• 제목/요약/키워드: Experience Dimensions

검색결과 387건 처리시간 0.03초

거시 인터페이스: UI(User Interface) 조직 구축에 관한 연구 (Macro Interface: Organizational Design for UI Team)

  • 반영환
    • 대한인간공학회지
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    • 제25권3호
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    • pp.43-47
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    • 2006
  • Macro interface is primarily focused at the organization, while micro interface is primarily focused at the products or services. UI(User Interface) or UX(User Experience) organizations in Korea are institutionalized from 2000 years. Since most of the UI organizations are not institutionalized with the strategic plan, structures of them aren't optimized efficiency. The structure of the organization is conceptualized as having three core dimensions: complexity, formalization, and centralization. The status of the UI organizations in Korea is reviewed with these dimensions. This study issued the key success factors for institutionalization for UI team. Organizational maturity is considered in 5 levels based on a model by CMMI. The UI strategy has to be based the maturity level of the organization.

해양스포츠 참여자의 즐거움 요인이 레크리에이션 전문화에 미치는 영향 (The Effects of Enjoyment Factors on Recreation Specialization of Water Sports Participants)

  • 남상백;권일권
    • 수산해양교육연구
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    • 제28권2호
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    • pp.356-365
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    • 2016
  • The purpose of this study was to verify the influences of sport enjoyment factors on recreation specialization of water sports participants. The study conducted a research survey through purposive sampling method after selecting 4 water sports center in Busan. 260 questionnaires distributed and 246 were selected as final valid sample by removing 14 questionnaires that have insufficient answers. Then data were analyzed through exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis using SPSS Window ver. 20.0. The results were as followings. First, the enjoyment factors have a positive effect on recreation specialization. Second, escaping from daily routine and improving technical skill dimensions of enjoyment factors have an influence on centrality of life. Third, improving technical skill dimension of enjoyment factors have a positive effect on past experience. Lastly, flow and improving technical skill dimensions of enjoyment factors have an influence on economic investment.

모바일 패션 쇼핑에 대한 소비자 특성의 효과 -시장 전문성, 혁신성, 구매경험을 중심으로- (The Effect of Consumer Characteristics on Mobile Fashion Shopping -Focusing on Market Mavenship, Innovativeness, Purchase Experience-)

  • 류은정;안수경
    • 패션비즈니스
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    • 제23권1호
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    • pp.89-102
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    • 2019
  • The objective of this study was to investigate the influence of consumer characteristics including market mavenship, innovativeness, and purchase experience by mobile on the mobile fashion shopping. The data for this study was collected from the nationwide consumer panels through online survey. A total of 306 subjects aged from 20 to 39 years old and had purchased fashion goods using mobile devices completed a self-administered questionnaire. A series of exploratory and confirmative factor analysis identified four dimensions of mobile fashion shopping features such as tangibility, ubiquity, security and personalization. A structural equation modeling test was employed to examine the relationship of consumer characteristics, mobile fashion shopping features, and consumer behavior. Market mavenship had a positive influence on the perceived features of mobile fashion shopping. Innovativeness negatively influenced tangibility, ubiquity, and personalization. Each construct of mobile shopping features positively affected satisfaction while security had only a direct negative impact on purchasing intention. Satisfaction had a significantly positive impact on purchase intention. Purchase experience of mobile fashion shopping partially affected the relationship between consumer characteristics and perceived features of mobile fashion shopping. These results provide a practical implication theoretical support for increasing consumer satisfaction with mobile fashion shopping in terms of consumer characteristics.

Research and Design of Functional Requirements of Shared Electric Bicycle App Based on User Experience

  • Xiangqin Zhao;Bin Wang
    • Journal of Information Processing Systems
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    • 제19권2호
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    • pp.219-231
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    • 2023
  • Intelligent applications are crucial for increasing the popularity of shared urban electric bicycles (EBs). Building an application platform architectural system that can satisfy independent user operations is critical for increasing the intelligent usage of shared EBs. Consequently, we collected online reviews of shared EB applications, conducted semantic processing and sentiment analysis, and refined the positive and negative review data for each function. The positive and negative review indices of each function were calculated using the formulae for positive and negative review indices of product functions, thereby determining the functions that need to be improved. Each function of the Shared EB application was improved according to its business process. The main contributions of this study are to build a user requirement architecture system for the Shared EB application with five dimensions and 22 functions using the Delphi method to design the user interface (UI) of this application based on user satisfaction evaluation results; to create a high-fidelity dynamic interaction prototype and compare user satisfaction before and after improving the Shared EB application functions. The testing results indicate that the changes in the UI significantly improve the user experience satisfaction of the urban Shared EB application, with the positive experience index increasing by 69.21% and the negative experience index decreasing by 75.85% overall. This information can be directly used by relevant companies to improve the functions of the Shared EB application.

The Third Version of the Copenhagen Psychosocial Questionnaire

  • Burr, Hermann;Berthelsen, Hanne;Moncada, Salvador;Nubling, Matthias;Dupret, Emilie;Demiral, Yucel;Oudyk, John;Kristensen, Tage S.;Llorens, Clara;Navarro, Albert;Lincke, Hans-Joachim;Bocerean, Christine;Sahan, Ceyda;Smith, Peter;Pohrt, Anne
    • Safety and Health at Work
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    • 제10권4호
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    • pp.482-503
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    • 2019
  • Introduction: A new third version of the Copenhagen Psychosocial Questionnaire (COPSOQ III) has been developed in response to trends in working life, theoretical concepts, and international experience. A key component of the COPSOQ III is a defined set of mandatory core items to be included in national short, middle, and long versions of the questionnaire. The aim of the present article is to present and test the reliability of the new international middle version of the COPSOQ III. Methods: The questionnaire was tested among 23,361 employees during 2016-2017 in Canada, Spain, France, Germany, Sweden, and Turkey. A total of 26 dimensions (measured through scales or single items) of the middle version and two from the long version were tested. Psychometric properties of the dimensions were assessed regarding reliability (Cronbach α), ceiling and floor effects (fractions with extreme answers), and distinctiveness (correlations with other dimensions). Results: Most international middle dimensions had satisfactory reliability in most countries, though some ceiling and floor effects were present. Dimensions with missing values were rare. Most dimensions had low to medium intercorrelations. Conclusions: The COPSOQ III offers reliable and distinct measures of a wide range of psychosocial dimensions of modern working life in different countries; although a few measures could be improved. Future testing should focus on validation of the COPSOQ items and dimensions using both qualitative and quantitative approaches. Such investigations would enhance the basis for recommendations using the COPSOQ III.

여가 관여도, 체험의 질이 행동의도에 미치는 영향에 관한 연구 (Examining the Influence of Leisure Involvement and Experience Quality on Behavioral Intentions)

  • 박근수;조리;김선영
    • 한국콘텐츠학회논문지
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    • 제18권10호
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    • pp.644-656
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    • 2018
  • 이 논문은 중국 정주의 도시 공원을 중심으로 여가 관여도, 체험의 질 그리고 행동의도간의 관계를 연구하였다. 총 335개의 설문지를 8개의 정주의 도시공원에서 수집하였다. 조사에 참가한 335명의 주민을 대상으로 설문지를 수집하였고, 데이터 처리과정에서 부분 응답과 일관성 없는 (불일치) 39개의 설문지를 제거하여 분석목적으로 296개의 설문지를 코드화하였다. 연구 분석을 위해서 SPSS 24.0을 이용하였으며 기술분석, 빈도분석, 요인분석, 다중회귀 분석을 하였다. 연구 결과 주민들의 도시공원에서의 체험의 질은 여가 관여도의 자기 체험의 질보다 여가 관여도의 매력요인(유인요소)과 중심성 요인에 더 많은 영향을 받는 것으로 나타났다. 또한 체험의 질을 구성하는 모든 요인들이 도시공원에서 행동의도에 긍정적 영향을 유의미하게 미치는 것은 아니라는 점을 이 연구의 결과는 보여주고 있다. 교육의 질 요인, 심미요인, 회피체험 요인이 행동의도를 예측하는데 중요하다는 점이 연구결과 도출되었다. 반면, 오락 체험의 질은 행동의도와 유의미한 긍정적(+)인 관계를 나타내지 않았다. 도출된 연구결과를 바탕으로 몇 가지 중요한 연구시사점이 제안되었다.

산악형(山岳型) 국립공원(國立公園)의 방문객(訪問客) 동기요인(動機要因)과 유인요인(誘因要因)의 검정(檢定) (Testing the Push and Pull Factors for National Parks in Mountain Regions)

  • 한상열;최관;이주희
    • 한국산림과학회지
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    • 제89권3호
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    • pp.356-367
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    • 2000
  • 본 연구는 4개의 산악형 국립공원을 대상으로 탐방객들의 주요 방문 동기요인(push factor)과 이들 국립공원의 유인요인(pull factor)을 도출하고, 규명된 방문요인과 유인요인간의 입체적인 관계규명을 통하여 효율적인 산악형 국립공원 관리정책에 활용될 수 있는 기초자료를 제공하고자 수행하였다. 그 결과 동기요인으로는 가족중심의 자연 문화체험 일탈성 건강, 사회성 신기성의 4개 요인이 도출되었으며, 유인요인으로는 시설 문화재, 자연자원, 접근성의 3가지 요인이 도출되었다. 이들 방문 동기요인과 유인요인간의 상호 연관성을 통계적으로 확인한 결과, 동기요인과 유인요인들은 상호 연관관계가 존재하는 것으로 나타났다. 이러한 결과를 유인요인을 기준으로 동기요인들과의 관계를 살펴보면, 국립공원의 시설 문화재 유인요인은 자연 문화체험 동기와 사회성 신기성 동기에 양(+)의 영향을 받는 것으로 나타났으며, 자연자원 유인요인은 자연 문화체험, 일탈성, 건강, 사회성 신기성 등 모든 동기요인에 양(+)의 영향을 받는 것으로 나타났다. 그러나 접근성 유인요인에 있어서는 건강동기에 양(+)의 영향을 받는 반면, 자연 문화체험 동기에는 음(-)의 영향을 받는 것으로 나타났다.

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외국인 농촌관광 중요도속성에 따른 농촌관광 인지도 및 경험여부, 행동의도 판별분석 (Important Variables of Rural Tourism Destination that Discriminate Rural Tourism Perception, Experiences, and Intention to Behavior)

  • 한송희;윤유식
    • 농촌지도와개발
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    • 제22권3호
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    • pp.293-300
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    • 2015
  • This study was to investigate if there are important variables of rural tourism destination for foreign tourists that discriminate rural tourism perception, experience, and intention to behavior. of the experience activity among the regions and the villages. From the literature review, the survey questionnaires was developed to measure important variables of rural tourism destination, rural tourism perception, experiences and intention to behavior. A total of 799 useful samples were collected and analyzed in SPSS. Factor analysis showed that there are four underlying dimensions (program, preparation to receive, service and regional products, and human service). the results of discriminate analysis showed that service and regional products are important variables in rural tourism perception and experiences. And also service and regional products and human service are important variables in intention to behavior. More detailed discussion and implications are provided in conclusion.

결정적 사건기법(CIT)을 이용한 소비자의 유통채널 이용경험에 대한 연구 (Understanding the Consumer Experience in Retailing Channel Using Critical Incident Technique)

  • 최아영;나종연
    • 한국생활과학회지
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    • 제20권6호
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    • pp.1185-1198
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    • 2011
  • This research explores the consumers' experience in retailing channel(offline channel and online channel) using the critical incident technique. This research aims to clarify the common incidents within retailing channels which implies decisive factors over the channels, and to clarify the contrasts between channels to compare advantages and disadvantages. Therefore, the research is designed to collect the consumers' narrative of those who have used both channels in 3 months. Classifications are conducted with other researchers majoring consumer science. The results address how impressive experiences are constructed on each channel in three dimensions: product, information search, and the purchase-service dimension. These results are able to provide implications for offline and online retailers and directions for future research.

디지털기술을 적용한 특별기획전 관람객의 체험만족도에 관한 조사연구 : 국립중앙박물관을 중심으로 (A Survey Research on Tourists' Satisfaction with Digital Technology-based Special Exhibitions: Focused on The National Museum of Korea)

  • 친친;조정형
    • 한국융합학회논문지
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    • 제11권2호
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    • pp.127-137
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    • 2020
  • 본 연구는 2019년 국립중앙박물관 중 디지털기술을 이용한 특별기획전을 중심으로 연구하였으며 그 연구목적은 향후의 전시에 있어 더욱 합리적이고 효과적으로 디지털기술을 응용하여 관람객의 전체적인 체험효과를 제고하기 위한 것이다. 연구과정에서 문헌조사를 통해 관람객의 기대, 체험 및 만족도 간의 관계에 대해 분석하고 최종적으로 4개 측면에서의 디지털 체험 차원을 종합하였으며 이를 기초로 설문지 내용을 작성하였다. IPA분석법(Importance-Performance Analysis)에 근거하여 디지털기술에 대한 체험 만족도에 대해 평가하고 중점적으로 개선해야 할 내용에 대해 알아보았다. IPA분석 원리에 근거하여 제IV사분면의 내용에 대해 중점적으로 분석하고 거시적 측면, 미시적 측면 및 관람객의 내심적 측면에서 개선해야 할 내용에 대해 건의하였으며 최종적인 연구결과는 현 단계 문제점을 개선하는 실행가능성에 대한 참고적인 기초자료로 활용할 수 있다. 본 연구의 선도성과 시효성을 보장하기 위해 향후 디지털 기술의 변화와 발전에 의한 연구를 지속적으로 진행할 것이다.