• Title/Summary/Keyword: 'Perceived Ease of Use'

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Customers' perception of the attributes of different formats of menu labeling: a comparison between Korea and the U.S.

  • Bosselman, Robert;Choi, Hyung-Min;Lee, Keum Sil;Kim, Eojina;Cha, Jaebin;Jeong, Jin-Yi;Jo, Mina;Ham, Sunny
    • Nutrition Research and Practice
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    • v.14 no.3
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    • pp.286-297
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    • 2020
  • BACKGROUND/OBJECTIVES: This study compared the perception of customers from Korea and the U.S. on the attributes of different formats of menu labeling The specific objectives were 1) to compare the customers' perceived usefulness, ease-of-understanding, clarity, and attractiveness of different formats of menu labeling between Korea and the U.S.; and 2) to compare the customers' use intention to different formats of menu labeling between Korea and the U.S. SUBJECTS/METHODS: A survey was conducted in Korea and the U.S. The participants were allocated randomly to view 1 of the 7 restaurant menus that varied according to the following types of menu labeling formats: (type 1) kcal format, (type 2) traffic-light format, (type 3) percent daily intake (%DI) format, (type 4) kcal + traffic-light format, (type 5) kcal + %DI format, (type 6) traffic-light + %DI format, and (type 7) kcal + traffic-light + %DI format. A total of 279 Koreans and 347 Americans were entered in the analysis. An independent t-test and 1-way analysis of variance were performed. RESULTS: Koreans rated type 4 format (kcal + traffic light) the highest for usefulness and attractiveness. In contrast, Americans rated type 7 (kcal + traffic light + %DI) the highest for usefulness, ease-of-understanding, attractiveness, and clarity. Significant differences were found in the customers' perceived attributes to menu labeling between Korea and the U.S. Americans perceived higher for all the 4 attributes of menu labeling than Koreans. CONCLUSIONS: The study is unique in identifying the differences in the attributes of different formats of menu labeling between Korea and the U.S. Americans rated the most complicated type of menu labeling as the highest perception for the attributes, and showed a higher use intention of menu labeling than Koreans. This study contributes to academia and industry for practicing menu labeling in different countries using different formats.

Mobile Augmented Reality for Teaching Bar Placing (철근 배근 교육을 위한 증강현실 컨텐츠 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.18 no.5
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    • pp.471-477
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    • 2018
  • The purpose of this study is to develop an mobile augmented reality for students to learn bar placing work, which is increasingly utilized in the construction field. In order to improve the understanding of the structural drawing, a structural drawing is used as a marker image, and an augmented reality is realized by superimposing a virtual 3D bar placing model that is placed according to the structural drawing on the screen. In addition to the 3D modeling, the contents are developed so as to help students to learn the interpretation method of 2D drawings, the development and splices of reinforcing steel, bar fabricating practice according to KCI structural concrete design code, and the process of bar placing. The results show that the augmented reality is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. The augmented reality is worth to be introduced because it has advantages of visualization and interaction in terms of education.

The Effects of Expertise Level on Task Load and Easy-to-use in Virtual Reality Based Dental Clinical Simulation (치과임상용 가상현실 시뮬레이션에서 사용자의 숙련도 수준이 과제부하와 사용용이성에 미치는 영향)

  • Jeong, Museok;Lim, Taehyeong;Ryu, Jeeheon
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.258-270
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    • 2021
  • This study aimed to investigate the effects of the virtual reality simulation for malocclusion examination for dental education. A 4-step modeling procedure was applied to develop a tooth model with a realistic level in order to be held and observed in detail. Eighty-six participants used HMDs to examine the developed virtual dental simulation to identify their perception according to expertise levels. The independent variable, expertise group, included three levels: 29 juniors, 29 seniors, and 28 dentists, respectively. The dependent variables, that were task-load and usability, were measured through two cases. Results showed that the junior group perceived a higher level of mental demands and embarrassment than the dentist group. It indicated that the perceived task load varies according to the expertise levels in the simulation task. However, the senior group perceived a higher level of ease of use than the dentist group. This study presented the implications for the development of virtual reality simulation in detail.

Critical factors in Job-Related Knowledge Sharing (직무관련 지식의 공유에 영향을 미치는 요인)

  • Saplan, Victoria Joy;Park, Tong-Jin
    • Information Systems Review
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    • v.10 no.2
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    • pp.179-194
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    • 2008
  • To ensure continued existence, an organization must develop ways to share the knowledge that is possessed within the organization with the people who need, or who will need, that knowledge. Improving the efficiency of knowledge sharing is a highly desirable goal, but the issue of how best to motivate individuals to share their most valuable knowledge is not yet completely resolved. This paper aims to provide a sharing model on job related knowledge. Also, it intends to look for the factors that facilitate knowledge sharing among individuals in an organization. The research model is based on the technology acceptance model and it includes the perceived usefulness, perceived ease of use, attitude and intention to share constructs. Also, two external variables namely organizational culture and system quality were added. However, the actual use was excluded. In the research model, all hypotheses were found to be significant except one, which is the hypothesis that perceived usefulness will positively affect the intention to share.

Human-Technology Integration for Implementing Electronic Approval System in a Hospital (의료기관 전자결제시스템 도입을 위한 Human-Technology Integration에 관한 연구)

  • Park, Jae-Sung;Park, Ki-Soo
    • Korea Journal of Hospital Management
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    • v.7 no.3
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    • pp.102-120
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    • 2002
  • The purpose of study is to understand human-technology integration mechanism by using the study model that takes the core concept and motivation assumptions of technology acceptance model(TAM) into account. This study identifies three motivation mechanisms in adopting or using computer mediated communication(CMC) tool for work. The mechanism comprises with extrinsic, extrinsic motivation, and subjective norm pressure. One hospital with 430 beds and 367 human power was identified and we administered the questionnaire during their work hours. There is 32.4% response rate. The fitting index of the study model surpass the acceptable level, GFI = .980 for none-users, GFI =.986 for users, NNFI = .973 for none-users, and NNFI = .989 for users. In the case of none-users, perceived ease of use determines perceived usefulness that explains behavioral intention to use. As a result, adotpers' usage motivation is based on extrinsic motivation that does not consider their affective factor, attitude, in use of CMC. Users considers their attitudes as the mediating factor of all behavioral beliefs for using CMC continually. Thus, users are likely to depend their adoption behaviors on their affective factor. Moreover, users' behavioral intention is subject to pressures of use from other persons who are important to them, such as supervisor, director, or boss. Achieving human-technology integration in a hospital may cause cost saving and work efficiency. However, the success of information system should base on a profound understanding of employees' adoption behaviors in rejecting, adopting, using, continually using of IT, and organization culture in using IT.

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A Study on the Factors Influencing on the Intention to Continuously Use a Smart Factory (스마트 팩토리 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Hyun-gyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.2
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    • pp.73-85
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    • 2020
  • While Korea became one of manufacturing powers in the world through a fast-follower strategy as well as implementing the approach of advancing manufacturing business focused on quantitative input, The advent of the fourth industrial revolution and demand becoming more complicated than ever both require a system that quickly detects the change of markets in advance and reflects it in the manufacturing strategy. Accordingly, the introduction of a smart factory is not optional but mandatory in order to strengthen the competitiveness of manufacturing business using ICT. This paper aims to investigate key factors having influence on the intention to continuously use a smart factory, the innovative IT device, on the basis of the technology acceptance model. This paper analyzed the influence of the leadership of CEO, organizational learning and perceived switching costs on the intention to continuously use a smart factory by the parameters of perceived ease of use and usefulness, the major belief valuables of the IT acceptance model.

A Study on the Use of Retailtech and Intention to Accept Technology based on Experiential Marketing (체험마케팅에 기반한 리테일테크 활용과 기술수용의도에 관한 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.137-148
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    • 2024
  • The purpose of this study is to determine how the use of retailtech technology affects consumers' purchase intention. Furthermore, this study aims to investigate the mediating effects of technology usefulness and ease of use on this influence relationship and whether experiential marketing moderates consumers' purchase intention. The survey was conducted from August 1, 2023 to September 30, 2023, and a total of 257 people participated in the study. For statistical analysis, hierarchical regression analysis, three-stage mediation regression analysis, and hierarchical three-stage controlled regression analysis were conducted to test the hypothesis. The results of the study are as follows. First, it was confirmed that big data-AI utilization, mobile-SNS utilization, live commerce utilization, and IoT utilization affect purchase intention in retail technology utilization. Second, technology usefulness has a mediating effect on IoT utilization, mobile-SNS utilization, and big data-AI utilization. Third, perceived ease of use of technology mediated the effects of IoT utilization, mobile-SNS utilization, live-commerce utilization, and big data-AI utilization. Fourth, escapist experience has a moderating effect on mobile SNS utilization and live commerce utilization. Fifth, esthetic experience has a moderating effect on mobile-SNS utilization and big data-AI utilization. Through this study, we hope that the domestic distribution industry will contribute to national competitiveness by securing the competitive advantage of companies by utilizing new technologies in entering the global market.

A Study on the Factors Affecting Customer's Intention to Use the Mobile Game Service (모바일 게임 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kim Hyo-Jeung;Han Chang Hee;Suh Bomil;Kim Keun-Chong
    • The Journal of Society for e-Business Studies
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    • v.10 no.1
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    • pp.1-19
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    • 2005
  • Recently, the mobile game industry is explosively extending and advancing. Nevertheless, although research on IT acceptance has been actively performed, the effective studies have not been accomplished in the acceptance of mobile game. This study, therefore, explores the factors affecting customer's intention to use mobile game. Five external factors(service quality, social influence, instant connectivity, self-innovativeness, and self-efficacy) are proposed to test the several hypotheses. The factors are classified to three dimensions - system, individual, and society. The research model is based on various studies on TAM(Technology Acceptance Model) and mobile service. A survey of mobile game users collected 270 cases, and we used 261 cases for statistical analyses. The analyses show that service quality, instant connectivity, self-innovativeness, and self-efficacy have an indirect effect on the intention to use through perceived usefulness and perceived ease of use. We provide the important factors that should be focused on when an enterprise develops and promotes new mobile game products.

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Effective Validation Model and Use of Mobile-Health Applications for the Elderly

  • Lopez, Leonardo Juan Ramirez;Pinto, Edward Paul Guillen;Linares, Carlos Omar Ramos
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.276-282
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    • 2018
  • Objectives: Due to the uncontrolled increase of the mobile health applications and their scarce use by elderly for reason of absence credibility of measurements by lack scientific support, the aim of this study was to evaluate the differences between the biophysical measurements based on standard instrument against a mobile application using controlled experiments with elderly to propose an effective validation model of the developed apps. Methods: The subjects of the study (50 people) were elderly people who wanted to check their weight and cardiac status. For this purpose, two mobile applications were used to measure energy expenditure based on physical activity (Activ) and heart rate (SMCa) during controlled walking at specific speeds. Minute-by-minute measurements were recorded to evaluate the average error and the accuracy of the data acquired through confidence intervals by means of statistical analysis of the data. Results: The experimental results obtained by the Activ/SMCa apps showed a consistent statistical similarity with those obtained by specialized equipment with confidence intervals of 95%. All the subjects were advised and trained on the use of the applications, and the initial registration of data to characterize them served to significantly affect the perceived ease of use. Conclusions: This is the first model to validate a health-app with elderly people allowed to demonstrate the anthropometric and body movement differences of subjects with equal body mass index (BMI) but younger. Future studies should consider not only BMI data but also other variables, such as age and usability perception factors.

Fintech and Banking: Evidence from Vietnam

  • LIEN, Nguyen Thi Kim;DOAN, Thu-Trang Thi;BUI, Toan Ngoc
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.419-426
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    • 2020
  • The paper focuses on understanding fintech and the application of fintech in the banking sector in Vietnam. To solve this research objective, the authors analyze fintech development trends, especially the fintech application in the banking sector in Vietnam. To improve the quality of fintech services at banks, the authors conducted consideration of factors affecting customers' intention to use fintech services. To accomplish this, the authors collected data through a survey of 620 customers of the banks located in Ho Chi Minh City - the largest economic center in Vietnam. For the analytical method, the authors used multivariate regression to estimate the research model. Research results show that fintech service is very important for the banking sector in Vietnam. Moreover, this paper has achieved great success by identifying the factors that influence customers' intention to use fintech services. Accordingly, the intention to use fintech (INT) services is positively affected by the perception of usefulness (PU), social impact (SI), customer trust (TRU), and perceived ease of use (PEU). Based on the results of this study, bank managers will have a basis to improve the quality of fintech services. Not only that, the results of this study are also valuable for policymakers and researchers.