• Title/Summary/Keyword: 아이디어 커뮤니티

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Influencing Factors on Knowledge Adoption of Administrator in an Online Idea Proposal Community: Focusing on the Tourism Idea Bank of Korea Tourism Organization (온라인 아이디어 제안 커뮤니티에서 담당자 지식수용에 영향을 미치는 요인: 한국관광공사 관광아이디어뱅크 게시판을 중심으로)

  • Park, Jong-Won;Koo, Chulmo;Yang, Sung-Byung
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.1-17
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    • 2016
  • Recently, although many government agencies, including the Korea Tourism Organization, have been operating two-way interactive online idea proposal communities in order to reflect the various ideas of citizens in business, the utilization rate is still extremely low due to the lack of public's understandings and management's commitments. Therefore, based on previous studies on the characteristics of information quality, this research (1) derives key factors constituting idea quality in the context of online idea proposal communities, (2) classifies them into the content cues (value-added, relevancy, originality, and completeness) and the non-content cue (amount of writing) according to the heuristic-systematic model, and (3) finally validates how these content/non-content cues influence the knowledge adoption of administrators in an online idea proposal community. The findings of the structural equation modeling analysis with all of the 240 completed idea proposals in the 'Tourism Idea Bank' of Korea Tourism Organization reveal that, among content cues, value-added, relevancy, and originality have a significant effect on knowledge adoption. Moreover, it is also found that amount of writing as a non-content cue has a positive moderation effect on the relationships between originality and knowledge adoption.

The Design and Implementation of Gamification for Online Mentoring : Focusing on the Case of 'Idea Community' in Creative Economy Town (온라인 멘토링을 위한 게이미피케이션의 설계와 구현 : 창조경제타운의 '아이디어 커뮤니티' 사례를 중심으로)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.39-50
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    • 2018
  • Today, gamification that appeal to people and provide fun by applying game thinking and elements in many non-game fields is becoming a big issue. This study analyzed the case of 'Idea Community' in Creative Economy Town that combines online mentoring and gamification. In order to foster and select ideas, we conducted the open simulated investment and mentoring. In this process, members are able to acquire experience points and raise the level when doing certain activities. Besides, members felt their sense of accomplishment by receiving internal/external rewards for their activities. The results will be an importance reference for the application of gamification in various fields.

The Application of 1% User Research Methods for Mobile UX Design (모바일폰 경험디자인을 위한 1% 사용자 분석의 방법론 개발과 활용)

  • Choe, Min-Yeong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.39-42
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    • 2009
  • 4 세대 모바일폰은 카메라, MP3, 블루투스, DMB, 전자수첩, PC, 웹브라우징의 복합 기능을 가진 제품으로 진화하고 있으며, 이를 위한 사용자의 요구와 경험디자인의 요소를 탐색하고 분석하는 것이 요구된다. 하지만 기존의 사용자 요구의 조사와 경험디자인은 많은 비용과 시간을 투입하고도 기존 요구의 재확인에 머물거나, 제한적이고 예측 가능한 결과만을 도출하는 문제점을 가지고 있어 창의적 디자인 아이디어 도출에는 한계를 가지고 있다. 이는 사용자의 선정과 분석의 방법이 마케팅 중심의 통계적 방법에 기초하고 있으며, 사용자의 선정에 분석의 결과가 좌우되기 때문이다. 본 연구는 창의적 경험디자인의 방법으로서 1% 이미지 추출의 작업과 국내외 커뮤니티 사이트를 중심으로 한 디지털 포켓리서치의 방법을 활용하였나 2차 사용자 조사는 '1% UX 리서치'로 명명한 극단적 사용자 분석의 방법을 개발하고 적용하였으며, 주요 디자인 요구와 암시점은 K-J 매트릭스를 통하여 체계화하였다. 디지털포켓리서치와 1% 사용자의 리서치의 방법론은 근 미래의 사용자 예측과 풍부한 경험디자인의 아이디어를 발상할 수 있다는 측면에서 기존의 방법론 보다 비용과 시간 측면에서 효율적으로 활용할 수 있었다.

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User Innovation through Online Communities: Processes and Strategies (온라인 커뮤니티를 통한 사용자혁신의 과정과 전략)

  • Bae, Jong-Tae;Kim, Jung-Hyeon
    • Proceedings of the Technology Innovation Conference
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    • 2009.02a
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    • pp.3-24
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    • 2009
  • 본 논문은 온라인 커뮤니티를 통해 사용자들이 정보교류와 의사소통을 활발히 전개하여 사용자혁신 (User Innovation)을 촉진하는 사례들과 이와 관련된 현안 이슈들, 그리고 기업의 사용자혁신 활용 전략을 다루고 있다. 특히 인터넷의 보급과 확산을 통해 사용자들이 온라인 커뮤니티를 형성하고 상호 교류할 수 있는 장이 마련되어 사용자혁신이 더욱 활성화 될 수 있으므로, 휴대기기 산업에서 이러한 사례를 발굴하여 분석하였다. 특히 본 연구에서는 MP3 플레이어 산업에서 기업이 온라인 커뮤니티를 통해 고객정보를 어떻게 획득/처리/활용하는지, 그리고 스마트폰인 블랙잭 제품에서 어떤 과정을 통해 사용자혁신이 이루어지는 지를 사례연구 하였다. 본 연구의 결과는 1)온라인 커뮤니티에서 사용자의 역할과 (정보공유, 아이디어 창출, 문제해결, 정보취합, 제품테스트, 사용의견 제시, 제품홍보 등) 기업의 대응전략, 2)기업과 고객간 커뮤니케이션 패턴 (질문/불평/사용후기 및 피드백/시제품/공지 등) 특성, 3)온라인 커뮤니티 내에서 사용자간 커뮤니케이션 패턴과 현안, 4)온라인 커뮤니티 활성화를 통한 신제품개발 촉진방안 등으로 구분하여 제시되었다. 마지막으로 이러한 사용자혁신 사례를 바탕으로, 사용자혁신을 촉진하고 신제품개발과정에서 사용자의 참여를 강화할 수 있는 정책적 함의를 정리하였다. 특히 개방형 혁신이 강조되는 상황에서 사용자혁신은 개방형 혁신의 한 형태도서도 의미가 있으며, 향후 더 많은 사례연구와 실증분석이 요구된다.

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Challenges and Solutions in Online Community-based Open Innovation: The Case of MyStarbucksIdea.com (온라인 커뮤니티 기반 개방형 혁신의 도전적 문제들과 그 대응방안: 마이스타벅스아이디어닷컴 사례를 중심으로)

  • Lee, Hanjun;Suh, Yongmoo
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.75-85
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    • 2017
  • Open innovation, a new paradigm which utilizes customer ideas for organizational innovation directly, is evaluated as a useful method to innovate the organization itself. In this research, we analyze the case of Starbucks' online community, MyStarbucksIdea.com to examine how collective intelligence is formed out of mass customers in the community and how open innovation is to be implemented successfully. We review various challenges in implementing open innovation and then suggest practical approaches to the challenges, including customer relationship management, utilization of opinion leaders, application of engineering techniques, etc.

A Study on the Integrated Library System Based on Open Source Software (오픈소스 ILS 실현에 관한 연구)

  • Cho, Jane
    • Journal of the Korean Society for information Management
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    • v.28 no.1
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    • pp.69-88
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    • 2011
  • The idea behind Open Source Software(OSS) that permits users to study, change, and improve, is similar to the spirit of the library that has been developed through cooperations and resource sharing rather than competition. OSS is regarded as an alternative, low-cost technical innovation based on librarian's creative idea and standardized business process. Enthusiasm of the community is fundamental to successful installations and sustainable development. This study analyzed two community-based OSS ILS, namely KOHA and Next_L and suggested a future direction for domestic libraries. In the case of Korea, it is desirable for a library consortium to develop an OSS ILS for small- and medium-sized libraries. Most importantly, strong consensus about OSS ILS among the practiting librarians should be developed first.

The Current State and Activating Strategies of Korea's Maker Movement : Focusing on the Effect of Maker Community Participation (국내 메이커 운동(Maker Movement)의 현황 및 활성화 방안 연구: 메이커 커뮤니티 참여 효과 중심으로)

  • Lee, Jin-Suk;Chun, Seung-Woo;Kwon, Ji-Eun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.349-359
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    • 2019
  • This study investigated the current state of Korean Maker Movement and explored the ways for activating Maker Movement in Korea. To do this purpose, we analyzed the data of 'A survey of the Korea Maker Movement in the second half of 2018', conducted by Korea Foundation for the Advancement of Science & Creativity involved 20's~50's Koreans. As a results, first, awareness, interest and behavior intention of Maker Movement was not high in Korea. Second, there were significant different between participants and non-participants of Maker Community in Maker awareness and Maker activities. Third, the positive relation between Maker Community participation and Maker Orientation is parallel multiple mediated by Maker activating motives such as fun, relieving stress, expressing own idea, saving cost, social recognition. Lastly, based upon the results, we presented several ways to activate Maker Movement in Korea.

Analyzing the Characteristics of User-Participation-based Idea Platforms Depending on their Classification (사용자 참여형 아이디어 플랫폼의 유형별 특성 분석)

  • Choi, Seungyeon;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.481-490
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    • 2016
  • Today, the advance of a community tool such as a SNS enables users to easily share information each other and quickly deliver various opinions to suppliers. The suppliers are trying to create new value through co-creation strategies in order to satisfy rapidly and variously changing user's needs. User-participation-based idea platforms are emerging as a open innovation space that can provide user participation and interaction between suppliers and users. However, although each idea platform has specific advantages in each stage of a development process, this development process is not generalized as one complete, integrated development process. Thus, the development of an effectively integrated process, which includes advantages in each stage of the process, is needed. This research aims to analysis the characteristics of idea platforms based on the classification of idea platforms as a basic study for proposing a new development processes of them. This research will contribute to the guideline for developing a new user-participation-based idea platform.

The Development of a Project-Based Cyber Learning Community for Teacher Education (교사교육을 위한 프로젝트 기반 가상학습커뮤니티 구축)

  • Jo, Mi-Heon;Lee, Ok-Hwa
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.243-254
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    • 2005
  • Along the information technology progresses, the demand for the educational application increases which derives the need for cyber education. Cyber education should take the knowledge construction model rather than the knowledge delivery model. For the educational paradigm shift by cyber education, 'Project-Based Learning' and 'Cyber Learning Community' need to be adopted. In this study, project-based cyber learning community for teacher education is developed with 5 major categories: Home(community vision, general information, project list, Q&A), project learning center(preparation for the instructional activities, group-based learning activities, presentations), meeting plaza(request for group mentoring, sharing ideas, meeting specialist, survey participating, forum participating, result presentation), references(cases of project studies, materials for project studies, materials for teacher education, general materials), management(project management, project cases, idea bank, finding partners, dialog with instructors, sharing references, sharing experiences, survey, forum).

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How Promotor Background Works for Management Strategies of Cyber Rural Communities: A Comparative Case Study (사업추진배경에 따른 농촌지역정보화 운영전략 : 비교사례 연구)

  • Park, Sang-Hyeok;Gwon, Jin-Taek
    • 한국디지털정책학회:학술대회논문집
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    • 2003.12a
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    • pp.465-477
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    • 2003
  • 본 연구에서는 농촌지역정보화 사업에 대한 추진주체를 바탕으로 한 '민간주도형' 농촌지역정보화 마을과 '정부주도형' 농촌지역정보화마을간의 운영상의 차이점을 사례연구를 통하여 비교 분석하였다. 민간주도형인 경우, 자생력, 커뮤니티, 다양한 아이디어 창출 등의 측면에서 강점을 보인 반면, '정부주도형'인 경우, 확산속도, 사이트 운영, 하드웨어 보급 등의 측면에서 강점을 나타냈다. 이러한 비교분석을 통해 본 연구에서는 농촌지역정보화의 성공적 운영을 위한 유용한 가이드라인을 제공하고자 한다. 특히 지역정보화 사업을 추진하는 정부, 지방자치단체, 지역주민에게 방향설정을 제시해 줄 것이다.

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