• Title/Summary/Keyword: User Experience Understanding

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Design and Implementation of the Reuse-Easiness Measurement System Using Fuzzy Logic

  • 이성주;최완규
    • 한국지능시스템학회논문지
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    • 제6권4호
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    • pp.17-26
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    • 1996
  • Software reuse is a method which increases the productivity of software, nevertheless software reuse is not employed well in real world. One of the important factors occured this proplem is insufficinet inforamtion in understanding and adapting the existing components. Understanding and adapting of components can be measured emplying user's experience and the attributes which the existing programs provide. Especially user's experience is very important attribute in understanding and adapting components, and it can't be measured by simple metrics. We propose in this paper, the reuse-easingess measurement system using fuzzy logic. This system can provide information regarding reusing components by reflecting user's experience from user's point of view, and can reduce the reuse effort signinificantly.

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사용자 경험, 욕구파악을 통한 유저인터페이스 디자인 (User Interface Design through the User Experience and Understanding of Desire)

  • 김진곤;백용재
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.59-63
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    • 2006
  • 본 연구는 유저인터페이스 디자인에서의 정량적 사용성 분석방법과 정성적 사용성 분석방법을 혼용하여 개발한 방법론의 소개를 통해 사용자 심층적 경험과 욕구파악의 중요성을 강조하고 이의 적극적 활용을 제안하고자 한다. 본 연구방법론은 People, Prototype, Product에 대한 조사범주 및 3단계 순환과정의 반복과 탐험적 과정을 통해 사용자의 잠재된 경험과 욕구를 발견하고 이를 유저인터페이스 디자인에 반영 가능하도록 한다는 데 의의가 있다.

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Understanding the Concept of User Experience Based on the Extended Concept of Usability

  • Lee, Dong-Hun;Chung, Min-K.
    • 대한인간공학회지
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    • 제31권2호
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    • pp.299-308
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    • 2012
  • Objective: This study presents the conceptual framework and the conceptual model to account for user experience by expanding the existing concepts of usability, in particular considering the user-interface environment in digital convergence. Background: To better understand a variety of users interacting with a converged product based on digital technologies, there seems to be a limit to consider the existing concepts of usability. All possible aspects of user's interaction with a product in a context of use need to be taken into consideration. Method: This study identifies the concept of user experience through a comprehensive literature review. Results: First, this study reviews the existing concepts of usability and user experience. And then this study describes four main components in the conceptual framework of user experience: user's internal states, user's external states, a product, and various outcomes, each of which encompasses distinct sub-components. The conceptual model of user experience accounts for how user's internal states change over time and for how different sub-components affect actual behavior of use. Conclusion: It is expected that these user experience concepts can be used in basic resources to better understand different behavioral characteristics of users and to better design interactive products in converged digital environments.

문화예술인의 정보포털 어포던스 및 시스템 리터러시에 대한 연구: 퍼지셋 질적비교 분석을 중심으로 (Research on Information Portal Affordances and System Literacy of Cultural Artists: Focusing on Fuzzy Set Qualitative Comparative Analysis)

  • 김현영;이환수
    • 한국IT서비스학회지
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    • 제22권6호
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    • pp.55-70
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    • 2023
  • This study conducted a fuzzy set qualitative comparative analysis study on culture and arts information portals to ensure practical and universal use and activation of culture and arts information portals. The capabilities and influence of affordances and system literacy according to user experience regarding accessibility to cultural arts information portals are as follows. First, physical affordances in the culture and arts information portal were key conditions for the culture and arts information portal user experience regarding system accessibility, system understandability, system usability, system usability, and system literacy. Second, the functional affordance of the user experience in the cultural arts information portal was relatively low and unimportant, and when the functional affordance was low, the user's system accessibility, system understanding, system usefulness, system usability, and system literacy were increased. Third, if the user's functional affordance and sensory affordance are low in the culture and arts information portal, the system accessibility, system understanding, system usability, and system literacy of the culture and arts information portal users are increased. Fourth, cultural arts information portals must build an innovative system with a systematic approach appropriate for the user base by linking system literacy capabilities with a focus on physical affordances.

FinTech in Saudi Arabia: A User Experience Aanalysis of FinTech Platforms

  • Abdulhadi M. Eidaroos
    • International Journal of Computer Science & Network Security
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    • 제23권9호
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    • pp.177-185
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    • 2023
  • The global FinTech industry has experienced significant growth, with key projects developing the financial sector. In Saudi Arabia, startups have used technology to offer FinTech services. In this area, it is important to investigate the usability of platforms that offer FinTech services. This research aims to examine the usability of samples of Saudi FinTech websites and identify design issues impacting user experience. Usability testing was conducted on the websites of two FinTech firms identified design issues, including navigation problems on the homepage and a lack of transparency in displaying investment details, negatively impacting end users. Employing usability methods can assist in enhancing the development of FinTech platforms and addressing these issues. This study contributes to a deeper understanding of FinTech usability problems and the user experience, enabling advancements in the industry.

E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권9호
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

사용자 특성과 ChatGPT 신뢰의 관계 : 인구통계학적 변수와 AI 경험의 영향 (User Factors and Trust in ChatGPT: Investigating the Relationship between Demographic Variables, Experience with AI Systems, and Trust in ChatGPT)

  • 박예은;장정훈
    • 디지털산업정보학회논문지
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    • 제19권4호
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    • pp.53-71
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    • 2023
  • This study explores the relationship between various user factors and the level of trust in ChatGPT, a sophisticated language model exhibiting human-like capabilities. Specifically, we considered demographic characteristics such as age, education, gender, and major, along with factors related to previous AI experience, including duration, frequency, proficiency, perception, and familiarity. Through a survey of 140 participants, comprising 71 females and 69 males, we collected and analyzed the data to see how these user factors have a relationship with trust in ChatGPT. Both descriptive and inferential statistical methods, encompassing multiple linear regression models, were employed in our analysis. Our findings reveal significant relationships between user factors such as gender, the perception of prior AI interactions, self-evaluated proficiency, and Trust in ChatGPT. This research not only enhances our understanding of trust in artificial intelligence but also offers valuable insights for AI developers and practitioners in the field.

사용자 경험 및 욕구파악을 통한 웹서비스 및 디자인 기획 (Web Service and Design Planning through User Experience and Understanding of Desire)

  • 김진곤
    • 한국콘텐츠학회논문지
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    • 제7권10호
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    • pp.97-104
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    • 2007
  • 본 연구는 웹서비스 및 디자인 기획에서의 정량적 사용성 분석방법과 정성적 사용성 분석방법을 혼용하여 개발한 방법론의 소개를 통해 사용자 심층적 경험과 욕구파악의 중요성을 강조하고 및 이의 적극적 활용을 제안하고자 한다. 본 연구방법론은 People, Prototype, Product에 대한 조사범주 및 3단계 순환과정의 반복과 탐험적 과정을 통해 사용자의 잠재된 경험과 욕구를 발견하고 이를 웹서비스 및 디자인 기획에 반영 가능하도록 한다는 데 의의가 있다.

챗지피티 4.0을 활용한 사용자 경험 계층 기반 사용자 경험 평가에 관한 기초적 연구 (A Basic Study on User Experience Evaluation Based on User Experience Hierarchy Using ChatGPT 4.0)

  • 한수민;박재완
    • 문화기술의 융합
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    • 제10권2호
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    • pp.493-498
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    • 2024
  • 최근 생성형 인공지능 기술이 급속도로 발전함에 따라, 이를 실무에 활용하는 방법에 대한 관심이 높아지고 있다. 또한 사용자 요구에 부합하는 결과물을 생성하기 위한 프롬프트 엔지니어링의 중요성이 새롭게 조명되고 있다. 이러한 생성형 인공지능의 새로운 활용 가능성을 탐구하는 것은 중요한 가치를 지닐 수 있다. 본 연구는 대표적인 생성형 인공지능인 챗지피티 4.0을 활용하여 온라인 고객 리뷰 데이터 분석을 통한 효과적인 사용자 경험 평가 방법을 제안하는 것을 목적으로 한다. 사용자 경험 평가 방법은 사용자 경험 계층의 6단계 요소인 '기능성', '신뢰성', '사용성', '편의성', '감성', '의미성'을 기반으로 수행되었다. 본 연구를 위해 프롬프트 엔지니어링의 이해도를 높이고 사용자경험 계층의 명확한 개념을 파악하는 문헌연구를 수행하고, 이를 기반으로 프롬프트를 작성 및 수집된 온라인 고객 리뷰 데이터 분석을 통한 사용자 경험 평가 방법을 위한 실험이 수행되었다. 본 연구에서 우리는 사용자 경험 요소에 대한 정확한 정의 및 분류 과정에 대한 설명 입력 시, 챗지피티는 사용자 경험 평가에 대한 우수한 성능을 나타냈으나, 시간적 제약으로 다량의 데이터 분석에 한계를 나타냈음을 밝힌다. 우리는 사용자 경험 평가에 챗지피티 4.0을 활용하는 방법을 소개하고 제안함으로써 UX 분야의 발전에 공헌할 수 있는 것으로 기대한다.

User Experience and the Multi-Stage Adoption of Mobile Apps

  • Kim, Ambrose;Kim, Kyoung-jae
    • Journal of Information Technology Applications and Management
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    • 제21권2호
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    • pp.49-79
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    • 2014
  • The adoption of technology has always been of interest to academicians and practitioners of the field of Management Information System. This is so because without proper and adequate adoption, technology-no matter how beneficial or advanced it may be-will be of little value to users. Numerous researches, such as the researches of the Technology Acceptance Model (TAM) or the Unified Theory of Acceptance and Use of Technology (UTAUT), had been conducted to understand the human nature in association with the adoption or rejection of technologies that have bombarded the users. The coming of smart technologies (i.e., smart phones and devices), however, seems to have fundamentally changed the environment for adoption. The ubiquity combined with mobility of technology, especially when it comes to mobile apps, seem to make the old PC era of two-stage-pre and post-adoption models obsolete. A new model of adoption that identifies the determinants of technology acceptance and continuance is needed for the smart age. To this end, this paper undertakes an empirical study, by analyzing 229 users of Social Networking Service (SNS) mobile apps, to identify the role of user experience on the multi-stage adoption of technology, and provides results that User Experience (UX) plays the crucial role of bridging the separate stages of pre and post adoption of technologies. The paper concludes by providing practical implications of the new model as it relates to mobile apps and technologies, and recommendations for further studies to get a better understanding of technology adoption in the smart age.