• Title/Summary/Keyword: User Experience Differences

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Generic and adaptive probabilistic safety assessment models: Precursor analysis and multi-purpose utilization

  • Ayoub, Ali;Kroger, Wolfgang;Sornette, Didier
    • Nuclear Engineering and Technology
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    • v.54 no.8
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    • pp.2924-2932
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    • 2022
  • Motivated by learning from experience and exploiting existing knowledge in civil nuclear operations, we have developed in-house generic Probabilistic Safety Assessment (PSA) models for pressurized and boiling water reactors. The models are computationally light, handy, transparent, user-friendly, and easily adaptable to account for major plant-specific differences. They cover the common internal initiating events, frontline and support systems reliability and dependencies, human-factors, common-cause failures, and account for new factors typically overlooked in many PSAs. For quantification, the models use generic US reliability data, precursor analysis reports, the ETHZ Curated Nuclear Events Database, and experts' opinions. Moreover, uncertainties in the most influential basic events are addressed. The generated results show good agreement with assessments available in the literature with detailed PSAs. We envision the models as an unbiased framework to measure nuclear operational risk with the same "ruler", and hence support inter-plant risk comparisons that are usually not possible due to differences in plant-specific PSA assumptions and scopes. The models can be used for initial risk screening, order-of-magnitude precursor analysis, and other research/pedagogic applications especially when no plant-specific PSAs are available. Finally, we are using the generic models for large-scale precursor analysis that will generate big picture trends, lessons, and insights.

A Comparative Study of the Usability differences in accordance with Information Architecture in the Social commerce app (소셜커머스 앱에서 정보구조(IA)의 차이에 따른 사용성 비교연구 -쿠팡, 티몬, 위메프 앱을 중심으로-)

  • Oh, Moonseok;Won, Jongwook;Lee, Boyong;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.113-124
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    • 2015
  • As the development of new media and smart phone, more and more people are using social commerce application to shop on-line. Comfort and easiness of the UX design of the application directly affect the social commerce user's searching and buying the merchandise. This study analyzes the effect of social commerce application, especially focusing on the lay-out of the GUI, on the consumer's interest and we suggest an attractive application design of the UX. The material of this study is the lay-out of the GUI of 3 major social commerce - Wemakeprice, Coupan and Ticket monster. We asked questions to the university students who are skillful smart phone users to select frequent on-line shoppers and performed in-depth interview with them to draw a conclusion. As a result of study, differences of main screen layout and information architecture of each social commerce applications has confirmed that indicates a significant difference in usability.

Self-reported Skin and Eye Symptoms among Swimming Pool Users in Daegu, Korea (대구지역 수영장 이용자의 피부와 눈 관련증상 경험률)

  • Ryu, Seung-Min;Park, So-Hee;Park, Jae-Woo;Shin, Deuk-Yong;Jeon, Man-Joong;SaKong, Joon
    • Journal of Environmental Health Sciences
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    • v.38 no.4
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    • pp.340-350
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    • 2012
  • Objectives: This study was conducted to investigate skin and eye symptoms according to swimming pool user characteristics and chlorine concentration at indoor swimming pools in the Daegu region. Methods: A total of 296 swimming pool users were enrolled from the eight swimming pools randomly chosen in Daegu. Each user completed a self-administered questionnaire with general, swimming related, and symptoms suffered throughout December 2008 to August 2009. The water analysis of swimming pools was substituted with the swimming pool water analysis practiced by district offices to 2008. Results: There were significant differences in experience rate of self-reported skin and eye symptoms between coaches and students except dander. The users of swimming pools having higher chlorine concentrations suffered from more frequent skin and eye symptoms. The results of multiple logistic regression analysis for experience of skin symptoms showed that coaches (OR = 6.81, 95% CI: 2.46~18.81) and pools with chlorine concentrations over 0.4 mg/l (OR = 1.75, 95% CI: 1.01~3.03) were the significant variables. For experience of eye symptoms, coaches (OR = 4.13, 95% CI: 1.25~13.69) at a swimming pool was the significant variable. Conclusions: Increased exposure to swimming pool water and exposure to swimming pool showed that higher chlorine concentration may cause more frequent skin and eye symptoms.

Exploring Different Users' Perception of Smart Harness on Construction Sites (건설현장 스마트 안전대 사용자별 인식 차이에 관한 연구)

  • Kim, Hyeon-tae;Ahn, Chang-bum;Park, Moon-seo
    • Journal of the Korea Institute of Construction Safety
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    • v.4 no.1
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    • pp.22-29
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    • 2021
  • To prevent fall from height, interest in the development and introduction of smart harness is increasing as policies and laws such as mandatory use of smart safety equipment at construction sites. However, despite the potential of smart harness, construction safety cannot be contributed unless adopted or used by users. The objective of this research is to examine the perception between safety managers and workers on smart harness, user perception according to user's experience and differences through semi-structured in-depth interviews. As a result of the interview and comparative analysis, both safety managers and workers perceived smart harness as uncomfortable, and workers with experience in using smart harness perceived that simple functions that inform risks are useful for securing safety. This research results show different user's perception of smart harness can be confirmed how much factors affect the use of smart harness, which can provide implication into establishing measures to strengthen the use of smart harness in the future.

Credit Card Management Behaviors of College Students (대학생 소비자의 신용카드 관리행동에 관한 연구)

  • Kim, Hyo-Chung
    • Journal of the Korean Home Economics Association
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    • v.43 no.11 s.213
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    • pp.1-15
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    • 2005
  • The purpose of this study was to investigate the attitude, knowledge and need for educational contents about credit cards according to credit card use, and to examine the status of credit card use and the factors affecting credit card management behaviors of college students. The data were collected from 481 college students in Busan and Kyungnam areas by a self-administered questionnaire. Frequencies, Cronbach's alpha, factor analysis, t-test, ${\chi}^2$ analysis, Pearson's correlation analysis and regression analyses were conducted by SPSS WINDOWS. The results from this study were as follows. First, there were no significant differences between the credit card user group and the non-user group in the means of their altitude and knowledge towards credit cards. The mean of each category of the need for educational contents was high in both groups. Second, respondents of the credit card user group answered that they used credit cards whenever necessary, using them to purchase mostly clothing, shoes, and books. Third, credit card management behaviors were influenced by the allowance amount, experience of consumer education related to credit cards, number of total credit cards, attitude towards credit cards, knowledge about credit cards, frequency of credit card use, terms of credit card use and father's occupation. These results suggest that consumer education should be conducted for the credit card management behaviors of college students.

Analysis of Differences between On-line Customer Review Categories: Channel, Product Attributes, and Price Dimensions (온라인 고객 리뷰의 분류 항목별 차이 분석: 채널, 제품속성, 가격을 중심으로)

  • Yang, So-Young;Kim, Hyung-Su;Kim, Young-Gul
    • Asia Marketing Journal
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    • v.10 no.2
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    • pp.125-151
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    • 2008
  • Both companies and consumers are highly interested in on-line customer reviews which enable consumers to share their experience and knowledge about products. In this study, after classifying real reviews into context units and deriving categories, we analyzed differences between categories based on channel(manufacturers' homepage/ shopping mall), product attribute(search/experience) and price(high/low). The method to derive categories is based on roughly adopting constructs of ACSI model and elaborate and repetitive classification of real reviews. We set up the classification category with 3 levels. Level 1 consists of product and service, level 2 consists of function, design, price, purchase motive, suggestion/user-tip and recommendation/repurchase in product and AS/up-grade and delivery/others in service and level 3 is composed of details of level 2 of category. We could find remarkable differences between channels in all 8 items of level 2 of category. As the number of context units in homepage is more than in shopping mall, we found reviews in homepage is more concrete. Moreover, overall satisfaction in review was higher at homepage's. Also, in product attribute dimension, we found different patterns of reviews in design, purchase motive, suggestion/user-tip, recommendation/repurchase, AS/up-grade and delivery/others and no difference in overall customer's satisfaction. In price dimension, we found differences between high and low price in design, price and AS/up-grade and no difference in overall customer's satisfaction.

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Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

The Effect of Online Multiple Channel Marketing by Device Type (디바이스 유형을 고려한 온라인 멀티 채널 마케팅 효과)

  • Hajung Shin;Kihwan Nam
    • Information Systems Review
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    • v.20 no.4
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    • pp.59-78
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    • 2018
  • With the advent of the various device types and marketing communication, customer's search and purchase behavior have become more complex and segmented. However, extant research on multichannel marketing effects of the purchase funnel has not reflected the specific features of device User Interface (UI) and User Experience (UX). In this study, we analyzed the marketing channel effects of multi-device shoppers using a unique click stream dataset from global online retailers. We examined device types that activate online shopping and compared the differences between marketing channels that promote visits. In addition, we estimated the direct and indirect effects on visits and purchase revenue through customer's accumulated experience and channel conversions. The findings indicate that the same customer selects a different marketing channel according to the device selection. These results can help retailers gain a better understanding of customers' decision-making process in multi-marketing channel environment and devise the optimal strategy taking into account various device types. Our empirical analyses yield business implications based on the significant results from global big data analytics and contribute academically meaningful theoretical framework using an economic model. We also provide strategic insights attributed to the practical value of an online marketing manager.

A Study on User's Mental Model for Services and User Interface of Interactive TV -Focusing on a Comparison DCATV and IPTV (인터랙티브 의 서비스 및 인터페이스에 TV 대한 사용자의 멘탈모델에 관한 연구 -DCATV(Digital Cable TV)와 IPTV(Internet Protocol TV) 비교를 중심으로)

  • Yeoun, Myeong-Heum;Ryu, Su-Min;Han, Ah-Reum;Cheon, Jeong-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1038-1044
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    • 2009
  • Interests for User Interface directly influencing on usability are also growing as the competition between DCATV and IPTV come to the surface, according to getting activated Interactive TV market. Therefore, this study has the purpose to understand mental models of users for Interactive TV service & Interface. The methods for this study are as follows. First, as the step considering literature study, we compared differences between DCATV and IPTV and caught up the concepts of DCATV and IPTV among some types of Interactive TV. Second, we examinated and analysed Hello TV, C&M, Broad&TV, MegaTV, myLGtv as the step of analysis for examples for Interactive TV. Third, as the step of researches observing users we analysed usability problems caused by differences of mental models between DCATV and IPTV. As a result, we could find there are some differences for mental model of users in Interface & services between DCATV and IPTV Especially, it was found that users feel confused very much regarding perception of real time broadcasting and VOD. We regards this findings can be used as basic for concept makings of Interactive TV, when TV interface is developed in the future.

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A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.