• Title/Summary/Keyword: Service User Experience

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A Study on the Holistic Spatial Design Elements for Service User Experiences in Healthcare Facilities (의료 서비스 환경에서 서비스 사용자 경험 디자인 요소에 관한 연구)

  • Chun, Sookyung;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.3-13
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    • 2015
  • For last decades, the interests and efforts to enhance healthcare facility users' experience is focused on improving facility environments for healing (Delvin, 2003) and servicescapes in order to meet the users' needs (Becker, 2008; Seunghee, 2011). In the emerging experience economy, customer want experiences and they're willing to pay for the experiences and memories not goods. (Pine, J. & Gillmore, J., 1999). It is important to identify what supports customer experiences and how they perceive the experiences in healthcare environments and it will provide important information for healthcare planners, managers, architects, and interior designers. This study examines the service user experience design elements from a User Experiences design perspective. It focuses on healthcare facilities as user experience elements and build up a conceptual framework that outlines service user experience design elements in healthcare facilities. Literature review and case studies were conducted to build the service user experience design elements according to affordance theory. Findings from this study shows that service user experience design elements were introduced and newly developed which can be categorized into three factors; 1) Functional experiences in the physical environments (safety, accessibility, self-directiveness), 2) emotional expression and cognitive experiences (identifiability/clarity, natural features/pleasant environment, aesthetic elements/playful space, media richness), 3) social relational experiences(closeness, privacy, communication with staff, integrated system). These service user experience design elements will help healthcare facility designers to understand what customer experiences, how they increase the satisfaction, and how they improve facilities for modeling the industry's best practices.

An Empirical Study on the User Experience Model of Music Streaming Service (음악 스트리밍 서비스 사용자 경험 모델에 관한 실증 연구)

  • Lee, Jeonga;Kim, Hyung Jin;Lee, Ho Geun
    • Informatization Policy
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    • v.30 no.3
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    • pp.92-121
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    • 2023
  • As music streaming services (MSS) involve various interactions with users during the music consumption process, it is important to understand the user experience and manage the service accordingly. This study developed a user experience model for MSS by theoretically linking the quality characteristics considered important by music service users with the structure of user experience. PLS analysis was then performed using survey data to test the model. As a result, functionality (search, browsing, and personalized recommendation), UI usability, content quality (currentness, sufficiency, relevance), and monetary cost were found to be key experience factors that determine the experience consequence, i.e., user satisfaction. In addition, in a supplementary analysis comparing domestic and global services, differences in user experience were found between the two groups in terms of functionality and content quality. The user experience model of MSS proposed in this study serves as a new foundation for theory-based research in this field and provides meaningful implications for the competitive landscape among music streaming service platforms and for their competitive strategies.

An Analysis on the Impact of KS-SQI Service Quality on Customer Behavior and User Experience : Focusing on OTT Service (KS-SQI 서비스 품질이 고객 행태에 미치는 영향과 사용자 경험 평가 분석 : OTT 서비스를 중심으로)

  • Lee, Chae-Hoon
    • Journal of Information Technology Services
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    • v.19 no.5
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    • pp.125-136
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    • 2020
  • The subject of this study is user experience analysis for OTT mobile app services. Application service quality was quantitatively measured by utilizing KS-eSQI evaluation model from a service quality perspective. The purpose of this analysis is to analyze how service reuse and other people's intention to recommend services are affected by service quality. In addition, further analysis of user experience will qualitatively look at what efforts are needed to improve OTT service quality and provide a user-friendly environment. According to the survey, the higher the level of KS-eSQI service quality, the higher the reuse of OTT services and recommendation of others. In particular, the dimensions of primary services and unexpected additional services had a higher impact on customer loyalty and recommendation of others than in other industries. Moreover, the following three implications were found to improve app services from a customer experience perspective. First, images and video thumbnails that highlight the strength of the content they provide should be actively utilized. Second, it is necessary to provide service companies with evidence for data-based work recommendations. Third, it should provide a viewing environment in which users can respond more intelligently to the various situations and conditions when they actually watch.

Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

A Framework of QoE Measurement and Management for Next Generation Wired/Wireless Communication Networks (차세대 유무선통신망의 QoE 측정 및 관리를 위한 프레임워크의 제안)

  • Zhang, Jie;Kim, Hwa-Jong
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.9 no.1
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    • pp.24-28
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    • 2010
  • The Quality of Experience (QoE) of next Generation wired/wireless network services based upon IP networking is becoming a popular issue in recent years. The user experience of Internet services such as IPTV, online game, web surfing and etc, are becoming the most desirable factors to service providers to improve service performance and customer's satisfaction. However, collecting user experience from customers and obtaining the QoE parameters from the Quality of Service (QoS) parameters such as bandwidth, delay, jitter or admission control algorithm, are difficult subjects because of the various service types and user characteristics. In this paper, we propose a framework which contains service classification, QoE analysis and service enhancement steps for a suitable QoE measurement and management protocol. We define the user satisfaction indicators of the Internet services, classify the categories of each type of services, and analyse the Key Performance Indicator (KPI) in each type of services to perform the QoS parameters and improving the service qualities.

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A study on User experience Satisfaction Factors of Subscription Service (구독 서비스의 사용자 경험 만족도 요인에 관한 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.331-336
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    • 2020
  • The purpose of this study is to measure the satisfaction factors of user experience of 'Unlimited subscription service' among subscription services and analyze them based on economic and cultural perspectives. By recruiting the '20-'30s who had experienced using service, they attended a survey which was based on the reconstructed honeycomb model of Peter Morville. As a result of the survey, in terms of economic perspective, cost of service, and the ease of subscription inflow were the main satisfaction factors. From a cultural perspective, the familiarity with service and belief and experience of sharing content with people around them were the main satisfaction factors. Therefore, it can be inferred that the satisfaction of the user experience of the subscription service should be firstly satisfied with economic satisfaction, which leads to cultural satisfaction. This study is expected to be used as research data on user experience and satisfaction factors of unlimited subscription service.

Roles and Direction of User Experience Design (UX 디자인 업무 역할 및 방향성에 관한 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.521-525
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    • 2010
  • UX (User Experience) Design was an interdisciplinary approach in humanities, engineering, science and design. We classified the roles of user experience; requirement analysis which are user research, constraints analysis and direction analysis, concept design, information architecture, physical UI, graphical UI, sound UI, Olfactory UI, prototype, evaluation, launch, localization, and knowledge management/UI DB. User research methods were classified by the relation of designer, user, and product/service. We reviewed three issues of UX design; complexity management, efficiency management, and mapping management.

A study on User Experience of Monthly Magazine Subscription Service (월간 <디자인> 잡지 구독 서비스의 사용자 경험 연구)

  • Choi, So-Yeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.337-343
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    • 2021
  • This study researched the user experience of the monthly magazine subscription service, focusing on design students and designers. The revenue of magazine industry has been declined since 2012 and some magazines stop publishing or cease to publish. That is why this studied the user experience of magazine subscription services of monthly to increase magazine sales revenue, the largest portion of whole revenue. A survey and in-depth interviews with subscribers and non-subscribers was conducted to suggest improvements for the monthly . Since this study focused on user experience of magazine subscription, it could be a future reference for studying magazine subscription service.

A study on User Experience of Mobility Platform Service -Focused on kakao Taxi and Tada- (모빌리티 플랫폼 서비스의 사용자 경험 연구 -카카오 택시와 타다를 중심으로-)

  • Kim, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.351-357
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    • 2019
  • A number of case studies and type analyzes have been conducted on mobility platform services that are rapidly evolving around the world. However, since the actual user experience is important for the development of the mobility service, research on the user side is needed. In the mobility platform service, only the car-hailing was used, and the preference factors were analyzed through the questionnaire in seven aspects of the user experience. Studies have shown significant differences according to gender. While the safety of the woman, the comfort and the kindness of the vehicle have a great influence on the satisfaction, the male affirms that the familiarity is the factor affecting the satisfaction. This study focused on the customer experience as a real user and identified key factors of selecting mobility platform service, so it is expected that it will contribute to the development of mobility platform service in the future.

A Study on User Experience of OTT Service -Focused on Netflix, Watcha and Wavve- (국내외 OTT서비스의 사용자 경험 연구 -넷플릭스와 왓챠, 웨이브를 중심으로-)

  • Choi, Hye-Sun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.425-431
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    • 2020
  • The purpose of this study is to measure the user experience of Netflix which is a representative global OTT service, Watcha and Wavve which is a representative service of Korea. Using mobile applications, qualitative research and quantitative research on user experience of OTT service were conducted with task test, in-depth interviews and surveys. As a result of the study, The usefulness and accessible of the OTT service has not shown much difference between OTT services. Rather, contents based on personal preferences has a significant impact on OTT service selection. The study found that Netflix needs to secure contents, Watcha needs to improve interface and recast categories, Wavve needs to present contents that are focused on and improve interface of main screen. The study expects to help a build a differentiate user experience in the face of growing OTT platform competition.