• Title/Summary/Keyword: 스마트폰의 기능적 속성

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스마트폰 기능적 속성의 중요도에 관한 연구

  • Choe, Won-Seok
    • Proceedings of the Korea Database Society Conference
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    • 2010.06a
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    • pp.289-297
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    • 2010
  • 최근 모바일 컨버전스로의 대표적 제품인 스마트폰에 관심이 급증하고 있고, 앞으로 삶의 변화를 가져올 핵심 도구로 인식되고 있다. 또한 컨버전스화가 활발히 진행됨에 따라 소비자의 영향력이 어느 때 보다 강화 되고 있어 심층적인 소비자 연구를 통하여 제품개발에 반영하는 것이 요구된다. 본 연구에서는 소비자들이 스마트폰을 구입 시 중시하는 스마트폰의 기능적 속성이 무엇인지를 실증적으로 분석하여, 스마트폰의 확산을 촉진시키는데 기여하고자 한다.

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A Relatively Importance Analysis on Smartphone's Functional Attributes Using AHP Method (AHP를 이용한 스마트폰 기능적 속성들의 상대적 중요도 분석)

  • Liu, Wen-Long;Jang, Hyeong-Yu
    • Management & Information Systems Review
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    • v.32 no.3
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    • pp.61-81
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    • 2013
  • The sharp increase of number of the smartphone users has drawn the attention of both academia and industry. The objectives of this research is to seek for the answers of what is the most important and relatively important function from the point view of smartphone users through empirical analysis. The goal is to provide valuable information for the smartphone developing and manufacturing industry. To reach the results, AHP method is applied in this study. First of all, the questionnaire survey was prepared based on the respondent in the basis of the extraction of the smartphone functional attribute factors from the references. Then, the importance of the functional attribute was attained by the Expert Choice program. In addition, customers satisfaction of the functional attribute of the present smartphone was analyzed. Furthermore, the research results were presented by the inspiration and limitation practically.

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Content Analysis of Smartphone Addiction Management Applications: Self-Determination Theory Perspective (스마트폰 중독방지 앱의 자기결정적 동기화 속성에 관한 내용분석: 자기결정성 이론을 중심으로)

  • Lee, Sook-Jung
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.12-22
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    • 2016
  • The present study aims to evaluate the self-determined motivational features of smartphone addiction management apps. This study analyzed whether smartphone addiction management apps have features to support adolescent users' basic needs, that is, autonomy, competence, and relatedness. 26 apps were analyzed. Among them, 8 apps were parental management apps installed on a parent's phone and a child's phone, and 18 apps were self-management apps installed on a child's phone. According to a content analysis, only 3 of 26 apps addressed all three basic needs. Overall, the functions to support users' competence and relatedness were rarely found. Particularly, parental management apps had a high level of controlingness. The results suggest that the addiction management apps have limitations in stimulating adolescent users' self-determined motivation to manage their phone use.

Design Evaluation Model Based on Consumer Values: Three-step Approach from Product Attributes, Perceived Attributes, to Consumer Values (소비자 가치기반 디자인 평가 모형: 제품 속성, 인지 속성, 소비자 가치의 3단계 접근)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.57-76
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    • 2017
  • Recently, consumer needs are diversifying as information technologies are evolving rapidly. A lot of IT devices such as smart phones and tablet PCs are launching following the trend of information technology. While IT devices focused on the technical advance and improvement a few years ago, the situation is changed now. There is no difference in functional aspects, so companies are trying to differentiate IT devices in terms of appearance design. Consumers also consider design as being a more important factor in the decision-making of smart phones. Smart phones have become a fashion items, revealing consumers' own characteristics and personality. As the design and appearance of the smartphone become important things, it is necessary to examine consumer values from the design and appearance of IT devices. Furthermore, it is crucial to clarify the mechanisms of consumers' design evaluation and develop the design evaluation model based on the mechanism. Since the influence of design gets continuously strong, various and many studies related to design were carried out. These studies can classify three main streams. The first stream focuses on the role of design from the perspective of marketing and communication. The second one is the studies to find out an effective and appealing design from the perspective of industrial design. The last one is to examine the consumer values created by a product design, which means consumers' perception or feeling when they look and feel it. These numerous studies somewhat have dealt with consumer values, but they do not include product attributes, or do not cover the whole process and mechanism from product attributes to consumer values. In this study, we try to develop the holistic design evaluation model based on consumer values based on three-step approach from product attributes, perceived attributes, to consumer values. Product attributes means the real and physical characteristics each smart phone has. They consist of bezel, length, width, thickness, weight and curvature. Perceived attributes are derived from consumers' perception on product attributes. We consider perceived size of device, perceived size of display, perceived thickness, perceived weight, perceived bezel (top - bottom / left - right side), perceived curvature of edge, perceived curvature of back side, gap of each part, perceived gloss and perceived screen ratio. They are factorized into six clusters named as 'Size,' 'Slimness,' 'No-Frame,' 'Roundness,' 'Screen Ratio,' and 'Looseness.' We conducted qualitative research to find out consumer values, which are categorized into two: look and feel values. We identified the values named as 'Silhouette,' 'Neatness,' 'Attractiveness,' 'Polishing,' 'Innovativeness,' 'Professionalism,' 'Intellectualness,' 'Individuality,' and 'Distinctiveness' in terms of look values. Also, we identifies 'Stability,' 'Comfortableness,' 'Grip,' 'Solidity,' 'Non-fragility,' and 'Smoothness' in terms of feel values. They are factorized into five key values: 'Sleek Value,' 'Professional Value,' 'Unique Value,' 'Comfortable Value,' and 'Solid Value.' Finally, we developed the holistic design evaluation model by analyzing each relationship from product attributes, perceived attributes, to consumer values. This study has several theoretical and practical contributions. First, we found consumer values in terms of design evaluation and implicit chain relationship from the objective and physical characteristics to the subjective and mental evaluation. That is, the model explains the mechanism of design evaluation in consumer minds. Second, we suggest a general design evaluation process from product attributes, perceived attributes to consumer values. It is an adaptable methodology not only smart phone but also other IT products. Practically, this model can support the decision-making when companies initiative new product development. It can help product designers focus on their capacities with limited resources. Moreover, if its model combined with machine learning collecting consumers' purchasing data, most preferred values, sales data, etc., it will be able to evolve intelligent design decision support system.

The Exploratory Study on the Easiness of Using Smart Phone Applications for Searching Food Service Information: Focusing on Consumer Characteristics (외식정보탐색을 위한 스마트폰의 어플리케이션 사용용이성에 대한 탐색적 연구 : 소비자특성을 중심으로)

  • Kim, Gi-Jin;Lee, Bo-Soon
    • Culinary science and hospitality research
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    • v.17 no.5
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    • pp.108-121
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    • 2011
  • The purpose of this study is to carry out the exploratory study on the easiness of using smart phone applications for searching food service information based on consumer characteristics. Examining the attributes of the easiness of using smart phone applications for searching food service information, this study checks the order of priority in the attributes and analyzes the correlation among the constructs of easiness of use, along with the difference in easiness of use based on demographic characteristics. The survey was conducted to the users of smart phones who live in 3 areas such as Seoul/Kyongki, Daegu/Kyongbuk, and Busan/Kyongnam from Jan. 3-Feb. 3, 2011, and total 264 copies of questionnaire were used for the final analysis. The result showed that the respondents considered the functions of searching restaurants, recommended restaurants, and the popularity list more important among the measurement items of easiness of use, and there was highly positive correlation between easiness to select restaurants and communication functions among all the factors drawn. It was found that there was significant difference in the function of searching restaurants, practicality, the easiness to select restaurants, communication, and the easiness to select menu on areas.

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The Effects of Aesthetics of Smartphones on Usability (스마트폰의 심미성이 사용성에 미치는 영향)

  • Oh, Eui-Taek;Park, Min-Yong
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.249-258
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    • 2012
  • The aim of this study was to investigate the effects of aesthetics of smartphones on subjective and objective usability by the task factors. Although several studies have focused on the effects of aesthetics on subjective and objective usability, correlation between aesthetics and objective usability is ambiguous. Using smartphones which have same functions but different aesthetics, thirty-six subjects were asked to complete one of 3 types of tasks (inputting information, searching information, enjoying information). Both performance data and subjective measures were recorded. The results showed that high aesthetics had a more positive effect on subjective usability than low aesthetics before and after use, with smaller difference after use. High aesthetics seemed to yield longer task completion times. But objective usability was not significantly affected by both task factors and aesthetics. The results indicated that aesthetics may have multiple effects that go beyond affective satisfaction. The findings of this study could be applied to predict effects of aesthetics on subjective and objective usability in usability testing.

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Analyzing review of the smart phone application through opinion mining (오피니언 마이닝을 통한 스마트폰 어플리케이션 이용 후기 분석)

  • Yoo, Ha-Na;Yoon, Jae-Yeol;Kim, Ung-mo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1184-1187
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    • 2011
  • 스마트폰 시장이 커지면서, 사람들이 하루에 업로드하고 다운로드하는 어플리케이션의 수 또한 급격히 증가하고 있다. 앱스토어와 안드로이드마켓에 등록된 어플리케이션의 종류는 어마어마하며, 사람들은 자신의 생활을 편리하게 해줄 어플리케이션 혹은 재미를 위한 어플리케이션을 다운로드하고자 한다. 하지만 현재 어플리케이션에 대한 평가는 점수로만 이루어져있기 때문에 어느 부분에서 뛰어난지, 어떤 부분의 기능이 떨어지는지는 사용자가 알 수 없고, 특정 기능을 중요시하는 사용자일 경우 별점이 높아도 해당기능이 만족스럽지 않으면 만족감의 정도는 대단히 떨어지게 된다. 그러면 다른 어플리케이션을 받아 같은 작업을 반복해야하는데, 이 경우가 반복될 경우 비용적인 문제뿐만 아니라 사용자에게 매우 번거로운 일이다. 따라서 본 논문에서는 기존 사용자들이 자신이 사용한 어플리케이션에 대해 작성한 후기를 오피니언 마이닝 기술을 적용시켜 각 키워드별, 즉 속성별로 평가하고 긍정/부정 여부를 데이터베이스에 저장하여, 해당 어플리케이션을 검색한 미래의 어플리케이션 사용자에게 시각적으로 정보를 알려주어 사용자의 수고를 덜어주고자 한다. 어플리케이션 다운로드가 매우 단순한 작업이지만, 다운로드 수가 많기 때문에 본 논문의 제안을 적용한다면 비용을 절감시켜 줄 뿐만 아니라 매우 효율적인 작업이 될 것이라 기대한다.

A Study on the Use of Facet Analysis for Ontology Modeling (온톨로지 모델링에서 패싯 분석 활용 연구)

  • Park, Heejin;Yi, Myongho;Kim, Seonghun;Oh, Sam Gyun
    • Journal of Korean Library and Information Science Society
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    • v.46 no.2
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    • pp.257-287
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    • 2015
  • This study proposes a methodology for using facet analysis in ontology modeling and investigates how facet analysis could be utilized in ontology design processes. We applied facet analysis methods developed by Ranganathan and CRG (Classification Research Group) to modeling Smartphone ontology. Utilizing the guiding principles of Ranganathan and CRG, main facets, such as Type, Spec, Function, Operation, Product, Person, Agent, Space and Time, are derived for Smartphone ontology. It is hoped that the methods and procedures employed in identifying and categorizing facets and ontology in this study will provide insights into designing future ontologies.

Hangul Serious Game for Childhood using Whole Language Approach (총체적 교수법을 이용한 유아용 한글 기능성 게임 설계)

  • Zo, Bo-Ro;Kim, Soo-Kyun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.449-455
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    • 2016
  • Times have changed and using smart phones is common to everyone, regardless of men and women of all ages. Especially, making educational applications is on a rising trend. This report aims to build a program, which makes young children easily meet and learn Hangul anytime, anywhere, to keep pace with the change and trend. As everyone knows, young children's Hangul learning process is changing with smart phone generalization. Young children usually learned Hangul based on paper books but now times have changed, instead, smart phones can be used to learn Hangul anytime, anywhere, and this trend is seen everywhere easily. This report explains how to build smart phone applications to make it easier to learn and understand educational Hangul plays.

Design of a Smart Application Using Ad-Hoc Sensor Networks based on Bluetooth (블루투스기반 애드 혹 센서망을 이용한 스마트 응용 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.243-248
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    • 2013
  • With rapid growth and fast diffusion of smartphone technologies, many users are deeply concerned about the smart applications and many mobile applications converged with various related technologies are rapidly disseminated. Especially, the convergence technologies like mobile apps that can establish the wireless ad hoc network between smartphone and other peripherals and exchange data are appear and progressed continuously. In this paper, we design and implement the smart app using bluetooth based wireless ad hoc sensor network that can connect smartphone with sensors and exchange data for various smart applications. The proposed smart application in this paper collects data obtained from more than 2 multi-sensors in real time and fulfills the decision making function by storing data at the database and analysing it. The smart application designed and implemented in this paper is the healthcare application that can analyze and evaluate the patient's health condition with sensing data from multi-sensors in real time through bluetooth module.