• Title/Summary/Keyword: Service design for experience

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Nurses' Perception on Clinical Nutrition Services by Types of Medical Institution and Area (병원 유형 및 지역에 따른 임상영양서비스에 대한 간호사의 인식)

  • Lee, Han Na;Lee, Song Mi;Park, Yoo Kyung;Lee, Seung Min;Lee, Eun;Cha, Jin A;Park, Mi Sun;Lee, Ho Sun;Rha, Mi Yong;Lyu, Eun Soon
    • Journal of the Korean Dietetic Association
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    • v.20 no.4
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    • pp.235-246
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    • 2014
  • The purpose of this study was to evaluate nurses' perception of clinical nutrition services. A cross-sectional survey design was performed. The research was accomplished by using questionnaires developed for this study and administered from September 12 to December 31, 2013 to 343 nurses at 43 tertiary hospitals and 20 general hospitals. The percentage of nurses who recognized clinical nutrition certificate as issued from nation was 27.8%. The mean scores of perceived usefulness on clinical nutrition services was 4.23/5.00, whereas that of perceived implementation was 3.76/5.00. The mean scores of necessity of disease-specialized clinical dietitian at capital hospitals were significantly higher for obesity (P<0.01), cancer (P<0.05), and infant & childhood disease (P<0.01) than at local hospitals. The rates of nurses' experience in group education on cancer at capital hospitals (21.7%) was significantly higher than that at local hospitals (10.3%) (P<0.05). The mean scores of perceived importance of clinical nutrition services were 4.46/5.00 for 'group nutrition education', 4.46/5.00 for 'individual consultation', and 4.40/5.00 for 'nutrition management for enteral nutrition (EN) patients'. The most common reason why clinical nutrition services are important was 'improving malnutritional status'. To activate clinical nutrition services especially at local hospitals, clinical dietitians should give systematic assistance to patients and also institutional supports are needed.

Analysis of Evaluator's Role and Capability for Institution Accreditation Evaluation of NCS-based Vocational Competency Development Training (NCS 기반 직업능력개발훈련 기관인증평가를 위한 평가자의 역할과 역량 분석)

  • Park, Ji-Young;Lee, Hee-Su
    • Journal of vocational education research
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    • v.35 no.4
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    • pp.131-153
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    • 2016
  • The purpose of this study was to derive evaluator's role and capability for institution accreditation evaluation of NCS-based vocational competency development training. This study attempted to explore in various ways evaluator's minute roles using Delphi method, and to derive knowledge, skill, attitude and integrity needed to verify the validity. To the end, this study conducted the Delphi research for over three rounds by selecting education training professionals and review evaluation professions as professional panels. From the results, roles of evaluators were defined as the total eight items including operator, moderator-mediator, cooperator, analyzer, verifier, institution evaluator, institution consultant, and learner, and the derived capabilities with respect to each role were 25 items in total. The area of knowledge included four items of capabilities such as HRD knowledge, NCS knowledge, knowledge of vocational competency development training, and knowledge of training institution accreditation evaluation, and the area of skill comprised fourteen items of capabilities such as conflict management ability, interpersonal relation ability, word processing ability, problem-solving ability, analysis ability, pre-preparation ability, time management ability, decision making ability, information comprehension and utilization ability, comprehensive thinking ability, understanding ability of vocational competency development training institutions, communication ability, feedback ability, and core understanding ability. The area of attitude was summarized with the seven items in total including subjectivity and fairness, service mind, sense of calling, ethics, self-development, responsibility, and teamwork. The knowledge, skill and attitude derived from the results of this study may be utilized to design and provide education programs conducive to qualitative and systematic accreditation and assessment to evaluators equipped with essential prerequisites. It is finally expected that this study will be helpful for designing module education programs by ability and for managing evaluator's quality in order to perform pre-service education and in-service education according to evaluator's experience and role.

Proposal of GUI Guidelines to Improve the Usability of Mobile Healthcare for New Silver Generation (뉴실버세대의 모바일 헬스케어 사용성을 높이기 위한 GUI 가이드라인 제안)

  • Jo, Sung Bae;Lee, Jae Ick
    • Smart Media Journal
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    • v.7 no.2
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    • pp.60-70
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    • 2018
  • Recently with the entrance to the aging society, the demand on health care services is being increased. However, there are still few GUI types of research considering the characteristics of new-silver generation progressively preparing for their golden(old) age. As the new-silver generation showed less reluctance to the information acquired through the Internet comparing to general seniors, but it is urgent to conduct researches about GUI of mobile healthcare services considering their physical, psychological and social characteristics. Hence, the purpose of this study was to propose some guidelines of GUI evaluation so that new-silver generation being emerged as main consumer group in future medical consumption could efficiently use mobile health care services. As the research methods, first, this study analyzed the characteristics of new-silver generation through reviewing literature and previous studies and understood the status quo of mobile health care services, and second, it analyzed the visual composition factors being preferred in each field of current mobile healthcare application and drew out a usability evaluation matrix of mobile GUI design appropriate for elderly people's characteristics. Third, with the drawn evaluation matrix, this study conducted the usability evaluation of 8 subjects in new-silver generation ranging from 57 years old to 65 years old through a heuristic way. This study expects that it would be contributed in increasing the GUI usability by proposing some guidelines for GUI being appropriated for new-silver generation user's characteristics, and thinks that researches about developing health-care mobile applications will be continued in future at the same time.

Effects of Restaurants' e-Wom Characteristics on Attitude and Visit Intention: Focused on Visit Intention Over Time (레스토랑의 e-Wom 특성이 시간 경과에 따른 방문의도를 중심으로 한 태도 및 방문의도에 미치는 영향)

  • KIM, Sung-Hwan;JEON, Young-Mi;LEE, Ji-Ah
    • The Korean Journal of Franchise Management
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    • v.13 no.2
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    • pp.17-31
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    • 2022
  • Purpose: With the development of the Internet, consumers can quickly access the electronic word-of-mouth. Consumers seek to reduce uncertainty by referring to the opinions of other consumers about products and services when making purchase decisions. In the food service industry, evaluating a restaurant before an actual visitation is difficult. Therefore, electronic word-of-mouth is important to interact with the customer in restaurants. as it can be used as an exchange of information in which consumers participate and interact with other customers. This study was conducted to verify how online word-of-mouth characteristics (Consensus, Vividness, Neutrality) on attitudes and visit intention from the perspective of social exchange theory. And it was performed to verify the structural relationship between short-term visit intention, mid-term visit and long-term visit intention. Research design, data, and methodology: A survey was conducted on customers who have visited restaurants. Of a total of 312 responses, 306 responses were used, excluding insincere responses and missing values for factors analysis. SPSS 25.0 and AMOS 25.0 were used for statistical analysis, and hypothesis testing was conducted after verifying the validity and reliability of the questionnaire items. Result: The result of the analysis showed that, consensus and neutrality have a positive effect on attitude but not much on vividness. In addition, consensus, vividness, and neutrality have no effect on the short-term visit intention. Finally, the short-term visit intention has a positive effect on mid-term visit intention, and mid-term visit intention has a positive effect on long-term visit intention. Conclusions: Based on the results, this study suggested that it is necessary to have practical implications for marketing and monitoring restaurant reviews in consideration of the characteristics of electronic word-of-mouth. When managing electronic-word-of-mouth, it is necessary to manage the consensus and neutrality is essential to provide sufficient information about the restaurant. The focus should not only be on vividness, such as photos and videos. In addition, restaurants should also provide a good experience for first-time visitors as the short-term visit intention positively affects mid-term and long-term visit intention.

A Comparison of the Social Perception of Hairdressers (헤어미용사에 대한 사회적 인식 비교)

  • Kim, Kwang-hee;Kim, Eun-Young;Kim, Jin-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.177-182
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    • 2020
  • The purpose of this study is to compare the perceptions of hairdressers, hairdressers-to-be, and ordinary people on hairdressers. For this, 286 hairdressers, hairdressers-to-be, and ordinary people residing in Daegu and Gyeongbuk were surveyed and analyzed. The study results are as follows: First, the job preferred by hairdressers is running their own salon. Most of those involved in the beauty industry considered that anyone who has an aesthetic sense can become a hairdresser, the average education level is college, and 5-10 years of experience would be adequate. On the other hand, the majority of the ordinary people thought different. Second, most of the hairdressers thought that professional theoretical knowledge and skills are required for hairdressers and that they have the role of leading beauty. On the other hand, the majority of the hairdressers-to-be and ordinary people considered that what it takes to become hairdressers are design sense and creativity and that they should take the responsibility of cleanliness and service. Meanwhile, all the research subjects shared common ideas that the competence required for hairdressers is skills and female hairdressers are preferred. Third, the most common cause for hairdressers to move from a workplace to another was wage-related issues, and the most answered entry-level salary was between KRW 1 million and 1.5 million and average working hours a day 9-10 hours. Fourth, the research subject groups showed significant differences in their perception of the occupation of hairdresser. The results suggest that although the social perception of hairdressers is improving, ordinary people still need to change their perception.

A Study on the Current Status and Educational Needs of Low-experienced Teacher Librarians' Instructional Expertise (저경력 사서교사의 전문성 영역에 대한 교육적 요구도 분석)

  • Jeong-Hoon, Lim;Byoung-Moon, So
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.167-188
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    • 2023
  • This study reviewed the current status of low-experienced teacher librarians with less than 5 years and attempted to identify their educational needs through IPA analysis, Borich Priority Formula, and The Locus for Focus Model. A survey was conducted on low-experienced teacher librarians with less than 5 years of experience to analyze their process in the pre-service teacher training and experiences before an appointment and to identify teacher librarians instructional expertise. The results of the analysis of the study are as follows. First, there was a statistically significant difference between the importance and performance in all areas of instructional expertise of low-experienced teacher librarians. Second, 'reading education-practice progress' was recognized as a 'Keep up good work' with high importance and satisfaction, and 'library-based instruction planning, progress evaluation', 'information literacy-curriculum design', and 'digital and media literacy education-progress and evaluation' were recognized as areas of 'Concentrate here' through IPA analysis. Third, In the Borich Priority Formula, 'teaching-learning evaluation', 'teaching-learning progress', and 'teaching-learning plan' in the Library based instruction area showed the highest educational needs. Fourth, the library-based instruction was shown to the high discrepancy/high importancy area as same as the Borich Proity Formula. The results of this study can provide implications for improving the instructional expertise of teacher librarians.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

A Study on the Effects of Perceived Value on Customer Satisfaction, and Repurchase Intention among Traditional Markets Users in KOREA (지각된 가치가 고객만족과 재구매 의도에 미치는 영향에 관한 연구 : 전통시장 이용 고객을 중심으로)

  • Cho, Joon-Sang
    • Journal of Distribution Science
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    • v.11 no.10
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    • pp.93-105
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    • 2013
  • Purpose - This empirical analysis determines the structured causal relations between perceived value, customer satisfaction, and repurchase intention among users of traditional markets. The results of this analysis would help merchants and market operators indevisingan appropriate strategy to successfully manage traditional markets. Research design, data, methodology - The perceived value model of traditional markets includes functional value (price), functional value (quality), emotional value, and social value. In this study, the perceived value of traditional markets is considered as an independent variable, while customer satisfaction and repurchase intention are shown as the dependent variables, where customer satisfaction is also considered as the mediating variable. The study aims to ascertain the extent of influence of the perceived value of traditional markets on customer satisfaction and repurchase intention. We use regression analysis to verify the effects. The measurement items were already deemed as reliable and valid in the previous study, but for this purpose, we made some modifications. We distributed questionnaires to 300 consumers on a national scale, and finally used 241 consumer responses among these as a sample. We analyzed the data using the SPSS 21.0 statistical program. Results - We obtained the following results. First, the order of perceived value dimensions of traditional markets that positively impact customer satisfaction is functional value (price), social value, emotional value, and functional value (quality). Second, the perceived value sometimes directly affects repurchase intention; its effect is typically strong with customer satisfaction as a parameter. The order of perceived value dimensions that positively impact repurchase intention is social value, functional value (price), emotional value, and functional value (quality). Third, the perceived value significantly influences repurchase intention, with customer satisfaction as the mediating variable. Conclusions - We should recognize the importance of perceived value in retail distribution markets, such as traditional markets. Moreover, we need to develop strategies to improve the perceived value. The practical implications of the study are as follows. First, with regards to functional value (quality; price) dimensions, we should have an appropriate assortment of high quality products that are reasonably priced. In addition, customers are satisfied with the friendly service, discounts, and other benefits provided by the merchants. Second, in terms of emotional value dimension, we need to develop differentiated events that provide fun and emotional experience to the customers. Third, in the context of social values dimension, we should strive to positively influence society to enhance social image through activities such as social services and contribution to community development. On the basis of these results, we present the implications, limitations, and future directions for the research. One of the policy implications of the study is that merchants of traditional markets must actively select customers and develop customer value. However, this study is limited in the fact that the population used for data collection is not fully representative, as the survey only covered some specific areas. Moreover, future studies could also benefit with additional research using moderating variables.

Design and Implementation of Media Manager in Multimedia Streaming Framework (스트리밍 프레임워크에서 미디어 관리자의 설계 및 구현)

  • Lee, Jae-Wook;Lee, Sung-Young;Hong, Een-Kee
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.4
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    • pp.273-287
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    • 2001
  • In this paper, we introduce our experience for designing and implementing a media manager in the Integrated Streaming Service Architecture (ISSA) developed by the authors. The media manager is regarded as a necessary module in the ISSA framework for the following reasons. It realizes that from which locations of the media source devices, the media streams are coming. Once it knows where the origin is, the media manager should recognizes what types of stream are. After that, it performs how to chose an appropriate CODEC to handle the recognized input streams efficiently, and what type of media playback device should be selected. In order to do such a job efficiently, the proposed media manager consists of two modules source module and sink module. The major role of a media source module is to make an abstraction for the media streams that are coming from various types of media device. This, in consequence, enables a media manager to consistently handle tlle media streams without considering wherever they come from. On the other hand, the media sink module distributes the input streams to an appropriate media device to playback. One of the remarkable virtues of the proposed media manager is an ability to supporting high value-added database services since it provides an interface between the ISSA and real-time multimedia database. Also, it provides the RTP!RTSP source filter and Winamp gateway modules which allow the flexibility to the system. Moreover, the media manager can adopt any types of new media which in fact will provide scalability to the ISSA.

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Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.