• Title/Summary/Keyword: Customer/User Factor

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A Study on User Switching Intention from Contact Center-oriented to AI Chatbot-Oriented Customer Services (컨택센터 중심에서 인공지능 챗봇 중심 고객 서비스로의 사용자 전환의도에 관한 연구)

  • Ann Seunggyu;Ahn Hyunchul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.1
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    • pp.57-76
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    • 2023
  • This study analyzes the factors and effects on the users' intention to switch from contact center-oriented to AI chatbot-oriented customer services by combining Push-Pull-Mooring Model and provides insights for companies considering the adoption of AI chatbots. To test the model, we surveyed users with experience using chatbots at least once across different age groups. Finally, we analyzed 176 cases for the analysis using IBM SPSS Statistics and SmartPLS 4.0. The results of hypotheses testing rejected the hypotheses for variables of inconsistent quality and low availability of push factors and low switching cost of mooring factor while accepting the hypotheses for the tardy response of push factors and all pull factors. Therefore, these findings provide important implications for researchers and practitioners who wish to conduct research or adopt AI chatbots. In conclusion, users do not feel inconvenienced by the contact center-oriented service but also perceive high trust and convenience with AI chatbot-oriented service. However, despite low switching costs, users consider chatbots a complementary tool rather than an alternative. So, companies adopting AI chatbots should consider what features the users expect from AI chatbots and facilitate these features when implementing AI chatbots.

An Empirical Study on Development of IS Evaluation Indices : In Case of Public Sectors (정보시스템 평가지표 개발에 관한 실증적 연구 : 공공부문을 중심으로)

  • 정해용;김상훈
    • Journal of the Korean Operations Research and Management Science Society
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    • v.28 no.4
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    • pp.155-189
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    • 2003
  • In this research, the comprehensive evaluation model of IS(information systems) for public sectors is theoretically constructed through reviewing and integrating previous IS evaluation-related research. This model is hypothesized to consist of five sectors(System Sector, User Sector, Organization and Management Sector, Resource Management Sector and Strategic Contribution Sector), ten evaluation items belonging to these five evaluation sectors, and sixty two evaluation indices for these ten evaluation items. The results of empirical analyses to test the validity of the research model show that the evaluation sectors turn out to be the same ones as proposed in the hypothetical model. The evaluation items(System Quality, Information Quality, Service Quality) in System Sector proves to be consistent with the hypothetical model. However, in case of User Sector, two evaluation items(Perceived Usefulness and User Satisfaction) which are included in the hypothetical model are found to be merged into one item(User Satisfaction). And, it is shown that four evaluation items such as the Efficiency of Internal Process, Customer Satisfaction, Organizational Innovation, and the Degree of Informatization competence improvement are included in Organization and Management Sector, differently from the research model in which the items, Organizational innovation and the Degree of Informatization competence improvement, are not divided. As a final result, sixty two evaluation indices that comprise all the evaluation items belonging to five sectors are found to be reduced to fifty seven ones through factor analyses, criterion-related validity tests and reliability analyses.

MVNO Service User's Motivation for Use and Dissatisfying Factors (MVNO 서비스 이용자의 이용 동기와 불만족 요인에 관한 연구)

  • Seong, Young-Hoon;Lee, Yeong-Ju
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.75-84
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    • 2014
  • MVNO(Mobile Virtual Network Operator) promotes service competition in mobile telecommunication market and provides various service and opportunities for consumers. This study attempts to identify MVNO Service users' motivational and dissatisfying factors in relation to their willingness for continued use of the service 새 activate MVNO service. Use motivation factors are found as customer service, user interface, easiness, economical efficiency, and dissatisfying factors are handset quality, customer service, social influence. Economic efficiency factor had an affirmative influence on the sustained use motivation of the service users. Among dissatisfying factors, users had a negative influence when they recognize that their neighboring people does not use MVNO service. Policy authorities concerned must excavate a new plan to improve distribution structure of handset and reduce wholesaling cost of the MVNO service. It is necessary for MVNO service provider to develop a new business model so that users can recognize MVNO service not as inferior service but as rational and attractive service.

Relationship among User's Security Need Sufficiency, Customer Satisfaction and Life Satisfaction in Electronic Security System (기계경비시스템 이용자의 안전욕구충족과 이용만족 및 생활만족의 관계)

  • Kim, Chan-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.257-267
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    • 2009
  • This study aims at diagnosing the relationship among user's security need Sufficiency, customer satisfaction and life satisfaction in electronic security system. For the achievement of this study selected electronic security system users in Seoul as a population for about 25 days from June 20$^{th}$, 2008 to July 15$^{th}$, 2008, segmented. This study selected 378 peoples by distributing 400 unities in total for each 80 peoples throughout purposive sampling method. The final 302 samples were used in statistics. Collected data was analyzed based on the aim of this study using SPSSWIN 16.0, and factor analysis, reliability analysis, stepwise multiple regression analysis and path analysis were used as statistic techniques to analyze. The conclusions are the followings; First, The higher bodily, environmental, mental, informational, and physical security need the more body and property protection satisfaction and facility customer satisfaction. The higher bodily, environmental, and mental security need the more employee service satisfaction. Second, The higher bodily, environmental, informational, and physical security need are perceived, the more influence is marked with life satisfaction and security life satisfaction. Third, The higher personal and property protection, facility, and employee service satisfaction the more security life satisfaction. Also, the higher customer service and personal and property protection satisfaction are perceived, the more influence is marked with life satisfaction. Fourth, Security need sufficiency has little influence on life satisfaction directly, but it has high influences on life satisfaction through customer satisfaction of electronic security system.

A Study on Open University's Library Service Quality Using the Kano Model and the Timko's Customer Satisfaction Coefficient (원격대학 도서관 서비스 품질에 관한 연구 - Kano 모델과 Timko 계수를 적용하여 -)

  • Jo, Chang Hyeun;Nam, Young Joon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.2
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    • pp.137-155
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    • 2017
  • Many university libraries, facing financial difficulties, have been forced to operate on a tighter budget. Such trend has created the need for an objective standard that will prioritize current library services. This study derives service quality factor via open coding from internet postings posted in the last five years on the Korean National Open University's library website, and also calculates the customer satisfaction quotient and dissatisfaction quotient using the Kano Model and Timko's Customer Satisfaction Coefficient. The result draws 25 service quality factors across 3 categories consisting of: (i) 8 attractive qualities, (ii) 15 one-dimensional qualities and (iii) 2 reverse qualities. The study, through the calculation of Timko's Customer Satisfaction Coefficient per service quality, proposes an intensive service that can prioritize the efficient use of library budget.

An Exploration of Factor's of Service Quality influencing at User's Satisfaction and Distribution Channel of the Digital Contents (디지털 콘텐츠 사용자의 만족에 영향을 주는 서비스 품질 요인 및 유통 채널 탐색에 관한 연구)

  • Suh, Jung Han;Bae, Soonh Han;Kim, Young Gook;Choi, Jae Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.183-198
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    • 2011
  • With the recent development of IT technology, the existing contents have been digitalized through various distribution channels. Accordingly, a lot of studies have been done in order to figure out the distribution and features of digital contents, In these studies, however, categorical characteristics of digital contents were not considered ; most of the previous researchers saw digital contents as only a single item or focused on some contents within particular part such as movie, music, etc. So, this study divides digital contents into movies, music and texts. I was going to study which factors affect Customer Satisfaction in relation with the kind of contents. With SERVQUAL as independent variables, which affect the Customer satisfaction, I used five factors :Design Quality, Information Quality, Security Quality, Communication Quality and Transaction Quality. As for the detailed items, I corrected them with Open-End Question and Pre Survey Research, which are more fit into the features of digital contents. This research conducted Principle Component Analysis, Reliability Test, Correlation Analysis and Regression Analysis. I verified that each factor of Service Qualities has a positive effect on Customer Satisfaction. Moreover, the factors of the effect are different according to the kind of digital contents. This paper was added Exploratory Study to find the best distribute channel. For the study, I search the possible distribute channel in each digital contents and their characteristic.

The Strategy to Improve Customers through Important Level Analysis of Bakery Shop′s Choice Attribution (제과점 이용자의 선택 속성 중요도 분석을 통한 고객 증진 전략)

  • 박상준
    • Culinary science and hospitality research
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    • v.10 no.3
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    • pp.18-31
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    • 2004
  • Korean food industry has been developed while it receives footlights as the most encouraging industry and composing one axis of food industry under various marketing activities and severe competitions. The purpose of this study was to understand customer's reason to use bakery, extract important factor, systematically analyze and suggest the direction of bakery industry through study on the character of bakery-user. The researcher Modified the Questionnaire developed by Yoon, YH(2000) & Kim, SE(2002). The major findings obtained from this study were as follows. First, on factors of confidence and propriety, price and communication with consumers, product and service, and service response, there was a high difference between male and female. Second, on factors of accessibility & product and service, there was a high difference among disparity of age. Third, on item of confidence and propriety, there was a high difference among customers' residing styles. Fourth, in relation to income level, there was statistically no difference.

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Multivariate Decision Tree for High -dimensional Response Vector with Its Application

  • Lee, Seong-Keon
    • Communications for Statistical Applications and Methods
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    • v.11 no.3
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    • pp.539-551
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    • 2004
  • Multiple responses are often observed in many application fields, such as customer's time-of-day pattern for using internet. Some decision trees for multiple responses have been constructed by many researchers. However, if the response is a high-dimensional vector that can be thought of as a discretized function, then fitting a multivariate decision tree may be unsuccessful. Yu and Lambert (1999) suggested spline tree and principal component tree to analyze high dimensional response vector by using dimension reduction techniques. In this paper, we shall propose factor tree which would be more interpretable and competitive. Furthermore, using Korean internet company data, we will analyze time-of-day patterns for internet user.

Analysis on the User Behaviors of Elementary School Students of Winter Vacation Programs of Public Libraries at Daegu Metropolitan City (대구광역시 공공도서관 겨울방학 프로그램 참여 초등학생 이용자의 이용행태 분석)

  • Oh, Dong-Geun;Lee, Gyeong-Hun
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.2
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    • pp.137-157
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    • 2014
  • This study analyzed the general user behaviors and the perceptions on service quality, satisfaction, loyalty of the users of the special winter vacation programs at the public libraries in Daegu Metropolitan City. Among the 444 collected questionnaires from the participants in the programs at 8 public libraries in the City, a total of 300 were analyzed for the study. As results, many participants have visited the libraries with their family members, and have applied the programs through the helps from their parents. They rated higher the service quality, the satisfaction, and the loyalty than other child users of the children's services as well as the adult participants of the cultural programs and of the public libraries. In the analysis of the structural equation model (SEM) on the service quality, customer satisfaction and loyalty, all of the service quality factors of special winter vacation programs, namely program contents and instructors, staff supports and services, and facilities and equipments, have significant effects on the user satisfaction. Staff supports and services factor of the service quality has significant direct effects on loyalty along with the overall satisfaction, but program contents and instructors factor and facilities and equipments factor have no significant direct effects on loyalty.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.