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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸Åë½ÅÇÐȸ ³í¹®Áö (Journal of the Korea Institute of Information and Communication Engineering)

Çѱ¹Á¤º¸Åë½ÅÇÐȸ ³í¹®Áö (Journal of the Korea Institute of Information and Communication Engineering)

Current Result Document : 36 / 37

ÇѱÛÁ¦¸ñ(Korean Title) ½º¸¶Æ®ÅäÀ̸¦ À§ÇÑ ¾ÖÇø®ÄÉÀÌ¼Ç »ç¿ë¼º Æò°¡ ¿¬±¸
¿µ¹®Á¦¸ñ(English Title) A Study on Application Usability Evaluation for Smart Toy
ÀúÀÚ(Author) Á¶µ¿È¯   ÃÖÈÆ   Donghwan Cho   Hun Choi  
¿ø¹®¼ö·Ïó(Citation) VOL 23 NO. 11 PP. 1391 ~ 1396 (2019. 11)
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(Korean Abstract)
ÃÖ±Ù ¼ÒÇÁÆ®¿þ¾îÀÇ Á߿伺ÀÌ Áõ°¡ÇÔ¿¡ µû¶ó ±¹³»¿¡¼­µµ ÃʵîÇб³¿¡¼­ ¼ÒÇÁÆ®¿þ¾î ±³À°ÀÌ Àǹ«È­µÇ°í ÀÖ´Ù. ÀÌ·¯ÇÑ ½ÃÁ¡¿¡¼­ ½º¸¶Æ®ÅäÀ̸¦ ÀÌ¿ëÇÏ¿© ³îÀÌ¿Í ±³À°À» Á¢¸ñÇÑ ÄÚµù ±³À°ÀÌ ÀÌ·ç¾îÁö°í ÀÖ´Ù. ´Ù¾çÇÑ ½º¸¶Æ®ÅäÀÌ Áß °¡Àå ³Î¸® ÀÌ¿ëµÇ°í ÀÖ´Â ½º¸¶Æ® ÅäÀÌ Áß Çϳª´Â ºí·ÏÇü ½º¸¶Æ® ÅäÀÌÀÌ´Ù. º» ¿¬±¸¿¡¼­´Â ºí·ÏÇü ½º¸¶Æ®ÅäÀ̸¦ Á¶ÀÛÇÒ ¼ö ÀÖ´Â ½º¸¶Æ®Æù ¾ÖÇø®ÄÉÀ̼ǿ¡ ´ëÇÑ »ç¿ëÀÚÀÇ »ç¿ë¼ºÀ» Çâ»ó½ÃÅ°±â À§ÇÑ Æò°¡¸¦ ½Ç½ÃÇÏ¿´´Ù. À̸¦ À§ÇØ ´Ù¾çÇÑ »ç¿ë¼º Æò°¡ ±â¹ý Áß ÇϳªÀÎ Àü¹®°¡¸¦ ´ë»óÀ¸·Î ÇÑ ÈÞ¸®½ºÆ½ ±â¹ýÀ» ½Ç½ÃÇÏ¿´´Ù. ºÐ¼® °á°ú, ¸Þ´ºÀÇ ¹öÆ°°ú ½ºÀ§Ä¡ ±¸ºÐÀÌ Àß ÀÌ·ç¾îÁöÁö ¾Ê¾ÒÀ¸¸ç, ¿À·ù ¹ß»ý ½Ã ¹ß»ý ¿øÀÎÀÌ »ç¿ëÀÚ¿¡°Ô Á¦°øµÇÁö ¾Ê´Â °ÍÀ¸·Î ³ªÅ¸³µ´Ù. º» ¿¬±¸ °á°ú´ÂÇâÈÄ ½º¸¶Æ®ÅäÀ̸¦ À§ÇÑ ¾ÖÇø®ÄÉÀ̼ÇÀÇ »ç¿ë¼ºÀ» Çâ»ó½ÃÅ°´Âµ¥ ±â¹ÝÀÌ µÉ ¼ö ÀÖ´Ù.
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(English Abstract)
With the recent increase in the importance of software, software education is required in elementary schools in Korea. At this point, coding education combining play and education using smart toys is widely used. One of the most widely used smart toys is a block type smart toy. In this study, usability evaluation was performed to improve user's usability for block type smart toy with smartphone application. In order to achieve the purpose of this study, a heuristic technique with experts, one of various usability evaluation techniques, was performed. As a result of the analysis, it was found that the buttons and the switch of the menu were not well distinguished, and the cause of the error was not provided to the user. The results of this study can be the basis for improving the usability of applications for smart toy in the future.
Å°¿öµå(Keyword) ½º¸¶Æ®ÅäÀÌ   »ç¿ë¼º Æò°¡   ÈÞ¸®½ºÆ½ ±â¹ý   ½º¸¶Æ®Æù ¾ÖÇø®ÄÉÀ̼Ǡ  Smart toy   Usability test   Heuristic technique   Smartphone application  
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