• Title/Summary/Keyword: Lead User

Search Result 414, Processing Time 0.029 seconds

The Effect of Meteorological Information on Business Decision-Making with a Value Score Model (가치스코어 모형을 이용한 기상정보의 기업 의사결정에 미치는 영향 평가)

  • Lee, Ki-Kwang;Lee, Joong-Woo
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.30 no.2
    • /
    • pp.89-98
    • /
    • 2007
  • In this paper the economic value of weather forecasts is valuated for profit-oriented enterprise decision-making situations. Value is estimated in terms of monetary profits (or benefits) resulted from the forecast user's decision under the specific payoff structure, which is represented by a profit/loss ratio model combined with a decision function and a value score (VS). The forecast user determines a business-related decision based on the probabilistic forecast, the user's subjective reliability of the forecasts, and the payoff structure specific to the user's business environment. The VS curve for a meteorological forecast is specified by a function of the various profit/loss ratios, providing the scaled economic value relative to the value of a perfect forecast. The proposed valuation method based on the profit/loss ratio model and the VS is adapted for hypothetical sets of forecasts and verified for site-specific probability of precipitation forecast of 12 hour and 24 hour-lead time, which is generated from Korea meteorological administration (KMA). The application results show that forecast information with shorter lead time can provide the decision-makers with great benefits and there are ranges of profit/loss ratios in which high subjective reliability of the given forecast is preferred.

Cognitive Analysis and Evaluation of Product using Task Action Grammar (TAG를 이용한 제품의 인지적 분석 및 평가)

  • 임치환;이민구
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.17 no.30
    • /
    • pp.185-192
    • /
    • 1994
  • The complexity and consistency are important factors that affect human information processing in use of product. In this study, complexity and consistency of product(remote controller) are measured by Task Action Grammar(TAG) model. Also, new design alternative of the user interface is presented and evaluated. The results show that the consistent system and the good correspondence between hierarchical structure of system and user's mental model lead to the reduction of errors and enhanced user's performance.

  • PDF

Development of The Screw Lead Measurement System (나사 리드 측정시스템 개발)

  • Choi, Jong-Guen;Choi, Hyeon-Cheol;Kim, Hyung-Sun
    • Transactions of the Korean Society of Machine Tool Engineers
    • /
    • v.16 no.5
    • /
    • pp.7-13
    • /
    • 2007
  • This study proposes a new screw measurement system that is capable of measuring the pitch or lead of a screw, which is one of the most important parameters representing the screw quality. There are various conventional methods for screw measurement including some mechanical and optical ones, but they can not be applied to measure the lead except the profiles or sizes. The newly suggested method is able to measure the pitch or lead directly. This is executed by scanning the thread with a digital probe while the target screw rotates. The devised measurement system is a integrated computer system which is composed of a stepping motor, a digital linear gauge and a chuck device for holding the measured screw. In order to operate the system effectively and conveniently, a computer program having graphical user interface facility is developed. Some experiments were done to prove the effectiveness of the system.

An Exploratory Study on Success Factors of User-led Innovation : Grounded Theory Approach (기업 수준의 사용자 주도 혁신 성공요인에 관한 탐색적 연구)

  • Cho, Namjae;Oh, SeungHee;Choi, JoungIn
    • Journal of Information Technology Applications and Management
    • /
    • v.20 no.3_spc
    • /
    • pp.279-293
    • /
    • 2013
  • In general, researchers, policymakers, and practitioners consider innovation by producers as a primary mode in a market economy. However, the recent research has shown that some of the most important, novel products and processes have been developed by users-both user firms and individual end-users. According to von Hippel [1988], he found that they were the developers who made about 80 percent of the most important scientific instrument innovations as well as the major innovations in semiconductor processing. In this research, we conducted grounded research on user-led innovation at the corporate-level. Also, we analyzed the train development project (SR000) of Seoul Metropolitan Rapid Transit Corporation (SMRT). We focused on identifying the success factors of user-led innovation, and development process.

User Experience Validation Using the Honeycomb Model in the Requirements Development Stage

  • Kim, Neung-Hoe
    • International journal of advanced smart convergence
    • /
    • v.9 no.3
    • /
    • pp.227-231
    • /
    • 2020
  • Recently, the importance of user experience (UX) has been rapidly increasing. Its utilization is emphasized for development of systems, products, and services. User experience is widely used across industries including services, products, processes, society, and culture. Therefore, if it is unsatisfactory, it is likely to have a direct negative impact on the corresponding system, product, or service. The failure to analyze user experience causes significant damage to the project, which may lead to its failure or redevelopment; it is hence necessary to prioritize the verification of UX in the earliest stages of development. The requirements development stage, which is a preceding stage, is an appropriate stage for the verification of user experience because the identification of user needs is completed and prototypes can be implemented. In this paper, we proposed a systematic requirements development stage; it adds user experience verification activities to the requirements development stage, using the Honeycomb model, which is a widely used tool for verifying the overall UX. User experience verification was added to the existing requirements development activities, which consisted of three steps: model definition and requirements placement, discussions between external and internal stakeholders, and review by internal stakeholders. By easily validating the user experience through this systematic requirements development stage, we expect to minimize the damage to the project due to the failure of the user experience analysis and increase the possibility of success.

Effectiveness of User Involvement for New Service Development : Focusing on Domestic Digital Content Industry (신규 서비스 개발 시 사용자 참여 효과 및 활용 전략에 관한 연구 : 국내 디지털콘텐츠 산업을 중심으로)

  • Yang, Hee-Tae;Lee, Ki-Baek;Choi, Mun-Kee
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.5
    • /
    • pp.493-505
    • /
    • 2013
  • User involvement in New Service Development(NSD) has attracted the limelight as a good method, but we still lack an empirical analysis of the effectiveness of user involvement. In addition, positive and negative determinants of user involvement in NSD have not often been dealt with in past research, and this deficiency has been identified as a barrier to the effective utilization and diffusion of user involvement in NSD. To our knowledge, this is the first study to empirically investigate the degree of implementation of user involvement in NSD, the effectiveness of user involvement, and the utilization strategy in the digital content industry. First, we reveal that ordinary user involvement is more effective for NSP performance than lead users or business partner companies. Second, we empirically demonstrate that the effectiveness of involving lead user and ordinary user in NSP is different according to the new service type and service development stage. Based on the results of our analyses, we suggest some strategic directions for the companies who want to newly adopt or improve their current level of user involvement in NSD. We expect that the implications of this study will be utilized for efficient diffusion of user involvement in NSD and will eventually contribute to tangible achievements for companies in the digital content industry.

A Study on Strategy for Promoting Mobile Application Market (모바일 애플리케이션 마켓 촉진 전략에 관한 연구)

  • Go, Nak Hyun;Jeon, Joong Yang;Bae, Soon Han
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.7 no.1
    • /
    • pp.143-156
    • /
    • 2011
  • Mobile & Telecommunication industry have been improved in recent years, many different and different shape devices have been introduced and relative services also consistently have been developed as well. Mobile users also demand new service and diverse contents different from vice oriented services and its quality improvement. Recently Smartphone has shown up and changed Mobile & Telecommunication industry and lead activating the industry. Particularly Smartphone users enjoy many different functions and service provided by Application Market. Actually this Application Market would lead improving Mobile& Telecommunication industry. This fact is worthy of notice. Therefore This study focus on Application Market and analyse what determinants affect user's intention to use Application Market. Mainly e-Servqual and TAM model are applied and research model was established and empirically tested. As a result information, transaction and design quality significantly effect on user's intention and perceived usefulness and easy of use also significantly more effect on user's intention. There will be several implications to establish strategy for application market based on this results.

Component analysis and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소분석 및 개선방안 -사용자 인터페이스 디자인 요소 중심으로-)

  • Kim, Hyo-Suk;Sung, Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.13 no.1
    • /
    • pp.199-205
    • /
    • 2009
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

Cognitive Analysis of User Interactions with UNIX and its Application to System Design (시스템 디자인을 위한 유닉스 사용성의 인지적 분석)

  • Son, Yeong-U;Lee, Ji-Seon;Yuk, Hyeong-Min
    • Journal of the Ergonomics Society of Korea
    • /
    • v.22 no.3
    • /
    • pp.93-111
    • /
    • 2003
  • This research extends a general theory of cognition to address cognitive constraints on complex command production and allows us to make system design recommendations. The research described in this paper addresses the cognitive origins of problems user have producing sequence-dependent command strings while interacting with the UNIX operating system. We describe an empirical and theoretical analysis of user difficulties, and then show how our analyses lead to design recommendations. In addition, we summarize results from testing the impact of our design recommendations on system usability

Measuring user’s emotions while using a cellular phone (휴대폰 사용 중 표출되는 사용자의 감성 평가)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.11 no.2
    • /
    • pp.215-226
    • /
    • 2008
  • The previous research suggested a self-report questionnaire-type scale to measure a user's emotions naturally expressed while using a product. Using the scale, this research measured their emotions expressed while users use cellular phones naturally for a certain time without setting tasks. The results suggest that the cellular phone of high usability lead to higher 'Satisfaction in Usability' and lower 'Uncomfortableness' than the cellular phone with usability flaws. On the other hand the cellular phone with usability flaws lead to higher 'Uncomfortableness' and lower 'Satisfaction in Usability' but higher in other representative emotions such as 'Aesthetics', 'Novelty', 'Pleasure', and 'Excellence' than the other cellular phone. It can be insufficient to define the correlation between the product usability and the user's emotions based on the results of this research: however, the correlation between these two factors will be discovered in more detail by analyzing the changes of the user's emotions according to the length of time of using cellular phone.

  • PDF