용한 프로덕트 라인 가변기능의 구현)

  • Heo Seung-Hyun;Choi Eun-Man
    • The KIPS Transactions:PartD
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    • 제13D권4호
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    • pp.593-602
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    • 2006
  • Software development methodology has been developed for satisfying goals of improvement in productivity and reduction in time-to-market through the reuse of software assets. The current methods that implement software product-line, one of software development methodologies, interfere massively with the core assets, which require high cost in assembly level reducing the effectiveness. In this paper, we introduce Aspect-Oriented Programming (AOP) as a method for improving assembly process in software product-line. The method that assembles core assets and variabilities is described by grammar elements such as Join point, pointcut and advice without code-change. We analyze requirements of a mini-system as an example adapting AOP and design using UML. Our study implements the variabilities, which are from design stage, using an Aspect-Oriented Programming Language, AspectJ and prove usability and practicality by implementing the proposed idea using an Aspect-Oriented Programming Language, AspectJ.

A study on User Experience of Automatic Ticket Vending Machine UI :Focused on Seoul Metro Line 9 (지하철 무인 승차권 발매기 UI 사용 경험 연구 :서울시 지하철 9호선 1회용 발매기 중심으로)

  • Hwang, Shin-Hye;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • 제15권6호
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    • pp.54-61
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    • 2015
  • The ATVM(Automatic Ticket Vending Machine) of Seoul Metropolitan is a Kiosk which is called Ticket Vending and Reload Device at the subway station. It is implemented for integrating transportation card system which is separated from a paper subway ticket and replacing ticket selling employees. However, since the automatic ticket vending machine was accepted in 2009, there has been confusion of purchasing a ticket. Therefore, it requires improvement of usability. This study, conducts a literature search. Also, the interface of ATVM is analyzed. Finally user observation proceeded at Sinnonhyeon Station of Seoul Metro line 9. The results show that selecting a destination and section fares is confusing process for user. Based on this survey the improvements of UI are proposed to expect advanced directions of the ATVM.

Investigation on the Purchasing Criteria and Discomfort of School Backpack for Adolescents (통학용 학생 가방 개선을 위한 구매기준과 착용 불만족 경험 조사)

  • Koh, Kyung-Hee;Na, Young-Joo
    • Journal of the Korean Society of Clothing and Textiles
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    • 제32권8호
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    • pp.1179-1189
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    • 2008
  • The purpose of this study is to investigate the satisfaction of the adolescents' school backpack bag and the important criteria when purchasing for developing comfort and functional backpack. The questionnaire was composed and surveyed with 245 middle school students and the data were analyzed through SPSS 13.0. Purchasing criteria were grouped into 5: practical, shop environment, comfort, aesthetic and maintenance. Satisfaction factors were function/comfort, fashion/aesthetic and durability/A.S. 50.2% of students recognized the inappropriate wearing backpack might cause the deformation of body shape. And the wrong habit of wearing bag was found to affect the body posture of students. Main symptoms caused by wearing it for long time are ‘sweating around shoulder and back' and ‘feeling stiff in shoulders and waist'. Needs arise to develop the bag which could prevent them and to educate students how to wear bags. According to the result from MDS of purchasing criteria, one axis is product vs. environment, and other is functional vs. psychological aspects. According to the result from MDS of bag satisfaction, one axis is function/durability vs. fashion/appearance, and other is gestalt quality vs. part quality. They wanted the improvement in the aspects of shape/design, material, maintenance, comfort and usability of the bags. Specially it is required that we research the adolescent customer-oriented way and develop the new materials or shapes pursuing both shoulder comfort and characteristics.

A study on user satisfaction in TUI environment (TUI 환경의 유저 사용 만족도 연구)

  • Choi, heungyeorl;Yang, seungyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제11권4호
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

Approach case design for achieve the social values (사회적 가치 실현을 위한 디자인의 접근 사례)

  • Kim, Myoung Yun
    • Smart Media Journal
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    • 제3권1호
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    • pp.46-51
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    • 2014
  • The focus of design in the contemporary point of view has changed from the improvement in production efficiency for profitability and in styling for sales promotion to human-oriented design. Human-centered design has developed into design which includes social and ethical responsibility and values. With tradition and culture as a base the principles of markets and capital are incorporated as well. Such current design is the outcome of design which honors social values represented based on culture acquired from individuals and society and the the responsibility of the designer who provides it. For the realization of social values in design, it should be considered along with the influence of design on society, this study presented the following cases: First, human-oriented design for those who are isolated, but should not be ignored; Second, cultural-oriented design which makes a contribution to local conditions; and third, usability-oriented design which replaces familiar ideas with new paradigms. This study presented the function and meaning of design in terms of purpose and the methods to solve social and human problems using design. Further studies should deal with the realization and extension of social values through design.

A Study on Development of Travel Application UI Design for Improving User Experience (사용자 경험 개선을 위한 여행 애플리케이션 UI디자인 개발에 관한 연구)

  • Lee, Ji-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • 제15권2호
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    • pp.369-374
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    • 2017
  • The object of this study is to offer domestic and overseas travel informations efficiently for domestic tourists growing far beyond 15 million even now through user centered interface more convenient and accurate. In a method of research, 100 people were surveyed after recasting of evaluation questionnaire about UI design using 5-point Likert and nominal scale and additionally, the in-depth interviews were given to 10 people who use travel application frequently. In consequence, this interview revealed where users feel convenience and difficulty and want improvement of usability, information accuracy, etc. Finally, this study has a meaning to suggest new UI prototypes and various guideline about additional UI design on the basis of surveyed parts.