• Title/Summary/Keyword: Interaction Experience

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Effect of Experiential Marketing on the Smart Car: Application of Human-Car Interaction Design to a Marketing Paradigm (스마트 자동차의 경험 마케팅 효과에 대한 연구: 인간-자동차 상호작용 디자인의 마케팅 패러다임 적용)

  • Kim, Taeksoo;You, Gaon;Choi, Junho
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.17-25
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    • 2017
  • From the vehicle-human interaction perspective, this study investigated the effect of experiential marketing paradigm which considers user experience as main value. We conducted an experiment to compare traditional marketing and experience marketing messages with the smart cruise control and the smart trunk in the context of driving and non-driving context. As a result of the analysis, experience marketing message had higher overall satisfaction than traditional message exposure. Usefulness, usability, and emotion were partially influenced by experience marketing message. The contribution of this study is that the experiential marketing paradigm was applied to automobile UX and practically demonstrated the value of experience design of smart automobile system.

A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.37-48
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    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.

Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.507-519
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    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

Effects of Service Experience and Brand Reputation on Intention by Word of Mouth : Focused on Beauty Salon Service (서비스 경험과 브랜드 명성이 구전의도에 미치는 영향: 미용실서비스를 중심으로)

  • Ko, Sung-Hyun;Yeo, Jun-Sang
    • Journal of Fashion Business
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    • v.13 no.4
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    • pp.51-59
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    • 2009
  • The purpose of this research is to investigate the influences of service experience and brand reputation on intention by word of mouth(WOM) when consumers get experiences at beauty salon. We made 2(valence of service experience: positive/negative) ${\times}$ 2(brand reputation level: high/low) subjects experimental design in order to find reason that there is a significant difference of intention by word of the mouth between positive experience condition and negative experience condition. Also we tried to find the interaction of two factors. To test our hypothesis, an experiment was performed on 68 university students in seoul area. Specifically, we used 2-way ANOVA and planned contrast method through SPSS 12.0 procedure. As a result, a two-way ANOVA demonstrated a significant main effect of service experience, which means that people more intend to make WOM when they experience a negative service than a positive service. Also the ANOVA showed a significant interaction effect between service experience and brand reputation, which represents that people more intend to make WOM for high-reputed(low-reputed) brand than low-reputed(high-reputed) brand when they encounter negative(positive) services.

Requirements and satisfaction with medical masks (보건용 마스크의 요구사항 및 만족도)

  • Younghee Park
    • The Research Journal of the Costume Culture
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    • v.31 no.1
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    • pp.1-17
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    • 2023
  • This study analyzed requirements for medical masks and difference in satisfaction based on demographic characteristics and side effects experience caused by wearing medical masks. Three factors related to requirements for medical masks were identified: wearing comfort and usability, blocking function for harmfulness, and design. As a result of the difference analysis for requirements of medical masks based on demographic characteristics, all three factors showed a significant difference in gender and occupation. Design did in age and monthly income. As a result of the presence or absence of breathing difficulties experience, design factor was significant. As a result of the presence or absence of skin trouble experience, wearing comfort and usability showed a significant difference. As a result of the difference in satisfaction with medical masks based on demographic characteristics and side effect experience caused by wearing medical masks, breathing, ear string tightness, blocking harmful substances, price, and over all wearing comfort showed a significant difference by gender, marital status, age, occupation, and monthly income, and the presence of absence of breathing difficulty experience and skin trouble experience, respectively. As a result of the interaction effect analysis between demographic characteristics and side effects experience caused by wearing medical masks, it showed a significant interaction effect between gender and monthly income, between marital status and monthly income, between monthly income and breathing difficulties experience, and between monthly income and skin trouble experience.

Factors Affecting Patients' Compliance with Antihypertensive Medication in a Rural Area (고혈압환자의 치료순응도에 영향을 미치는 요인)

  • 배상수;이인숙;김순미;우선옥;이영조;김병익;한달성;이석구
    • Health Policy and Management
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    • v.4 no.1
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    • pp.25-48
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    • 1994
  • Noncompliance with treatment is a serious problem in the management of hypertension. We explored self-reported medication taking compliance behavior of 194 high blood pressure patients using modified health belief model hypothesizing interaction between model components. Data were collected from patients resistered hwachon community hypertension control program during February, 1993. Bivariate analysis showed perceived severity of complication, present symptom experience(p<0.05), perceived severity of hypertension and education leve(p<0.01) were significantly related to treatment experience. Logit analysis revealed that perceived severity of hypertension, perceived benefits of treatment, perceived barriers to treatment and interaction term between perceived severity of hypertension and perceived benefits of treatment contributed treatment experience. Health education from mass media was siglificantly related to continuity of treatment. We also concluded that the inclusion of interaction effects between health belief model components and the use of patient group as analysis unit lead to better study results.

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Exploratory Study to Develop Customers' Experience Measurement Scale of H&B Store

  • NOH, Eun-Jung;CHA, Seong-Soo
    • The Journal of Industrial Distribution & Business
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    • v.11 no.7
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    • pp.51-60
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    • 2020
  • Purpose: Recently, Korean cosmetics distribution market has been reorganized with the H&B store. In the domestic cosmetics distribution market, existing brand road shops are decreasing, and multi-shops are leading the H & B stores, which have greatly improved their experience and content. In these environmental changes, the offline distribution channels are turning into the multi-editing shops that have introduced products of various brands and greatly enhanced experiences and contents. Nevertheless, most studies of factors and measurement items for measuring customer experience in the H&B store use Schmitt (1999)'s Strategic Experience Modules (SEMs). Therefore, the purpose of this study is to propose a measure that is practicable through consideration of the in-store customer experience components of the H&B store. Research design, data and methodology: Based on Schmitt's Strategic Experience Modules (SEMs), which are widely used in customer experience marketing, the metric pool was constructed through customer and literature research on H & B store managers. Since then, 101 preliminary surveys and 211 main surveys have been conducted in order to propose a dimension of customer experience and refine the metrics. Results: As a result of the research, H&B store's customer experience was derived from a measurement model consisting of 19 measurement items in total of five dimensions: environmental experience, intellectual experience, behavioral experience, tech experience, and relationship experience. This study analyzed that compared to the existing Schmitt's Strategic Experience Modules (SEMs), (1) emotional experience expanded to environmental experience, (2) Cognitive and relationship experiences are maintained (3) behavioral experience was subdivided into physical and technical experiences. In particular, the environmental experience has been proposed as a major component is an important point because the H&B store recently opened a large flagship store and is competitive in constructing a differentiated space. Conclusions: Related experience was seen as an important component of customer experience in the offline store, but in the process of refining the scale, interaction items with employees of the H&B store were removed, and rather, participation in the APP or SNS channel of the company, event Participation, interaction with other customers, etc. appear to be important, while suggesting the practical implications.

Flow Experience of Digital Contents: Focusing on the Case of Online Games (디지털 콘텐츠 몰입경험: 온라인게임 사례를 중심으로)

  • Um, Myoung-Yong;Kim, Tae-Ung
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.209-216
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    • 2010
  • The purpose of this paper is to examine a user's flow experience of digital contents. In the paper, the flow experience of digital contents was applied to the case of online games and it was experimentally investigated whether challenge and skill affect the user's flow experience. The results of the paper indicate that there are differences in the flow experience according to the level (low, medium, high) of challenge and skill in the context of online games. Furthermore, there is no interaction effect between challenge and skill affecting flow experience. The findings provide useful implications for IT firms that will plan to develop and design digital contents.

Fun-centered HCI -Investigating the concept of Fun in Human-Computer Interaction- (재미를 위한 HCI -HCI 관점에서의 재미있는 경험에 대한 개념적 연구-)

  • Yoon, Ji-Eun;Kim, Jin-Woo;Lee, In-Seong;Choi, Dong-Seong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.63-71
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    • 2006
  • For many years, the approach taken towards HCI(Human Computer Interaction) has focused on the usability of system and technology. Advances in computing and information technology has shifted the way people use and experience technology from merely using it to enjoying using it. But, there is a lack of theories to conceptualize fun and user fun experience, in the HCI. This paper describes an conceptual approach to "fun" and user's 'fun experience' in the interaction of technology. This paper defines "fun" as positive psychological energy which is produced by playing computer. And this paper provides characteristics of 'Fun experience', which are action mode, random order, free, and activated pleasant. This study provides insights into factors contributing to and influencing fun experiences and the relationships between them; symbol, newness, and vividness.

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