• Title/Summary/Keyword: usability improvement

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Development and Usability Evaluation of A Virtual Reality-Based Vestibular Rehabilitation System for Balance Enhancement (균형감각 증진용 가상현실 기반 전정재활 시스템 개발 및 사용성 평가 )

  • Geun-Hong Park;Hyun-Min Lee
    • Journal of the Korean Society of Physical Medicine
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    • v.18 no.4
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    • pp.155-162
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    • 2023
  • PURPOSE: The primary objective of this study was to develop a virtual reality-based vestibular rehabilitation system to enhance balance perception, target rehabilitation specialists, and evaluate its usability. A key goal was establishing a system refinement strategy based on the collected data. METHODS: We conducted a study involving ten adults aged 10 to 29 in Gwangju Metropolitan City to evaluate the usability of a virtual reality-based vestibular rehabilitation system to enhance balance perception. After introducing the product and explaining its use to the participants, balance assessments and training were conducted using computerized dynamic posturography (CDP) (also called the test of balance [TOB]). Subsequently, participants were given a questionnaire to evaluate subjective stability, operability, and satisfaction. Frequency analysis was utilized to determine the frequency of the variable values of the measurement items in the survey for descriptive statistics. RESULTS: We found that the average usability score was 2.587. When broken down by category, stability received an average rating of 2.725, operability scored an average of 2.783, and satisfaction averaged 2.454. These findings suggest that most participants experienced positive sentiments and considerable satisfaction. CONCLUSION: The study successfully developed a virtual reality-based vestibular rehabilitation system, which was an improvement over the previous model and addressed its shortcomings. The results show that users with vestibular impairments are satisfied and more engaged with this system, indicating that additional studies are warranted.

Evaluating the Usability of Medical Body Wrap in Whole Body Bone Scan (전신 뼈 검사에서 의료용 신체 고정구의 유용성 평가)

  • Dong-Oh Shim;Woo-Young Jung;Jae-Kwang Ryu;Cheol-Hong Park;Yoon-Jae Kim
    • The Korean Journal of Nuclear Medicine Technology
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    • v.28 no.1
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    • pp.49-56
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    • 2024
  • Purpose: When performing nuclear medicine examinations, body wraps or plastic supports are used to support and immobilize the patient's upper extremities to prevent patient safety accidents. However, the existing plastic supports compromised patient and staff safety, including finger entrapment and falls. Moreover, the body wrap provided by manufacturers compromised image quality such as upper extremities cutoff during whole body bone scan. Therefore, a new design of body wrap was developed to improve the issue, and this study aims to evaluate the usability of this medical body wrap. Materials and Methods: To evaluate the usability of the newly designed medical body wrap, a quality assessment of whole body bone scan images and a user satisfaction survey were conducted. Adult patients (male:female=129:152, age: 60.3±12.4 years, BMI: 24.0±4.2) aged 16 years or older who underwent a whole body bone scan during two periods: June to July 2022 (before improvement, n=139) and June to July 2023 (after improvement, n=142) were randomly selected for image quality evaluation. Five radiotechnologists visually evaluated the posterior view of the whole body bone image, including the left and right elbow (2 points), arm (2 points), whether the hand is extended (2 points), whether the hand is included (2 points), and the number of visible fingers (10 points), with a total of 18 points, which were converted to 100 points and analyzed for difference before and after improvement using an independent sample t-test. The user satisfaction questionnaire was evaluated using a 5-point Likert scale among 16 radiotechnologists from three general hospitals who experienced the new body wrap. Results: The image quality assessment was 82.0±13.8 before the improvement and 89.3±10.1 after the improvement, an average of 7.3 points higher, with a statistically significant difference (t=5.02, p<0.01). The user satisfaction survey showed an overall satisfaction rating of 4.1±0.8 for ease of use, 3.8±0.7 for scan preparation time, 3.9±0.7 for patient safety, 3.8±1.2 for scan accuracy, and 4.2±0.7 for recommendation (87.5% questionnaire response rate). Conclusion: The developed body wrap showed higher image quality and user satisfaction compared to the old method. Considering these results, it is deemed that the new body wrap may be more useful than existing methods.

The Study of Usability Evaluation in the GUI of Mobile Computing - Based on Benchmark Testing in the interface design of WIPI (Mobile Computing의 GUI 개발에 있어 사용성 평가 연구 - WIPI 인터페이스 디자인을 위한 Benchmark Testing을 중심으로 -)

  • 정봉금;송연승
    • Archives of design research
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    • v.17 no.1
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    • pp.49-62
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    • 2004
  • Due to the recent surge of wireless Internet and concurrent development of the end user terminal devices having standardized graphical user interface(GUI) and unified operation mechanism for better interactivity in information representation and ease of use, various efforts on the improvement of GUI is widely recognized as one of the key factors that will usher in the next stages of the wireless Internet for the users. Especially, improved usability along with unique visual effect are considered to be the key elements for GUI considering the rapid improvement of the resolution and color on the end user handset devices; thus, the study and research on the subject of GUI is expected to increase along with the wireless Internet using smart phones. User interface of the wires Internet end user handsets will have a definite and significant effect on the user interaction as well as productivity. Domestically, wireless Internet service providers and GUI design companies are making various efforts in producing a common GUI models for standardized operation scheme and improved graphical display capabilities of the hand phones, PDAs and smart phones. In the study, Nokia 3650 model and Microsoft Orange SPV model were chosen as test devices for usability comparison and data collection to collect directional benchmark data in developing next generation smart phone user interface integrating PDAs and phones. The mail purpose of this study is to achieve the most efficient user accessibility to WAP menu through intensive focus on developing WIPI WAP menu having most effective usability for the users in their twenties and thirties. The result of this study can also be used as the base research materials for WAP service development, VM browser development and PDA browser development. The result of this study along with the evaluation model is expected to provide effective analysis materials on the subject of user interface to the developers of the wireless Internet user devices, GUI designers and service planners while short listing key factors to consider in developing smart phones therefore serving as the GUI guideline of WIPI phones.

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Improvement of usability of the refrigerator through behavioral analysis (사용행태 분석에 의한 냉장고 사용편의성 개선)

  • 변재형
    • Archives of design research
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    • v.14 no.2
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    • pp.245-252
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    • 2001
  • On the assumption that the layout of refrigerator for domestic market does not match with the eating habits of the Korean, this study suggests a way of improvement for usability of the refrigerator by re-arranging layout of inner shelves through behavioral analysis with the video ethnography. On the result of analysis, it can be found that the layout of inner shelves of the most refrigerators differs from the habits of cooking and preparing meals of Korean food, so the author propose a new layout to exchange the usage of the 3rd shelf with the vegetable box of the bottom level. It can be effective method to improve the usability by assigning appropriate usage for each shelf. To extract internal design factors of product, which is related to the specific living habits such as a refrigerator, understanding of user behavior must be accomplished at the first stage. The author found that the analysis of user behavior using the video ethnography is useful for this purpose, because it can be used to explore unpredictable design factors from user's real life.

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A Study for the Necessity and Recognizing Usability of Recruit Education Curriculum for Security Personnel (민간경비원 신임교육과목 필요성 및 활용성 인식에 관한 연구)

  • Bang, Whan-Bog
    • Korean Security Journal
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    • no.17
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    • pp.195-220
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    • 2008
  • Various Kinds of social pathology and crimes that threaten our daily safety are on the increase in process of time as a result of the development of science and technology empty of moral sense, Value Confusions, apolaustic tendency, economic and social transformation recently. Moreover the effective provision of police service lies beyond the boundaries of the police organization. Therefore private security personnel have made an effort for safety and protection of group as well as an individual through the introduction of private security industry based on a benefit principle and private security industry is being become complexes utilizing technology as well as high-end devices through various international events. The field of private security industry in Korea is being extended rapidly with expansionism of society and public services but the quality improvement is declining. Furthermore the study of recruit education program for security personnel as the basis of quality improvement is insufficient compared with the study of police service. Consequently, this investigation is going to contribute to development of recruit education program for security personnel through the analysis about difference of each subject usability for education about electronic security and facility guard.

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Determinants of Performance and Design for Improving Safety Helmet Usability (안전모 사용성 향상을 위한 성능 및 디자인 결정 요인에 관한 연구)

  • Sang Woo Shim;Yong Su Sim;Jong Bin Lee;Seong Rok Chang
    • Journal of the Korean Society of Safety
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    • v.38 no.3
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    • pp.85-92
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    • 2023
  • A safety helmet is considered the last gear to protect workers from harmful and dangerous events occurring on industrial sites. Recently, interest in the importance of personal protective equipment design reflecting individual characteristics has been emphasized to improve usability and convenience. However, it has been found that if it is inconvenient to wear or has poor work efficiency, it will not be used well or will be used incorrectly. In this study, an investigation was performed with 35 questions, direct observation, and intensive interviews of construction workers to determine the inconvenience and problems of wearing safety helmets. Moreover, managers of 9 construction sites in 6 cities were asked about the performance and design of safety helmets. As a positive answer, it was found that the brim (awning) of the safety helmet was shortened to give the safety glasses a light-shielding function. In addition, an upward adjustment all-in-one type safety helmet was requested. On the other hand, it was revealed that negative answers felt uncomfortable due to the brim (awning) on the front of the helmet. Based on the survey results, a new helmet model suitable for construction site activities was presented, and wearability improvement determinants were discovered through performance and design improvement.

Evaluating the Usability of Size Comparison UI for Online Clothing Shopping Malls

  • Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.61-70
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    • 2020
  • As mobile device usage time increases thanks to the development of information and communication alongside the increase in the spread of smartphones, mobile shopping has become a common trend. While mobile shopping has the advantage of saving both time and money, it may also result in dissatisfaction with product differences after purchase. For online clothing shopping malls, in particular, if the size does not match after purchase, it is difficult for customers to return or exchange the goods. To address this problem, some mobile apparel shipping malls offer a virtual fitting service and a size comparison function; however, the number of such malls remains low. In this paper, a usability evaluation was performed on a mobile apparel shopping mall that provides a size comparison function. The three apps selected for evaluation have different size input methods, and a slightly different method of providing results after comparing the user's dimensions with the dimensions of the clothes to be purchased. In this paper, the evaluators were asked to select clothes at the shopping mall and perform the task of deciding the size of the clothes to be purchased through their own measurements and comparison while also evaluating the effectiveness, meaning, and satisfaction of the apps. Based on the analysis of the results, this paper aims to produce an improvement plan and help design the size comparison UI (User Interface) in the future.

A Case Study on System Evaluation of the KOLIS-NET (KOLIS-NET의 시스템 평가에 관한 연구)

  • Kim, Young-Kee;Lee, Soo-Sang
    • Journal of the Korean Society for information Management
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    • v.23 no.1 s.59
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    • pp.261-278
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    • 2006
  • This study aims to evaluate KOLIS-NET system by usefulness testing of 'KOLIS-NET client integrated system' and by usability testing of 'KOLIS-NET web site'. For evaluating the usefulness of the system, we used searching, ease of use, customer support as criteria, and used brainstorming and in-depth interview as evaluation method. On the other hand, for usability testing of the web site, we used cognitive walkthrough. Evaluation results are categorized and represented as page redesign, term consistency, function improvement and new functionality.

A Study about Improvement of Digital Textbook Interface based on Affordance Theory in the Context of HCI (HCI 관점에서 어포던스 이론에 근거한 디지털교과서 사용자 인터페이스 개선 연구)

  • Hwang, YunJa;Sung, EunMo
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.61-71
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    • 2016
  • The purpose of this study was to identify problems of usability and to improve an interface in the digital textbook for leaner's leading to self-directed learning. To address those goals, the theory of affordance, which was related to affordance as leading to behavior, was applied for analyzing the user interface of digital textbook. Also, 10 students, 4th grade elementary school, were participated in the study. Participants were reported affordance's problems of digital textbook through Human Computer Interaction. As a result, some affordance's problems of the digital textbook were found out as follow; difficulty of page clicking, too small touch button, confusing the button, and, need to specific guidance. Based on the result, some suggestions were recommended to improve usability of digital textbook.