• Title/Summary/Keyword: Study Experience

Search Result 20,385, Processing Time 0.041 seconds

The Recruiting Experience of Chief Executive Nurses in Small and Medium-sized Hospitals (중소병원 간호부서장의 간호사 채용 경험)

  • Park, Song-Yi;Park, Seen-You
    • Journal of Digital Convergence
    • /
    • v.18 no.2
    • /
    • pp.301-312
    • /
    • 2020
  • This is a user experience study of factors that should be considered in designing home appliances experience service. Untact services are emerging, but the development of home appliances sector is in early stage. Based on the six factors of Stephen P. Anderson's Creating Pleasurable Interface Model, this study conducted surveys, 1:1 in-depth interviews, and participation observations to measure and analyze user experience. In this study, I compared 4060s and 2030s's user experience in that the untact services raise the digital alienation among middle-senior-aged. As a result, there were significant differences between the two, including the opposite satisfaction in terms of reliable, usable and pleasurable factors. I hope that this study will be of strategic help in designing future home appliance experience services.

Comparison the Difference of User Experience for Mobile Facebook and Instagram Using Nonparametric Statistics Methods -Focused on Emotional Interface Model- (비모수적 통계방법을 이용한 모바일 페이스북과 인스타그램의 사용자 경험 차이 비교 -감성인터페이스 모형을 중심으로-)

  • Ahn, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.14 no.11
    • /
    • pp.481-488
    • /
    • 2016
  • This study is about comparing the mobile user experience of Facebook and Instagram which are most often used among the recent SNSs by the people in their 30s and under. This study analyzed the user experience level after dividing the user experience factors through the Creating Pleasurable Interfaces model, and suggested the mean analysis as well as the result of Wilcoxon rank test which is a nonparametric statistics method. As a result of study, the Display information visually factor in functional factor and the configuration of the main page in convenient factor were a statistically significant difference in the mobile user experience of Facebook and Instagram. It is expected that this study may help seeking the user experience factors to be promoted preferentially in a competitive situation through the statistical comparative evaluation of the experience of two SNS users.

A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface (TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
    • /
    • v.18 no.3
    • /
    • pp.341-348
    • /
    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.

Affordance design for the Management of Patients' Experience in Small Scale Hospitals

  • Shin, Hyun-kyung;Kim, Yong-tae;Youm, Dong-cheol
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.4
    • /
    • pp.131-138
    • /
    • 2018
  • In the recent years, with a purpose to provide visual and psychological stability to patients and hospital users, Affordance design theory based on perceptual psychological thought has been applied as hospital design. In the past, hospital service design was focused on but Affordance design theory focuses on the patients' experience and methodological research on . The characteristics of the application of Affordance design in the case of patients' experience and service point is as follows:- Firstly, Affordance design is applied when the objective of the patient's experience and the functionality of the object are combined. In other words, affordance design is a condition that arises when encounter between service contact point and patients' experience takes place. Secondly, In the field of Hospital service design, Affordance concepts in and its application can be divided on the functions of experience, cognition and sense following the application of Affordance concepts in Hospital service design. Thirdly, Affordance design method sets meaning of the action received through information provided by morphological features. The condition and surrounding has to be designed in a way that it can induce active behavior of the patient. This study has significance as it has been studied from the perspectives of Affordance theory of design psychology in addition to the physical environment of the hospital, the point of interaction between the hospital and patient, along with the elements of experience design. This study proposes the necessity of analytical study in the field of service design implementation considering various stakeholders in the service contact points of small and medium hospitals in Korea. Furthermore, study of the application of Affordance design can be complemented by reflecting the size of hospitals, the characteristics of specialties, and the specific service environment of each hospital can also be conducted.

The Effect of eWOM Information Characteristics and Brand Community Experience Value on Brand Trust, Conversion

  • HAN, Sang-Seol
    • The Journal of Industrial Distribution & Business
    • /
    • v.13 no.4
    • /
    • pp.35-49
    • /
    • 2022
  • Purpose - According to the recently changing consumer smart environment and consumer decision-making process, this study investigates the structural relationship between electronic(online) WOM information characteristics and brand community experience value types on specific brand reliability and brand transformation. In particular, the characteristics of word of mouth information and the experience value of brand community users were divided into detailed fac tors and approached. Methodology - In order to proceed with this study, we review previous studies and setting hypotheses. The hypothesis was verified through a survey that was conducted for the consumers with online consumption activities in less than six months. With reference to previous studies, operational definition was made for the questionnaire design. In order to verify the hypothesis, 282 people were statistically analyzed through the survey This data were used for AMOS for confirm hypothesis established. Results - eWOM information characteristics were classified into usefulness, timeliness and un-bias, and online community experience values were classified into interaction, playfulness, and virtuality. In addition, it is to investigate the relationship between the brand reliability and user's experience value in brad community. The main results are as follows. The first result was that usefulness and un-bias, which are the eWOM information characteristics had a positive effect on forming brand reliability. However, the factor of timeliness did not affect brand reliability. Second, in terms of user experience value and brand reliability in the brand community. It was fo und that experience values such as interaction, playfulness, and vituality all had a positive influence on brand reliability. Third, it was found that brand reliability has a positive influence on the on-line conversion activity of users. Conclusions - Through this study, the field of online consumer behavior research is expanding, and this study suggested that careful management is necessary according to the type or characteristics of eWOM information. Additionally, it presents the importance of the user's empirical value in the brand community influencing brand attitude and reliability. In practice, the implementation of the marketing communication mix in digital marketing has recently been underway to enhance the conversion behavior of users. At this level, it also reveals the preceding factors that increase user conversion behavior.

Factors Effecting Social Discrimination Experience in the Early and Late Older on Depression: Focusing on the Comparison between City and Rural Areas (전기와 후기 노인의 사회적 차별 경험이 우울증에 미치는 요인: 도시와 농촌의 비교를 중심으로)

  • Se Jeong Yang;Hyun Sook Lee
    • Health Policy and Management
    • /
    • v.33 no.1
    • /
    • pp.75-84
    • /
    • 2023
  • Background: The purpose of this study was to identify the factors affecting social discrimination experience on depression in the early and late elderly by region. Methods: This study used data from the National Survey of Older Koreans 2020. The subject of the study was the elderly aged 65 or older, and it was analyzed as those who responded. In order to analyze the effect of social discrimination experiences on depression, it was analyzed through binary logistic regression analysis. Results: The results of this study showed that the elderly who experienced social discrimination had a significant effect on depression. In addition, when four groups experienced social discrimination when using restaurants or coffee shops, depression was commonly affected. In addition, when both city and rural areas experience social discrimination when using sales facilities in social discrimination in the elderly, city areas are 2.21 times more likely to experience depression and 3.52 times more likely to experience depression in rural areas. The late elderly are more likely to experience 3.04 times more likely to experience social discrimination when using restaurants or coffee shops in city areas, and 3.03 times more likely to experience depression when experiencing social discrimination to make major decisions in the family in rural areas. Conclusion: In conclusion, it is necessary to prepare alternatives to prevent depression and improve mental health suitable for the characteristics of age and residential area. In addition, it suggests that personal and social efforts are needed to solve the problem of social discrimination in order to reduce depression in the elderly.

Male Nurse's Taeoom Experience (남자 간호사의 태움 경험)

  • Kyong-Suk Hong
    • Journal of Industrial Convergence
    • /
    • v.22 no.4
    • /
    • pp.83-91
    • /
    • 2024
  • The purpose of this study was to explore the Taeoom experience of male nurses to understand the essence of the experience. Accordingly, in-depth interviews were conducted with 10 male nurses with more than 1 year of clinical experience who had experience in Taeoom experience, and the data were analyzed using the phenomenological research method (Colaizzi). As a result of this study, the Taeoom experience of male nurses was divided into 37 meaning units, 19 themes, 4 theme cluster collections and the 4 theme cluster collections of this study were 'The experience of completely changing a person's life', 'Surviving in a female organization', 'A nursing organization that is difficult to change', and 'I am a nurse'. The results of this study suggest that multifaceted efforts are required to understand the characteristics of male nurses at the level of nursing organizations and to integrate them within the organization.

Factors Affecting Patient Experience with Outpatient Care (외래 환자경험에 영향을 주는 요인)

  • Kim, Kyoung-Hoon
    • Health Policy and Management
    • /
    • v.31 no.2
    • /
    • pp.207-216
    • /
    • 2021
  • Background: Good patient experience is positively associated with adherence to treatment recommendations, better clinical effectiveness, and health outcomes. This study aims to find out the key factors affecting positive patient experience to improve the quality of care using nationally representative survey data. Methods: The data was collected from the 6th National Health Nutrition Survey in 2015. Four patient experience items were investigated for patients with visiting outpatient care over the past year. Positive patient experience was defined as a case of responding always or usually yes. The t-test, chi-square test, and multiple logistic regression were performed to determine the key factors affecting the outpatient experience. Results: More than 80% of the respondents reported their care experience as positive excluding doctor spending enough time during the consultation. Male, poor health status, and single/divorced, and the longer time interval between outpatient care visit and survey were found to be significantly correlated with negative care experiences in the multiple logistic regression. Patients who received outpatient care at the oriental medicine clinic had a positive experience compared to those received outpatient care at the general hospital. However, patient factors including age, income, job, and insurance type had no significant association with patient experience. Conclusion: Health care providers should prioritize patients who report negative patient experiences and implement management decisions to improve the patient experience.

Estimation of Potential Demand for Dairy Processing Experience Tourism in Mongolia (몽골 유가공 체험관광 잠재수요 추정)

  • Sodnomragchaa, Lkhagvajav;Kim, Se-Hyuk;Kim, Tae-Kyun;Choi, Se-Hyun
    • Korean Journal of Organic Agriculture
    • /
    • v.31 no.4
    • /
    • pp.343-355
    • /
    • 2023
  • Dairy processing experience tourism, that combines production, processing, and services, can be a good alternative to increase added value in Mongolian livestock industry. In addition, in order to successfully pursue this, it is necessary to first identify consumers' potential demand for the experience tourism and the factors affecting demand. Accordingly, this study estimated consumers' potential demand for dairy processing experience tourism using data from 758 people obtained through an online survey targeting Ulaanbaatar residents. As a result of the estimation, it was found that the variables that affect potential demand are the experience fees, average monthly household income, gender, age, arol consumption, and education level. The potential demand for dairy processing experience tourism was measured by multiplying the population of Ulaanbaatar by the estimated probability of accepting the experience tourism, and the total revenue was maximum at 32.303 million Tuk when the experience fee was 50,000 Tuk. The implications based on the analysis results are that, in order to promote participation in the experience tourism, it is necessary to promote it primarily to people with high average monthly household income, high level of education, younger age groups, and male. It can be said that preference is high and sufficient potential demand exists, but it is suggested that appropriate setting of experience fees is important.

A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
    • /
    • v.19 no.6
    • /
    • pp.1033-1041
    • /
    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.