• 제목/요약/키워드: Lead User

검색결과 415건 처리시간 0.022초

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

  • 이기광;이중우
    • 산업경영시스템학회지
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    • 제30권2호
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    • pp.89-98
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    • 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.

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

  • 임치환;이민구
    • 산업경영시스템학회지
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    • 제17권30호
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    • pp.185-192
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    • 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.

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

  • 최종근;최현철;김형선
    • 한국공작기계학회논문집
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    • 제16권5호
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    • pp.7-13
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    • 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.

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

  • 조남재;오승희;최정인
    • Journal of Information Technology Applications and Management
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    • 제20권3_spc호
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    • pp.279-293
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    • 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
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    • 제9권3호
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    • pp.227-231
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    • 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.

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

  • 양희태;이기백;최문기
    • 한국콘텐츠학회논문지
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    • 제13권5호
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    • pp.493-505
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    • 2013
  • 사용자 참여(User involvement)를 통한 신제품 또는 신규 서비스 개발이 내부 직원이나 외부 전문가 활용의 대안으로 각광받고 있다. 그러나 이러한 사용자 참여 방식이 궁극적으로 기업 성과에 긍정적인 영향을 주는지에 대한 정량적 연구는 미흡하며, 기존 연구들도 사용자 참여의 효과성에 대해 상충되는 결론을 내리고 있다. 본 연구는 최근 급성장하고 있는 국내 디지털 콘텐츠 산업에서의 신규 서비스 개발 시 사용자 참여 효과를 실증적으로 분석하고, 이를 바탕으로 세부 활용 전략을 제시하고자 한다. 사용자 활용 현황 및 성과 창출 효과를 다각적으로 분석하기 위해 사용자 군을 선도 사용자와 일반 사용자로 구분하였고, 급진적 서비스와 점진적 서비스로 서비스 유형을 분류하였다. 서비스 개발 단계 또한 아이디어 발굴, 개발, 마케팅으로 나누어, 실제 사용자를 활용하고자 하는 기업들이 서비스 유형 및 개발 단계를 조합하여 적절한 사용자 활용 전략을 수립할 수 있도록 사용자 활용 전략 매트릭스를 제안하였다.

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

  • 고낙현;전중양;배순한
    • 디지털산업정보학회논문지
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    • 제7권1호
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    • pp.143-156
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    • 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.

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

  • 김효숙;성경
    • 한국정보통신학회논문지
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    • 제13권1호
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    • pp.199-205
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    • 2009
  • 온라인 게임에 있어서 사용자인터페이스(User Interface)는 온라인 상에서 인간과 컴퓨터의 상호작용(Interaction) 관계를 촉발시키고, 게임 진행 정보영역 요소를 제공하여, 게이머가 자신이 의도하는 방향으로 게임을 이끌어 나가게 하기 위해서 반드시 있어야 하는 중요한 존재이다. 그래서 본 연구는 온라인 퀴즈게임의 레이아웃 구성요소 분석에 따른 사용자인터페이스 디자인 요인별로 분석하여 이상적인 교육용게임의 사용자인터페이스 디자인에 대해 살펴보고 개선방안을 제시하고자 한다.

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

  • 손영우;이지선;육형민
    • 대한인간공학회지
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    • 제22권3호
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    • pp.93-111
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    • 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

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

  • 정상훈
    • 감성과학
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    • 제11권2호
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    • pp.215-226
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    • 2008
  • 본 연구의 선행연구에서 사용자가 제품 사용 중 표출된 감성을 보다 간단하고 손쉽게 평가할 수 있도록 자기-보고 질문지형 스케일을 개발하였고, 본 연구에서는 휴대폰 사용 중 표출되는 사용자의 감성을 평가해 보았다. 전반적으로 사용성 측면을 상당히 고려하여 디자인한 제품이라고 할 수 있는 휴대폰의 경우 높은 '사용적 만족성'과 낮은 '불편성'이 표출되었다. 반면에 전반적으로 새로운 기능과 스타일에만 집중하여 사용자의 사용성 측면에 대해서는 다소 불편한 제품이라고 할 수 있는 휴대폰의 경우 낮은 '사용적 만족성', 높은 '불편성'이 표출되었지만 그 외 '심미성', '신규성', '유쾌성', '우수성'에서는 높은 값을 나타내었다. 본 연구의 결과를 가지고 성급하게 제품의 사용성과 사용자의 감성에 대한 결론을 내리기에는 다소 미흡하지만 향후 제품 경험 시간에 따라 표출되는 사용자의 감성변화를 분석함으로써 제품의 사용성과 사용자의 감성간의 관계를 보다 더 명확하게 밝혀낼 수 있으리라 기대한다.

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