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      • KCI등재

        Usability 평가기법을 활용한 웹 기반 물류정보시스템 개발

        장경열(Kyoung-Yeol Jang),변상규(Sang-Kyu Byun),유우식(Woo-Sik Yoo) 한국산업경영시스템학회 2006 한국산업경영시스템학회지 Vol.29 No.4

          Presented in this paper was to evaluate and improve the usability of a web-based logistics information system. The system was developed for the domestic company to track and monitor its own transportation vehicles and for the customers to check the current location of their packages by using Global Positioning System (GPS) and Short Massage Service (SMS). Since the initial system was developed under a tight schedule set by the company, the system designers and programmers did not focus on the usability of the system but on the functionality. Consequently, some usability problems of the system were discovered during the heuristic usability evaluation. This study was required to solve these usability issues. Usability problems of the initial system were identified and analyzed, and the user’s requirements for the system were re-evaluated to meet the company’s expectation. Several alternative designs were developed by fitted guidelines and then a updated system was developed.<BR>  The updated system had an empirical usability test to find how much the initial system was improved from the heuristic evaluation. Two kinds of data were gathered during the tests: objective (completion time and number of errors) and subjects’ preference. Data showed the updated system is better than the initial system in terms of usability. Presented in this paper includes introduction of the Usability evaluation, usability engineering process applied in this research, alternative design of GUI, usability test and results.

      • An Improved Usability Evaluation Model for Point-of-Sale Systems

        Md Alamgir Kabir,Bo Han 보안공학연구지원센터 2016 International Journal of Smart Home Vol.10 No.7

        Point-of-sale (POS) systems are popular in developing countries because they provide fast and convenient ways of transactions for business. These systems contain vital tasks such as online transactions, ecommerce facilities, security, taxes, various management reports and others. Thereby, it is important to ensure their software quality and grantee the effective usages of business functions. Among multiple software quality attributes, usability is highlighted for POS software since the user interfaces are directly linked to cashiers’ behaviors, customers’ satisfactions and market profits. However, the usability evaluation of POS systems is not easy since they are generally featured with multi-functions, multiple configurations and complex interfaces. Many available quality models have failed to evaluate the usability of POS systems because any of them just cover partial view of usability. In this paper, we investigated ten well-known quality models and extracted the usability related factors from each of these models. By integrating these factors together, we proposed an improved usability evaluation model with a comprehensive view of usability for POS systems. Following the model, we designed usability scenarios for each factor and thus provided the corresponding questionnaires. A case study of evaluating a POS system in Bangladesh has demonstrated that the proposed model can provide a comprehensive evaluation of POS from 12 usability factors. Also, different demands from different type of customers are also be revealed by the model.

      • KCI등재후보

        사용성 문제의 분류 체계:문헌분석 및 새로운 개념적 프레임워크

        함동한(Dong-Han Ham) 한국IT서비스학회 2008 한국IT서비스학회지 Vol.7 No.4

        It is widely known that usability is a critical quality attribute of IT systems. Many studies have developed various methods for finding out usability problems. Usability professionals have emphasized that usability should be integrated into the development life cycle in order to maximize the usability of systems with minimal cost. To achieve this, it is essential to classify usability problems systematically and connect them into the activities of designing user interfaces and tasks. However, there is a lack of framework or method for these two problems and thus remains a challengeable research issue. As a beginning study, this paper proposes a conceptual framework for addressing the two issues. We firstly summarize usability-related studies so far, including usability factors and evaluation methods. Secondly, we review seven approaches to identifying and classifying usability problems. Based on this review and opinions of usability engineers in real industry as well as the review results, this paper proposes a framework comprising three viewpoints, from which more sound classification scheme of usability problems can be inductively developed.

      • KCI등재

        The Activity-Oriented Usability Model of Software

        고석하,고유정 한국데이터전략학회 2018 Journal of information technology applications & m Vol.25 No.3

        In this paper, an activity-oriented usability model is proposed. The usability model contains two types of characteristics: special-type characteristics of usability and sub-characteristics of usability. Workability, study-ability, and playability are, but do not exhaust, examples of special-type characteristic of usability. They correspond to working, studying, and playing using the software product, respectively. They represent the goal of using and can overlap each other. They are usability too by themselves. Navigate-ability, data-prepare-ability, data-input-ability, response-wait-ability, output-examine-ability, and output-utilize-ability are typical examples of sub-characteristics of usability. They correspond to navigating, preparing data, inputting data, waiting response, examining output, and utilizing the output data, respectively. They are not usability by themselves. They constitute usability together as a group. Assessing is the fundamental and indispensable aspect of quality. Without assessing, the concept of quality has little practical value. Satisfaction, effectiveness, and efficiency are the most typical sub- characteristics of usability in existing quality models, which correspond to the evaluation criteria of usability. In the activity-oriented usability model, however, only the user’s satisfaction is included: Satisfaction is regarded as the operational definition of usability in the user’s view. As the result, usability can be interpreted as the ‘goodness for using, which is evaluated by the user.’ Three fundamental principles regarding software quality models are proposed too in this paper: Principles of Parsimony, Cohesiveness, and Inheritance. Discussions illustrate well that typical existing usability models violate these basic principles. Many authors have tried to define general usability models which can be applied to most kinds of software. The dream of the general and universal usability model, however, may be an illusion. The activity-oriented usability model is expected to serve as a prototype from which specialized usability models can be derived.

      • KCI등재

        The Activity-Oriented Usability Model of Software

        Seokha Koh,You-Jeong Koh 한국데이타베이스학회 2018 Journal of information technology applications & m Vol.25 No.3

        In this paper, an activity-oriented usability model is proposed. The usability model contains two types of characteristics: special-type characteristics of usability and sub-characteristics of usability. Workability, study-ability, and playability are, but do not exhaust, examples of special-type characteristic of usability. They correspond to working, studying, and playing using the software product, respectively. They represent the goal of using and can overlap each other. They are usability too by themselves. Navigate-ability, data-prepare-ability, data-input-ability, response-wait-ability, output-examine-ability, and output-utilize-ability are typical examples of sub-characteristics of usability. They correspond to navigating, preparing data, inputting data, waiting response, examining output, and utilizing the output data, respectively. They are not usability by themselves. They constitute usability together as a group. Assessing is the fundamental and indispensable aspect of quality. Without assessing, the concept of quality has little practical value. Satisfaction, effectiveness, and efficiency are the most typical subcharacteristics of usability in existing quality models, which correspond to the evaluation criteria of usability. In the activity-oriented usability model, however, only the user’s satisfaction is included: Satisfaction is regarded as the operational definition of usability in the user’s view. As the result, usability can be interpreted as the ‘goodness for using, which is evaluated by the user.’ Three fundamental principles regarding software quality models are proposed too in this paper: Principles of Parsimony, Cohesiveness, and Inheritance. Discussions illustrate well that typical existing usability models violate these basic principles. Many authors have tried to define general usability models which can be applied to most kinds of software. The dream of the general and universal usability model, however, may be an illusion. The activity-oriented usability model is expected to serve as a prototype from which specialized usability models can be derived.

      • KCI등재

        The Activity-Oriented Usability Model of Software

        Koh, Seokha,Koh, You-Jeong Korea Data Strategy Society 2018 Journal of information technology applications & m Vol.25 No.3

        In this paper, an activity-oriented usability model is proposed. The usability model contains two types of characteristics: special-type characteristics of usability and sub-characteristics of usability. Workability, study-ability, and playability are, but do not exhaust, examples of special-type characteristic of usability. They correspond to working, studying, and playing using the software product, respectively. They represent the goal of using and can overlap each other. They are usability too by themselves. Navigate-ability, data-prepare-ability, data-input-ability, response-wait-ability, output-examine-ability, and output-utilize-ability are typical examples of sub-characteristics of usability. They correspond to navigating, preparing data, inputting data, waiting response, examining output, and utilizing the output data, respectively. They are not usability by themselves. They constitute usability together as a group. Assessing is the fundamental and indispensable aspect of quality. Without assessing, the concept of quality has little practical value. Satisfaction, effectiveness, and efficiency are the most typical sub-characteristics of usability in existing quality models, which correspond to the evaluation criteria of usability. In the activity-oriented usability model, however, only the user's satisfaction is included: Satisfaction is regarded as the operational definition of usability in the user's view. As the result, usability can be interpreted as the 'goodness for using, which is evaluated by the user. 'Three fundamental principles regarding software quality models are proposed too in this paper: Principles of Parsimony, Cohesiveness, and Inheritance. Discussions illustrate well that typical existing usability models violate these basic principles. Many authors have tried to define general usability models which can be applied to most kinds of software. The dream of the general and universal usability model, however, may be an illusion. The activity-oriented usability model is expected to serve as a prototype from which specialized usability models can be derived.

      • KCI등재

        노인소비자를 고려한 사용성 모형 개발을 위한 기초연구

        오은혜(Oh, Eun Hye),최혜경(Choi, Hye Kyung),정순희(Jung, Soon Hee) 한국소비문화학회 2010 소비문화연구 Vol.13 No.3

        고령화로 인해 노인소비자의 비중이 점차 증가하는 상황에서 노인소비자들이 좀 더 이해하기 쉽고, 배우기 쉬우며, 조작하기 편리하고, 사용하기에 즐거운 제품을 개발하는 것은 시대적인 요구라고 할 수 있다. 본 연구는 현재까지 노인소비자의 제품, 서비스, 생활환경에 대한 사용성을 탐구하려는 연구가 초기 단계에 머물러 있음에 주목하고, 노인소비자와 사용성을 보다 직접적으로 연결하여 고찰하고 이를 통해 새로운 사용성의 방향을 제시하고자 하는 목적으로 문헌고찰을 통해 이루어졌다. 연구의 결과, 사용성은 어떤 목적을 달성하기 위하여 도구를 사용할 때 그 도구를 얼마나 용이하게 사용할 수 있는가의 개념으로서, 단순한 안전이나 견고성에서 더 나아가 사용자 및 소비자의 관점을 포괄적으로 반영할 수 있다는 점에서 특히 노인소비자를 고려할 때 매우 유용한 개념임을 확인할 수 있었다. 이러한 사용성은 학습용이성·기억용이성·사용상의 효율성·오류의 최소화·주관적 만족도를 통해 측정할 수 있으며, 각각의 원칙에 노인소비자의 특성을 적용할 필요가 있을 것으로 판단된다. 또한 이러한 사용성의 개념 및 원칙을 반영할 분야를 일반 공용품의 범위로 확대하여 적용할 필요가 있으며,이를 통해 일반인에게 제공하던 효용을 유지 또는 증진시키는 조건 하에서, 제품 및 환경을 사용하는 데 요구되는 능력 수준을 낮추어 노인소비자들도 사용 가능케 하는 효과를 가져올 수 있을 것으로 기대된다. 이를 위해서는 사용성 개념 및 원칙, 적용 프로세스에 노인소비자들의 특성을 고려한 가이드라인이 마련될 필요가 있다.본 연구의 의의는 고령화로 인해 주체적인 소비자로 급부상하고 있는 노인소비자들이 보다 안전하고 편리하게 제품, 서비스 및 생활환경을 이용할 수 있도록 사용성을 증대시킬 수 있는 방안을 제시하기 위해 참고가 될 수있는 기존의 사용성 관련 개념 및 원칙과 노인소비자 관련 사용성 표준규격 등을 바탕으로 한국 노인소비자를 고려한 새로운 사용성의 모형을 도출하고자 한 데 있다. Under the circumstances of that elderly consumers are beginning to represent an increasing share due to aging, it must be the needs of the times to develop products for the aged consumers being a bit easier to understand and learn, more convenient to operate, more pleasant to use. However, since the study to investigate the usability of products, services and life environment for the aged consumers still remains at the initial stage so far, it is making just at the level to examine limited only to the products of seniorfriendly industry or to approach as an issue of safety rather than of the usability. Hence, it needs to link the aged consumers and the usability together more directly for the consideration and to make efforts to present the direction of a new usability through it. As the result of this study, it was able to confirm that the usability, as the concept of how easily the tool can be used when a tool is used for achievement of a certain purpose, is a very useful concept, especially in consideration of the aged consumers in the aspects of that it can reflect the viewpoint of users and consumers comprehensively further from simple safety or firmness. Such usability can be measured through learnability, memorability, efficiency in use, error minimization and subjectively satisfaction, and it needs to apply the characteristic of the aged consumers to each principle. Also it needs to apply the fields being reflected by such concept and principle of the usability not only to the limited fields such as senior-friendly products, assistive products which had been made for the existing usability studies related to the aged consumers but also to the extended range of general common goods. When the concept of usability in consideration of the aged consumers is reflected to common goods, then it will be able to bring the effect being able to be used by the aged consumers as well as it lowers the level of proficiency required to use the products, environment under the condition to maintain or improve the utility provided to general people. For this, it needs to arrange guidelines in consideration of the characteristic of the aged consumers in addition to the concept and principle, application process of the usability. The meaning of this study is that it constructed a model of new usability in consideration of the aged consumers in Korea based on the existing concept and principles related to the usability and standard specifications for the usability related to the aged consumers, which can be referred for the presentation of plans to improve the usability being usable to use products, services and life environment more safely and conveniently for the aged consumers who are fast emerging as the subjective consumers due to aging.

      • KCI등재

        The Mediating Effect of Delivery Big Data Service Expectations on the Relationship between Perceived Mobile Usability and Smart Delivery Use Intention

        천홍말 한국유통경영학회 2013 유통경영학회지 Vol.16 No.5

        The purpose of this study was to verify the relationship among perceived mobile usability,delivery Big Data service expectations and smart delivery use intention. In the process, the major concern was to analyze the mediating effects of delivery Big Data service expectations. For this purpose, the perceived mobile usability were divided three variables into smartphone usability, SNS usability and mobile shopping usability. The main findings can be explained in four viewpoints. First, the SNS usability affects on the smart delivery use intention. This means that if the SNS usability is reinforced, the consumers use intention to smart delivery are strengthened. Second, the mobile shopping usability affects on the smart delivery use intention. This suggests the smart delivery services can be used to increase the mobile shopping services quality. Third, the delivery Big Data service expectations affects on the smart delivery use intention. This means the firms can increase the level of smart delivery services quality by leveraging Big Data technologies. Fourth,when the mobile shopping usability affects on the smart delivery use intention, the delivery Big Data service expectations has a mediating role on the relationship. The means can be interpreted that the firms can enhance ultimately the usability of mobile shopping services quality by using Big Data technologies. The results of this study as an initial research related to smart delivery can be applied to practical implications and there are important at that point. The purpose of this study was to verify the relationship among perceived mobile usability,delivery Big Data service expectations and smart delivery use intention. In the process, the major concern was to analyze the mediating effects of delivery Big Data service expectations. For this purpose, the perceived mobile usability were divided three variables into smartphone usability, SNS usability and mobile shopping usability. The main findings can be explained in four viewpoints. First, the SNS usability affects on the smart delivery use intention. This means that if the SNS usability is reinforced, the consumers use intention to smart delivery are strengthened. Second, the mobile shopping usability affects on the smart delivery use intention. This suggests the smart delivery services can be used to increase the mobile shopping services quality. Third, the delivery Big Data service expectations affects on the smart delivery use intention. This means the firms can increase the level of smart delivery services quality by leveraging Big Data technologies. Fourth,when the mobile shopping usability affects on the smart delivery use intention, the delivery Big Data service expectations has a mediating role on the relationship. The means can be interpreted that the firms can enhance ultimately the usability of mobile shopping services quality by using Big Data technologies. The results of this study as an initial research related to smart delivery can be applied to practical implications and there are important at that point.

      • 지각된 모바일유용성과 스마트 배송서비스 사용의도와의 관계에서 배송 빅데이터 서비스기대의 매개효과

        ( Hong Mal Chun ) 한국유통경영학회(구 한국유통정보학회) 2013 유통정보학회지 Vol.16 No.5

        본 연구의 주된 목적은 지각된 모바일 유용성이 스마트 배송서비스 사용의도에 미치는 영향관계를 검증하고, 그 과정에서 배송 빅데이터 서비스 기대 즉, 빅데이터를 활용하여 편의성을 높이는 스마트 배송서비스에 대한 기대의 매개역할을 확인하는 것이다. 이를 위하여 지각된 모바일 유용성을 스마트폰 유용성, SNS 유용성, 모바일 쇼핑 유용성의 세 가지로 나누어 분석하였다. 연구결과 주요 발견점은 크게 4가지로 설명할 수 있다. 첫째, SNS 유용성은 스마트 배송 사용의도에 유의한 영향을 미친다. 즉, SNS 기능을 활용하여 스마트 배송 서비스의 품질을 개선함으로써 소비자의 사용의도를 강화시킬 수 있다. 둘째, 모바일 쇼핑 유용성은 스마트 배송 사용의도에 유의한 영향을 미친다. 즉, 소비자들의 스마트 배송 사용의도를 유도할 수 있도록 배송서비스를 개선함으로써 모바일 쇼핑 서비스의 품질을 높일 수 있다. 셋째, 배송 빅데이터 서비스 기대는 스마트 배송 사용의도에 유의한 영향을 미친다. 즉, 스마트 배송 서비스에 대한 소비자의 사용의도를 강화하는데 배송 빅데이터가 효과적으로 활용될 수 있다. 넷째, 모바일 쇼핑 유용성과 스마트 배송 사용의도 간의 관계에 대하여 배송 빅데이터 서비스 기대가 유의한 매개작용을 한다. 즉, 배송 빅데이터를 활용하여 스마트 배송에 대한 소비자 기대수준을 충족시킴으로써 궁극적으로 모바일 쇼핑 서비스의 품질을 제고시킬 수 있다. 이와같은 본 연구의 결과는 스마트 배송서비스와 관련한 초기 연구로서 그 실무적 시사점을 제공하는데 의의가 있다. The purpose of this study was to verify the relationship among perceived mobile usability, delivery Big Data service expectations and smart delivery use intention. In the process, the major concern was to analyze the mediating effects of delivery Big Data service expectations. For this purpose, the perceived mobile usability were divided three variables into smartphone usability, SNS usability and mobile shopping usability. The main findings can be explained in four viewpoints. First, the SNS usability affects on the smart delivery use intention. This means that if the SNS usability is reinforced, the consumers use intention to smart delivery are strengthened. Second, the mobile shopping usability affects on the smart delivery use intention. This suggests the smart delivery services can be used to increase the mobile shopping services quality. Third, the delivery Big Data service expectations affects on the smart delivery use intention. This means the firms can increase the level of smart delivery services quality by leveraging Big Data technologies. Fourth, when the mobile shopping usability affects on the smart delivery use intention, the delivery Big Data service expectations has a mediating role on the relationship. The means can be interpreted that the firms can enhance ultimately the usability of mobile shopping services quality by using Big Data technologies. The results of this study as an initial research related to smart delivery can be applied to practical implications and there are important at that point.

      • 웹디자인에서의 플래시 유저빌리티(Flash Usability)에 관한 연구 - 웹 유저빌리티 원칙을 기반으로 -

        최동철 ( Dong Cheol Chey ) 한국디자인과학학회 2002 디자인과학연구 Vol.5 No.1

        20세기말을 기점으로 인터넷환경의 가장 두드러진 변화중 하나가 웹상에 멀티미디어 컨텐츠가 만연되고 있다는 것이다. 온라인상에서 멀티미디어가 웹 컨텐츠 요소로 활용되기에는 분명한 한계가 있긴 하지만 급속히 발전한 컴퓨터 성능과 다양한 초고속 인터넷망 개발 및 보급으로 온라인 멀티미디어는 21세기 들어 가히 혁명을 맞았다해도 과언은 아닐 것이다. 더욱이 사이버 공간에서의 일반 사용자들의 역할이 컨텐츠를 단순히 보고 즐기는 단계에서, 배우기 쉽고 사용하기 쉬운 멀티미디어관련 소프트웨어들의 개발 및 보급과 더불어 전문가 못지 않게 다양한 미디어를 제작 및 활용할 수 있게 되었다. 테스트, 이미지, 사운드, 비디오, 최근에는 3D 애니메이션에 이르기까지 하나의 프로그램으로 거의 모든 미디어를 총체적으로 저작할 수 있는 플래시(Flash)는 현재 온라인 멀티미디어 저작 도구로서 독보적인 존재임에도 웹 유저빌리티(Usability) 전문가들의 비판을 받아왔다. 브라우저 기능상의 문제점들부터 페이지 컨텐츠상의 문제점들에 이르기까지 제기되어 있는 문제점들은 다양하다. 버전이 업그레이드되면서 그리고 플래시를 긍정적으로 평가하는 그룹들의 다각적인 노력으로 점차 해소되어 가고는 있지만 근본적인 해결책이 뚜렷이 나오지 않고 있는 사항들이 남아있다. 플래시는 버전 업그레이드를 거쳐 현재 플래시(Flash) MX에 이르러 이런 잔재해 있는 문제점들의 해소에 상당히 접근한 것으로 보인다. 보다 향상된 제작도구 및 환경 등 막강한 기능들을 보유하고 이제는 단순한 웹제작 도구가 아닌 온라인 인터페이스(Interface)디자인을 재조명하는 테크놀로지로서 인터넷 사용자들에게 보다 새롭고 다이나믹한 경험을 제공하게 되었다. 기존의 웹 표준을 최대한 따르면서 나름대로의 장점을 최대한 활용하기 위해서는 플래시 기반의 유저빌리티(Flash Usability) 정립이 요구된다고 하겠다. 본 연구에서는 웹디자인의 필수 도구가 된 플래시에 대한 찬반양론의 본질을 분석해 보고 플래시의 장점, 플래시 유저빌리티에 대해 제기되어 있는 부정적인 측면들을 비교 검토하여 웹 유저빌리티 원칙을 기반으로 개선방향 및 가이드 라인을 제시하고자 한다. Since the end of 20th century, multimedia contents have become pervasive on the Web. Although the apparent limitations of the online multimedia applications as web contents are still present, it would not be an exaggeration to state that the web have encountered an online multimedia revolution. This is due to the rapid development of better and faster personal computers, the increasing availability and subscription of high-speed internet access, and the ongoing development of easy-to-use and user-friendly software with which almost anyone can quickly create and/or view a sophisticated and media-rich website like a people on the internet play their role beyond just surfing and entertaining the web sites. One of the most revolutionary multimedia technologies to take the web design community by storm in these years has been Macromedia`s Flash. Flash is the most powerful authoring tool today which made possible to integrate nearly every digital medium, from text, images, sound, video, even to 3D animation, into useful online multimedia contents. Regardless of Flash`s capabilities and penetration in the online multimedia, web critics seem to fall into two different groups : they either like it or hate it. Criticism towards flash pointed out standard web usability problems which varies from browser functionality to page group`s ongoing efforts have made significant progress to overcome there usability problems, but some of them still need substantial solutions. Recent upgrade, Flash MX seems that Macromedia have made considerable approach to provide solutions for these potential problems. Beyond web design, new, enhanced and powerful features give designers greater creativity and control over online interface design, and provide internet users whole new and more dynamic experience. In accordance with those web usability standards, we now need establish Flash`s own usability standard in order to utilize its powerful features and maximize its capabilities. This study reviews the essence of criticism against Flash and analyzes Pros and Cons of Flash usability, and presents improvement methods and/or guidelines for Flash based web usability.

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