• 제목/요약/키워드: User Experience Understanding

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Research on the correlation between public design and user experience (공공디자인과 사용자 경험의 상관관계에 관한 연구)

  • Kwak, GiHea;Kim, BoYeun
    • Journal of Digital Convergence
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    • 제15권6호
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    • pp.353-359
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    • 2017
  • Diverse public institutions from Republic of Korea currently hold various policies regarding public design with close attentions. Thus, the primary goal of this study relies on analyzing relation between public design and user experience. In accordance with comprehensive understanding from literature researches, and the evaluation criteria of public design could be identified through diverse pilot researches and existing relative researches. Analysis regarding Shedroff's experiential elements and user-experience factors had been conducted based on an instance mentioned by Korea Association of Public Design. The field test was conducted among experienced users (100 individuals) through survey. The research could detect significant correlation between public design(accessibility, regionalism) and user experience(pleasurable, meaningful). The overall user satisfaction level has been remarked as 2.64 out of 5.0 despite vigorous policies. Even though the importance of esthetic aspects should not be disregarded, the priority of study should rely on identifying 'who' are the actual users and 'the way' they understand.

A Study on Searching for Process of Experience for Architectural Design (건축공간에 있어서 경험의 과정성 구현 연구)

  • Kim Soojin;Lee Young-Soo
    • Korean Institute of Interior Design Journal
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    • 제14권5호
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    • pp.62-70
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    • 2005
  • Basically, modern architect's translation of relations between architectural space and human beings is focused upon the space and the way the space is experienced. Thus, the architecture is construed not as the finalized and fixed structure but as something undetermined and In progress. Here, we can identify the similarity between current trend and theory on process. Experience argument in this study is based upon such a similarity. And for your understanding of the spatial concept broached in the following experience argument, I've presented the analysis of Ben van Berkel's and Kazuyo Sejima's works that represent user's experiences in discussing art works. Taking a step further, I'll try to provide the true definition of being in progress and the potential of the architecture, thereby seeking the value and meaning of trends in modern architecture. In this regard, this study is aimed to analyze the attributes of experiences in progress identified in the art works of Ben van Berkel and Kazuyo Sejima and to extract and analyze the architectural concepts therein.

A Study on UI/UX and Understanding of Computer Major Students

  • JOO, Heon Sik
    • International journal of advanced smart convergence
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    • 제6권4호
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    • pp.26-32
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    • 2017
  • In this study, we showed understanding and production ability of the interface about internet, operating system, contents, and devices. This study aimed to make a list of 18 items in 4 areas for basic knowledge of UI/UX, establishment of design research, design concept, and design production for 22 sophomore, junior and senior students in IT departments, and the results of understanding were divided into three groups of excellent, normal, and insufficient, and evaluated. It was found that excellent was 18.39%, average was 38.52% and insufficient was 43.07%. Therefore, 18.39% of the students understood UI/UX, and 81.61% of students did not understand UI/UX well. In particular, in the comparison analysis of four areas, the design research area was 44 points, the design content area was 29 points, and the design production area was 11 points which was found to be the lowest. Next, the 10 evaluation items in the mobile UI/UX build guide evaluation were evaluated in the same way as the UI/UX understanding, and the excellent score was 3 points, the average score was 73.3 points, and the poor score was 155 points. The UI/UX build guides showed worse evaluation than UI/UX understanding. Therefore, to cultivate UI/UX understanding and content production ability, UI/UX experts should be fostered with professional course organization and systematic curriculum.

Text Mining Analysis of Customer Reviews on Public Service Robots: With a focus on the Guide Robot Cases (텍스트 마이닝을 활용한 공공기관 서비스 로봇에 대한 사용자 리뷰 분석 : 안내로봇 사례를 중심으로)

  • Hyorim Shin;Junho Choi;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • 제9권1호
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    • pp.787-797
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    • 2023
  • The use of service robots, particularly guide robots, is becoming increasingly prevalent in public institutions. However, there has been limited research into the interactions between users and guide robots. To explore the customer experience with the guidance robot, we selected 'QI', which has been meeting customers for the longest time, and collected all reviews since the service was launched in public institutions. By using text mining techniques, we identified the main keywords and user experience factors and examined factors that hinder user experience. As a result, the guide robot's functionality, appearance, interaction methods, and role as a cultural commentator and helper were key factors that influenced the user experience. After identifying hindrance factors, we suggested solutions such as improved interaction design, multimodal interface service design, and content development. This study contributes to the understanding of user experience with guide robots and provides practical suggestions for improvement.

User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • 제33권1호
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

A Study on the Characteristics of the Library Space for Introducing Urban Experiences (이용자의 도시적 공간체험을 유도하는 도서관 공간 특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • 제23권4호
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    • pp.240-247
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    • 2014
  • This study is aimed to examine the characteristics of library space, in which user experiences and social networking are central in its design. Today, a library is a place to provide diverse accesses and experiences to information networks, where various individuals and user groups come and share mutual understanding and experiences. Library users developed social ties and a sense of community through library experiences. As a multipurpose space of a community, a library has the characteristics of urban public space like sidewalks and plazas. The eight case studies of libraries are analyzed from the viewpoint of each factor of library experience, including landscape, sidewalk, and plaza experience. The study drew its conclusions as follows. First, a library is a regional landmark for the users. Thus, it tends to be designed to allow transparency on its surface which introduces inner and outer landscape into the inside of the building. Second, the users experience a library similarly as they experience an urban street where they interface, browse, and interact with people and information. As they interact and share experiences, they develop solidarity and social ties among them. A library is designed to preserve continuity to adjacent streets, which increases accessibility to the building and hosts street activities into the building. Third, a library today is designed to be a flexible open space with information networking as well as community networking which allows library users diverse activities within it. For example, a multipurpose grand stairs in the middle of the main circulation of a building allows the users diverse activities. A large open stack with reading areas gives the users the feeling of an urban plaza where they can move vertically and horizontally. In conclusion, all findings of this study imply a user-oriented design for a library building.

Bundled SW Design with Application Method of Diary Study (번들소프트웨어 디자인을 위한 다이어리 스터디 적용 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • 제12권11호
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    • pp.49-57
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    • 2012
  • Recently as the user experience's importance has been emphasized, there has been many tries of various research methodology in order to understand the user. Specially, as the political investigation method's user understanding method based on the statistical analysis so far has encountered a limit, there has been a continuous tendency to try to introduce a humanitarian or cultural anthropological methodology. As part of this effort, there has been many tries of various approach methods of the Ethnography which is the cultural anthropological typical research methodology, but among those the Diary Study Method is mentioned as one of the effective methodologies. Therefore this thesis applies the Diary Study Method to the notebook PC bundle SW's attitude research and tries a deep rooted research about the user attitude. Also centered to the project of understanding the notebook PC bundle SW's user receptivity. it shows a specific example of the Diary Study applied to the user understanding. Through this process, we will examine the summary about the Ethnography research method, and will discuss an effective research methodology by through the process of analyzing and deducting the user inclination by applying and designing the Diary Study to the project. That is to say, it was progressed by actually applying the research methodology through a specific case, with the purpose of breaking away from the textbook discussion and progress with an application aspect discussion. Through the current research, we will verify an active user-inclined process about the user's notebook PC SW, and it is expected to be useful in establishing a SW UX strategy and distribution related to the bundle software.

Online Health Search Experience: Sentiments from South East Asia

  • Inthiran, Anushia
    • International Journal of Knowledge Content Development & Technology
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    • 제6권2호
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    • pp.29-42
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    • 2016
  • Performing an online health search is a popular activity conducted on the Internet. Research studies from developed countries provide information on source used, type of search performed and devices used to perform the search. However, the same cannot be said about the online health information searching scene in South East Asia. Online health information searching is gaining popularity in South East Asia. Citizens in these countries are turning to the Internet to obtain health information quickly. Current research studies pertaining to online health information searching in South East Asian is limited, particularly relating to search experiences of South East Asian health searchers. Search experience is pertinent as it could deter or encourage the possibility of conducting future health searches. In this research study, a user study was conducted to describe the online search experience of South East Asian health searchers. A face to face interview with 50 participants was conducted. The interview was audio recorded and transcribed verbatim. Results indicate participants have positive and negative search experiences. In some cases, post search outcomes influenced the search experience. Results of this research study contribute to the growing domain of knowledge in relation to online health information searching. Results of this study also provide an understanding pertaining to the search experience of South East Asian online health searchers.

An NLP-based Mixed-method Approach to Explore the Impact of Gratifications and Emotions on the Acceptance of Amazon Go

  • Arghya Ray;Subhadeep Jana;Nripendra P. Rana
    • Asia pacific journal of information systems
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    • 제33권3호
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    • pp.541-572
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    • 2023
  • Amazon Go is a cashierless convenience store concept, which is seen as a disruption in the grocery retail segment. Although Amazon Go has the ability to disrupt the retail segment, there are speculations on how Amazon Go will be perceived by users. Existing studies have not utilized user-generated content to understand the factors that affect customer behaviour in case of Amazon Go. Additionally, in case of phygital retail, studies have not attempted at understanding the effect of emotions and gratifications on user behaviour. To address the gap of exploring user perspectives based on their experience, we have examined the impact of gratifications and emotions on the acceptance of phygital retail using user-generated-content. A mixed-method approach has been utilized using only user-generated content. Utilizing topic-modelling based content analysis and emotion analysis on 30 articles related to Amazon Go, we found themes like, convenience, technology, experience, personalization, enjoyment and emotions like, bad, good, annoyance, success. In the empirical analysis, we have utilized 522 reviews about Amazon Go from the cognition and emotion theory stance, and found that hedonic gratifications have a positive impact on challenge emotions. We also found a significant impact of emotions on customer's favourite behaviour.

The Right Understanding Of Value Engineering(VE) (VE에 대한 올바른 이해)

  • Kim, Tae-Joon
    • Journal of the Korean Professional Engineers Association
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    • 제39권4호
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    • pp.38-41
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    • 2006
  • Value Engineering(VE) is the systematic activity to make a Alternatives for user's needs with an access by function analysis, creative thoughts, and the lowest life cycle cost. However, the current activity called VE is to make a Alternatives by experience and to make a report in similar to VE format. The right understanding of the concept and the process of VE is required for more effective Alternatives and VE activity with reliability.

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