• Title/Summary/Keyword: 경험 연구

Search Result 17,912, Processing Time 0.041 seconds

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.5-14
    • /
    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

  • PDF

A Study on the Perceptions and Experiences of University Constituents on Research Data Management (대학구성원의 연구데이터 관리 인식 및 경험 연구)

  • Chae, Hyun Soo;Chun, Jung Hyun;Kim, Giyeong;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
    • /
    • v.38 no.4
    • /
    • pp.173-198
    • /
    • 2021
  • The study aims to understand university constituents' perceptions and experiences of research data management and sharing then explore the critical factors for establishing effective research data management plans. The literature review enabled summarization of the significant issues regarding research data management and sharing. In addition, the follow-up survey revealed the university constituents' perceptions and experiences about research data management and sharing. This study has significance because it laid the foundation for long-term research data management policies and services development.

Differences in Career Education and Experience of Middle and High School Students on Career Plan Recognition (중·고등학생의 진로교육 및 체험이 진로계획 인식에 미치는 차이)

  • Jeong, Ji-ae
    • Journal of Practical Engineering Education
    • /
    • v.12 no.1
    • /
    • pp.243-254
    • /
    • 2020
  • This study focused on the perception of career plans(life goals, self-standards, future prospects) based on the experience and satisfaction of career education and experiences of adolescents. To this end, 2,998 adolescents aged 13 to 18 are divided into middle and high school students groups(Inexperienced group, Dissatisfied group, experienced satisfaction group) by utilizing the 'career, career and vocational field' of the Youth Comprehensive Survey. The main results of this study are as follows. Differences by group of career plans were higher in the majority of experienced satisfaction groups than in the inexperienced and dissatisfied groups, and the more experienced and satisfied the career education and experience, the more confident they were in life goals, self-standards, and future prospects. In addition, in the case of self-standards and future prospects, the satisfaction of the inexperienced group was higher than that of the dissatisfied group, and when satisfied with the experience, the average value of the middle school group was higher than that of the high school group. Finally, based on the results, implications and limitations for follow-up studies were discussed.

Pro-environmental Consumer Behavior according to Adolescent´s Environmental Education Experience and Peer Group (청소년의 환경교육경험과 또래집단에 따른 환경친화적 소비행동)

  • 장윤옥;박수경
    • Journal of Korean Home Economics Education Association
    • /
    • v.15 no.4
    • /
    • pp.133-146
    • /
    • 2003
  • The purpose of this study was to investigate pro-environmental consumer behavior according to adolescent´s environmental education experience and peer group´s pro-environmental consumer behavior. The subjects of study were general high school students in Daegu, and the method was by the analysis of 610 questionnaires obtained from them. The main findings of this study were as follows : First, there was no meaningful difference in adolescent´s pro-environmental consumer behavior according to the degree of environment-related education experience in school, and were meaningful differences in adolescent´s pro-environmental disposal behavior according to the degree of participating-experience in environment-related events in school. Second, there were meaningful differences in adolescent´s pro-environmental purchase, use and disposal behavior according to the degree of environmental education experience at home. Third, there were meaningful differences in adolescent´s pro-environmental purchase and disposal behavior according to the degree of environmental education experience in society. Fourth, there were meaningful differences in adolescent´s pro-environmental consumer behavior according to peer group´s pro-environmental consumer behavior.

  • PDF

A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
    • /
    • v.11 no.9
    • /
    • pp.349-356
    • /
    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

Mediation Effect of Job satisfaction in the Relationship between Nurses' violence experience and turnover intention (임상간호사의 폭력경험과 이직의도 관계에서 직무만족의 매개효과)

  • Lee, Kyoung-Sook;Ahn, Seong-Ah
    • Journal of Digital Convergence
    • /
    • v.18 no.12
    • /
    • pp.315-323
    • /
    • 2020
  • This study investigated how clinical nurse's violence experience influenced turnover intention and job satisfaction and how job satisfaction mediates the relationship between violence experience and turnover intention. In order to get the answers, a survey of 213 registered nurses from 3 hospitals in U-city and analyzed with SPSS/WIN 25.0 version. The survey was conducted using a self-reporting questionnaire February 2019 to April 2019. Nurse's violence experience was negatively correlated job satisfaction but was positively correlated with turnover intention. Hierarchical regression analysis showed violence that explained 16.5% of job satisfaction and explained 6.1% of turnover intention. Job satisfaction worked as a partial mediation between violence and turnover intention. It is necessary to reduce violence and to increase job satisfaction for reduce turnover intention in strategies of hospital.

Effect of Unplanned Haptic Experience on Product Evaluation (계획되지 않은 햅틱 경험이 상품의 가치 평가에 미치는 영향)

  • Park, Yong Bae;Park, JuHwa;Cho, KwangSu
    • Design Convergence Study
    • /
    • v.14 no.5
    • /
    • pp.47-56
    • /
    • 2015
  • People often use haptic experience as a basis for their preference decisions and value judgments, assuming that haptic experience with a product results from the properties of the products. However, research has suggested that unplanned haptic experience, which does not arise from the properties of the product itself, can also influence people's preference and value evaluation (Ackerman, Nocera, & Bargh, 2010). In this study, in order to verify (1) if such unplanned or accidental haptic experience changes user's cognitive tendency and (2) if accidental haptic experience leads to misattribution of the cause of haptic experience, two hypotheses were suggested and empirically investigated. Participants of the experiment were exposed to certain products on a display of a tablet PC and asked to decide on the maximum price they were willing to pay for each product. The products displayed on the screen were made up of either soft material or hard material. Results of the experiment revealed that accidental haptic experience had an effect on participants' value evaluation of products via altering their cognitive inclinations. Possible applicability of accidental haptic experiences that occur in various situations were discussed.

An Investigation of the Framework for User Experience in Museum Mobile Applications (박물관 모바일 애플리케이션의 사용자 경험 프레임워크에 대한 연구)

  • Zheng Lin;Jonghwan Seo
    • Smart Media Journal
    • /
    • v.12 no.1
    • /
    • pp.62-76
    • /
    • 2023
  • The design of a museum mobile application's user experience demands an in-depth comprehension of the user experience dimensions and the unique attributes of the user experience elements that users may encounter. This paper through a series of experimental studies and analyses of experiences related to the use of museum mobile applications, derives a user experience framework consisting of four dimensions and 19 elements, which has been verified for feasibility. The study shows that all four dimensions have a positive impact on user satisfaction, but the degree of impact varies. Among them, emotionality of use and ease of use have the greatest impact, while usefulness of use and multiformity of function have relatively less impact. In addition, the user experience of museum mobile application can also positively influence the user's future intention to recommend, continue using, and even the actual visit to the museum.

Digital Customer Experience of Home Appliance Purchase: Analysis of Online Purchase Journey Process (가전제품 구매의 디지털 고객 경험: 온라인 구매 여정 프로세스 분석)

  • Sung Kwon Kang;Eun Yu;Jaemin Jung
    • Information Systems Review
    • /
    • v.21 no.1
    • /
    • pp.61-90
    • /
    • 2019
  • From the digital perspective, customer journey and customer experience management are emerging as important issues for companies. While digital customer experience has become more important due to the recent surge in online sales of the home appliance products, customers' experience in online is not differentiated as offline-focused traditional methods are maintained. This study aims to analyze the characteristics and mutual influences of customer experiences at each stage of online purchase journey, and to explore the effects on the product repurchase intention, focusing on online purchasers of home appliance which are high-involvement products. As a result, both cognitive and affective experiences of the research phase directly affect satisfaction, whereas affective experience at the purchasing stage indicated indirect effects through cognitive experience. The experience of the research phase positively affects the next phase, the purchasing experience, and the experience of the purchasing phase leads to the intention to repurchase the product. However, it is also found that, depending on the choice of online channels, the experience of research phase may affect the product repurchase intention than the purchase experience.

Exploratory study on the Moral Injury among Female North Korean Refugees: Qualitative Content Analysis of Qualitative Studies on Female North Korean Refugees (탈북여성들이 경험하는 도덕적 손상에 관한 탐색적 연구: 탈북여성을 대상으로 한 질적 선행연구물 내용분석)

  • Shim, Woochan;Lee, Soon Min
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.4
    • /
    • pp.636-652
    • /
    • 2018
  • This study is about applying the concept of moral injury in reinterpreting and understanding the experience of female North Korean refugees who have experienced psychological trauma and are struggling with adjusting in their everyday lives. The database KISS and DBpia were used to search for academic peer-reviewed articles published before August 13th in 2017, using 'female or women North Korean,' 'female or women relocated North Korean,' and 'female or women North Korean defector' as keywords. In total 51 studies were finally selected for content analysis and the result were the following. First, listing from the most often occurring study topic to the least occurring topic in order: post-defection adjustment related, mothering experience, experience of North Korean regime and Korean War, work or job or employment related, recovering from psychological trauma as well as growth and resilience related, experiences in China, trauma and psychological difficulties, anxiety treatment process and effects. Second, words related to psychological aspect of moral injury appeared 260 times in 51 selected studies, changes in the existential belief appeared 82 times, cognitive aspects of moral injury appeared 71 times, and behavioral aspects 21 times. Third, two main contexts emerged to be the antecedent that led to moral injury and they were 'identity denial' and 'dismantled family.' In attempts to find opposite cases or stories where aspects of moral injury were not found despite the existence of its antecedents and it was 'identity restructuring.' Based on the finding, practice implications that could help female North Korean refugees prevent or recover from moral injury were suggested.