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Featured researches published by Hwan Hwangbo.


International Journal of Human-computer Interaction | 2010

The Influence of Cultural Differences on the Use of Social Network Services and the Formation of Social Capital

Yong Gu Ji; Hwan Hwangbo; Ji Soo Yi; Pei-Luen Patrick Rau; Xiaowen Fang; Chen Ling

With the advent of Web 2.0, social network services (SNSs), such as Facebook and MySpace, have grown explosively and globally as one of core Web 2.0 applications. However, as revealed in other cultural comparison studies in the field of human–computer interaction, it is believed that cultural differences profoundly impact on how people use SNSs. Unfortunately, the differences in using SNSs have not been systematically investigated, so this study presents a web-based survey study among three nations: Republic of Korea, Peoples Republic of China, and the United States of America. It was assumed that SNS users form bridging and bonding social capital (borrowed from social capital theory) through the five functions of SNS that were categorized: Identity, Expert Search, Connection, Communication, and Contents Sharing. A correlation between social capital-related activities and usage patterns of SNS was expected. A total of 489 responded to the web-based survey through the three counties. Although the theory of cultural differences turned out to be insufficient to explain diverse usage patterns of SNSs, the results showed that Korean and Chinese users form bridging and bonding social capital mainly through Expert Search and Connection functions, but American users mainly use the Communication function to form bonding Social Capital. Various implications of these results for researchers and practitioners who work on and for SNSs are described as well.


International Journal of Human-computer Interaction | 2013

A Study of Pointing Performance of Elderly Users on Smartphones

Hwan Hwangbo; Sol Hee Yoon; Beom Suk Jin; Young Suk Han; Yong Gu Ji

The number of global smartphone users is rapidly increasing. However, the proportion of elderly persons using smartphones is lower than that of other age groups because they feel it is difficult to use touch screens. There have only been a few studies about usability and elderly smartphone users or designs for them. Based on this background, we studied the pointing action of elderly users, which is a basic skill required to use touch screens on smartphones. We reviewed previous works to determine specific research methods and categorized them into three groups: (a) effect of target size and spacing on touch screen pointing performance, (b) effect of age on pointing performance, and (c) feedback of touch screens. To investigate the touch screen pointing performance of elderly, we conducted two experiments. In the first experiment, 3 target sizes (5 mm, 8 mm, and 12 mm) and 2 target spacings (1 mm, 3 mm) were evaluated. Adding to that, we analyzed whether touch screen pointing performance is dependent on the location of the target. In the second experiment, 3 types of feedback (auditory, tactile, and audiotactile) were evaluated. The results show that (a) pointing performance of elderly was significantly influenced by size, spacing, and location of target, and (b) the performance was higher in audiotactile feedback condition. We expected that these results can contribute to the design of smartphone applications for elderly users.


International Journal of Human-computer Interaction | 2016

Perceived Visual Complexity of In-Vehicle Information Display and Its Effects on Glance Behavior and Preferences

Seul Chan Lee; Hwan Hwangbo; Yong Gu Ji

ABSTRACT Despite enhancements in the visual complexity of in-vehicle information display in recent years, few studies have examined the effects of such increased complexity. We conducted this study with the following objectives: (1) to suggest a framework for predicting the perceived visual complexity (PVC) of in-vehicle information display; (2) to examine the effects of PVC on the visual behavior of human operators; (3) to investigate the relationship between preferences and PVC. A theoretical framework to evaluate PVC was developed, and a survey study was used to collect participants’ perceptions on visual complexity. A regression analysis was employed to find the relationship between each of three factors and PVC. Two of the factors—quantity and variety—showed a positive correlation with PVC, whereas the third factor, relation, exhibited a negative correlation. Visual search experiments were conducted to test the effects of PVC on the performance of visual search tasks and glance behavior. The results showed that the high level of PVC leads to more time-on-task and number of fixations. We also found that preference for in-vehicle information displays was inversely proportional to PVC. The results enable us to predict how human operators perceive visual complexity and explain the influence of PVC on human behavior.


international conference on human aspects of it for aged population | 2017

Development of a User Experience Evaluation Framework for Wearable Devices

Young Woo Kim; Sol Hee Yoon; Hwan Hwangbo; Yong Gu Ji

Wearable devices such as smartwatch, tracker, and head-mounted display devices are commonly used along with the advance of IT. Users face novel user experiences owing to the “wearing” nature of wearable devices. However, until now there is no framework to assess the overall UX of a wearable device. Therefore, the objective of this study is to provide a systematic framework that assist in the evaluation and design of wearable devices. In this study, a framework was presented consisting of design space, evaluation factors, and context of use. It could classify each area into several subcategories based on the previous research. We carried out a case study of expert evaluation and user evaluation to investigate the applicability of the framework. For two types of wearable devices, HMD and smartwatch, the experts evaluated the correlation between the design spaces and the evaluating factors. Users also assessed the association between the two areas through questionnaires. Results showed that relation in between design space and evaluation factors alter by varying products. Although there are limitations on the number of subjects and UX factors, this study has significance in that it enables quick and systematic evaluation of wearable devices.


automotive user interfaces and interactive vehicular applications | 2016

Complexity Overloaded in Smart Car: How to Measure Complexity of In-vehicle Displays and Controls?

Hwan Hwangbo; Seul Chan Lee; Yong Gu Ji

Advanced intelligent vehicle technologies provide various types of in-vehicle information to drivers. This phenomenon leads to increasing amount of the information, which intensify the complexity of in-vehicle interface. Extant literature in the field of human factors and automotive user interface research have mainly focused on in-vehicle single task performance while driving. Therefore, an integrative approach and framework to evaluate complexity of automotive HMI is still in need. With the aim of resolving this complexity issue, we established two models to quantify complexity of in-vehicle display and control system. We also addressed an integrative framework for evaluating in-vehicle interface complexity drawing on the established models.


Journal of The Ergonomics Society of Korea | 2015

Developing Visual Complexity Metrics for Automotive Human-Machine Interfaces

Ji Man Kim; Hwan Hwangbo; Yong Gu Ji

Objective: The purpose of this study is to develop visual complexity metrics based on theoretical bases. Background: With the development of IT technologies, drivers process a large amount of information caused by automotive human-machine interface (HMI), such as a cluster, a head-up display, and a center-fascia. In other words, these systems are becoming more complex and dynamic than traditional driving systems. Especially, these changes can lead to the increase of visual demands. Thus, a concept and tool is required to evaluate the complicated systems. Method: We reviewed prior studies in order to analyze the visual complexity. Based on complexity studies and human perceptual characteristics, the dimensions characterizing the visual complexity were determined and defined. Results: Based on a framework and complexity dimensions, a set of metrics for quantifying the visual complexity was developed. Conclusion: We suggest metrics in terms of perceived visual complexity that can evaluate the in-vehicle displays. Application: This study can provide the theoretical bases in order to evaluate complicated systems. In addition, it can quantitatively measure the visual complexity of In-vehicle information system and be helpful to design in terms of preventing risks, such as human error and distraction.


international conference on human computer interaction | 2013

User centered inclusive design process: a 'situationally-induced impairments and disabilities' perspective

Hyung Jun Oh; Hyo Chang Kim; Hwan Hwangbo; Yong Gu Ji

Mobile phones provide many functions to improve peoples daily lives. However, there are some difficulties to apply the specialty of the mobile device on existing simple schematics of drawings and the approaches. Moreover, regarding handicapped people as special users is causing the stigma effect. Therefore, this research suggests an inclusive design process that by considering the idea of situationally-induced impairments and disabilities (SIID) for developing the product, its design is not only considered for the handicapped people, but also normal people can experience the handicapped situations.


Journal of The Ergonomics Society of Korea | 2011

Evaluation on Low-floor Bus Package Layout from the Perspective of Universal Design

Sunwoong Kim; Jiyeon Kim; Hwan Hwangbo; Bong-Ha Hwang; Yong Joo Moon; Young Gu Ji

Objective: The aim of this study is to suggest a package layout guideline for low-floor bus by interview with passengers and observations of their behavior. Background: Increasing attention has been introduced the low-floor bus to be more suitable for use by transportation handicapped. Complex issues are involved in providing comfortable services to all people. We are going to suggest package layout guidelines for more comfortable and suitable travel to all people. Method: The two times of survey and video observation sessions were conducted on low-floor buses in Seoul; (1) a finding of potential issues in the first session, (2) a confirming of issues from the last session. Results: The three of major issues were founded in this study; (1) difficulties in supporting body when standing, (2) difficulties in sitting on front wheel pan seat, (3) difficulties in passing through the aisle. Conclusion: There were clear differences between public and transportation handicapped in using some tools which are used for support body such as roof hand rails, side hand rails, and hand rail rings. Some of design problems were founded to improve from the perspective of ergonomics and universal design. Such differences and design guidelines have to be considered in bus design as well as commercial vehicle. Application: The proposed design guidelines can be used to development of low-floor bus and other public transportations.


대한인간공학회 학술대회논문집 | 2011

A Study on the low-floor bus layout for Universal design

Jiyeon Kim; Hwan Hwangbo; Sunwoong Kim; Bong-Ha Hwang; Young Joo Moon; Yong Gu Ji


Archive | 2014

MOBILE TERMINAL FOR CONTROLLING ICONS DISPLAYED ON TOUCH SCREEN AND METHOD THEREFOR

So-Young Kim; Yong-Gu Ji; Sung-Joo Ahn; Hwan Hwangbo; Hyo-chang Kim; Jung-Hoon Park; Hyung-Jun Oh; Hyun-Guk Yoo; Gyeong-Ho Chu

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