• Title/Summary/Keyword: 사용자 경험 차이

Search Result 204, Processing Time 0.023 seconds

a study of expression of non-coded Message in Visual Image and Graphic User Interface (그래픽 유저 인터페이스와 비언어적 메시지 영상 표현의 관계)

  • Seo, Hyun-Seok;Kim, Hyun-Suk
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.281-285
    • /
    • 2008
  • In the digital media era, coded and non-coded communication are used to convey the message. As the computer interface has been adopted human communication methods, non-coded communication has bee used in the computer interface as well. The changes of message structure in the computer interface have an effect on shifting the way of user's message acceptance from passive to active. The recently developed computer user interfaces are for user to experience diverse visual effect The communication conveyed with this visual effects could be vague but user can conceive strong impact. This experience is understood not only through the visual experience from a monitor screen but also with a sense of tactile. The meaning of sensual and spectacle motion image could be ambiguous. However in the experience of using an interface, it plentifully expands the human sense by giving a visual experience on a whim. The sensually extemporaneous and splendid visual effect that has vague meaning has been very common happening in digital media environment.

  • PDF

Meaning of Waiting Experience and Principles of Service Design (서비스 대기시간에서 사용자 경험의 의미와 서비스 디자인 원칙)

  • Kwon, Ohkyun;Kim, HyunYoung;Kim, Bomyeong;Lee, Jiin;Ha, Taehoon;Lee, Inseong;Kim, Jinwoo
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.1
    • /
    • pp.270-286
    • /
    • 2017
  • Managing waiting experience is critical for providing service because waiting is an inevitable experience. We explored the factors which influence the waiting experience of the customers and the experience they face, in order to find out the meaning of waiting experience of the customer. As a result, we investigated a holistic sequence divided into four stages. When the customers wait for the service, perceived time would be increased by Zeigarnik effect. How long the customers feel when waiting is largely affected by a gap between waiting time and the perceived time, rather than the perceived time itself. Furthermore, the customers showed a tendency to have hard time immersing in the media due to considering others. Additionally, we could find that waiting time after giving an order is relatively more important than the waiting time before the order. Based on the results, the service provider should convey a feeling of completion by fitting the end point of the media to the point when the customer receives the service. In addition, high predictability needs to be offered for the customers in order to predict the exact waiting time. Finally, the customers should feel as if they take the initiative during waiting time.

Various Modal Interruption Research in Digital Convergence of Mobile Service (디지털 컨버전스 기기에서 모달리티와 인터럽션간의 상호관계에 대한 실험적 연구)

  • Lee, Ki-Ho;Jung, Seung-Ki;Kim, Hae-Jin;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.233-239
    • /
    • 2006
  • 차세대 디지털 방송 기술인 DMB(Digital Multimedia Broadcasting) 지상파서비스가 세계최초로 우리나라에서 시작되었다. 현재 DMB 서비스는 디지털 기기의 다양한 기능들과 더불어 '디지털 컨버전스'를 주도하고 있고, 새 기술을 통한 서비스는 디지털 기기에 대한 사용자의 경험을 한층 풍부하게 해주고 있다. 또한 이러한 제품들은 다양한 기능에 대해서 멀티태스킹을 지원하기 때문에, 사용성, 조작방법 등 여러 측면에서 과거의 제품들과 상당히 많은 차이를 보여준다. 본 논문은 다양한 기능이 통합되고, 멀티태스킹이 되는 제품을 설계하는데 있어 감각양식(Modality) 측면에서 사용자들에게 더 나은 경험을 제공할 수 있도록 하는 방법을 제안한다. 지금까지 모달리티와 인터럽션(Interruption)에 대한 연구는 다중 자원 이론(Multiple resource theory)을 바탕으로 연속적인 과업(Task)를 수행함에 있어서 과업의 감각양식이 충돌할 경우, 사용자에게 인지적인 부담을 준다는 측면에서 이루어져 왔다. 그러나, 본 논문에서는 태스크를 수행함에 있어 멀티태스킹의 지원 여부에 따라서 과업의 감각양식이 다양한 순서를 가지고 사용자에게 인터럽션을 일으킬 때, 사용자의 태스크 수행 능력이나 사용자 만족도에 어떻게 영향을 주는지 알아보고자 한다.

  • PDF

Analysis of Determinants and Moderator Effects of User Age and Experience for VoIP Acceptance (인터넷전화 수용 결정요인과 사용자 연령 및 경험 변수의 조절효과 분석)

  • Kim, Ki-Youn;Lee, Duk-Sun;Seol, Jeong-Seon;Lee, Bong-Gyou
    • The KIPS Transactions:PartD
    • /
    • v.16D no.6
    • /
    • pp.945-960
    • /
    • 2009
  • The purpose of this study is to define determinants of VoIP user acceptance and to verify significant causality among latent variables - performance expectancy, effort expectancy, cost expectancy, social influence, facilitating conditions, behavioral intend, use behavior - based on UTAUT model. We presented the expanded hypotheses including the new factor, cost expectancy and analyzed the moderating effect of user age, gender and usage experience variables. For a accuracy of predicted results, we focused on survey analysis with 641 real user samples. Compared to previous studies, it is meaningful that this research verified the conceptual difference between behavioral intention and usage behavior. As a result, all proposed hypotheses accepted and moderating effects are supported significantly in age and use experience moderating variables.

A Study on Intention to Use Personal Cloud Services: Focusing on Value Comparison (개인용 클라우드 서비스 사용 의도 연구: 가치 비교를 중심으로)

  • Kyunghoi Min;Chanhee Kwak;HanByeol Stella Choi;Heeseok Lee
    • Information Systems Review
    • /
    • v.22 no.2
    • /
    • pp.1-24
    • /
    • 2020
  • Cloud computing technology is expanding its services to individual consumers through storage and applications. This study aims to compare the predisposing factors that affect the perceived value and the intention to use between users who have used or experienced services and those who have never experienced services from the perspective of benefit and sacrifice based on the value-based acceptance model. The results showed that the sacrifice factor (perceived cost) had a significant effect on perceived value and perceived value had a significant effect on intention to use, but showed a difference in perceived benefit. Perceived usefulness, ubiquity, and network effects had significant impact for experienced users' perceived value, but for inexperienced users, ubiquity did not have significant impact. In addition, usefulness was the most significant factor for experienced users while network effect was the same for inexperienced users. The results of this study suggest that consumers' intention to use personal cloud service is evaluated as a benefit and sacrifice point and a new attempt to re-examine the role of previous experience.

The Effect of Barge-in Function of In-Vehicle Voice Conversational Interface on Driving Experience - Focus on Car Navigation and Music Services - (차량용 음성대화 인터페이스의 Barge-in 기능이 주행 경험에 미치는 효과 연구 - 내비게이션 및 음악서비스 중심으로 -)

  • Kim, Taek Soo;Kim, Ji Hyun;Choi, Jun Ho
    • Design Convergence Study
    • /
    • v.17 no.1
    • /
    • pp.17-28
    • /
    • 2018
  • The manipulation of the device by hand while driving is a major factor to increase the risk of accidents, and the design of in-vehicle voice conversational interface that can compensate for this is being actively researched. The purpose of this study is to investigate the effect of the use of the barge-in function of in-vehicle voice interface on user experience. Participants were asked to carry out two tasks, one for navigation and one for music play. We conducted a survey to measure the functional user 's experience after each participant' s tasks, and measured usefulness, usability, satisfaction, and emotion as user experience factors. As a result, Barge-in has been rated as the better choice for most experience factors. There was a significant effect on usability dimension in navigation task and significant effects on usability dimension and emotional dimension in music play task. So it was found that barge-in function had a positive effect on actual user's usability and emotional dimension.

Compare View Styles in the Smartphone AR Car Driving Game (스마트폰 AR 차 운전 게임에서 사용자 시점 비교)

  • Shin, Ji-Hye;Kim, Seungwon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2021.11a
    • /
    • pp.1009-1011
    • /
    • 2021
  • 게임에서 플레이어에게 시각적으로 제공되는 환경을 View라고 하는데, View의 전환만으로도 전혀 다른 게임의 경험이 가능하다. 본 논문에서는 car racing game에서 View의 전환에 따른 게임의 경험 차이를 비교하였다. 우리는 ARcore 라이브러리를 사용하여 AR car racing game을 구현하였고 virtual joystick을 사용한 Interaction 방법을 구현하였다. Top down view와 first person view의 차이점이 플레이어의 실감에 어떠한 영향을 미치는지 연구하기 위해 두 view을 구현하여 pilot study를 수행하였다.

The comparison of the user's emotions before and after using a product (제품 사용 전후의 사용자 감성 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.761-768
    • /
    • 2010
  • Research from many marketing fields shows that the importance of factors which ultimately reflect customers' satisfaction towards a product or service vary with the progression of time. Likewise, the emotions that users experience from using the product can vary with prolonged interaction with the product itself. Thus, research was conducted under the notion that users' emotions at the initial stage of product usage is likely to vary with that at a later stage, when users would have had more experience with the product. In this research, a comparison was made between the emotions felt by customers with first-hand experience with the iPhone and those felt by long-time iPhone users who already had much more opportunities to familiarize themselves with the product. The results of the research conducted above show that, with first usage of the iPhone, users experience a relatively low level of negative emotions(Uncomfortableness) due to the predominance of the users' positive emotions. Over prolonged usage, however, the level of negative emotions associated with the usage of the iPhone has been shown to increase. Still, it is impossible to state that the Uncomfortableness associated with iPhone usage is high in general. In fact, it has been shown that positive emotions were rather experienced by iPhone users both before and after usage, suggesting that the emotions involved during iPhone usage was generally positive. Although more research would need to be conducted to safeguard this claim, it can be generally deduced from the results of this research that:when using a product, positive emotions in terms of the reflective level accounts for much of the negative emotions(i.e. discomfort) associated with behavioral level with regard to the product itself.

  • PDF

The Effect of Space Size and Dialogue Topic on Metaverse UX (대화 공간의 크기와 대화 주제가 메타버스 경험에 주는 영향)

  • Song, Stephen W.;Chung, Hanna;Chung, Donghun
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.65-76
    • /
    • 2022
  • What difference does the metaverse experience have from the real world? This study investigated the effect of space size and dialogue topic on metaverse user experience. The results from a 3(space size: reality vs. metaverse in an open room vs. metaverse in a closed room) x 2(dialogue topic: positive vs. negative) mixed factorial design experiment (N = 75) revealed statistically significant effects of space on responsiveness, and dialogue topic on closeness. This result implies that designing metaverse for non-immersive devices should include careful considerations regarding the characteristics of the user's real space.

A Study on the User Experience of Smartphone Camera Application (스마트 폰 카메라 애플리케이션의 사용자 경험 연구)

  • Kim, Eung-Cheol;Kim, Seung-In
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.12
    • /
    • pp.221-226
    • /
    • 2017
  • This study investigates the user experience about the camera application and the operation environment that share the photographed pictures with the SNS in a smartphone user environment which is a necessity of modern people. To do this, 10 task tasks were selected based on 3 aspects such as manipulation, editing, and sharing, and the task execution time was measured after tasks were performed on 8 persons, 4 persons in 20s. Experiments conducted mainly on Samsung Experience 8 and LG UX 6.0, which are representative user interfaces of Android mobile operating system, showed that there are differences in usability between the three interfaces for each interface. In the course of the experiment, all of the subjects mentioned ease of operation and various functions as advantages. However, the complexity of text-based interfaces has been difficult to use because of the variety of functions that can be set up. Future research will be needed to improve the usability of camera applications by user interface.