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Influence of Serendipity caused by Interaction towards User Experience in Mobile Application

모바일 애플리케이션에서 인터랙션으로 인한 세렌디피티가 사용자 경험에 미치는 영향

  • Cho, In-Seong (Department of Management of Technology, Yonsei University) ;
  • Seo, Ji-Hee (Department of Management of Technology, Yonsei University) ;
  • Lee, Minju (Department of Digital Media, Ewha Womans University) ;
  • Hur, So-Im (Department of Digital Media, Ewha Womans University) ;
  • Lee, Yoon-Ji (Department of Digital Media, Ewha Womans University) ;
  • Lee, Hyoseon (Department of Psychology, Yonsei University)
  • 조인성 (연세대학교 기술경영학협동과정전공) ;
  • 서지희 (연세대학교 기술경영학협동과정전공) ;
  • 이민주 (이화여자대학교 일반대학원 디지털미디어학부 미디어디자인전공) ;
  • 허소임 (이화여자대학교 일반대학원 디지털미디어학부 미디어디자인전공) ;
  • 이윤지 (이화여자대학교 일반대학원 디지털미디어학부 미디어디자인전공) ;
  • 이효선 (연세대학교 심리학과)
  • Received : 2015.10.27
  • Accepted : 2015.12.01
  • Published : 2015.12.31

Abstract

When product or service provides unexpectedness the user would be satisfied, and lately some mobile applications and web services provide those unexpectedness. However, unexpectedness itself can make negative effects such as decrease of the ease of use, still studies about mobile application are focused on satisfaction from the usability. Therefore, we would study experimentally user experience changes caused by unexpectedness using serendipity in mobile application UX, and observe how those changes to affect to user satisfaction. In other words, we observed the relationship between factors such as the unexpectedness caused by interactions of mobile application, the serendipity provided game, perceived newness, perceived ease of use, perceived usability, and satisfaction. As a result, the serendipity has positive effect to the perceived newness and negative effect to the perceived ease of use, and perceived newness and perceived ease of use affect to perceived usability positively, and all three factors are have positive effects to the use satisfaction.

제품이나 서비스에서 사용자가 예상하지 못한 의외성을 제공할 때 사용자는 만족을 넘어 감동할 수 있으며, 최근 몇몇 애플리케이션이나 웹서비스는 이러한 의외성을 제공하고 있다. 그러나 의외성 자체는 오히려 사용 용이성을 떨어뜨리는 등 문제를 야기 시킬 수 있음에도, 기존 모바일 애플리케이션 관련 연구들은 주로 사용성 중심의 만족을 다루었다. 따라서 본 연구에서는 이러한 의외성으로 인한 사용자 경험의 변화를 세렌디피티(뜻밖의 발견으로부터 유발되는 예상치 못한 즐거움) 개념을 이용하여 모바일 애플리케이션의 UX 분야에서 실험적으로 확인하고, 이로부터 유발되는 요인이 사용자 만족에 미치는 영향에 대해 관찰했다. 즉, 모바일 애플리케이션의 인터랙션을 통해 유발시킨 의외성과 동시에 게임 요소를 제공한 세렌디피티, 지각된 신규성과 지각된 사용 용이성, 지각된 유용성, 그리고 만족 등의 요인들 간 관계를 살펴봤다. 그 결과 세렌디피티가 지각된 신규성에 정(+)의, 사용 용이성에 부(-)의 영향을 미치고, 지각된 신규성과 지각된 사용 용이성이 지각된 유용성에 정(+)의 영향을 미치며, 세 가지 요인 모두 사용자 만족에 정(+)의 영향을 미치는 것이 관찰됐다.

Keywords

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