• Title/Summary/Keyword: 서비스경험디자인

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A Study on Improving User Experience of content recommendation function of OTT service - Focusing on Netflix and Watcha Play- (OTT서비스의 콘텐츠 추천 기능 사용자경험 개선 연구 - 넷플릭스(Netflix)와 왓챠(Watcha)를 중심으로 -)

  • Son, bo-ram;Choe, jong-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.309-310
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    • 2019
  • 최근 들어 빅데이터 기반의 추천 방식과 개인화 시스템을 활용하여 맞춤형 콘텐츠를 추천해주는 서비스가 주목받고 있다. 이는 단순히 OTT 서비스뿐만 아니라 상품추천이나 음악 추천, 친구 추천, 뉴스 추천 등 여러 분야에서도 널리 사용 중이다. 본 연구는 OTT 서비스의 맞춤형 콘텐츠를 지속해서 이용하는 경우 정보 탐색 과정의 사용 경험과 이용만족도에 대해 알아보고자 시작되었다. OTT 서비스 중 사용자가 가장 많고 콘텐츠 추천 기능이 강점인 넷플릭스와 왓챠플레이를 중심으로 사용자 인터뷰를 진행하여 사용자들의 추천 기능 이용 패턴을 파악하고 그 과정에서의 특이사항이나 어려움을 파악하려 하였다. 이를 바탕으로 콘텐츠 추천 및 탐색 과정의 UX를 개선할 수 있는 방안을 제시하고자 하였다.

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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
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    • v.17 no.1
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    • pp.270-286
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    • 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.

A study on User Experience for Home Appliances Experience Service Design (가전제품 체험 서비스 디자인을 위한 사용자 경험 연구)

  • Shim, Soo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.439-445
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    • 2020
  • This is a user experience study of factors that should be considered in designing home appliances experience service. Untact services are emerging, but the development of home appliances sector is in early stage. Based on the six factors of Stephen P. Anderson's Creating Pleasurable Interface Model, this study conducted surveys, 1:1 in-depth interviews, and participation observations to measure and analyze user experience. In this study, I compared 4060s and 2030s's user experience in that the untact services raise the digital alienation among middle-senior-aged. As a result, there were significant differences between the two, including the opposite satisfaction in terms of reliable, usable and pleasurable factors. I hope that this study will be of strategic help in designing future home appliance experience services.

A Comparative Study on User Experience of Secondhand Marketplace Platform -Focusing on Bungae Jangter and Danggeun Market- (중고거래 플랫폼의 사용자 경험 비교 연구 -번개장터와 당근마켓을 중심으로-)

  • Lee, Gyeong-Mi;Ryu, Jin-ju;Kim, Min-jung;Jung, Da-Young
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.423-429
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    • 2022
  • The survey was conducted on the Bungae Jangter and Danggeun Market, which provide mobile used market services. The goal is to investigate factors that affect the user experience of used market platforms and to compare usability. Based on Peter Morville's Honeycomb Model, a survey and In-depth interviews were conducted to users with experience in secondhand transactions. And we qualitatively analyze the factors that affect the user experience. As a result, there were differences in usability depending on the age of the user. (reliability, how to find things, purpose of using used trading services, etc.) This study focused on actual user experience, so it will help you find a way to develop to user-centered secondhand marketplace services.

The Medical Supplies KIT Design based on the Intravenous Fluid Therapy for Experience of Medical Staff (의료인의 의료 행위 경험을 위한 정맥 수액 요법용 의료 소모품 키트 디자인)

  • Lee, Hye-Min;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.121-128
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    • 2019
  • Medical services should be provided not only to patients but also to medical staff who are the main actors of medical treatment. This paper is based on Ethnography, observing the behavior of medical staff performing medical actions and finding what is the most frequent of physical medical treatment. In particular, I observed the need for recognition and performance of the clinical workforce for invasive medical treatment. Based on the Insight from the observation and analysis of medical staff's behavior on intravenous fluid therapy and in-depth interview, I defined four design value factors. Plus, I suggest a design prototype with a proposal for designing a medical consumable kit for intravenous fluid therapy to validate the design elements. Kitting medical consumables simplify the preparation and disposal process throughout the treatment, enabling rapid medical action and increasing work efficiency.

A Study on UX Design for Mobile Application of Combined Services - Focused on TVing (모바일 애플리케이션 내 복합 서비스의 사용자 경험 디자인에 관한 연구 - 티빙 사례를 중심으로)

  • An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.497-508
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    • 2021
  • After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.

고객 여정 맵(Customer Journey Map) 기법을 적용한 스마트 ICT 올림픽 서비스 디자인

  • Im, Sin-Yeong;Jeong, Yang-Jae;Jeong, Seung-Guk;Park, Gwon-Cheol;Hyeon, Jong-Ung;Lee, Seong-Hye
    • Information and Communications Magazine
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    • v.32 no.2
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    • pp.41-51
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    • 2015
  • 서비스 디자인 기법은 사용자에게 만족도 높은 서비스를 제공할 수 있는 객관적이고 효과적인 방법 중 하나로, 본 고에서는 사용자 경험을 바탕으로 고객 여정 맵(Customer Journey Map) 기법을 적용하여 스마트 ICT 올림픽 서비스 디자인 사례를 제시한다. 고객 여정 맵 기반의 서비스 디자인 절차는 이해당사자(선수단)를 대상으로 한 조사단계, 조사 결과 분석을 통한 서비스 전략 및 컨셉 도출단계, 서비스 기획을 통한 서비스 제안단계 및 서비스 실행단계로 구성된다. 본 고에서는 스마트 ICT 올림픽 서비스 디자인을 위해 선수단 전문가 그룹의 심층인터뷰를 통해 여정 별 사용자 욕구(Needs)를 분석하였고, ICT 기술 중심의 올림픽 서비스 목록을 대상으로 사용자 욕구를 매핑하였다. 분석 결과 선수단 전문가 그룹은 이동 편의성, 최신정보 및 운영센터와의 커뮤니케이션 그리고 선수단 커뮤니티 및 문화체험 정보 등 3개 부문에 대한 욕구가 컸으며, 이를 기반으로 스마트 ICT 올림픽 서비스 목록을 도출하였다.

Web Service and Design Planning through User Experience and Understanding of Desire (사용자 경험 및 욕구파악을 통한 웹서비스 및 디자인 기획)

  • Kim, Jin-Kon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.97-104
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    • 2007
  • This study aims to emphasize the need for the in-depth experience and understanding of desire as to the Web Service and Design Planning through the introduction of the methodology which was developed by mixing quantitative utilization analysis and qualitative utilization analysis and to propose the active use of that. The methodology of this study is significant in that it tries to identify the latent experience and desire of user and reflect them in the Web Service and Design Planning through the repetition of 3 staged circular process and exploratory process related to the investigation category of people, prototype and product.

Digital transformation in terms of user experience design - Focusing on Starbucks case (사용자 경험 디자인 측면에서의 디지털 트랜스포메이션 - 스타벅스 사례를 중심으로)

  • Choi, Ye-Na;Heo, So-Yeon;Kim, Min-Gyeong;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.715-725
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    • 2022
  • With the development of digital technology related to mobile, cloud, IoT, even traditional businesses have began to develop strategies for digital transformation. This is regarded as a very important part for business sustainability. However, many of these attempts are being conducted from the management point of view, and there has been little research on user experience design for digital transformation. In this study, Starbucks, which started a offline store business and expanded its experience with online services, was selected as a representative case and user research was conducted on it. Through an usability evaluation and post-task interviews of the Starbucks mobile application users, we discovered important issues of user experience to consider when transforming and expanding services online from offline. Based on the findings, the considersations for designing online user experience were discussed and proposed. These are expected to contribute to the process of researching and implementing digital transformation.

A Case Study of Bandi&Luni's Bookstore Using an Online to Offline(O2O) Service Design (O2O(Online to Offline) 서비스 디자인을 활용한 반디앤루니스 서점에 대한 사례연구)

  • Lee, Sangshik
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.1
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    • pp.117-126
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    • 2017
  • This Study Focuses on the Customer Experience Story of Bandi&Luni's Centum City branch which Offers the Different Service Concept on the Competitive Book Selling Market. Bandi&Luni's Stands as one of the Largest Bookstore Chains that has 14 Offline Bookstores and an Online Bookstore Shop. The Purpose of this Study takes Lessons from the Unique Practices and Efforts of Bandi&Lunis's Online-to-Offline(O2O) Service and Service Design. In Order to Achieve this Propose, we Investigated the History, Service Concept, Value, and Performance of Bandi&Luni's from a Variety of sources and Reviewed the Previous Literatures of O2O Service and Service Design. In order to Offer Better Customer Experience the Service should be Designed from Customer's View and be Delivered through the Lifecycle of Customers. In a era of Big Data, IOT(internet of things), AI(artificial intelligence), The Service Design Innovation using Information and Communication Technology will be needed in order to Break down the Boundaries Between Online and Offline.