177 research outputs found

    Effects of Dexterity Level and Hand Anthropometric Dimensions on Smartphone Usersโ€™ Satisfaction

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    Effects of Grip Curvature and Hand Anthropometry for the Manual Operation of Handheld Touchscreen Device

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    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ์‚ฐ์—…๊ณตํ•™๊ณผ, 2014. 2. ์œค๋ช…ํ™˜.To design handheld devices, physical comfort is one of the most crucial requirements. Recently, curved handheld touchscreens were released for enhancing comfort, but the effect has not been proved yet. There are two ergonomic factors, anthropometric and physiological factors, respecting comfort. This means the design should consider variation of hands in size and shape as well as muscle utilization. Through statistical analysis, it has been showed that the Korean population has large variability in both size and shape. Also, it has been observed that 1/3 of user population of smartphone operate the device unimanully by a previous research. This study aimed to verify the effect of anthropometric factors of hands and curvature on comfort when using handheld touchscreen devices. Comfort level was measured employing both the subjective rating and EMG methods. Three mock-ups of handheld touchscreen device with different curvatures were utilized. One was flat device and the others had curvatures of 400R and 100R. An experiment was conducted on tapping, typing and dragging tasks. The results indicated that curvature of the handheld touchscreen devices did not affect muscle activities, but subjective comfort level. Moreover, size and shape of hand were found to affect muscle activities and comfort level when using the handheld touchscreen devices. Target location and moving direction of thumb were also factors that significantly affected muscle activities. Overall, this study suggests that user interface design may be more important than curvature of handheld touchscreen determining comfort of touch screen use.TABLE OF CONTENTS I LIST OF FIGURES IV LIST OF TABLES VI CHAPTER 1. INTRODUCTION 1 1.1 Research Background 1 1.2 Objective and Scope of the Study 3 1.3 Definition and Terminology 4 CHAPTER 2. LITERATURE REVIEW 5 2.1 Comfort 5 2.1.1 The role of comfort in usability 5 2.1.2 Comfort and discomfort - Definition and dimensions 7 2.1.3 Measurement of comfort and discomfort 10 2.1.4 Comfort and ergonimics 11 2.2 Hand 14 2.2.1 Anthropometry of the hand 14 2.2.2 Hand and comfort 16 2.3 Researches Done on Smartphone 18 2.4 Limits of Previous Studies 19 CHAPTER 3. RESEARCH METHODOLOGY 21 3.1 Hypothesis 21 3.2 Statistical Analysis on Hand 22 3.3 Apparatus 23 3.4 Subjects 25 3.5 Experimental Design 25 3.5.1 Tasks 25 3.5.2 Measurements 29 3.5.3 Procedure 33 3.6 Data Analysis 35 CHAPTER 4. RESULTS 36 4.1 Group classification by the size and the shape of hand 36 4.1.1 Group classification by actual size of hand 36 4.1.2 Group classification by shape of hand 38 4.2 General statistical results of muscle activity and comfort 40 4.3 The Effects of Curvature on Muscle Activity and Comfort 42 4.3.1 The effect of curvature on muscle activity 43 4.3.2 The effect of curvature on comfort level 44 4.4 The Effects of Size of The Hand on Muscle Activity and Comfort 46 4.4.1 The effect of the hand size on muscle activity 46 4.4.2 The effect of the hand size on comfort 48 4.4.3 The compound effect of curvature and the hand size on comfort 48 4.5 The effect of the hand shape on muscle activity and comfort 49 4.5.1 The effect of the hand shape on muscle activity 49 4.5.2 The effect of the hand shape on comfort 51 4.5.3 The compound effect of curvature and the hand shape on comfort 52 4.6 Muscle activities of levels for each task 53 4.6.1 Tapping task 53 4.6.2 Dragging task 53 CHAPTER 5. CONCLUSION AND DISCUSSION 57 REFERENCE 63 ๊ตญ๋ฌธ ์ดˆ๋ก 77 APPENDICES 78 Appendix A. Hand Dimension Description 78 Appendix B. EMG System Specification 84 Appendix C. Experimental Sheet 85 Appendix D. Descriptive Statistics for Hand Dimensions of Participants 86 Appendix E. The Result of ANOVA Test 87 Appendix F. Curve Fitting Model Summary and Parameter Estimates 97Maste

    Ergonomic Design Guidelines for Non-flexible, Foldable, and Rollable Mobile Devices

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    Department of Human Factors EngineeringSmartphones are mobile devices used daily by people of almost all ages. Therefore, improving these devices from an ergonomic perspective can benefit many people. Similarly, future mobile devices with new displays must be designed from an ergonomic perspective. The purpose of this thesis was to develop ergonomic design guidelines for current non-flexible smartphones as well as future flexible display devices, considering perceived grip comfort, user preference, attractive design, and/or muscle activity. This thesis consists of six studies. The first two studies are on current smartphones with non-flexible displays, and the remaining four studies are on future mobile devices with flexible (foldable and rollable) displays. Study 1 examined the effects of task (neutral, comfortable, maximum, vertical, and horizontal strokes), phone width (60 and 90 mm), and hand length (small, medium, and large) on grasp, index finger reach zone, discomfort, and muscle activation for smartphone rear interaction. Ninety individuals participated in this study. The grasp was classified into two groups for rear interaction usage. The recommended zone for rear interaction was 8.8???10.1 cm from the bottom and 0.3???2.0 cm to the right of the vertical center line. Horizontal (vertical) strokes deviated from the horizontal axis in the range ???10.8?? to ???13.5?? (81.6 to 88.4??). Maximum strokes appeared to be excessive as these caused 43.8% greater discomfort than neutral strokes did. A 90-mm width also appeared to be excessive as it resulted in a 12.3% increase in discomfort relative to the 60-mm width. The small-hand group reported 11.9???18.2% higher discomfort ratings, and the percentage of maximum voluntary exertion of the flexor digitorum superficialis was 6.4% higher. Study 2 aimed to identify ergonomic forms of non-flexible smartphone by investigating the effects of hand length, four major smartphone dimensions (height, width, thickness, and edge roundness), and mass on one-handed grip comfort and design attractiveness. Seventy-two individuals participated. Study 2 was conducted in three stages. Stage 1 determined the ranges of the four smartphone dimensions suitable for grip comfort. Stage 2 investigated the effects of width and thickness (determined to have the greatest influence) on grip comfort and design attractiveness. Stage 3 investigated the effect of mass on grip comfort and design attractiveness. Phone width was found to significantly influence grip comfort and design attractiveness, and the dimensions of 140??65(or 70)??8??2.5 mm (height??width??thickness??edge roundness) provided higher one-handed grip comfort and design attractiveness. The selected dimensions were fit with a mass of 122 g and compared within a range of 106???137 g. Study 3 examined ergonomic forms for mobile foldable display devices in terms of folding/unfolding comfort and preference. Sixty individuals participated. Study 3 was conducted in two stages. In stage 1, suitable screen sizes for five tasks (messaging, calling, texting, web searching, and gaming) were determined. In stage 2, the most preferred folding methods among 14 different bi-folding and tri-folding methods were determined. The device dimension of 140H??60W was preferred for calling, whereas 140H??130W was preferred for web searches and gaming. The most preferred tri-fold concept (140H??198W) utilized Z-shaped screen folding. A trade-off was observed between screen protection and easy screen access. Study 4 examined the effects of gripping condition, device thickness, and hand length on bimanual grip comfort when using mobile devices with a rollable display. Thirty individuals evaluated three rollable display device prototypes (2, 6, and 10 mm right-side thickness) using three distinct gripping conditions (unrestricted, restricted, and pulp pinch grips). Rollable display devices should have at least 20 mm side bezel width and 10 mm thickness to ensure high grip comfort for bilateral screen pulling. Grip comfort increased as the device thickness was increased. Relative to device thickness, gripping condition greatly influenced bimanual grip comfort. Study 5 examined the effects of device height (70, 140, and 210 mm), task (web searching, video watching, and E-mail composing), and hand length (small, medium, and large hand groups) on various UX elements associated with using rollable display devices. Thirty individuals participated. Six UX elements (preferred screen width, preferred screen aspect ratio, user satisfaction, grip comfort, portability, design attractiveness, and gripping method) were assessed. Among device height, task, and hand length, device height was the most influential on the UX elements. The 95th percentile preferred screen width of three prototypes (device heights of 210, 140, and 70 mm) was 311.1, 206.2, and 100.0 mm, respectively. The larger the hand length, the wider the preferred screen width. A device (screen) height of 140 (120) mm with a 206.2 mm wide screen improved the overall user experience. Study 6 examined the effects of gender (15 males and 15 females), device thickness (2T, 6T, and 10T), and pulling duration (0.5s, 1.0s, and 1.5s) on preferred and acceptable pulling forces, muscle activities, and perceived comfort of the upper limbs associated with unrolling rollable displays. Thirty individuals evaluated three rollable display prototypes by laterally pulling each prototype for three different durations. Preferred and acceptable pulling forces of the upper limbs were measured, and the corresponding muscle activation and perceived comfort were obtained. Pulling duration largely accounted for %MVC of posterior deltoid (PD), flexor carpi radialis (FCR), and extensor carpi radialis (ECR), whereas gender largely accounted for perceived comfort. In consideration of perceived comfort, the device thickness was recommended to be 2 to 6T for both genders. %MVC of PD, FCR, and ECR of the female group was 1.4-2.4 times as high as that of the male group. The perceived comfort of the male group was 1.1-1.3 times higher than that of the female group. Overall, 6T was the best thickness. Users preferred a shorter pulling duration with a higher level of muscle activation than a longer pulling duration with a lower level of muscle activation to unroll the rollable screen. This work suggested ergonomic design guidelines for non-flexible smartphones and flexible mobile devices. Through these guidelines, basic dimensions and concepts for current and future mobile devices can be specified. In future studies, it is necessary to consider the intangible UX for future mobile devices by investigating the GUI based on the PUI proposed in this study.clos

    Different strokes for different folks? Revealing the physical characteristics of smartphone users from their swipe gestures

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    AbstractAnthropometrics show that the lengths of many human body segments follow a common proportional relationship. To know the length of one body segment โ€“ such as a thumb โ€“ potentially provides a predictive route to other physical characteristics, such as overall standing height. In this study, we examined whether it is feasible that the length of a personืณs thumb could be revealed from the way in which they complete swipe gestures on a touchscreen-based smartphone.From a corpus of approx. 19,000 swipe gestures captured from 178 volunteers, we found that people with longer thumbs complete swipe gestures with shorter completion times, higher speeds and with higher accelerations than people with shorter thumbs. These differences were also observed to exist between our male and female volunteers, along with additional differences in the amount of touch pressure applied to the screen.Results are discussed in terms of linking behavioural and physical biometrics

    from Issue Investigation to Design Solutions

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์‚ฐ์—…๊ณตํ•™๊ณผ, 2021.8. ์œค๋ช…ํ™˜.๊ฐ€์ „์ œํ’ˆ์„ ํฌํ•จํ•œ ํ˜„๋Œ€ ๊ธฐ์ˆ ์€ ์‚ฌ์šฉ์ž์˜ ์‚ถ์— ํ˜œํƒ์„ ์ œ๊ณตํ•˜์ง€๋งŒ ์ œ์กฐ์—…์ฒด์™€ ์„ค๊ณ„์ž์˜ ์ ‘๊ทผ์„ฑ ์ง€์› ๋ถ€์กฑ์œผ๋กœ ์ธํ•ด ์žฅ์• ์ธ ๋ฐ ๊ณ ๋ น ์‚ฌ์šฉ์ž๋Š” ๊ทธ ํ˜œํƒ์œผ๋กœ๋ถ€ํ„ฐ ์†Œ์™ธ๋˜์—ˆ๋‹ค. ์—ฌ๋Ÿฌ ์‹  ๊ธฐ๋Šฅ์˜ ๊ฐœ๋ฐœ ๋ฐ ๋ฐœ์ „์€ ๋น„์žฅ์• ์ธ ์‚ฌ์šฉ์ž์˜ ์‚ถ์˜ ์งˆ์„ ํ’์š”๋กญ๊ฒŒ ํ•œ ๊ฒƒ๊ณผ๋Š” ๋ฐ˜๋Œ€๋กœ ์ด๋Ÿฌํ•œ ๊ธฐ๋Šฅ๋“ค์€ ๋ณต์žก๋„๊ฐ€ ์ƒํ–ฅ๋˜์–ด ์žฅ์• ์ธ ๋ฐ ๊ณ ๋ น ์‚ฌ์šฉ์ž์˜ ์ ‘๊ทผ์„ฑ๊ณผ ๋…๋ฆฝ์  ์‚ฌ์šฉ์„ ์ €ํ•ดํ•˜๊ณ  ์ด๋‚ด ์‚ฌ์šฉ์ž ๊ฒฝํ—˜์„ ์ €ํ•˜์‹œ์ผฐ์„ ๋ฟ์ด๋‹ค. ์ด์™€ ๊ฐ™์ด ์ ‘๊ทผ์„ฑ ์ง€์›์ด ํ•„์š”ํ•œ ์ƒ์šฉ์ž์˜ ์‚ฌ์šฉ์ž ๊ฒฝํ—˜์„ ์ˆ˜์ง‘ํ•˜๋Š” ๊ฒƒ์€ ์ƒ๊ฐ๋ณด๋‹ค ๋ฒˆ๊ฑฐ๋กœ์šด ์ผ์ด๋‹ค. ๋Œ€์ƒ ์‚ฌ์šฉ์ž๋“ค์€ ๋ฏผ๊ฐํ•œ ๊ฐœ์ธ์ •๋ณด์ƒ์˜ ์ด์œ ๋กœ ์‚ฌ์šฉ์ž ๊ฒฝํ—˜ ์ œ๊ณต์„ ๊บผ๋ฆด ์ˆ˜๋„ ์žˆ๊ณ , ์ธํ„ฐ๋ทฐ๋‚˜ ์„ค๋ฌธ์กฐ์‚ฌ๋ฅผ ์ˆ˜ํ–‰ํ•˜๊ธฐ์— ์ ํ•ฉํ•œ ์กฐ๊ฑด์ด ์•„๋‹ ์ˆ˜๋„ ์žˆ์œผ๋ฉฐ, ๋” ๋‚˜์•„๊ฐ€ ์†Œํ†ต์— ์–ด๋ ค์›€์ด ์žˆ์„ ์ˆ˜๋„ ์žˆ๋‹ค. ์ด์™€ ๊ฐ™์€ ๋ฌธ์ œ๋Š” ์ œ์กฐ์—…์ฒด๋‚˜ ์„ค๊ณ„์ž์™€ ๊ฐ™์€ ์ดํ•ด๋‹น์‚ฌ์ž์™€ ๋Œ€์ƒ ์‚ฌ์šฉ์ž ๊ฐ„์— ์žฅ๋ฒฝ์„ ๋งŒ๋“ค๊ณ , ์ด๋Ÿฌํ•œ ์žฅ๋ฒฝ์€ ์‚ฌ์šฉ์ž๋“ค์ด ์ผ์ƒ ์ œํ’ˆ์„ ์‚ฌ์šฉํ•˜๋ฉฐ ๊ฒช๊ฒŒ ๋˜๋Š” ๋ฌธ์ œ๋ฅผ ์˜จ์ „ํžˆ ์ดํ•ดํ•˜๊ณ  ์ •์˜ํ•˜๋Š” ๊ฒƒ์„ ์–ด๋ ต๊ฒŒ ๋งŒ๋“ค์–ด ๊ณต๊ฐ์˜ ํ˜•์„ฑ์ด ๋ถˆ๊ฐ€๋Šฅํ•ด์ง„๋‹ค. ์ดํ•ด๋‹น์‚ฌ์ž๋“ค์€ ์žฅ์• ๊ฐ€ ์žˆ๋‹ค๋Š” ๊ฒƒ, ๊ณ ๋ น์ด ๋œ๋‹ค๋Š” ๊ฒƒ์„ ๊ฒฝํ—˜ํ•ด ๋ณด์ง€ ๋ชป ํ–ˆ๊ธฐ ๋•Œ๋ฌธ์— ๊ทธ๋“ค์˜ ์‚ฌ์šฉ์ž ๊ฒฝํ—˜์„ ์ž˜๋ชป ํ•ด์„ํ•  ์ˆ˜ ์žˆ๊ณ , ์ด๋Ÿฌํ•œ ๊ณต๊ฐ์˜ ๋ถ€์กฑ์€ ์žฅ์• ์ธ ๋ฐ ๊ณ ๋ น ์‚ฌ์šฉ์ž์— ๋Œ€ํ•œ ํŽธ๊ฒฌ๊ณผ ์˜คํ•ด๋กœ ์ด์–ด์ง„๋‹ค. ๊ฒฐ๊ตญ, ์ ‘๊ทผ ๊ฐ€๋Šฅํ•œ ์ œํ’ˆ ๊ฐœ๋ฐœ์„ ๋ชฉํ‘œ๋กœ ํ•˜๋Š” ์ œ์กฐ์‚ฌ๋‚˜ ์„ค๊ณ„์ž๊ฐ€ ์ด๋“ค์˜ ๋ถˆํŽธ์‚ฌํ•ญ ๋ฐ ์š”๊ตฌ๋ฅผ ์ธ์ง€ํ•œ๋‹ค ํ•ด๋„ ๋Œ€์ƒ ์‚ฌ์šฉ์ž์˜ ์ด๋Ÿฌํ•œ ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•˜๊ธฐ๋Š” ์–ด๋ ต๊ฑฐ๋‚˜ ์‹ฌ์ง€์–ด ๋ถˆ๊ฐ€๋Šฅํ•˜๊ธฐ๋„ ํ•˜๋‹ค. ์ด๋Ÿฌํ•œ ๋ฌธ์ œ๋กœ, ๋ณธ ์—ฐ๊ตฌ์˜ 3์žฅ์—์„œ๋Š” ์ธํ„ฐ๋ทฐ์™€ ๊ด€์ฐฐ ๋ฐ์ดํ„ฐ๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ ๊ฐ€์ „์ œํ’ˆ ์‚ฌ์šฉ ๋งฅ๋ฝ์— ๋”ฐ๋ฅธ ๋„ค ๊ฐ€์ง€ ์‚ฌ์šฉ์ž ์œ ํ˜•์— ๋Œ€ํ•œ ์—ฌ๋Ÿ ์ข…๋ฅ˜์˜ ํผ์†Œ๋‚˜๋ฅผ ๊ฐœ๋ฐœํ•˜์˜€๋‹ค. ์‹œ๊ฐ์žฅ์• (์ „๋งน, ์ €์‹œ๋ ฅ), ์ฒญ๊ฐ์žฅ์• (๋†์•„, ์ธ๊ณต ์™€์šฐ), ์ฒ™์ˆ˜์žฅ์• (์ฃผ๋จน ์ฅ” ์†, ํŽด์ง„ ์†), ๊ณ ๋ น์ž(ํ• ๋จธ๋‹ˆ, ํ• ์•„๋ฒ„์ง€) ํผ์†Œ๋‚˜๋Š” ๊ฐ๊ฐ ํผ์†Œ๋‚˜ ์นด๋“œ์˜ ์‹œ๋‚˜๋ฆฌ์˜ค์™€ ๊ฐ™์€ ํ˜•์‹์œผ๋กœ ์ ‘๊ทผ์„ฑ ์ด์Šˆ๋ฅผ ์ œ๊ณตํ•˜์—ฌ ์‹ค ์‚ฌ์šฉ์ž์™€ ๋ฉด๋Œ€๋ฉด์œผ๋กœ ๋งŒ๋‚˜๊ธฐ ์–ด๋ ค์šด ์ดํ•ด๋‹น์‚ฌ์ž๋กœ ํ•˜์—ฌ๊ธˆ ๋Œ€์ƒ ์‚ฌ์šฉ์ž์˜ ์ ‘๊ทผ์„ฑ ์ด์Šˆ๋ฅผ ํŒŒ์•…ํ•˜๊ณ  ๊ณต๊ฐํ•  ์ˆ˜ ์žˆ๋„๋ก ํ•˜๋Š” ๊ฒƒ์„ ๋ชฉํ‘œ๋กœ ํ•œ๋‹ค. ๋˜ํ•œ, ์ดํ•ด๋‹น์‚ฌ์ž๋“ค์€ ์‚ฌ์šฉ์ž ์ธํ„ฐ๋ž™์…˜ ๊ด€์ ์—์„œ ์žฅ์• ์ธ ๋ฐ ๊ณ ๋ น ์‚ฌ์šฉ์ž์˜ ๋‹ค๋ฅธ ํ–‰ํƒœ๋ฅผ ํŒŒ์•…ํ•˜๊ณ  ์ดํ•ดํ•  ๋„๊ตฌ๊ฐ€ ํ•„์š”ํ•˜๋‹ค. ๋ณธ ์—ฐ๊ตฌ์˜ 4์žฅ์—์„œ๋Š” ์œ„๊ณ„์  ์ž‘์—…๋ถ„์„(Hierarchical Task Analysis; HTA)์„ ์ˆ˜ํ–‰ํ•˜์—ฌ ๊ฐ€์ „์ œํ’ˆ ์‚ฌ์šฉ ์‹œ ์‹œ๊ฐ„ ์ˆœ์„œ์— ๋”ฐ๋ฅธ ์ผ๋ฐ˜์  ์ž‘์—… ๊ตฌ์กฐ๋ฅผ ์ œ์‹œํ•˜์—ฌ ์‚ฌ์šฉ์ž์˜ ์ž‘์—… ํ–‰ํƒœ๋ฅผ ์‹œ๊ฐํ™” ํ•˜์˜€๋‹ค. ์ด ๊ตฌ์กฐ์™€ ํ•จ๊ป˜ ์„œ๋ธ”๋ฆญ(Therblig)์„ ํ†ตํ•ด ์‚ฌ์šฉ์ž์˜ ์ž‘์—…์„ ๋ฏธ์‹œ์ ์œผ๋กœ ํ‘œํ˜„ํ•˜์˜€๋‹ค. ์„œ๋ธ”๋ฆญ์€ ๊ฐ€์ „์ œํ’ˆ ๋งฅ๋ฝ์— ๋งž๋„๋ก ์žฌ์ •์˜ํ•˜๊ณ  ์‚ฌ์šฉ์ž๊ตฐ ๋ณ„๋กœ ๋ฌธ์ œ๊ฐ€ ์žˆ๋Š” ์„œ๋ธ”๋ฆญ์ด ํŒŒ์•…๋œ ๊ฒฝ์šฐ ๋™์ž‘๊ฒฝ์ œ ์›์น™์— ์˜ํ•œ ์„ค๊ณ„ ๊ฐ€์ด๋“œ์— ๋”ฐ๋ผ ๊ฐœ์„ ์•ˆ์„ ์ œ์‹œํ•˜๋„๋ก ํ•˜์˜€๋‹ค. ๋™์ž‘๊ฒฝ์ œ์›์น™์€ ์‚ฌ์šฉ์ž์˜ ์ž‘์—…์ธก๋ฉด์—์„œ์˜ ๋ฌธ์ œ์ ๊ณผ ์„ค๊ณ„์ธก๋ฉด์—์„œ์˜ ํ•ด๊ฒฐ์•ˆ์„ ์—ฐ๊ด€ ์ง€์–ด ํ•ด์„ํ•˜๋Š” ์ง์„ ๋œ์–ด์ฃผ๋Š” ์—ญํ• ์„ ํ•ด, ์ œ์•ˆํ•˜๋Š” ์ ‘๊ทผ์„ฑ ๋„๊ตฌ๋Š” ์ ‘๊ทผ์„ฑ ํ‰๊ฐ€ ๋„๊ตฌ๋กœ์„œ ํฐ ๊ฐ€์น˜๋ฅผ ๊ฐ€์ง„๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ ๋ณธ ์—ฐ๊ตฌ์˜ 5์žฅ์—์„œ๋Š” ๊ธฐ์กด ํ‘œ์ค€๊ณผ ๊ฐ€์ด๋“œ๋ผ์ธ์„ ์ˆ˜์ง‘ํ•ด ์„ค๊ณ„ ๊ฐ€์ด๋“œ๋ผ์ธ์„ ๊ฐœ๋ฐœํ•˜์˜€๋‹ค. ๊ธฐ์กด ํ‘œ์ค€ ๋ฐ ๊ฐ€์ด๋“œ๋ผ์ธ์€ ์—ฌ๋Ÿฌ ์ˆ˜์น˜๋ฅผ ์ œ๊ณตํ•˜๊ณ ๋Š” ์žˆ์ง€๋งŒ ์žฅ์• ์ธ ๋ฐ ๊ณ ๋ น ์‚ฌ์šฉ์ž์˜ ์‚ฌ์šฉ ๋งฅ๋ฝ์„ ์ถฉ๋ถ„ํžˆ ๋ฐ˜์˜ํ•˜์ง€ ๋ชป ํ•˜๊ณ  ์‚ฌ์šฉ์ž์˜ ์‹ ์ฒด ๋Šฅ๋ ฅ, ํ™˜๊ฒฝ, ์ œํ’ˆ์˜ ํ˜•ํƒœ์— ๋”ฐ๋ผ ์ ์šฉ์ด ์–ด๋ ค์›Œ ์‹ค์ œ์  ํ™œ์šฉ๋„๊ฐ€ ๋‚ฎ์€ ๋ฌธ์ œ๊ฐ€ ์žˆ๋‹ค. ๋˜ํ•œ ์ ‘๊ทผ์„ฑ๊ณผ ์ธ๊ฐ„๊ณตํ•™์  ์ „๋ฌธ์„ฑ์ด ๋ถ€์กฑํ• ์ˆ˜๋ก ์‹ค ์ ์šฉ์ด ์–ด๋ ค์›Œ์ ธ ์ด๋Ÿฌํ•œ ๋ฌธ์„œ์˜ ๊ฐ€์น˜๋Š” ๋”์šฑ ๋‚ฎ์•„์งˆ ์ˆ˜๋ฐ–์— ์—†๋‹ค. ์ด์— ์žฅ์• ์ธ๊ณผ ๊ณ ๋ น์ž์˜ ์‚ฌ์šฉ ๋งฅ๋ฝ์„ ๋ฐ˜์˜ํ•ด ๊ฐ€์ด๋“œ๋ผ์ธ์„ ์žฌ์ •๋ฆฝํ•˜๊ณ  ์ด๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ ์ด ์ผ๊ณฑ๊ฐ€์ง€์˜ ํ”„๋กœํ† ํƒ€์ž…์„ ๊ฐœ๋ฐœํ•˜์˜€๋‹ค. ์ด 14๋ช…์˜ ์ฐธ๊ฐ€์ž๊ฐ€ ํ”„๋กœํ† ํƒ€์ž…์„ ํ‰๊ฐ€ํ•˜์—ฌ ๋Œ€์ƒ ๊ฐ€์ „์ œํ’ˆ์˜ ์ ‘๊ทผ์„ฑ ํ–ฅ์ƒ ์—ฌ๋ถ€๋ฅผ ํ‰๊ฐ€ํ•˜์˜€๋‹ค. ๋Œ€๋ถ€๋ถ„์˜ ํ”„๋กœํ† ํƒ€์ž…์€ ์„ฑ๊ณต์ ์œผ๋กœ ์ ‘๊ทผ์„ฑ์— ํ–ฅ์ƒ์„ ๋ณด์—ฌ ์„ค๊ณ„ ๊ฐ€์ด๋“œ๋ผ์ธ์˜ ์œ ํšจ์„ฑ ๋˜ํ•œ ๋ฐ˜์ฆํ•˜์˜€๋‹ค. ๋˜ํ•œ, ๋ณธ ๋…ผ๋ฌธ์—์„œ ์‚ฌ์šฉ๋œ ์ ˆ์ฐจ๋ฅผ ๋”ฐ๋ผ ์ ‘๊ทผ์„ฑ ๋ณด์žฅ ์ œํ’ˆ ์„ค๊ณ„ ์‹œ ๊ฐ ๊ฐ€์ด๋“œ๋ผ์ธ์˜ ์ˆ˜์น˜๋ฅผ ์–ด๋–ค ์‹์œผ๋กœ ์„ค๊ณ„์— ์ ์šฉํ•˜๋Š”์ง€๋ฅผ ์ฐธ๊ณ ํ•  ์ˆ˜๋„ ์žˆ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์˜ ์˜์˜๋Š” ๋‹ค์Œ๊ณผ ๊ฐ™๋‹ค. ์ฒซ ์งธ, ๋ณธ ๋…ผ๋ฌธ์€ ์‹œ๊ฐ์žฅ์• , ์ฒญ๊ฐ์žฅ์• , ์ฒ™์ˆ˜์žฅ์• ์ธ์„ ๋Œ€์ƒ์œผ๋กœ ์‚ฌ์šฉ์ž ์กฐ์‚ฌ๋ฅผ ์ง„ํ–‰ํ•˜๊ณ  ์ด๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ ์‚ฌ์šฉ์ž๋“ค์˜ ์ ‘๊ทผ์„ฑ ์ด์Šˆ๋ฅผ ํผ์†Œ๋‚˜ ํ˜•์‹์œผ๋กœ ๊ตฌ์ฒดํ™”ํ•˜์—ฌ ์ดํ•ด๋‹น์‚ฌ์ž๊ฐ€ ๋Œ€์ƒ ์‚ฌ์šฉ์ž์™€ ๋ณด๋‹ค ์‰ฝ๊ฒŒ ๊ณต๊ฐํ•  ์ˆ˜ ์žˆ๋„๋ก ํ•˜์˜€๋‹ค. ๋‘˜์งธ, ๋ณธ ๋…ผ๋ฌธ์€ ์ ‘๊ทผ์„ฑ ์—ฐ๊ตฌ๋ถ„์•ผ์—์„œ ๋ถ€์กฑํ•œ ์ ‘๊ทผ์„ฑ ํ‰๊ฐ€ ๋„๊ตฌ๋ฅผ ์ œ์•ˆํ•˜์—ฌ ์ ‘๊ทผ์„ฑ ์—ฐ๊ตฌ์˜ ์—ฐ๊ตฌ์žฅ๋ฒฝ์„ ๋‚ฎ์ถ”๋Š”๋ฐ ๊ธฐ์—ฌํ•˜์˜€๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ ์‹ค์ œ ์ ‘๊ทผ์„ฑ ํ–ฅ์ƒ ์ œํ’ˆ์„ ๊ฐœ๋ฐœ์„ ์œ„ํ•œ ๊ฐ€์ด๋“œ๋ผ์ธ๊ณผ ์ด๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ ์ œ์ž‘๋œ ํ”„๋กœํ† ํƒ€์ž…์„ ์‹ค์ œ ์‚ฌ์šฉ์ž๋“ค์ด ํ‰๊ฐ€ํ•˜๋„๋ก ํ•ด ๊ฐ€์ด๋“œ๋ผ์ธ์˜ ์‹คํšจ์„ฑ์„ ๊ฒ€์ฆํ•˜์˜€๋‹ค. ์ „๋ฐ˜์ ์œผ๋กœ, ๋ณธ ์—ฐ๊ตฌ๋Š” ์ ‘๊ทผ์„ฑ ๋ฌธ์ œ์˜ ์žฅ๋ฒฝ์„ ๋ŒํŒŒํ•˜๊ธฐ ์œ„ํ•ด ์ „๋ฐ˜์ ์ธ ์ œํ’ˆ ๊ฐœ๋ฐœ ํ”„๋กœ์„ธ์Šค๋ฅผ ์ ์šฉํ•˜์˜€์œผ๋ฉฐ ์œ ๋‹ˆ๋ฒ„์„ค ๋””์ž์ธ ๊ด€์ ์—์„œ ์ ‘๊ทผ์„ฑ ๋ฌธ์ œ ํ•ด๊ฒฐ์„ ์œ„ํ•œ ์ผ๋ จ์˜ ์ƒˆ๋กœ์šด ์ ‘๊ทผ ๋ฐฉ์‹์œผ๋กœ ์ œ์•ˆํ•˜์—ฌ ์‚ฌ์šฉ์ž๊ฐ€ ๋ณธ์ธ์˜ ์žฅ์• ๋‚˜ ์—ฐ๋ น๊ณผ ์ƒ๊ด€์—†์ด ์ œํ’ˆ โ€“ ํŠนํžˆ ๊ฐ€์ „์ œํ’ˆ โ€“ ์„ ์ž์œ ๋กญ๊ณ  ์•ˆ์ „ํ•˜๊ฒŒ ์‚ฌ์šฉํ•˜๋„๋ก ํ•˜์˜€๋‹ค.Modern-day technologies - including home appliances - deliver benefits to our lives yet the lack of accessibility supports from the manufacturers and designers have forsaken a considerable number of elderly and disabled people. Unlike how the development and advancement with a variety of new functions and features enriched the quality of life for non-disabled users, it only degraded the user experience for the elderlies and disabled users since such functions and features come along with the increased complexity, which hinders not only the accessible use but also the independent use of a disabled or elderly user. Collecting user experience from the users in need of accessibility support is much more troublesome than one might think. The users may be reluctant to provide their user experience for sensitive privacy reasons, may not be in the appropriate physical conditions for interviews or surveys, or even have communication problems. Such barriers between the stakeholder and the target users do not allow the stakeholders to fully understand and define the problems these users confront every day; simply, impossible to build empathy. The lack of empathy breeds misconceptions on the elderly and disabled users, created by misinterpretation of the usersโ€™ experiences since the stakeholders have never experienced what it is like to be a disabled or elderly user. Even if manufacturers and designers who oversee developing accessible products recognize the needs and frustrations of the disabled population, it is challenging or even inaccessible for them to address these issues of their target customers. In Chapter 3, based on the interview and observation data, this study developed eight personas for four different types of disabled users under the context of home appliance usage: visually impaired (blind and low-vision), hearing impaired (deaf and cochlear implemented), spinal cord injured (opened palm and closed fist), and elderly (grandma and grandpa). Each persona provides their accessibility issues through a persona card and scenario-like explanation. Personas created in this study will help manufacturers and designers empathize with their users although they did not meet the real users face-to-face. Moreover, stakeholders need a tool to investigate how their users in need of accessibility support behave differently from non-disabled users, which provides a deeper understanding of the usersโ€™ perspectives in terms of โ€œinteraction.โ€ In Chapter 4, this study conducted Hierarchical Task Analysis (HTA) and created general task structures of home appliances based on their product compartment and chronological usage phase. This task structure visualizes the user behavior. Combined with the task structure, therbligs expressed the user task on a micro-scale. Therbligs were redefined to fit the home appliance context and, if found problematic, there was the principle of motion economy to provide design guidance to solve the problems of corresponding therbligs. Moreover, the principle of motion economy is valuable because it reduces the burden of a researcher to convert a task-oriented problem found in terms of user behavior into a design-oriented solution. Lastly, in Chapter 5, a design guideline is developed by collecting existing standards and guidelines. Existing standards and documents related to accessibility lack a detailed explanation of real-world application, although the documentations provide various numerical values related to designs. The numbers are not directly implementable since the context-of-use of elderly or disabled users may vary by their capability, environment, and basically by the form factor of the products they use. Lower the expertise in ergonomics and accessibility less valuable the standards and guidelines will be to implement in a product design. With the design guideline developed and ideas collected from an ideation workshop, a total of seven prototypes were built. A total of 14 participants evaluated the prototype whether it enhanced the accessibility of target home appliances or not. As a result, most prototypes successfully improved the accessibility and approved the validity of design guidelines. This procedure as a case study will provide how to implement the principles and dimensional values found in the existing standards and guidelines when developing an accessible product. Overall, this study applied a whole product development cycle to breakthrough the barriers of accessibility problems and proposes it as a set of novel approaches for accessibility issues resolution based on the perspectives of universal design so that a user can freely and safely use their products โ€“ especially home appliances โ€“ regardless of their disability or age.Chapter 1 Introduction 1 1.1 Accessibility Barriers 1 1.1.1 Barriers for Users 1 1.1.2 Barriers for Stakeholders 3 1.2 Research Objectives and Study Outline 12 Chapter 2 Background 15 2.1 Target Users and Products 15 2.1.1 Target Users 15 2.1.2 Target Home Appliances and Compartments 19 2.2 Definition of Accessibility 29 2.3 Design Approach 33 2.3.1 Accessible and Universal Design 33 Chapter 3 Persona to Investigate the Accessibility Issues of Disabled and Elderly Users Under the Context of Home Appliances Usage 35 3.1 Overview 35 3.2 Methods 38 3.2.1 User Data Collection 38 3.2.2 Data Analysis for Personas 42 3.2.3 Persona Creation for Identifying Accessibility Issue 45 3.3 Persona Development 48 3.3.1 User Behaviors and Characteristics 48 3.3.2 Created Personas 53 3.4 Results and Discussion 59 3.4.1 Behaviors and Characteristics of Personas 60 3.4.2 Accessibility Issues from Personas 67 3.5 Probable Applications and Future Studies 77 Chapter 4 TAT: Therbligs as Accessibility Tool 82 4.1 Overview 82 4.1.1 Task Analysis 84 4.1.2 Therbligs and Motion Studies 86 4.1.3 Redefining Therbligs 89 4.1.4 Changes in the Principles of Motion Economy 95 4.2 Methods 102 4.2.1 Therblig-based Task Analysis 103 4.2.2 Task Evaluation 107 4.3 Results 109 4.3.1 General Task Structures 109 4.3.2 Accessibility Evaluation Results 116 4.4 Discussions 122 4.4.1 Problematic Therbligs and Related Principles of Motion Economy for Improvements 125 4.4.2 The Final Set of Therbligs for Accessibility Evaluation 133 4.4.3 New Task Design for Disabled and Elderly Users 139 4.5 Conclusion 142 Chapter 5 Accessible Home Appliance Designs : Prototyping and Design Guidelines 145 5.1 Overview 145 5.2 Ideation for accessible home appliances 148 5.2.1 Ideation Workshop 148 5.2.2 Ideation Result 153 5.3 Development of Design Guidelines and Prototypes 156 5.3.1 Design Guideline Principles 161 5.3.2 Prototyping 173 5.4 Experiment for validation 186 5.4.1 Evaluation Results 188 5.5 Discussion 197 5.6 Conclusion 201 Chapter 6 Conclusion 203 Bibliography 206 ๊ตญ๋ฌธ ์ดˆ๋ก 222 ๊ฐ์‚ฌ์˜ ๊ธ€ 225 Acknowledgment 226 APPENDICES 227๋ฐ•

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    A comprehensive method to design and assess mixed reality simulations

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    AbstractThe scientific literature highlights how Mixed Reality (MR) simulations allow obtaining several benefits in healthcare education. Simulation-based training, boosted by MR, offers an exciting and immersive learning experience that helps health professionals to acquire knowledge and skills, without exposing patients to unnecessary risks. High engagement, informational overload, and unfamiliarity with virtual elements could expose students to cognitive overload and acute stress. The implementation of effective simulation design strategies able to preserve the psychological safety of learners and the investigation of the impacts and effects of simulations are two open challenges to be faced. In this context, the present study proposes a method to design a medical simulation and evaluate its effectiveness, with the final aim to achieve the learning outcomes and do not compromise the students' psychological safety. The method has been applied in the design and development of an MR application to simulate the rachicentesis procedure for diagnostic purposes in adults. The MR application has been tested by involving twenty students of the 6th year of Medicine and Surgery of Universitร  Politecnica delle Marche. Multiple measurement techniques such as self-report, physiological indices, and observer ratings of performance, cognitive and emotional states of learners have been implemented to improve the rigour of the study. Also, a user-experience analysis has been accomplished to discriminate between two different devices: Vox Gear Plusยฎ and Microsoft Hololensยฎ. To compare the results with a reference, students performed the simulation also without using the MR application. The use of MR resulted in increased stress measured by physiological parameters without a high increase in perceived workload. It satisfies the objective to enhance the realism of the simulation without generating cognitive overload, which favours productive learning. The user experience (UX) has found greater benefits in involvement, immersion, and realism; however, it has emphasized the technological limitations of devices such as obstruction, loss of depth (Vox Gear Plus), and narrow FOV (Microsoft Hololens)

    Study of the interaction of older adults with touchscreen

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    Utiliser une tablette ou un smartphone est dรฉsormais courant. Cependant, les effets de l'รขge sur les capacitรฉs motrices nรฉcessaires pour l'exรฉcution des gestes d'interaction tactile n'ont pas รฉtรฉ suffisamment pris en compte lors de la conception et de l'รฉvaluation des systรจmes interactifs, une des raisons qui a empรชchรฉ l'inclusion numรฉrique de ce groupe d'utilisateurs. L'objectif de cette thรจse est d'รฉtudier l'interaction des personnes รขgรฉes avec les รฉcrans tactiles afin d'identifier des problรจmes d'utilisabilitรฉ sur des supports variรฉs (smartphone et tablette, doigt et stylet). Pour cette รฉtude, nous avons conรงu un systรจme interactif constituรฉ de jeux de type puzzle numรฉrique tactiles, oรน le geste d'interaction drag-and-drop (glisser-dรฉposer) est employรฉ pour positionner les cibles. Dans ce contexte, une attention particuliรจre a รฉtรฉ portรฉe ร  l'analyse des mouvements de l'utilisateur. L'analyse des postures du poignet durant l'interaction a permis d'รฉlucider la relation entre les caractรฉristiques des mouvements des personnes รขgรฉes avec leurs performances, ร  savoir, des temps plus longs et une augmentation du nombre d'erreurs par rapport aux utilisateurs adultes plus jeunes. Prendre en compte la variabilitรฉ des capacitรฉs motrices des utilisateurs lors des phases de conception et รฉvaluation des systรจmes interactifs est nรฉcessaire pour comprendre leurs difficultรฉs et amรฉliorer l'ergonomie et utilisabilitรฉ de l'interaction tactile.Tablets and smartphones have become mainstream technologies. However, the aging effects on the motor skills implied on tactile interaction haven't been enough considered during the design and evaluation of tactile interactive systems, what prevent this group of older adult users to be digitally included successfully. This thesis aims to study the interaction of older adults with touchscreens in order to identify usability issues on different devices and input modalities (smartphone and tablet, finger and stylus). To this study, we designed an interactive system consisted of tactile puzzle games and using drag-and-drop interaction for positioning the puzzle pieces into their corresponding targets. In this framework, a special attention was given to the analysis of the movements of the user. The analysis of the postures of the users' wrists during interaction allowed to elucidate the relationship between the characteristics of the movements of older adults and their performances, particularly concerning the longer times needed for executing the gestures of interaction as well as the increased error rates of this group of users when compared to younger adults. Taking into account the variability of users' motor skills during the design and evaluation of interactive systems is necessary to better understand their difficulties as well as to improve the ergonomics and the usability levels of tactile interaction

    Biometric Systems Interaction Assessment: The State of the Art

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    The design and implementation of effective and efficient biometric systems presents a series of challenges to information technology (IT) designers to ensure robust performance. One of the most important factors across biometric systems, aside from algorithmic matching ability, is the human interaction influence on performance. Changes in biometric system paradigms have motivated further testing methods, especially within mobile environments, where the interaction with the device has fewer environmental constraints, whichmay severely affect system performance. Testing methods involve the need for reflecting on the influence of user-system interaction on the overall system performance in order to provide information for design and testing. This paper reflects on the state of the art of biometric systems interaction assessment, leading to a comprehensive document of the relevant research and standards in this area. Furthermore, the current challenges are discussed and thus we provide a roadmap for the future of biometrics systems interaction research
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