• 제목/요약/키워드: Interaction Experience

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The Impact of Servicescape on Customer Experience Quality through Employee-to-customer Interaction Quality and Peer-to-peer Interaction Quality in Hedonic Service Settings

  • Choi, Beomjoon;Kim, Hyun Sik
    • Asia Marketing Journal
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    • 제17권2호
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    • pp.73-96
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    • 2015
  • This paper investigates how servicescape perception influences customer experience quality in hedonic service settings. In addition to the direct effect of servicescape quality on customer experience quality, the indirect effects of servicescape quality on customer experience quality via employee-to-customer interaction quality and peer-to-peer interaction quality are also investigated. We collected data through a self-administered survey. The proposed relationships were tested using structural equation modeling. The results show that servicescape quality influences customer experience quality both directly and indirectly through employee-to-customer interaction quality and peer-to-peer interaction quality, and customer experience quality influences customer loyalty. Additionally, we find that the indirect path via peer-to-peer interaction quality is significant only in a low-satisfaction customer group. The indirect effect of servicescape quality perception through peer-to-peer interaction quality is significant only in low-satisfaction customer groups. Therefore, if evaluations for this indirect effect fall below an acceptable level, it should be addressed first before improving on other attributes. However, after this point, further improvements offer few if any gains; therefore, service firms should allocate their resources to quality improvements to other factors. This study is the first to investigate the indirect effects of servicescape quality on customer experience quality via peer-to-peer interaction quality in hedonic service settings. Additionally, this study demonstrates that the significance of this indirect effect applies only to a low-satisfaction customer group.

The Effects of Brand Experience on the Perceived Value of Customers in China and Korea

  • CHENG, Zhen-Feng;KIM, Gyu-Bae
    • 융합경영연구
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    • 제9권3호
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    • pp.1-9
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    • 2021
  • Purpose: This study investigates causal relationships among brand experience, perceived value and brand support behavior in both Chinese and Korean consumers, and also examines the moderating effects of interaction with customers in the relationships between brand experience and perceived value. Research design, data and methodology: Three research were presented and examined empirically in this study. First research question is about relationships among brand experience, perceived value and brand support behavior. Second is about the moderating role of interaction with customers and third is about the differences in the causal relationships between China consumers and Korean consumers. A total of 377 samples who had visited theme parks in China and Korea were surveyed. Results: Sensory experience, emotional experience, and cognitive experience have significant causal relationships with perceived value in Both Chinese and Korean consumers. Perceived value has a positive effect on brand support behavior and interaction with customer has a moderating effect between brand experience variables and perceived value in Both Chinese and Korean consumers. Second, the causal relationship between behavioral experience and perceived value is not significant in Both Chinese and Korean consumers. Third, there were significant differences in the effects of emotional experience and cognitive experience on perceived value between Chinese consumers and Korean consumers. Conclusions: Managers of theme park industry should design experience programs considering various brand experience variables for both Chines consumers and Korean consumers. Second, it is necessary to raise the level of customer interaction between employees and customers.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • 대한인간공학회지
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    • 제36권4호
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

가족여행에서 가족 간의 상호작용 행동이 체험 가치에 미치는 영향에 관한연구 (A Study on the Influence of Family Affection Interaction Behavior on Experience Value in Family Tourism)

  • 왕월;심재연;김형호
    • 한국융합학회논문지
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    • 제10권12호
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    • pp.101-108
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    • 2019
  • 가족여행은 관광시장에서 수요가 점차로 커지고 있고, 가족 간의 행복을 얻는 효과적인 방법이기도 하다. 본 논문은 가족여행객을 연구대상으로 가족 간의 애정교류행태와 체험 가치의 관계를 연결하여, 가족여행에서 "상호작용-사회적지지-체험가치"의 개념모형에 관련한 가설을 실증·분석하였다. 연구결과로는 가족애에 대한 상호작용은 가족관광객의 기능적, 인지적, 감정적 체험가치에 대해서 모두 긍정적이고 중요한 역할을 하는 것으로 나타났다. 사회적 지지는 기능적, 인지적, 감정적 등의 전반적인 체험가치에 대해서 모두 긍정적인 영향이 있는 것으로 나타났다. 본 연구는 상호작용 행동과 체험 가치의 관계에 대한 실증적 연구를 확대하였고, 여행의 본질적인 측면에서 가족 간의 상호작용 행동과 체험가치를 이해할 수 있는 근거를 제공하였다.

An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • 대한인간공학회지
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    • 제31권4호
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

공간에서의 인터랙션 디자인 개념 적용에 대한 연구 (A Study on Applying the Concepts of Interaction Design to Space)

  • 강성중;권영걸
    • 한국실내디자인학회논문집
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    • 제14권3호
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    • pp.234-242
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    • 2005
  • Interface is a medium or channel to communicate between human and things, while interaction is the manner of communication between them. Interaction design is designing experience of user through the interaction process for human, thing, system, and space. Richard Buchanan suggests four kinds of interaction: interface (person to thing interaction), transaction (person to person interaction), human interaction (human and environment interaction) and participation (human to cosmos interaction). With digital technology, architecture and space design have made various experiments at form, function, and content of space. Space evolves from a physical container to a stage to provide narrative and create new experience to users. Since understanding users, creating experience, efficient space design, content planning, and applicable technology are required for interaction design in space, multi-disciplinary research and cooperation is needed.

라이브 커머스의 의사사회적 상호작용이 경험 만족도에 미치는 영향 - 자아 이미지 일치성의 조절된 매개효과를 중심으로 - (The effect of live commerce's para-social interaction on satisfaction with the experience - Focused on the moderated mediation effect of self-image congruity -)

  • 김효정;박민정
    • 복식문화연구
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    • 제28권6호
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    • pp.719-737
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    • 2020
  • Live-streaming commerce business is growing as the consumption of video content and Smartphone shopping increases. This study examines the following three aspects: whether para-social interaction influences perceived interactivity; whether seller trust affects satisfaction with the experience; whether relationships are controlled by a moderated mediator of self-image congruity. An online survey was conducted with 203 women aged 20-30 years. They were asked to respond to the survey after watching a beauty category live-streaming commerce broadcast. The results revealed that the para-social interaction had a significant effect on perceived interactivity, seller trust and satisfaction with the experience. The findings also indicated that the perceived interactivity and seller trust mediated the relationship between para-social interaction and satisfaction with the experience. Regarding the mediated moderation effect of self-image congruity, it was statistically significant between para-social interaction and perceived interactivity through seller trust. A higher level of consumer's self-image congruity influenced the greater effect of para-social interaction on live commerce experience. This study makes important theoretical contributions to the para-social interaction in mobile commerce industry by emphasizing the mediating role of perceived interactivity and seller trust. This is achieved by examining the moderating effects of self-congruity on satisfaction with the experience. The results also verify the seller's crucial role in live-streaming commerce market which leads to the consumers greater fulfillment.

고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석 (A Structured Analysis Model of Customer Loyalty in Online Games)

  • 최동성;박성준;김진우
    • Asia pacific journal of information systems
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    • 제11권3호
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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A Functional Matrix Approach to Pedagogical Enrichment of the Dispositional Core of Future Specialists' Experience of Social Interaction

  • Kovalenko, E.V.;Gubarenko, I.V.;Kovalenko, V.I.
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.255-259
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    • 2022
  • The new social reality emerging amid the global rise of communication links and integration processes acutely emphasizes the problems of communication in large and small social systems. The method of their communication becomes one of the keys to ensuring global security. It has become the mission of humanitarian education to prepare the younger generations for life in a changing world with no image of the future and increasing uncertainty. In psychological and pedagogical research, there is a growing scientific interest in the problems of interaction of the individual with the social environment. The mental trace of a person's practice in society shapes the experience of social interaction, which constitutes simultaneously the source, tool, and condition for the emergence and development of personality. The study outlines the methodological foundations for the study of individual experiences of social interaction. A hypothesis about the productivity of the functional matrix method is tested. Materials for the training of specialists in the humanities include interdisciplinary approaches to the study and transformation of the experience of social interaction and systematic methodology for the study of complex objects. Fundamental to the study is the systematic-dialectical method, and the matrix method is employed as the instrumental-technological method. The paper presents the results of a multidisciplinary overview of scientific literature concerning the essential characteristics and functions of social interaction and the respective experience. The overview points to the fragmented nature of scientific understanding of the elements of experience outside its integrity and systemic properties. Based on the formula "personality interacts with the social environment", the study presents an algorithm for the application of a systematic methodology for the study of complex objects, which made it possible to identify the system parameters of experience at three levels of cognition and develop the reference structural and functional matrices for the didactic system of its pedagogical enrichment.

초산모의 분만유형별 분만경험에 대한 지각과 모아상호작용 과정에 관한 연구 (Primiparas만 Perceptions of Their Delivery Experience and Their Maternal-Infant Interaction : Compared According to Delivery Method)

  • 조미영
    • 대한간호학회지
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    • 제20권2호
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    • pp.153-173
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    • 1990
  • One of the important tasks for new parents. especially mothers, is to establish warm, mutually affirming interpersonal relationships with the new baby in the family, with the purpose of promoting the healthy development of the child and the wellbeing of the whole family. Nurses assess the quality of the behavioral characteristics of the maternal-infant interaction. This study examined the relationships between primiparas pereptions of their delivery experience and their maternal infant interaction. It compared to delivery experience of mothers having a normal vaginal delivery with those having a casearean section. The purpose was to explore the relationships between the mother's perceptions of her delivery experience with her maternal infant interaction. The aim was to contribute to the development of theoretical understanding on which to base care toward promoting the quality of maternal-infant interaction. Data were collected directly by the investigator and a trained associate from Dec. 1, 1987 to March 8, 1988. Subjects were 3 random sample of 62 mothers, 32 who had a normal vaginal delivery and 30 who had a non-elective cesarean section (but without other perinatal complications) at three general hospitals in Seoul. Instruments used were the Stainton Parent -infant Interaction Scale(1981) and the Marut and Mercer Perception of Birth Scale(1979). The first observations were made in the delivery room (for vaginally delivered mothers only), followed by day 1, day 2, day 3, and 2 weeks, 4 weeks, 6 weeks and 8 weeks after birth, for a total of 7-8 contacts(Cesarean section mothers were observed on days 4 and 5 but the data not used for analysis). Observations in the hospital were made during the hour prior to scheduled feedings. The infant was placed beside the mother. Later contacts were made at home. Data analysis was done by computer using as SPSS program and indulded X² test, paired t-test, t-test, and Pearson Correlation coefficient ; the results were as follows. 1. Mothers who had a normal vaginal delivery tended to perceive the delivery experience more positively than cesarean section mothers(p=0.002). The finding supported the hypothesis I that perception of delivery would vary according to the method of delivery. Mothers' perceptions of birth were classified into three dimensions, labor, delivery and the bady. There was a significantly different and positive perception by the vaginally delivered mothers to the delivery experience(p=0.000) but no differences for labor or the bady according to the delivery method(p=0.096, p=0.389), 2. Mothers who had a normal vaginal delivery had higher average maternal-infant interaction scores(p=0.029) than mothers who had a cesarean section. There were similar higher scores for the 1st day(p=0.042), 2nd day (p=0.009), and the 3rd day(p=0.006) after delivery but not for later times. The findings supported the hypothesis Ⅱ that there would be differences in maternal-infant interaction for mothers having vaginal and cesarean section deliveries. However these differences deccreased section deliveries. However these differences decreased over time . by eight weeks the scores for vaginal delivery mothers averaged 8.1 and for cesarean section mothers, 7.9. 3. The more highly positive the pereption of the delivery experience, the higher the maternal-infant interaction score for all subjects(F=.3206, p=.006). The findings supported the hypothesis Ⅲ that there would be correlations between perceptions of delivery and maternal-infant interaction. The maternal infant interaction was highest when the perception of the bady and deliery was positive(r=.4363, p=.000, r=.2881, p=.012). No correlations between perceptions of labor and maternal-infant interaction were found(p=0.062). 4. The daily maternal-infant interaction score for the initial contact after birth to 8 weeks postpartum had the lowest average score 5.20 and the highest 7.98(in a range of 0-10). This subjects group of mothers needed nursing intervention to promote their maternal- infant interaction. The daily scores for the maternal-infant over the period of eight weeks. However, there were significantly different increases in maternal-infant interaction only from the first to second day(p=0.000) and from the fourth to sixth weeks after birth(P=0.000). 5. When the eight items of maternal-infant interaction were evaluated separately, “Expresses feelings about her role as mother” had the highest average score, 1.64(ina range of 0-3)and “Speaks to baby” the lowest, 0.9. All items, with the possible exception of “Expresses feelings about her role as mother”, suggested the subjects' need of nursing intervention to promote maternal-infant interaction. 6. There were positive correlations between certain general charateristis, namely, both a higher economic status(p=0.002) and breast feeding(p=0.202) and maternal - infant interaction. There were positive correlations between a mother's confidence in her role as a mother and the perception of the birth experience(p=0.004). For mothers who had a cesarean section, a positive perception of the birth experience was related to the duration of her marriage(p=0.010), a wanted pregnancy (P=0.030) and her confidence in her role as a mother(p=0.000). Pereptions of birth for mothers who had a normal vaginal delivery were positive than those for mothers who had a cesarean section. The level of maternalinfant interaction for mothers delivered vaginally was higher than for cesarean section mothers. The relationship between perception of birth and materanalinfant interaction was confirmed. Cesarean section has an impact on the mother's perceived experience of birth which, in turn, is positively related to maternal-infant in turn, is positively related to maternal-infant interaction. Nursing intervention to enhance maternal-infant interaction should begin in prenatal classes with an exploration of the potential impact of cesarean section on the perceptions of the birth experience and continue throughout the perinatal and post-natal periods to promote the mother's ability to control with this crisis experience and to mobilize social support. Nursing should help transform a relatively negatively perceived experience into an accepted, positively perceived and self affirming experience which enhances the maternal-infant relationship.

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