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하이퍼텍스트상의 Local Map 구조에 대한 사용편의성 평가
한성호(Sung H. Han),최필성(Pilsung Choi) 대한산업공학회 1995 대한산업공학회지 Vol.21 No.3
Use of a hypertext is growing as multimedia and hypermedia systems become popular. The major difference between hypertext-based and ordinary user interfaces is navigation. Typically, there are two major navigation problems in a hypertext compared to the ordinary user interface: “Disorientation” and “Cognitive Overload”. To reduce or eliminate these problems of the hypertext system, a variety of aiding tools have been proposed. Among them, a local map is a good tool for helping users navigate through screens, especially for a large and complex system. This study examined three major design variables of a local map in a hypertext: breadth, depth, and functionality of a map. A human factors experiment was conducted to investigate the effects of these variables. Based upon the results of the experiment, design guidelines are suggested.
멀티미디어 시스템의 동영상 노드를 위한 앵커의 인간공학적 설계지침
한성호(Sung H. Han),김미정(Mijeong Kim),곽지영(Jiyoung Kwahk) 대한산업공학회 1996 대한산업공학회지 Vol.22 No.2
Multimedia systems present information by various media, for example, video, sound, music, animation, movie, etc., in addition to the text which has long been used for conveying the information. Among many multimedia applications, the multimedia information retrieval systems commercialized in the forms of multimedia encyclopedia CD-ROMs, benefited from various media for their ability to present information in an efficient and complete way. But using several media, on the other hand, may cause end users' confusion and furthermore, poorly designed user interface often exacerbates the situation. In this study, the multimedia systems were studied from the standpoint of usability. The conceptual framework of the user interface of the multimedia system was newly defined. And 100 initial variables for user interface design of general multimedia systems were suggested through literature survey and expert opinions based upon the framework developed. Among various application areas, the multimedia information retrieval systems were chosen for investigation, and 36 variables particularly relevant to user interface of the multimedia information retrieval systems were selected. According to the sequential research strategy, the variables that were considered to be most important were finally selected through a screening stage. A part of selected variables were verified through a human factors experiment as the first step of sequential research. Based upon the result of the experiment, guidelines for user interface design were provided. For future study, the variables remained will be investigated and the study will expand to another application areas.
PDA를 위한 스크롤 및 정보 제시 방법의 인간공학적 설계
백종민,한성호,최훈우,정기효,Beck, Jong-Min,Han, Sung-H,Choi, Hoon-Woo,Jung, Kee-hyo 대한인간공학회 2005 대한인간공학회지 Vol.24 No.1
Mobile internet access using such devices as PDAs and cellular phones becomes popular as mobile technologies grow. However, the characteristics of small screen devices such as small screen size and pen-based input cause many usability problems. In this study, a human factors experiment was conducted to identify the factors affecting the usability of information search on a PDA. Factors manipulated in the experiment included use of wheel equipment, scroll dimension, and screen orientation. Task completion time, error frequency, and subjective satisfaction level were measured. In addition, various users' behavioral patterns such as scanning routes and mainly used scrolling methods were analyzed. Scroll dimension has a significant effect on task completion time. Scroll equipment and screen orientation affect subjective satisfaction level. The results could be applied to designing information structure of web sites for mobile use by providing vertical scroll and using external scroll equipments.
PDA 화면 내 버튼 선택을 위한 입력지원방식의 사용성 평가
박용성,한성호,문정태,전석희,Park, Yong-S.,Han, Sung-H.,Moon, Jung-Tae,Jeon, Suk-Hee 대한인간공학회 2005 대한인간공학회지 Vol.24 No.3
The primary objective of this study is to design input methods for assisting button selection tasks on a PDA screen. Familiar methods in the existing computing environments were investigated to develop aiding methods. Factors manipulated in the experiment included aiding method, button size, and users' prior experience with PDAs. A total of sixteen participants examined the usability of button selection tasks. Two types of button selection tasks were used as experimental tasks; one was selecting a target button, and the other was selecting multiple target buttons consecutively. The results showed that the aiding method and the button size had significant effects on the subjective satisfaction as well as the performance. In addition, users' prior experience with PDAs affected the performance significantly. The interaction between the aiding method and the button size was found to have significant effects on the performance. However, the interaction effect between the button size and the PDA experience was significant on the task performance time only for the multiple button selection tasks. Design considerations were proposed based on the experimental results. These can be applied to the PDA interaction design to make the PDAs more usable.
전자제품의 소비자 감성 평가 결과를 이용한 설계변수의 파악 절차
한수미(SooMee Han),유금선(Keumsun Yoo),윤명환(Myung Hwan Yun),한성호(Sung H. Han),홍상우(Sang W. Hong) 대한산업공학회 2001 대한산업공학회지 Vol.27 No.2
The image and impression characteristics of the consumer electronic products have become an important factor in purchasing decisions. This study aims to analyze and interpret the image and impression characteristics based on the consumer preference survey. The survey consisted of two parts. First part was to measure the predetermined 52 design variables that can represent the design variables of the products. In the second part, 60 subjects were requested to evaluate 36 audio/video electronic products on 25 different image attributes such as luxuriousness, attractiveness, and granularity. In this study, empirical data from the survey were analyzed through various multivariate analysis and ANOVA analysis. Additionally, this study suggested a statistical procedure that can be applied to select and/or screen critical design variables. It is expected that the results of this study can provide practical information to the designers of consumer electronic products.
휴대폰 무선 인터넷의 메뉴 선택 작업을 위한 입력 장치의 사용성 평가
박재현(Jae H. Park),한성호(Sung H. Han),정철현(Cheol H. Jeong) 대한인간공학회 2007 대한인간공학회 학술대회논문집 Vol.- No.-
This study aimed to compare usability of navigation keys, a touchpad, and a touchscreen for selecting menu items on mobile internet. A usability evaluation experiment with two factors (an input interface and a menu density) was conducted to examine target selecting time, accuracy, and subjective satisfaction scores. The input interface included four levels (i.e. navigation keys, a touchpad, a touchscreen with thumb input, a touchscreen with stylus-pen input). The menu density means that the number of menu items presented at a time and three types of menu densities (i.e. nine, twenty five, and forty nine) were evaluated. The results showed that the touchscreen with stylus-pen input is the best alternative in terms of both the performance and the subjective satisfaction scores, as expected. Except the best alternative, the touchpad took less time to perform tasks than navigation keys when the menu density was forty nine. Moreover, the touchpad had fewer errors than the touchscreen with thumb input at the same condition. The results of this study can be applied to designing new interfaces for mobile phones.
성공적인 블록체인 서비스를 위한 제안: 서비스 가치와 기능 및 문제점 분석
권기민(Kimin Kwon),한성호(Sung H. Han),장혜지(Hyeji Jang),김주환(Ju Hwan Kim) 대한인간공학회 2020 대한인간공학회 학술대회논문집 Vol.2020 No.6
Blockchain is a distributed database based on a pure P2P network. Blockchain has many advantages such as transparency, immutability, security, etc. Various fields try to introduce blockchain because it is expected to overcome the problems of a centralized system such as trade inefficiency and transparency problems. Many services use blockchain to provide values to their users. However, not all blockchain services are operating successfully. In order for a service that adopts new technology to be successful, it is important to understand the changes that technology has on the service in terms of users and provide the values they want. Blockchain services have different features from existing services such as permanent storage of transaction records, system security using a private key, and reward system. Nevertheless, few studies have considered it from the user’s point of view. This study proposes problems that need to solve to operate blockchain services successfully. This study collected 52 blockchain services and their user reviews. They were analyzed through open card sorting. As a result, it was found that blockchain services introduced new functions to provide values. Also, there are differences between the value services provided and the value the users obtain.
정동영(Dong Yeong Jeong),한성호(Sung H. Han),최승문(Seungmoon Choi),이민규(Mingyu Lee),강해우(Haewoo Kang),한상윤(Sangyoon Han),이효승(Hyo Seung Lee),윤겨레(Gyeore Yun),이지완(Jiwan Lee),이다진(Dajin Lee) 대한인간공학회 2019 대한인간공학회 학술대회논문집 Vol.2019 No.5
The aim of this study is to classify the information that motion and haptic effects of 4D cinema seat describe. 4D technology can add physical effects such as motion, vibration, and wind to audiovisual contents, enabling users to have more realistic and immersive experiences. Specifically, it is known that motion and haptic effects can improve an audience’s immersion. The information that motion and haptic effects describe should be explored to systematically design audience-friendly effects. Eight graduate students in the field of user experience or haptics participated in the experiment. They observed what motion and haptic effects of a 4D cinema seat describe and wrote them in a note while watching five 4D films. After watching each 4D film, they had a discussion and classified the effects based on the information the effects describe. The motion and haptic effects were classified into four categories: object movement, camera viewpoint, sound, and circumstances. The classification would be useful to plan systematically user experience studies of 4D effects. The results of this study might also help to provide design insights to the 4D effect designers.
장혜지(Hyeji Jang),한성호(Sung H. Han) 대한인간공학회 2020 대한인간공학회 학술대회논문집 Vol.2020 No.10
One of the differences of blockchain services from others is that transactions are made without relying on trusted third parties through encryption, consensus algorithms, etc. This is defined as “trustless”, which is not natural from the user standpoint. Rather, the way trust formation has changed is more acceptable. Despite the fact that trust should be treated importantly especially in the stage of emergence of new technology, only few studies treat the effect of trust on blockchain service users. This study aims to derive the factors that affect the trust of the blockchain services. A wide range of literature surveys and user surveys on blockchain services were conducted. As a result of classifying the factors collected from 43 documents and 32 experimental participants, a total of 8 factors were derived. An interpretation of each factor is provided in the paper. The results of this study is expected to help build trust in various blockchain services.
장혜지(Hyeji Jang),한성호(Sung H. Han) 대한인간공학회 2021 대한인간공학회 학술대회논문집 Vol.2021 No.6
Managing trust is an important issue for service operators, as a high level of trust brings positive results to them. The emergence of blockchain technology, which is called a trustless technology, was very innovative as one of the trust management methods. Many researchers expect that the trustless potential of blockchain technology can remove the trust from services. However, careful approach is needed whether the trustless power can be fully applied to blockchain services. Recent studies assert that blockchain will not remove trust from services, but will significantly change the process of trust formation. This study aims to develop a questionnaire that can evaluate the trust level of the blockchain service as one of the actions to understand the trust formation in the blockchain service. The initial 14 questionnaire items were derived through literature survey and expert interviews. Based on the derived initial questionnaire, user survey was conducted for 260 blockchain service users. The final questionnaire was derived after checking reliability and validity through exploratory factor analysis and confirmatory factor analysis. The questionnaire items, and insights that are obtained from the process and results of the study are provided. This study is meaningful in that it conducted a fundamental exploration to help understand the trust formation of blockchain services.