오늘날의 도시화 발전은 정보화 기술을 기반으로 점점 더 세분화되고 다양해지고 있다. 지하철 관련 서비스 산업 역시 기존의 전통적인 방식 으로는 더 이상 승객들을 만족시키지 못한다. 이에 따라 일부 국제도시 에서는 최근 대두되고 있는 모바일 앱 서비스를 지하철 부대시설에 접목 시키고 있으며, 앱의 개선은 승객들의 철도 교통 이용 시의 편의성과 효 율성을 크게 향상시킴으로써 도시교통을 더욱 원활하게 할 것이다. 스마트폰이 등장한 후 모바일 앱도 함께 생겨났다. 모바일 응용프로그 램이라고도 하는 모바일 앱은 스마트 폰, 태블릿 또는 기타 모바일 장치 에서 실행되는 응용프로그램이다. 오늘날의 모바일 앱 제품들은 쇼핑류, 게임류, 학습류, 음악류, 뉴스 등 사람들의 생활과 업무의 다양한 측면에 관한 것으로 사람들의 실제 생활을 용이하게 할 뿐만 아니라 사람들의 정신적인 방면에서도 풍요롭게 해주기 때문에 큰 인기를 얻고 있다. 이 처럼 모바일 애플리케이션은 사람들의 생활 방식을 천천히 변화시켜 이 는 사람들로 하여금 점점 앱에 의존하게 만들고 철도 교통서비스 분야에 서도 모바일 어플리케이션에 대한 수요가 생기기 시작했다. 아시아를 대표하는 일본, 한국, 중국 3개국을 대상으로 한 지하철 앱의 분석 연구 결과, 배경이 다른 세 나라의 문화, 정치, 소비자 라이프 스타 일, 환경 등에 차이를 보였으며 또 지역별, 각계각층, 연령별 등 다양한 이용자의 태도와 정보기술(IT)의 선진도 등에서 유의미한 차이를 보였다. 현재 지하철 앱 설계는 아직 향상될 여지가 많다. 중국의 가장 대표 적인 일선 도시 중 하나인 심천의 지하철 앱을 연구 사례로 삼아 중국 다른 도시의 지하철 앱을 위한 새로운 개선점을 제시했다. 심천 지하철 APP은 승객의 지하철 앱 사용동기와 사용자 태스크 모 델을 기초로 하여 구축된 것으로, 이를 통해 승객이 심천 지하철 APP의 어떤 기능과 조작에 대한 수요도가 높은지 파악하여 이러한 기능의 조작 논리를 사용자의 요구에 맞춰 최적화 할 수 있다. 이를 위한 사용자 태스크 모델의 설계 과정은 다음과 같다. 첫째, 태스크 분석을 통해 지하철 앱의 각종 기능 중에 사용자의 수요 도가 가장 높은 것이 무엇인지 알 수 있다. 승객들은 지하철 이용 과정 중 먼저 정확한 출발점을 찾는 것, 정확한 환승 노선을 찾는 것, 정확한 종착역을 찾는 것, 그리고 가장 효율적으로 지하철역을 빠져 나갈 수 있 는 기능에 대한 수요도가 가장 높다는 것을 알 수 있다. 이러한 분석에 의거하여 심천 지하철 APP에 새로운 핵심 기능인 ''빠른 출구''를 설정한 다. 둘째, 사용자 목표를 완수하기 위해 작업 단위 PCTU를 설정한 후 개 별 PCTU를 태스크 순서에 연결한다. 지하철 앱 사용 과정 중 특수성, 즉‘외부영향’이 있기 때문에 태스크 순서는 일반적인 태스크 순서, 이상 현상 태스크 순서, 외부 영향하의 태스크 순서에 의한 세 가지 상황의 태스크 순서로 구분된다. 셋째, PCTBTA 태스크 모델에서 ETS (Enable Task Set)를 추출하고 ETS (Enable Task Set)를 대화 모드로 변환하고 대화 모드를 프레젠테 이션 모델로 변환한다. 태스크 모델에 의거하여 구체적인 심천 지하철 APP ‘빠른 출구’기능의 사용자 인터페이스 디자인을 설계한다. 앱의 가동성은 지하철 어플리케이션 시장에서 경쟁력을 확보하기 위해 반드시 파악해야 할 중요한 요소이다. 심천 지하철 APP의 ‘빠른 출구’기능 테스 트를 통해 제품에 대한 사용자의 요구사항과 필요성을 파악하고 더 나아 가 제품을 개선하는 출발점으로 삼아 제품의 가동성을 높일 수 있다. 첫째, 성별 사용자 성별을 그룹화하여 변수로 했을 때 심천 지하철 APP의 사용 성에 대한 지각과 평가에 유의미한 차이가 없기 때문에 설계 시 해당 요 인을 특별히 고려하지 않아도 된다. 둘째, 연령 사용자 연령을 그룹화하여 변수로 삼을 때 50대 이상의 사용자 그룹은 심천 지하철 APP의 사용법 학습에 더 무게를 두고 있어 향후 심천 지 하철 APP이나 다른 도시의 지하철 앱 디자인 설계 시 참고할 수 있다. 셋째, 학력 사용자 학력을 그룹화하여 변수로 삼을 때 전문대 학력의 사용자 그룹 은 심천 지하철 APP의 사용성에서 학습성을 가장 중요하게 생각한다. 이러한 사용자는 심천 지하철 APP의 사용법을 빠르고 쉽게 습득하도록 하여 배우는 데 큰 노력이 필요하지 않을 뿐 아니라 장시간 사용할 수 있도록 하는 것이 좋다. 넷째, 사용 경험 사용자의 동종 앱에 대한 사용 경험을 그룹화하여 변수로 삼을 때 동 종 앱 사용 경험이 비교적 풍부한 사용자는 심천 지하철 APP의 유효성 을 더 중요하게 생각한다. 이러한 사용자는 심천 지하철 APP이 특정 태 스크를 완수하거나 특정 목표에 도달할 때 높은 정확성과 완결성을 갖추 고 사용자가 지하철을 이용할 때 편리하게 이용할 수 있는 서비스가 향 상되기를 바란다 다섯째, 사용자 사용 빈도 동종 앱에 대한 사용자 사용 빈도를 그룹화하여 변수로 했을 때 하루에 한번 이상 사용하는 사용자는 심천 지하철 APP의 만족도, 즉 심천 지하 철의 인터렉션 작용 과정에서 높은 주관적 만족도를 얻을 수 있다는 점 을 가장 중요하게 생각한다. 본 연구는 사전 분석 이후 심천 지하철 APP의 핵심 경쟁력인 ‘빠른 출구’기능을 설계하고, 태스크 모델을 기반으로 구체적인 사용자 인터페 이스를 설계하였다. 가동성 테스트로 해당 기능 가동성 중 4개의 제어 효과 검사 결과가 유의미하고 1개의 제어 효과 검사 결과가 유의미하지 않음을 추가 검증했다. 본문은 향후 심천 지하철 APP의 디자인 설계에 대한 방향을 제공할 뿐만 아니라 유사한 앱의 설계를 위한 새로운 디자 인 컨셉을 제시했다. 또한 외부 요인의 영향을 받는 앱의 디자인에도 구 체적인 디자인 아이디어를 제공한다.
Today''s urbanization development is becoming more and more subdivided and diversified based on information technology. Using the interactive mobile app can greatly improve the convenience of passengers when using rail traffic, so passengers are not satisfied with the use of existing services when using rail traffic. Accordingly, the development of the mobile subway app service is the most prominent among the subway-related service industries. After the advent of smartphones, mobile apps also appeared. A mobile app, also called a mobile application, is an application that runs on a smartphone, tablet, or other mobile device. Today''s mobile app products are all aspects of people''s life and work such as shopping, games, learning, music, news, etc., which not only facilitates people''s real life but also enriches people''s mental aspects. It is gaining great popularity. As such, mobile applications have slowly changed the way people live, making people increasingly dependent on apps, and the demand for mobile applications in the field of rail transportation services has started to grow. As a result of an analysis study of subway apps targeting Asia''s leading countries, Japan, Korea, and China, there were differences in culture, politics, consumer lifestyle, and environment in three countries with different backgrounds. There were significant differences in user attitudes and information technology (IT) advancement. The current subway app design still has a lot of room to improve. Shenzhen, China As one of China''s most representative first-line cities, the Shenzhen Metro APP was used as a research case to pioneer the improvement idea for subway apps in other cities in China. The Shenzhen Subway App is built on the basis of the passenger''s motivation to use the subway app and the user task model. Through this, the passenger''s subway app understands which functions and operations are in high demand and the operation logic of these functions Can be optimized to suit your needs. The design process of the user task model for this: First, during the task analysis, if the user demand for each function of the subway app is analyzed to be the largest, how to board the train correctly and get off at the terminal station successfully and finally how fast There is an easy way to get out of the subway station. Therefore, the Shenzhen subway app sets the ''quick exit'', which is the core function of the Shenzhen subway app. Second, to establish the user unit PCTU to complete the user goal, connect individual PCTUs to the task sequence. Task sequence is divided into general task sequence, anomalous task sequence, task sequence under external influence, and task sequence in three situations, because there is speciality in the process of using the subway app, that is, "external influence". Finally, the Enable Task Set (ETS) is extracted from the PCTBTA task model, the Enable Task Set (ETS) is converted to the conversation mode, and the conversation mode is converted to the presentation model. Based on the task model, we designed the user interface design of the specific Shenzhen subway app ''quick exit'' function. However, in order to secure competitiveness in the market of subway apps, the app''s flexibility is an important factor to understand. By testing the Shenzhen Metro app ''Quick Exit'' function, users'' needs and needs for the product can be identified, and furthermore, it can be used as a starting point to improve product design and increase product availability. First, when user gender is grouped and used as a variable, there is no significant difference in detection and evaluation of usability of the Shenzhen subway app, so there is no need to consider the relevant factors in design. Second, when the user age is grouped and used as a variable, a group of users over 50 puts more weight on learning how to use the Shenzhen subway app, so they can refer to it when designing a subway app in Shenzhen or other cities in the future. Third, when grouping user education as a variable, the user group of junior college education considers learning more important in the usability of the Shenzhen subway app. Such users don''t need to learn much about how to use the Shenzhen subway app, and it is good to learn quickly and easily and to be able to use it for a long time. Fourth, when users group usage experiences for homogeneous apps and use them as variables, users with relatively rich experience in using homogeneous apps value the effectiveness of the Shenzhen subway app, and users like this may find that the Shenzhen subway app completes certain tasks. Or, it is hoped that it will have high accuracy and completeness when reaching a certain goal, and that users will have a certain ability in terms of convenient service when using the subway. Fifth, it is more important that users who use it more than once a day can get high subjective satisfaction in the interaction process of the Shenzhen subway, that is, users who use it more than once a day when grouping the frequency of user use for the same app as a variable. I think. After the pre-analysis, this study designed the ''quick exit'' function, which is the core competitiveness of the Shenzhen subway app, and after designing a specific user interface based on the task model, the result of the control effect test of the four of the function availability as a usability test is significant and It was further verified that the results of one control effect test were not significant. This paper not only provides a direction for design of Shenzhen subway apps in the future, but also proposes a new design concept for designing similar apps. It also provides specific design ideas for the design of apps affected by external factors.
Ⅰ. 서 론 ··········································································································· 11. 연구의 목적과 의의 ····················································································· 12. 국내외 연구 현황························································································· 53. 논문 구조······································································································· 9Ⅱ. 태스크 모델에서의 지하철APP의 탐색············································ 1001. 일본, 한국, 중국의 지하철 앱 비교 분석············································· 102. 지하철APP기술 소개················································································ 213. 태스크 모델을 기반으로 한 지하철APP ·············································· 23Ⅲ. 지하철 앱 안내기능에 대한 사용자 인터페이스 개발················ 331. 태스크(Task)분석과 모델링 과정 ·························································· 332. “지하철APP안내 시스템 기능”의 사용자 인터페이스 생성과정 ····· 403. 비교분석 및 평가······················································································· 53Ⅳ. 심천 지하철 APP의 디자인 컴포넌트············································· 561. 인터렉션 디자인 요소 ············································································· 572. 인터렉션 행동 요소 ··················································································· 633. 시스템 기능 모듈 설계 요소··································································· 754. 인터페이스 구체적 설계 요소································································· 82Ⅴ. 가동성 테스트를 기반으로 지하철 APP의 효과에 대한 실증적연구······················································································································· 911. 가동성 연구································································································· 912. 심천 지하철 APP의 가동성 테스트 측정 항목·································· 923. 가동성 측정 실험······················································································· 954. 심천 지하철 APP 가용성 테스트 주의사항 ······································ 1015. 실험 결과 분석························································································· 1036. 모형 결과 분석························································································· 116VI. 결론과 전망····························································································· 1301. 결과············································································································· 1302. 연구전망····································································································· 132참고문헌········································································································· 134부 록·········································································································· 147Abstract ·········································································································· 158