• 제목/요약/키워드: Idea Quality

검색결과 458건 처리시간 0.038초

구두 형식의 전자적 브레인 스토밍이 인지적 자극에 미치는 영향에 대한 실증적 연구 (Empirical Validation for Verbal- EBS Effect to Cognitive Stimulation)

  • 김정욱;정종호
    • 품질경영학회지
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    • 제36권2호
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    • pp.67-84
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    • 2008
  • Given the industry's unprecedented attention and dedication of resources to voice recognition, this paper introduces and explores a novel idea generation technique whereby ideas are captured directly through verbalization rather than forcing group members to type ideas. A group simulator was used to measure the idea generation performance of individuals who input ideas verbally or via typing in the context of nominal and interacting groups. The results clearly indicate that verbal input represents a more desirable mechanism in a computer-mediated idea generation environment. Liberating group members from the keyboard produces remarkable performance gains. Verbalizing ideas helps individuals focus on analytical thinking and leverage group member ideas, ultimately facilitating the creation of ideas pools that are vastly superior in terms of quantity and quality. These effects were found across nominal and interacting groups. The implications of these results for future research and the design of technologies are discussed.

개념 설계 평가를 위한 제품 품질지수 (Product Quality Index for Concept Design Evaluation)

  • 정진하;박영원
    • 한국생산제조학회지
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    • 제19권4호
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    • pp.521-528
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    • 2010
  • A product system will be improved continually until requirements are satisfied. It is true that considering alternative designs to improve product system is hard work; it is also true that selecting an adequate design idea that represents the needs of stakeholders concerned and meets effectiveness factors properly is not an easy work, either. In the process of driv-ing an idea and designing, which is called Design Phase, there are lots of existing tools for testing the driven idea in DFSS. But, those kinds of tools do not offer the function that helps to select the technically better design idea among alternative design ideas that have the same evaluation level. Moreover it is inappropriate to select adequate alternative design ideas by just verifying only the evaluation table in pugh matrix, since satisfied deviation val-ues are low when there is a too competitive mass product system in a market. Also, for the IT product with short life cycle, faster and more effective testing tool is needed. Therefore, the 'roduct quality index' is suggested in order to select an appropriate candidate design concept for system development that meets requirements by using 'deality concept' pro-vided by TRIZ. According to the result of this research, it is possible to select technically better idea fast and effectively; it is confirmed by applying the approach to the case of LCD BLU (Back Light Unit).

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

  • 박종원;구철모;양성병
    • 한국콘텐츠학회논문지
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    • 제16권10호
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    • pp.1-17
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    • 2016
  • 최근 한국관광공사를 비롯한 많은 정부기관에서 국민들의 다양한 아이디어를 수렴하고 이를 사업에 반영하기 위해, 쌍방향 소통이 가능한 온라인 아이디어 제안 커뮤니티를 구축, 운영하고 있지만, 운영 취지에 대한 국민들의 이해 부족과 당국의 관리 의지부족으로 활용률은 극히 저조한 상황이다. 이에, 본 연구에서는 정보품질의 특성에 대한 선행연구를 바탕으로 (1) 온라인 아이디어 제안 커뮤니티 맥락에서의 아이디어 품질을 구성하는 핵심 특성요인을 도출하고, (2) 이를 다시 휴리스틱-체계 모델에 의거, 내용적 특성요인(가치성, 관련성, 참신성, 충실성)과 비내용적 특성요인(글의 길이)으로 분류한 뒤, (3) 고객 제안글에 포함된 내용적 및 비내용적 특성요인들이 온라인 아이디어 제안 커뮤니티 담당자의 지식수용에 어떠한 직접적 혹은 상호작용 영향을 미치는지에 대한 실증연구를 수행하였다. 한국관광공사의 관광아이디어뱅크에서 처리가 완료된 제안글 240개 전수 자료를 이용한 구조방정식모형 분석 결과, 내용적 특성요인 가운데 가치성, 관련성, 참신성이 담당자 지식수용에 유의한 영향을 주는 것으로 나타났으며, 비내용적 특성요인인 글의 길이는 참신성이 담당자 지식수용에 미치는 영향에 대한 정(+)의 조절효과를 갖는 것으로 확인되었다.

Kano 모델을 위한 창조성 기법적용에 관한 연구 (A study on the application of creative methods for Kano model)

  • 김혜미;김태영;윤성필;조태연
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2008년도 추계학술대회
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    • pp.491-503
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    • 2008
  • As customer needs become diversified, there are many efforts to develop creative ideas on the products to satisfy the customer requirement. Also it is very important to classify the customer requirement to the product's quality. According to the previous study, the idea of the products by collecting opinions and brainstorming is mainly studied in new product development. To create the attractive quality for the product, Kano model has commonly been used. However, the brainstorming in the stage of create ideas has the problem of lower linkage between purpose and idea and lower quality of new idea. Therefore, the paper suggests a way to invent more creative ideas by comparing forced connection method to the brainstorming that is applied to the Kano model.

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Is a General Quality Model of Software Possible: Playability versus Usability?

  • Koh, Seokha;Jiang, Jialei
    • Journal of Information Technology Applications and Management
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    • 제27권2호
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    • pp.37-50
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    • 2020
  • This paper is very exploratory and addresses the issue 'Is a general quality model of software possible?'. If possible, how specific can/should it be?' ISO 25000 Series SQuaRE is generally regarded as a general quality model which can be applied to most kinds of software. Usability is one of the 8 characteristics of SQuaRE's Product Quality Model. It is the main issue associated with SQuaRE's Quality in Use Model too. it is the most important concept associated software quality since using is the only ultimate goal of software products. Playability, however, is generally regarded as a special type of usability, which can be applied to game software. This common idea contradicts with the idea that SQuaRE is valid for most kinds, at least many kinds, of software. The empirical evidences of this paper show that SQuaRE is too specific to be a general quality model of software.

The Effect of Real-Time Individual Process Performance Feedback on Computer-based Group Idea Generation

  • Jung, J.H.
    • 한국정보시스템학회지:정보시스템연구
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    • 제23권2호
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    • pp.91-107
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    • 2014
  • In computer-mediated idea generation where contributions can be anonymous, the ability to accurately monitor performances is limited, inducing social loafing. Prior research has suggested that social loafing is likely an important factor in reducing task performance. Researchers have theorized that loafing could be minimized if clear performance feedback is provided. Our prior study evidences a substantial performance gain by the provision of real time performance information about who is contributing and who is not. However, our prior study incorporated the quantity feedback only to create a larger pool of ideas based on the long-standing assumption (i.e., quantity breeds quality), not considering the quality feedback. As a result, taking advantage of anonymity in the form of pseudonymity, individuals in almost all groups exhibited a tendency of self-presentation by capitalizing on ideas of which quality was low and even frivolous (i.e., junk comments) toward the later stages of the session. Thus, we have learned that the quantity performance feedback alone does not have enough restrictiveness to consistently control the performance behavior throughout the session. Since a process chart allows participants to monitor process variation by comparing new performance data to past performance data, we incorporated real-time visual process performance feedback to reveal performance histories by connecting the sequence of idea quality scores in a time-series format. Using this environment, a laboratory experiment was conducted with five-member groups that examined the influence of both identifiability (i.e., anonymity versus pseudonymity) and process performance feedback (i.e., yes or no) in a $2{\times}2$ factorial design. The result showed that groups in the process performance feedback treatment outperformed groups in the no feedback treatment. Additionally, process performance feedback and identifiability interacted such that groups in the process performance feedback/pseudonymity treatment had the highest performance. The implications of these findings for future research, as well as the implications for the design of group idea generation procedures are discussed.

공공도서관 사서들의 혁신행동이 서비스 품질에 미치는 영향 연구 (A Study on the Effects of Librarians' Innovative Work Behavior on Service Quality in Public Libraries)

  • 송현경
    • 한국문헌정보학회지
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    • 제58권1호
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    • pp.417-439
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    • 2024
  • 본 연구는 공공도서관 사서들의 혁신행동이 조직 성과인 서비스 품질에 미치는 영향을 분석하였다. 이를 위하여 본 연구는 수도권 공공도서관 7곳의 사서 및 이용자를 대상으로 설문조사를 실시하여 사서 데이터 77건, 이용자 데이터 309건을 분석 대상으로 삼았다. 사서를 대상으로 혁신행동을, 이용자를 대상으로 서비스 품질을 조사하였다. 분석 결과, 혁신행동의 완성 단계인 아이디어 구현은 정보통제 차원에 정적(+) 영향을 미치는 것으로 나타났다. 다만, 혁신행동의 첫 단계인 아이디어 생성은 서비스의 영향력과 정보통제 차원에 부적(-) 영향을 미치는 것으로 나타났다. 아이디어 생성에 머무르고 아이디어 홍보와 구현 등 다음 단계로 나아가지 않는 상황은 서비스 품질을 저하시키는 것으로 해석되었다. 본 연구는 공공도서관에 혁신행동 개념을 적용하였으며 공공도서관 사서들의 혁신행동이 서비스 품질에 미치는 영향을 실증 연구를 통해 제시하였다는 데에서 의의를 찾을 수 있다.

Evaluating Effectiveness of BIM-based Idea Bank during VE Workshop

  • Kim, Hojun;Park, Heetaek;Park, Chansik
    • 국제학술발표논문집
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    • The 6th International Conference on Construction Engineering and Project Management
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    • pp.650-651
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    • 2015
  • Value Engineering has been recognized as one of the construction management techniques for improving the value and benefits of whole project. However, due to the lack of the past data and inefficient free-thinking techniques, the idea generation during VE workshop is still inefficient and ineffective. Even though various studies related to theoretical methodology and technical systems relevant to database were conducted, VE team still mainly rely on their experience for idea generation. With this regard, this study suggests an approach of BIM-based idea bank and assesses its effectiveness by interviewing 20 VE experts in the industry. This approach covers the three steps of idea generation, consisting of 1) Developing BIM based VE database, 2) Generating VE ideas, 3) Updating VE ideas. The result showed that the proposed approach has great potentials to support VE team and improve the quality of VE ideas during creativity phase.

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조직 구성원의 커뮤니케이션 만족이 인적자원의 집단 창의성에 미치는 영향에 관한 연구 (Relations Between Communication Satisfaction and Group Creativity in Organization)

  • 장충석;박종오
    • 경영과정보연구
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    • 제21권
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    • pp.49-76
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    • 2007
  • The main purpose of this study is to assess the relationship between communication satisfaction and group creativity. To achieve this purpose, this study has two objectives. First, I will identify the relationship between the satisfaction of communication and idea creation. Second, the relationship between communication satisfaction and problem solving activity will be statistically tested. The major findings of the study can be summarized as follows: First, Statistically significant positive relations were found between the communication satisfaction and idea creation. Especially, sub-construct for supervisor communication$({\beta}=0.14,\;p<.05)$, quality of media$({\beta}=0.13,\;p<.05)$, individual feedback$({\beta}=0.36,\;p<.001)$, organizational prospect$({\beta}0.31,\;p<.001)$ showed the statistically significant positive(+) relationship with construct in idea creation. Second, the measurement of communication satisfaction had showed statistically significant relationship with the problem solving activity. Especially, communication with supervisor$({\beta}=0.21,\;p<.05)$, quality of media$({\beta}=0.21,\;p<.001)$, organizational prospects$({\beta}=0.22,\;p<.001)$, and communication with subordinate$({\beta}=0.37,\;p<.001)$ showed the significant positive(+) relationship with problem solving activity construct. These consequences suggest that communication satisfaction of employee is effective in the improving the group creativity in organization. In the conclusion, this study present the satisfaction factor of employee communication as a incremental factor of group creativity.

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Kano 품질분석을 위한 아이디어 발상법 적용에 관한 역구 (An Application of Idea Generation Methods to Kano Quality Model)

  • 김태영;박영택
    • 품질경영학회지
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    • 제39권2호
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    • pp.305-312
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    • 2011
  • Kano model has been widely used to identify and classify customer attributes of a product or a service. The first step of Kano model application is the derivation of customer attributes, and brainstorming has been used conventionally for the purpose. A typical advantage of brainstorming is to get many ideas in a relatively short period, but the practicability of the derived ideas are known to be not so good. The derivation of good and practical ideas is important for the successful use of Kano model. Wish list, bug list and forced connection method as well as brainstorming were applied to PMP(Portable Multimedia Player) in order to derive customer attributes. To compare the idea generation methods, the derived attributes are classified and compared using Kano model.