• 제목/요약/키워드: Use Satisfaction

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병원 및 개인의 특성에 따른 전자상거래 시스템 만족도의 차이 (Differences of e-commerce system satisfaction by hospital and health care managers' characteristics)

  • 박재성;김혜숙
    • 보건의료산업학회지
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    • 제3권1호
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    • pp.59-65
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    • 2009
  • This study was trying to find the differences of the levels of e-commerce system satisfaction and a relationship between system satisfactions and behavioral intention to use e-commerce system continuously. Based on the previous studies, we identified the factors of system satisfaction that were consist of system readiness, accuracy, content, ease of use, timeliness and IT Support. The system satisfaction levels of martial status and the training status of hospitals had significant differences. In martial status, un-married managers had higher levels of ease of use and timeliness than the married. In this result, we might consider an age effect for younger persons are more likely to use IT and have more satisfaction perceptions. Rather than training hospitals, non-training hospitals had higher level of ease of use and IT support, which could be interpreted as e-commerce systems of training hospitals might not match their own managerial purposes and need an improvement of their system functionalities. This study also identified that the factors of system satisfaction has a relationship with behavioral intentions. Except accuracy and IT support of all six system satisfaction factors, four factors were significantly correlated with system usage intentions in their e - commerce works.

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The Effects of Mobile Accommodation App Quality Perception on Continual Use Intention through Expectation Confirmation and Satisfaction

  • Arum Park;Sin-Bok Lee
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.345-357
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    • 2023
  • This research investigates the relationship between the information quality, service quality, and system quality of lodging apps and the users' expectations, level of satisfaction, and intent to continue using them. For this objective, 418 respondents participated in a survey. To evaluate the hypotheses, the collected data were examined using SPSS 22.0 and AMOS 22.0 statistical software. This study constructed a model using information quality, service quality, system quality, expectancy, satisfaction, and intention to continue using the pre- and post-use relationship of users of accommodation applications. The results of testing the hypotheses indicated that system quality had no significant effect on expectancy, system quality and service quality had no significant effect on satisfaction, and all other hypotheses had significant effects. The conclusion of this research is that the app's system quality, including access speed, access barriers, and privacy, does not satisfy pre- and post-use expectations. In addition, the system quality and service quality of the application have little effect on the app's satisfaction. The information quality of the application has a considerable impact on expectation confirmation and satisfaction, expectation confirmation has an impact on satisfaction, and expectation confirmation and satisfaction have an impact on intention to continue using.

전자출결시스템에 대한 지각된 용이성, 수용태도, 사용자 만족, 지속 사용 의도 간의 구조관계분석 (Structural relationship analysis between perceived ease of use, acceptance attitude, user satisfaction, and intention to continue using the electronic attendance-absence recording systems)

  • 박혜진;권영애
    • 디지털산업정보학회논문지
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    • 제18권1호
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    • pp.115-124
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    • 2022
  • This study analyzed the intention of continuous use of the electronic attendance-absence system. Perceived ease of use, acceptance attitude, and user satisfaction variables were selected to analyze the factors affecting the intention of continuous use. To achieve the purpose of this study, a survey was conducted targeting students who had experience in using the electronic attendance-absence system at K University located in Chungcheongbuk-do. The use environment of the electronic attendance-absence system was non-face-to-face, and the questionnaires answered by 921 students were analyzed. The study results are as follows. First, perceived ease of use and acceptance of the electronic attendance-absence system were found to have a positive effect on user satisfaction. Second, it was found that the learner's perceptual ease, acceptance attitude, and user satisfaction for the electronic attendance-absence system had a positive effect on the intention of continuous use. This study is meaningful in that it identified the intention of continuous use based on the experience of the electronic attendance-absence system in a non-face-to-face environment.

인터넷 쇼핑몰의 지각된 이용편리성과 유용성이 신뢰, 만족, 애호도에 미치는 영향 (A Effect of Internet Shopping Mall' Perceived Ease of Use and Usefulness on Trust, Satisfaction and Loyalty)

  • 박상규;원구현;함홍식
    • 경영과학
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    • 제22권1호
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    • pp.83-101
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    • 2005
  • We are going to make clear three things through the examination of the subject of this study. The first thing is to verify whether perceived usefulness and ease of use of usage have positive effects on trust and satisfaction which determine the loyalty of a shopping mall. The second Is to find out the effect of perceived usefulness and ease of use of using internet shopping mall on shopping mall's loyalty through variable intermediation of trust and satisfaction. The third is to emphasize the importance of perceived usefulness and ease of use of using a shopping mall web sites and carrying out a through analyzing path that usefulness and ease of use are intermediated by trust and satisfaction to loyalty. We made a poll to people who had ever used internet shopping mall and got Information. The results are below. The easer internet shopping mail users feel when using shopping mall sites, the more they feel them useful. Perceived usefulness and ease of use of usage have positive effects on trust and satisfaction which are major preceding factors of Internet shopping mall loyalty. The perceived ease of use, trust, and satisfaction intermediate between the perceived ease of use and shopping mall's loyally while users are accepting internet shopping mali. And trust and satisfaction intermediate between the perceived usefulness and shopping mall's loyalty. These results show that the degree of usefulness and feeling easiness in using shopping mall of users should be considered seriously. The only easiness of shopping mall doesn't create shopping mail's loyalty, but, It's created when users acknowledge the usefulness, trust, and satisfy.

서빙로봇의 서비스품질, 고객만족, 지속적인 사용의도에 미치는 영향 : 소비자들을 대상으로 (Influence of Service Quality at a Serving Robot on Customer Satisfaction & Intention to re-Use : for Consumers )

  • 송기현
    • 디지털산업정보학회논문지
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    • 제20권1호
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    • pp.47-58
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    • 2024
  • The serving robot is defined as a robot that carries cooked food to a customer table or collects and carries bowls after eating. This study presented a research model to find out the causal relationship between customer satisfaction and continuous use intention through the three factors of serving robot service quality. In addition, in order to empirically verify the above research model, a survey was conducted on customers using serving robots within the last 5 months. 300 copies were analyzed using SPSS 20 as the final analysis, excluding unfaithful responses. The main findings of this study are as follows. First, serving robot service quality (typical) found to have significant effect on customer satisfaction and continuous use intention. Second, it was found that serving robot service quality (reliability) had a significant effect on customer satisfaction and continuous use intention. Third, it was found that serving robot service quality (ease) did not significantly affect customer satisfaction and continuous use intention.

치료를 받는 알코올사용장애 환자의 삶의 만족에 관한 연구 (Study on the Life Satisfaction of Patients Receiving Treatment for Alcohol Use Disorders)

  • 김미영;김윤아;최숙희
    • 문화기술의 융합
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    • 제5권2호
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    • pp.13-21
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    • 2019
  • 본 연구는 알코올 사용장애 환자의 삶의 만족도에 관련된 요인을 파악하여, 향후 알코올 사용장애 환자의 삶의 만족도를 증진을 위한 기초자료를 제시하고자 한다. 본 연구의 대상은 B시와 G시에 소재한 알코올 전문병원에서 알코올 사용장애로 진단받고 치료를 받는 152명으로, 2016년 10월 1일부터 12월 30일까지, 만족도, 자족지지, 금주 자기효능감, 삶의 만족도를 설문 조사하였다. 연구결과는 삶의 만족도는 3.24점으로 직업이 있는 경우, 알코올로 인한 경제적 손실이 없는 경우, 금주 자기효능감이 높을수록, 정신건강에 만족할수록 삶의 만족에 영향을 주는 것으로 나타났다. 따라서 알코올 사용장애 환자의 삶의 만족도를 증진을 계획할 때, 직업재활과 금주 자기효능감을 고려한 전력이 도움이 될 것임을 시사한다.

애플워치 만족도와 지속적 사용의도에 대한 실증연구 : 중국시장을 중심으로 (A Study on the Apple Watch Satisfaction and Continuous Use Intention : Evidence from the Chinese Market)

  • 완정훈;송효정;김태하
    • 벤처혁신연구
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    • 제6권3호
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    • pp.73-93
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    • 2023
  • 본 연구는 애플워치 만족도에 영향을 미치는 요인 및 만족도와 지속적 사용의도 사이의 관계를 조사하였다. TAM모델을 기반으로 시스템 품질, 정보 품질 및 자기효능감을 독립변수로 설정하여 지각된 유용성, 지각된 사용용이성 및 만족도를 매개변수로 선정하고 지속적 사용의도를 종속변수로 최종 연구모형을 구성하였다. 본 연구는 온라인 설문조사를 통해 수집한 256부 데이터로 SPSS 26.0과 AMOS 26.0을 활용하여 신뢰도 분석, 요인 분석, 타당성 분석, 경로 분석, 가설 검증 및 매개효과를 분석하였다. 본 연구를 통해 소비자의 향후 애플워치 지속적 사용의도에 영향을 미치는 요인을 확인하였다. 요약하면 만족도는 지속적 사용의도에 긍정적인 영향을 미치고 지각된 유용성과 지각된 사용 용이성도 만족도에 긍정적인 영향을 미친다는 것을 확인했다. 하지만 시스템 품질, 정보 품질, 자기효능감 세 가지 요소 중 자기효능감은 지각된 유용성에 뚜렷한 영향을 미치지 않는다 것으로 나타났다. 이 외에 시스템 품질, 정보 품질 및 자기효능감이 애플워치 사용 과정에서 지각된 유용성, 지각된 사용용이성, 만족도 및 지속적 사용의도에 모두 긍정적인 영향을 미치는 것을 확인하였다.

스마트폰 이용 유형별 스마트폰 과의존과 생활만족도 분석 (Analysis of Problemic Smartphone Use and Life Satisfaction by Smartphone Usage Type)

  • 김유정
    • 한국게임학회 논문지
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    • 제20권1호
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    • pp.23-32
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    • 2020
  • 본 연구는 스마트폰 이용 유형별 스마트폰 과의존과 생활만족도에 미치는 영향요인을 규명하고자 시도되었다. 분석에 사용된 데이터는 총 25,465명이었고, R(3.6.1)프로그램을 이용하여 분석하였다. 자료 분석 결과, 스마트폰 과의존은 여가 추구형과 정보 추구형에서 발생하였다. 반면, 커뮤니케이션형은 스마트폰 과의존을 감소시켰다. 생활만족도에 가장 큰 영향을 미친 스마트폰 이용 유형은 커뮤니케이션형이었다. 스마폰 이용시간이 길고 스마트폰 과의존이 높을수록 생활만족도에 부정적인 영향을 미치는 것으로 나타났다.

청장년층과 노년층의 공원환경 인식 및 만족 요인 차이 분석 (Differences in Environmental Perception and Satisfaction Factor of Park between Young Adults and Old Adults)

  • 이우성
    • 한국환경과학회지
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    • 제29권2호
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    • pp.145-154
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    • 2020
  • The purpose of this study is to examine the differences of use behavior and environmental perception of a park and to analyze the influence of environmental perception factors on park satisfaction among 7 parks in Suseong-gu, Daegu. The data from the 255 questionnaires of young adults (30-59) and old adults (more than 60) who use the park more than once a week were used for the analysis. In terms of park use behavior, young adults used the park for walking and jogging mainly on weekday evenings, while old adults used the park for walking and rest mainly during weekday daytimes. In addition, old adults used the park more times a week than young adults, and spent more time in the park. In the analysis of the environmental perception of the park, similar results were found in both age groups but overall, old adults were more satisfied with the park environment than the young adults. As a result of analyzing the influence of environmental perception factors, it was determined that park satisfaction in young adults has a significant influence on 'use amenity', 'use convenience', 'facility suitability', and 'landscape diversity' in this order. On the other hand, park satisfaction for old adults has an influence on 'use amenity', 'facility suitability', and 'use convenience' in this order. The findings of this study can be used as an effective basic data for future park planning considering age groups.

증강현실기반의 패션제품 어플리케이션 특성요인과 사용의도와의 관계에 관한 연구 (The Effect of Augmented Reality-based Fashion Product Application on Intention to Use)

  • 김혜경;박지혜;김용석;최정일
    • 한국IT서비스학회지
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    • 제19권1호
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    • pp.89-102
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    • 2020
  • With the technology of the 4th Industrial Revolution integrated into the industry as a whole, digital transformation (DT) is becoming an innovative and essential element of corporate survival in the fashion industry, and it is expected that the paradigm shift in shopping will become an unavoidable reality, especially based on the AR. Therefore, in this study, the characteristics of augmented reality were presented separately as perceived realism, interaction, pleasure, and usability, and the influence of augmented reality by immersion parameters on the user's satisfaction and intended to reveal the relationship between satisfaction and usage through the characteristics of augmented reality. For the purpose of this study, a structured questionnaire was conducted, and the available 209 responses were collected and used for empirical analysis. The results of the empirical analysis are as follows. First, while immersion has the greatest effect on satisfaction, the effect on use intention has a stronger effect on satisfaction than immersion. This indicates that purchase occurs when the user's immersion leads to satisfaction, and when the satisfaction falls, the intention to use is also lowered. Second, interactivity, enjoyment, and ease of use among the various characteristics of fashion applications have a positive effect on immersion. Among them, ease of use had a strong effect on immersion. In light of this, it can be seen that ease of use should be considered first when creating an application based on augmented reality in the future fashion industry. However, the perceived reality is low in the degree of immersion, and the effect on satisfaction is also lowered, so it is difficult to be connected to intention. Considering that this study was conducted through indirect experience through video viewing, this study expects the development of research through a more practical research model in the future, as the impact is considered to be a relatively low measurement.