• Title/Summary/Keyword: Qualitative User Research

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A Study on Customer Satisfaction for Smart Trunk using the Kano Model (카노모델을 이용한 스마트 트렁크 기능의 고객 만족에 관한 연구)

  • Kim, Dong-Yeon;Shin, Hoon-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.115-123
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    • 2021
  • In recent years, the automobile industry has been facing a major change with the introduction of new technologies represented by autonomous driving, electrification, and digitalization. Major domestic and overseas automakers are trying to use a systematic approach to customer satisfaction through user interfaces to provide customers with a special experience and value beyond just making products with high performance. This study proposes the Kano model as a systematic and qualitative research method for satisfaction. As a case study, 17 functions of a product were sorted (3 operation functions, 7 safety functions, and 7 convenience functions). This was done by analyzing the use case and the customers' requirements for a smart trunk system. 18 new functions were derived via creative ideation codes. In addition, a scientific analysis method is proposed for product quality attributes and the strength of customer satisfaction. Using the Kano methodology, 25 functions were classified into quality attributes: 18 attractive qualities, 3 one-dimensional qualities, and 4 complex qualities, which are combinations of one-dimension qualities and must-have qualities. The functions that have one-dimensional quality and complex qualities were found to have higher customer ratings than the functions that have attractive qualities. Based on this, enterprises could effectively reduce customer complaints and enhance customer satisfaction.

Three Qualities of OTT Services: A Mixed Methods Approach (OTT 서비스의 세 가지 질적 요소: 혼합적 연구방법을 통한 접근)

  • Jae Sun Yoo;Jaecheol Park;Hyun Jun Jeon;Jai-Yeol Son
    • Information Systems Review
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    • v.24 no.1
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    • pp.59-87
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    • 2022
  • Since over-the-top (OTT) service has emerged as a new way of consuming video contents, OTT markets grow exponentially and the competition among the OTT services becomes intense. Only limited systematic research effort has been paid to understand why users subscribe such OTT services among other services. Therefore, we used developmental sequential mixed methods approach to find out the quality factors and their effect on post-subscription experiences and continuance intention. In the qualitative study, we derived six factors which a user considers important to continue the subscription. Based on the explored factors, we hypothesized a research model with modified three qualities from ISSM. The proposed research model was validated through quantitative research, a survey of 226 OTT service users in South Korea, using structural equation modeling. The results indicated that content quality is the key factor affecting both perceived enjoyment and satisfaction whereas system quality affects satisfaction, and service quality only affects enjoyment. Enjoyment affects satisfaction which sequentially affects continuance usage intention. This study contributes to research by modifying ISSM through mixed methods. It also provides OTT service providers with insight to enhance users' post experience and continuance intention to use the service through qualities derived from the interview.

A Study on a Prevention of Long-term Care self-reliance Support for the Elderly in Home: Proposal of an Prevention and Support for Self-reliance Support Model (재가노인의 장기요양예방과 자립지원에 관한 연구: 예방·자립지원 모형설계 방안제언)

  • Kim, Hyun-Sil;Hwang, Sung-Ja
    • 한국노년학
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    • v.30 no.4
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    • pp.1359-1375
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    • 2010
  • Expecting the expansion of the elderly population under long-term home care with the coming of the aged society, this study purposed to propose a prevention and self-reliance support model and to get practical implications for minimizing dependency on care benefits and enhancing the effectiveness of prevention and self-reliance support. Research methods employed for this study were: first, reviewing theoretical literature for clarifying the concept of prevention and self-reliance support in providing long-term care benefits for the elderly; second, identifying factors hindering prevention and self-reliance support through analyzing standard long-term care use plans and documents related to long-term care benefits at elderly welfare centers to which the research subjects belonged; and third, surveying care benefit users on factors hindering their use of prevention and self-reliance support and their needs in the use of care benefits. Based on the results of the three types of qualitative research, we proposed directions for prevention and self-reliance support modeling and suggested practical implications for enhancing the effectiveness of prevention and self-reliance support. For this study, we collected documentary materials and conducted in-depth interviews with the participants with the consents and cooperation of managers and professional social workers at day care centers and elderly welfare centers in D City. According to the results of this study, literature review suggested that long-term care prevention and self-reliance support should be provided in a way of 'strengthening user-centered support systems,' which support elderly long-term care beneficiaries' right to lead a life as the subject of their own life. Document analysis found the absence of benefits related to health and medicine and lack of social support systems for prevention and self-reliance support, and the results of in-depth interviews suggested the necessity to strengthen services related to elderly long-term care beneficiaries' prevention and self-reliance, and the keen needs of the long-term care elders for prevention and self-reliance included: ① loneliness, anxiety, fear; ② missing for and worry about children and people; ③ moving, outing; ④ health and medical services, rehabilitation programs; ⑤ desire to use day care; ⑥ inconvenience of house structure; ⑦desire for meal menus; and ⑧ the occurrence of disuse syndrome. Based on these results, we suggested the base of prevention and self-reliance support modeling with three axes: ① strengthening user-centered support systems; ② strengthening support systems connected to health and medicine; and ③ strengthening social support systems.

A Case Study on the Meaning of Performance of the Elderly Suicide Prevention Service (노인자살 예방서비스 성과의 의미에 관한 사례연구)

  • Lee, Hyuna;Lee, Junwoo
    • 한국노년학
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    • v.36 no.3
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    • pp.649-671
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    • 2016
  • The purpose of this study was to identify the meaning of performance experienced in the process of practicing at the elderly suicide prevention center. Therefore, the actual results perceived from the subjective viewpoints of the chiefs, staff and service users from the public institutions, which offer the elderly suicide prevention services were examined. The results classified the service provider's view, service users view and multi-dimensional view. The research method is a case study of qualitative research method. The results of the study found that the analysis commonly perceived from the perspectives of both the chiefs and staff from the public institutions offering elderly suicide prevention service were 'the perception of structural obstacles during the process of practicing the services and focused on the achievement of experiencing changes in the service users and the community'. On the other hand, the analysis from the perspective of the service users turned out to be 'focusing on changes in the users'internal perception according to service experiences'. The meaning and essence of the analytical results perceived from each perspective are summarized as follows. First, the analytical results perceived of the chiefs of public institutions offering elderly suicide prevention service were 'the process in which the identification of the institution is rediscovered through the service'. Second, the analytical results perceived by the staff from the institution were 'being acknowledged in the community and organization while experiencing changes in the service users in the process of struggling to survive in such community and organization'. Third, the analytical results perceived by the service users were 'holding on to the lifeline at the edge of a precipice'. Based on the results, political and practical implications of elderly suicide prevention service were discussed.

UX Methodology Study by Data Analysis Focusing on deriving persona through customer segment classification (데이터 분석을 통한 UX 방법론 연구 고객 세그먼트 분류를 통한 페르소나 도출을 중심으로)

  • Lee, Seul-Yi;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.1
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    • pp.151-176
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    • 2021
  • As the information technology industry develops, various kinds of data are being created, and it is now essential to process them and use them in the industry. Analyzing and utilizing various digital data collected online and offline is a necessary process to provide an appropriate experience for customers in the industry. In order to create new businesses, products, and services, it is essential to use customer data collected in various ways to deeply understand potential customers' needs and analyze behavior patterns to capture hidden signals of desire. However, it is true that research using data analysis and UX methodology, which should be conducted in parallel for effective service development, is being conducted separately and that there is a lack of examples of use in the industry. In thiswork, we construct a single process by applying data analysis methods and UX methodologies. This study is important in that it is highly likely to be used because it applies methodologies that are actively used in practice. We conducted a survey on the topic to identify and cluster the associations between factors to establish customer classification and target customers. The research methods are as follows. First, we first conduct a factor, regression analysis to determine the association between factors in the happiness data survey. Groups are grouped according to the survey results and identify the relationship between 34 questions of psychological stability, family life, relational satisfaction, health, economic satisfaction, work satisfaction, daily life satisfaction, and residential environment satisfaction. Second, we classify clusters based on factors affecting happiness and extract the optimal number of clusters. Based on the results, we cross-analyzed the characteristics of each cluster. Third, forservice definition, analysis was conducted by correlating with keywords related to happiness. We leverage keyword analysis of the thumb trend to derive ideas based on the interest and associations of the keyword. We also collected approximately 11,000 news articles based on the top three keywords that are highly related to happiness, then derived issues between keywords through text mining analysis in SAS, and utilized them in defining services after ideas were conceived. Fourth, based on the characteristics identified through data analysis, we selected segmentation and targetingappropriate for service discovery. To this end, the characteristics of the factors were grouped and selected into four groups, and the profile was drawn up and the main target customers were selected. Fifth, based on the characteristics of the main target customers, interviewers were selected and the In-depthinterviews were conducted to discover the causes of happiness, causes of unhappiness, and needs for services. Sixth, we derive customer behavior patterns based on segment results and detailed interviews, and specify the objectives associated with the characteristics. Seventh, a typical persona using qualitative surveys and a persona using data were produced to analyze each characteristic and pros and cons by comparing the two personas. Existing market segmentation classifies customers based on purchasing factors, and UX methodology measures users' behavior variables to establish criteria and redefine users' classification. Utilizing these segment classification methods, applying the process of producinguser classification and persona in UX methodology will be able to utilize them as more accurate customer classification schemes. The significance of this study is summarized in two ways: First, the idea of using data to create a variety of services was linked to the UX methodology used to plan IT services by applying it in the hot topic era. Second, we further enhance user classification by applying segment analysis methods that are not currently used well in UX methodologies. To provide a consistent experience in creating a single service, from large to small, it is necessary to define customers with common goals. To this end, it is necessary to derive persona and persuade various stakeholders. Under these circumstances, designing a consistent experience from beginning to end, through fast and concrete user descriptions, would be a very effective way to produce a successful service.

A Study on the Post-Evaluation of Landscape Design Competition based on Ground Theory - Case of Gwanggyo Lake Park in Korea - (근거이론을 활용한 조경현상설계의 사후평가 - 광교호수공원을 사례로 -)

  • Hong, Youn-Soon;Park, Jae-Min
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.92-102
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    • 2016
  • While there have many completions of large parks recently under development, there has been a dearth of quality assessments. Studies focused on post-evaluation have been made to resolve this, but most of these are biased toward user satisfaction after completion and therefore behaviour analysis has limitations on solving problemsduring the actual design implementation processes. Therefore, this study examined the internal phenomenon and structure of the implementation process of design competition through the ground theory and microscopic independent perspective. As a result, maintaining the identity and differentiation of parks derived from the preserved design competition scheme contributed greatly to completeness and satisfaction. Outcomes were mainly caused by the trust of public officials as the ordering organization, the will of policy decision-makers, and the competence of operational enterprises, etc. Negative factors such as undermining the whole concept of the park and landscape occurred as external pressure and related subjects intruded on change design factors due to variations in social conditions. Additionally, illogical construction processes occurred, such as a reinvestigation of the budget for restoration after damaging on original landscape. There have been needs for the improvement of the work processing system. On balance, an interventional role is very important in the park construction process, especially the PA and operation committee in terms of maintaining the basic direction, landscape design supervision for detailed designs, and expert construction management on LA in terms of rational work management in the field. The study, using the microscopic perspective of the designer and ground theory, deliver significant meaning as an early study by suggesting alternative methods for the after-evaluation of large parks and structurally looking into main influence factors driven during the construction process.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

Exploring Future Signals for Mobile Payment Services - A Case of Chinese Market - (모바일 결제 서비스에 대한 미래신호 예측 - 중국시장을 대상으로 -)

  • Bin Xuan;Seung Ik Baek
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.96-107
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    • 2023
  • The objective of this study is to explore future issues that Chinese users, who have the highest mobile payment service usage rate in the world, will be most interested in. For this purpose, after collecting text data from a Chinese SNS site, it classifies major keywords into 4 types of future signals by using Keyword Emergence Map (KEM) and Keyword Issue Map (KIM). Furthermore, to understand the four types of signals in detail, it performs the qualitative analysis on text related to each signal keyword. As a result, it finds that the strong signal, which is rapidly growing in keyword appearance frequency during this research period, includes the keywords related to the daily life of Chinese people, such as buses, subways, and household account books. Additionally, it find that the signal that appears frequently now, but with a low increase rate, includes various services that can replace cash payment, such as hongbao (cash payment) and bank cards. The weak signal and latent signal, which appear less often than other two signals, includes the keywords related to promotion events or changes in service regulations. Its result shows that the mobile payment services greatly have changed user's daily life beyond providing convenience. Furthermore, it shows that, in the Chinese market, in which card payment is not common, the mobile payment services have the great potential to completely replace cash payment.

Demonstration of Disaster Information and Evacuation Support Model for the Safety Vulnerable Groups (안전취약계층을 위한 재난정보 및 대피지원 모델 실증)

  • Son, Min Ho;Kweon, Il Ryong;Jung, Tae Ho;Lee, Han Jun
    • Journal of the Society of Disaster Information
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    • v.17 no.3
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    • pp.465-486
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    • 2021
  • Purpose: Since most disaster information systems are centered on non-disabled people, the reality is that there is a lack of disaster information delivery systems for the vulnerable, such as the disabled, the elderly, and children, who are relatively vulnerable to disasters. The purpose of the service is to improve the safety of the disabled and the elderly by eliminating blind spots of informatization and establishing customized disaster information services to respond to disasters through IoT-based integrated control technology. Method: The model at the core of this study is the disaster alert propagation model and evacuation support model, and it shall be developed by reflecting the behavioral characteristics of the disabled and the elderly in the event of a disaster. The disaster alert propagation model spreads disaster situations collected using IoT technology, and the evacuation support model uses geomagnetic field-based measuring technology to identify the user's indoor location and help the disabled and the elderly evacuate safely. Results: Demonstration model demonstration resulted in an efficient qualitative evaluation of indoor location accuracy, such as the suitability of evacuation route guidance and satisfaction of services from the user's perspective. Conclusion: Disaster information and evacuation support services were established for the safety vulnerable groups of mobile app for model verification. The disaster situation was demonstrated through experts in the related fields and the disabled by limiting it to the fire situation. It was evaluated as "satisfaction" in the adequacy of disaster information delivery and evacuation support, and its functional satisfaction and user UI were evaluated as "normal" due to the nature of the pilot model. Through this, the disaster information and evacuation support services presented in this study were evaluated to support the safety vulnerable groups to a faster disaster evacuation without missing the golden time of disaster evacuation.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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