• Title/Summary/Keyword: Service Usability

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The Empirical Study on User Factor of LBS(Location-Based Service) Application Service in Mobile (모바일 LBS(Location-Based Service)응용 서비스의 사용자요인에 대한 실증적 연구)

  • Yim, Ki-Heung;Park, Eun-A
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.225-239
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    • 2007
  • Mobile service is highly becoming in the limelight on information society by offering infringement problem about individual privacy or information by political and scientific interest This study is focusing on primary LBS application Mobile service that emphasize position confirmation, especially, looking for friends. The aim at this study grasps user productivity factor of LBS application Mobile service, and analyses whether some have relations with value and action determination of LBS application Mobile service. According to result, Mobile service applying position service is supported with usefulness and system quality, adaptedness. On the other hand, Usability and social effect, privacy weren't embossed by leading person. Mobile service applying position service is changed with a person who have experience looking for friend. This study has systematically analysed about LBS application service by leading person

Development of an ICT Car Service Applying a Human-Centered Design

  • Cha, Yesool;Kim, Jinman;Park, Byoungha;Park, Youngchoong;Kim, Seong-Dong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.6
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    • pp.3071-3085
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    • 2017
  • Currently, various technological models and services are emerging because of the development of information and communication technology and the convergence of industries. The ICT car field is expanding because of technological convergence in the automobile industry. However, ICT convergence services are still being developed based solely on technology; characterization of users and their needs is lacking. Therefore, two types of ICT car services that apply human-centered design processes are developed in this study. These processes create services and models while considering the quality and functions of products based on users (instead of technology) when developing products or services. Usability evaluation was performed on the developed services; a human-centered design process was applied to the results to confirm that the derived services resulted in high satisfaction. In the future, these research results will provide useful applications when developing ICT car services and strategies.

A Study on the Influence of System Quality Characteristics of Mobile Payment Service on Discontinuance Intention (모바일결제서비스의 시스템품질 특성이 이용자 저항의도에 미치는 영향)

  • Choi, Sangmin;Song, Gwangsuk
    • Journal of Korean Society for Quality Management
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    • v.46 no.3
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    • pp.625-640
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    • 2018
  • Purpose: The scale of a market of mobile payment which was insignificant is explosively being improved by development of various communications technology and achieving rapid diffusion of smart phone. According to this phenomenon, new method of financial dealings through a mobile can be seen as a new paradigm that leads to a change of existing payment work and also recognized as an innovation of information technology. Methods: but a study regarding whether the use of mobile payment service takes an important role as an influencial factor is still insufficient. This study was based on the model of innovation resistance by Ram(1987) and established a hypothesis and a model to confirm how four factors (usability, security, economic feasibility, responsiveness) influence to innovation resistance and the intention of discontinuous use. Results: usability, security were found to be significant predictor variables of innovation resistance to use mobile payment system, but economic feasibility, responsiveness were not found to be significant predictor variables. Conclusion: Providing gave a theoretical foundation for future research in that it presents the variables to consider new forms of mobile payment services, the mobile payment services will need to show a differentiated strategy and traditional marketing strategy.

N Screen Service Users' Motivations for Use and Dissatisfying Factors (N 스크린 서비스 이용자의 이용 동기와 불만족 요인에 관한 연구)

  • Lim, Sohei;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.99-108
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    • 2013
  • This research attempts to identify N-screen users' motivational and dissatisfying factors in relation to their willingness for continued future use of the service. An on-line survey was conducted (N=558) to reveal five major factors for N-screen use: Medium usability (interface usability and daily usefulness), Socialness (potential for social use with family and friends), Mobility (use without restraints of time and space), Contents (diversity of contents catalogue and related information search), and Habitual use. With exception of Contents factor, four of those factors were proven to be meaningful predictors of the users' willingness for continued future use of N-screen service. Meanwhile, two factors were extracted as the major source for N-screen users' dissatisfaction: Customer service (dissatisfaction associated with the service itself) and Contents (dissatisfaction relating to contents use). The effect of those two dissatisfaction factors was examined. The results show that Contents dissatisfaction, in comparison with Customer service dissatisfaction, was a more powerful predictor for discontinuing of N-screen service use.

Architecture Modeling and Performance Analysis of An Event Notification Service (이벤트 알림 서비스의 구조설계와 성능분석)

  • 한영태;민덕기
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.11a
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    • pp.95-103
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    • 2003
  • Event notification service is a event-based messaging middle ware service needed for various vertical domains, such as, business applications, distributed system management, and web service integration. In this paper, we investigate the architecture of an event notification service that includes a subject-based event dissemination service and a flexible message communication service. The event dissemination service is in charge of transferring events asynchronously but speedy according to the subjects of events and their environmental knowledge. It also includes content-based message filtering. The message communication service provides a common communication infrastructure supporting variety types of messages and variety of protocols. Depending on application domains and situation, we can re-configurate the communication infrastructure in order to optimize the efficiency and usability. This paper shows the performance analysis of our event notification service with various types of message formats and protocols.

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Relationships between Online Web Service Quality and Knowledge Transfer (Online 의료웹서비스 품질과 지식제공성과의 관계 연구)

  • Kim, Sang-Man;Um, Ki-Hyun;Oh, Jae-Young
    • Knowledge Management Research
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    • v.11 no.1
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    • pp.1-17
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    • 2010
  • As information technology had shown tremendous development in late 20th century, various service opportunities appeared in many industries. Also, new types of service are becoming available such as, reservation, teleconsultation, telemedicine. In health care industry, in which, many hospitals are faced operational difficulties and competing impetuously, a web site has become a effective tool to attract patients and transfer tremendous health information to the patients. This study is based on many previous researches on online service quality, try to figure out e-service quality factors of health information sites, and the factors' effect on users' satisfaction on the web site via providing knowledge and trust on the web site. As a result, usability, site aesthetic, responsiveness and security are the 4 factors to measure e-service quality of health information web site. All factors except site aesthetic have significant effects on providing knowledge, security only effects on trust on the web site.

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The Role of Communication in Linking IT and Logistics Service (IT와 물류서비스 관계에서 커뮤니케이션의 역할에 관한 연구)

  • Lee, Min-Ho
    • Journal of Information Technology Services
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    • v.7 no.4
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    • pp.301-317
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    • 2008
  • Product-related services in manufacturing industry are different from typical services in service industry. Product-related services ensure proper product functioning, provide additional repurchase, and offer attractive margin Product-related services in manufacturing industry are not core activity but taking supporting roles, while services in typical service industry are core parts. The purpose of this study is to investigate the role of communication in linking IT and product-related logistics service in manufacturing industry. The relationships among IT, communication, logistics service and business performance are explored using a path analysis. The empirical research reveals that higher degree of IT usability leads to increased communication, and in turn, communication affects logistics service, and ultimately business performance. In addition, this study shows communication plays an intermediate role in linking IT to logistics service.

Effects of Consumers on the Use of Social Networks and the Purpose of Visiting Restaurants (소비자의 SNS사용이 외식업체 방문의도에 미치는 영향)

  • Jung, Young-Ju
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.143-150
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    • 2018
  • This study used a learner acceptance model to investigate the effect of SNS characteristics on user satisfaction and visit intention. A structured self - report questionnaire was administered to 172 college students. Structural equation modeling was applied using SPSS 18.0 and AMOS 22.0. The results of this study are as follows: First of all, the usefulness of informativeness did not affect the usability of the extracted SNS characteristics, and the usability did not affect usability. (+) Influence of. The characteristics of SNS can be utilized as a marketing tool to increase customer 's use and influence the customer' s intention to visit and further to create customers. In the future, various age groups will have to be surveyed. By examining the correlation between the degree of food companies' involvement in SNS and consumer visits, one can see how SNS activities of restaurant companies affect marketing activities.

A Comparative Study of the Use of Intelligent Personal Assistant Services Experiences: Siri, Google Assistant, Bixby (지능형 개인비서 서비스의 사용경험 비교 연구: 시리, 구글어시스턴트, 빅스비를 중심으로)

  • Yoo, Cho-Rong;Kim, Song-Hyun;Kim, Jin-Woo
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.69-78
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    • 2020
  • This study compares and analyzes user experiences of intelligent personal assistant services based on the evaluation criteria of human-computer interaction to explore positive elements of user experiences and factors that could be improved. The research was conducted on Apple's Siri, Google's Google Associate, and Samsung's Bixby, which is presently the smartest personal assistant service on the market. The research method was to compare and analyze the concepts and characteristics of the current services through a literature review and by interviewing seven UI/UX design experts for the second 2 weeks using contextual inquiry. The interview reorganized Peter Morville's user experience honeycomb, reducing his seven usability principles down to five, asking questions about usability, convenience, visual attractiveness, reliability, and satisfaction. On the basis of the reconfigured usability principle, the assessment was conducted on the basis of the assessment timing and the system usability scale. This study is meaningful in that it analyzed the user experience of artificial intelligence personal assistant services both quantitatively and qualitatively.

Evaluation of the Usability of Mobile RPG Game In-App Payment Service User : Focused on the Lineage M (모바일 RPG 게임의 인 앱 결제 서비스 이용자에 대한 사용성 평가 : '리니지M'을 중심으로)

  • Kim, Seung-Eon;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.27-38
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    • 2018
  • This paper is designed to propose the contents necessary for updating and developing future mobile RPG game developers through a usability evaluation of Users using In-App Payment Services at Lineage M. This paper conducted a usability assessment for quantitative assessment of users who use in-app payment services for mobile game 'Lineage M'. The tool for usability assessment was surveyed in a questionnaire designed based on 'The User Experience Honeycomb' defined by Peter Morville. These statistical results were then divided into lateral analyses. Through this, it is expected that game developers and planners will be able to find data to help develop new mobile RPG games.