• Title/Summary/Keyword: Use experience

Search Result 4,127, Processing Time 0.035 seconds

An Analysis on Key Factors of Mobile Fitness Application by Using Text Mining Techniques : User Experience Perspective (텍스트마이닝 기법을 이용한 모바일 피트니스 애플리케이션 주요 요인 분석 : 사용자 경험 관점)

  • Lee, So-Hyun;Kim, Jinsol;Yoon, Sang-Hyeak;Kim, Hee-Woong
    • Journal of Information Technology Services
    • /
    • v.19 no.3
    • /
    • pp.117-137
    • /
    • 2020
  • The development of information technology leads to changes in various industries. In particular, the health care industry is more influenced so that it is focused on. With the widening of the health care market, the market of smart device based personal health care also draws attention. Since a variety of fitness applications for smartphone based exercise were introduced, more interest has been in the health care industry. But although an amount of use of mobile fitness applications increase, it fails to lead to a sustained use. It is necessary to find and understand what matters for mobile fitness application users. Therefore, this study analyze the reviews of mobile fitness application users, to draw key factors, and thereby to propose detailed strategies for promoting mobile fitness applications. We utilize text mining techniques - LDA topic modeling, term frequency analysis, and keyword extraction - to draw and analyze the issues related to mobile fitness applications. In particular, the key factors drawn by text mining techniques are explained through the concept of user experience. This study is academically meaningful in the point that the key factors of mobile fitness applications are drawn by the user experience based text mining techniques, and practically this study proposes detailed strategies for promoting mobile fitness applications in the health care area.

Factors Affecting Suicidal Ideation and Suicidal Attempts in Adolescents who have been Bullied (폭력 경험이 있는 청소년의 자살 생각 및 자살 시도에 영향을 미치는 요인)

  • Kim, Ji-In;Boo, Yun Jeong;Yi, Jee Seon
    • Journal of the Korean Society of School Health
    • /
    • v.28 no.2
    • /
    • pp.89-98
    • /
    • 2015
  • Purpose: The purpose of this study was to determine the factors that influence suicidal ideation and suicidal attempts of adolescents who had been bullied. Methods: This study used data extracted from Korea Youth Risk Behavior Web-Based Survey of 2014. The data of 1,926 adolescents, in total, who had experienced violence were included in the analysis, The analysis was done using SPSS/WIN. Results: The adolescents with an experience of being bullied were more likely to engage in suicidal ideation and suicidal attempts than the average teenagers in Korea. In addition, suicidal thoughts were affected by gender, experience of habitual drug use, subjective happiness, as well as sadness and despair. Suicidal attempts were influenced by gender, grade, smoking experience, experience of habitual drug use, size of the city of residence, subjective happiness, sadness and hopelessness, existence of people to get counseling, and habit of walking for 10 minutes every day. Conclusion: More attention should be given to the suicidal risk of adolescents having experienced violence. Further studies are required to develop an intervention program for suicide prevention targeting adolescents who have experienced violence and assess the program's effectiveness.

Self-care Education Experience, Self-care Performance, and Home Care Service Needs of Patients With Rare and Incurable Diseases Who Use a Home Ventilator (가정형 인공호흡기를 적용하고 있는 희귀, 난치성 질환자의 자가관리 교육 경험과 수행정도, 가정간호 요구도)

  • Hwang, Moon Sook;Chang, Soo Jung
    • Journal of Korean Academic Society of Home Health Care Nursing
    • /
    • v.20 no.1
    • /
    • pp.5-15
    • /
    • 2013
  • Purpose: This study aimed to investigate the self-care education experience, self-care performance, and home care service needs of patients with rare and incurable diseases who use a home ventilator. Methods: From2 ventilator rental companies and 5 hospitals, records of 162 subjects were collected to obtain data regarding self-care education experience (23 items) and home care service needs (25 items). Results: Of the subjects, 65.4% were male and 55.6% had a myotrophic lateral sclerosis. The items with the highest and lowest levels of self-care education experience were "using the ventilator"(94.0%) and "community-available resource information"(27.0%), respectively. Meanwhile, self-care was performed well in terms of "personal hygiene"(59.6%) but not performed well in "community-available resource information"(23.7%). "Health status assessment" had the highest need(88.2%) of home care services. Generally, the need of home care services was higher for the patients using invasive ventilators than that for those using non-invasive ventilators. Conclusion: Home care nurses need to not only provide physical care for the patients but also strengthen their roles of enhancing patient access to and utilization of various community resources to provide systematic and individualized training and care.

  • PDF

Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.135-144
    • /
    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

Foreign Tourists' Experience Structure Visiting Cultural Tourism Resources in Jeju using Co-occurrence Network Analysis: Focused on Online Review and Grade of Global OTA (Co-occurrence 네트워크 분석을 활용한 외국인 관광객의 제주 문화관광자원 경험구조: 글로벌 OTA의 온라인 리뷰 및 평점을 대상으로)

  • Hee-Jeong Yun
    • Asia-Pacific Journal of Business
    • /
    • v.15 no.1
    • /
    • pp.273-287
    • /
    • 2024
  • Purpose - This study conducts the co-occurrence analysis, one of the social network analysis using global OTA's online reviews and grades in order to understand the experience structure of foreign tourists visiting cutural tourism resources in Jeju, Korea. Design/methodology/approach - For this purpose, this study selects 6 cultural tourism resources in Jeju as the study sites, and collects qualitative review data (noun, adjectives, and verb) and quantitative grade data. Findings - The co-occurrence network analysis between words and grade of market and street shows that the grade of 5 appears the most simultaneous with pork, buy, lot, try, fresh, black, food, price, seafood, local, market, good, street, etc. and the grade of 1 connects with small, dish, better, taste, etc. And the co-occurrence network analysis between words and grade of tradition and folklore shows that the grade of 5 appears the most simultaneous with village, place, museum, visit, time, life, culture, women, diver, use, lot, etc. and the grade of 1 connects with minute, spend, room, recommend, honey, etc. Research implications or originality - The above research results are relevant in order to find out the core experience of foreign tourists using online review and grade generated by foreign tourists and use as the important information to develop the strategies related to the planning and management of cultural tourism resources.

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
    • /
    • v.18 no.3 s.61
    • /
    • pp.5-14
    • /
    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

  • PDF

QR code as Interactive Marketing Communication Media : Focused on Technology Acceptance Model (인터랙티브 마케팅커뮤니케이션 매체로써 QR코드 이용에 관한 연구 : 기술수용모델을 중심으로)

  • Shin, Dong-Hee;Chang, Woo Sung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.3
    • /
    • pp.76-86
    • /
    • 2013
  • This study examined users' acceptance process with the QR code as an interactive marketing communications tool. We collected total 200 survey data and 181 questionnaires among them were used for the analysis during for five days, from 9 to 13 in May 2011. The first research question of this study examined the relationship among subjective norms, perceived usefulness, perceived ease of use, attitudes, and intention to use through the structural equation modeling analysis. The result of the first research showed that subjective norms about the use of QR code affect intention to use via perceived usefulness, and also directly influence on it. The perceived usefulness has the biggest impact on the intention to use. The research question 2 was to look at the condition effect with the presence of experience. As the analysis result of the second research question, the relationships between subjective norms and perceived usefulness are not different whether or not groups experience QR code, and both groups appeared to have had significant impact. Whereas the relationship between subjective norms and intention to use showed a significant influence on the population that has the experience with the QR code. In order to encourage use of the QR code, therefore, we will need to highly impress on users subjective norms which are ambient pressure on the use of QR code and positively offer marketing strategy which gives users the opportunities to get experience with the QR code.

The Effects of Customer Satisfaction Based on User Experience on Commitment, Loyalty and Repeated Use in Franchise and Chain Coffee Shops (프랜차이즈와 체인 커피전문점의 이용경험에 따른 고객만족이 몰입, 충성도, 반복적 이용에 미치는 영향)

  • Yang, Jeong-Yeong;Kim, Tae-Hee;Kim, Mi-Ja
    • Culinary science and hospitality research
    • /
    • v.19 no.5
    • /
    • pp.206-224
    • /
    • 2013
  • The purpose of this study was to examine the formation of customer's repeated use that is real long-term commitment in franchise/chain coffee shops. 457 effective samples were analyzed using PASW 18.0 and AMOS 18.0. The results of the analysis of the relationships between user experience, customer satisfaction, customer commitment and repeated use are as follows. First, it was presented that atmosphere, price fairness and coffee product quality had a positive impact on customer satisfaction. Second, customer satisfaction had a positive impact on customer commitment and repeated use. Finally, there was the mediating effect of continuous commitment between customer satisfaction and repeated use. Based on the results of the above analysis, the managerial implications for increasing repeated use of coffee shops are as follows. First, the strategy for enhancing performance of user experience is to try to improve atmosphere(facilities, ambient/lighting), price fairness, coffee product quality(taste, flavor, temperature). Second, the strategy for forming repeated use is to enhance customer commitment(affective commitment, continuous/normative commitment).

  • PDF

The Managers' Perception of Work Experience in Multicultural Family Support Centers (다문화가족지원센터 관리자의 직무 경험에 대한 인식)

  • Hong, Sung Hee
    • Human Ecology Research
    • /
    • v.54 no.3
    • /
    • pp.239-250
    • /
    • 2016
  • This study identifies the aspects of a managers' perceived work experience in a Multicultural Family Support Center and analyzes how work experience backgrounds are formulated. In-depth interviews were conducted with 10 managers from March to September 2015 to understand managers' work experience. Descriptions from the interviews were analyzed using phenomenological research methods. The result show that their work experience can be categorized into 73 meanings, 10 subcategories, and five themes. The five themes are 'program development,' 'employees assignment optimization,' 'use and control network resources,' 'deal with changes in needs of multicultural families,' and 'supports vs. controls.' The analysis of the themes and subcategories from each theme allows us to first interpret that managers consider their significant and diversified work tasks overwhelming. Second, they find their jobs fit them and feel personally interested with a sense of duty from their work to overcome stress from heavy workloads. Third, managers put a high value on their work as a hands-on experience that is an officially authorized position from the government. Fourth, they are proud that they contribute to offering welfare services to multicultural families as members of Multicultural Family Support Centers.

The Approaches of Positive Experience Design on IoT Intelligent Products

  • Wu, Chunmao;Xu, Huayuan;Liu, Ziyang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.5
    • /
    • pp.1798-1813
    • /
    • 2021
  • This paper proposes a positive experience design approach for Internet of Things (IoT) intelligent products to improve users' subjective well-being in the fields of artificial intelligence and big data. First, the authors selected six target users and taking the Xiaomi IoT intelligent products for the research objects and conducted a thorough observation on how the target users used IoT intelligent products in their own homes over two weeks via a home-visiting interview, group diary, and focus group. Second, they constructed an individual activities table for the participants' IoT intelligent product experience using a hierarchical task analysis (HTA). Third, two researchers sorted out the sub-tasks of happiness in the HTA table. Finally, the authors found the positive experience design approach of IoT intelligent products. The positive experience design approach of IoT intelligent products is proposed from focusing on the personal pleasure experience to individual life meaningful design and group social relationship design, including individual pleasure experience, personal goal realization, group needs satisfaction and the harmony of group relations. The paper uses the two design examples of an interactive kettle and a harmonious chair to further discuss the feasibility of the design approach. In the era of big data, it is helpful for designers to use this design approach to improve the users' sense of sustainable pleasure, achievement perception of their future goal realization, and the well-being of the group's social relationships.