• Title/Summary/Keyword: User Factor

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Analysis of User Satisfaction on the City Squares in Seoul - Focused on Grand Public Place - (서울 소재 도시광장에 대한 이용자 만족도 분석 - 중심 대 광장을 대상으로 -)

  • Lee, Jung-A;Lee, Hyung-Sook;Choi, Yun-Eui;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.3
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    • pp.42-50
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    • 2012
  • City squares are public open spaces which are closely related to the peoples daily lives. Most squares are located in the center of the city, and they are usually used for community gatherings and they are suitable for open markets, music concerts, political rallies, and other events. City squares also play an important role as a grand public place operating in multi functions that require involvement of more people. The purpose of this study is to examine satisfaction on the spatial components, characteristics, and the user satisfaction in City Squares. The slady also analyzed the relationship between the satisfaction about spatial components, characteristics and it also shows that the user satisfaction is followed. This study sites are made in 3 grand public places in the center of Seoul including the Seoul plaza, Cheonggye Plaza, and Gwanghwarnun Square. Data were analyzed using several statistical methods such as descriptive statistics, factor analysis, ANOVA, correlation and regression. Results of the study are as follows: First, factor analysis carried out to extract the various factors of satisfaction on the sites; spatial components, usability, amenity/security, and spatial characteristics. User satisfaction concerning usability factor was higher than the satisfaction of the other factors. This result represented that the slady sites play an important role to the public open spaces in the city. Second, users showed high user satisfaction to study sites, and user satisfaction rate toward the Gwanghwarnun Square is the highest because of its facility planuing. Finally, user satisfactim was strongly correlated on the usability factor of spatial planning. Also, the significant correlations between the user satisfaction and the other factors such as spatial components, security, and spatial characteristics of spatial planning are presented. Results of this study can help guide the planning and management of the city square as a public open space based on the understanding of user perception and satisfaction.

Constraints of Visit to Community Park - Focused on the TaeJon City's Community Park (도시 근린공원의 방문제약 요인 - 대전광역시를 대상으로 -)

  • 이시영
    • Journal of the Korean Institute of Landscape Architecture
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    • v.32 no.1
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    • pp.23-32
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    • 2004
  • This study aims to examine constraints on visits to urban community parks and to find ways to elevate the efficient use of parks. To achieve this, the study relied on empirical study method and the descriptive method; additionally, present condition survey was performed with a user interview, on the assumption that a park visit is a form of leisure. As a result, the item of 'insufficient lighting facilities' shows the highest mean and the item of 'low quality of park' follows Previous research also revealed that the item of 'the lack of lighting facilities' is a major factor on user dissatisfaction, so a design and management program for night time users are fully researched and elaborately accomplished. Also, the high response of 'low quality of park' shows that the park supply policy in Korea focusses mainly on quantity so far, and it shows that user's dissatisfaction for park facilities becomes one of the major constraints of park visit. The factor analysis, on the object of 35 items except 2 items, appeared 5 factors: accessibility, inner discord, companion, family matters, park-itself-matters. Oneway Anova test showed that 4 factors except 'park-itself-matters' have reliable difference in constraint cognition by age and education. The visit constraint of 'park-itself-matters' did not appear different by any personal characteristics. Without regard to personal characteristics, it is regarded that this factor has the greatest effect upon park visits. In general, people who are disadvantaged strongly cognize constraints even in leisure such as a park visit, which is a simple and inexpensive leisure activity. Therefore, a park like a pocket park, which is small but located in a neighborhood, is more needed than a central park like a symbolic and huge park in every new city. Careful concern for night activity should be accomplished in the planning process.

Success Factor and Failure Factor of Social Media in Korean Society: Based on the Word Analysis and the Network Analysis on Interview Data (한국사회에서 소셜 미디어의 성공과 실패 요인 분석: 인터뷰 데이터에 대한 어절분석·네트워크 분석을 중심으로)

  • Hong, Juhyun;Kim, Kyung-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.74-85
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    • 2019
  • This Study explores the reason why the social media like Cyworld, Iloveschool in Korea in the viewpoint if the layered model by interview. As a result the success factor in the viewpoint of layered model, user used social media for fulfilling the need for linking with other users and the social media offers the customized contents to user. Finally the social media dominated the market in advance. Facebook and Kakao talk are good examples of successful media. The failure factors are to care less about what other users want, to limit the expand of platform and not to copy with the change of the media environment. Iloveschool, Cyworld and Twitter are the examples of failure social media in Korean society. This study highlights the importance of the sensitivity of the change of environment. The expert mentioned the importance of 4th industrial revolution technology like AI, Big data and expected that new technology will emerge and the service will be developed by the change of user's taste.

A Study on the Quality Determinant Factors of User-Support Service under Web-based Information System (웹정보시스템(WIS) 사용지원 서비스의 품질결정요인에 관한 연구)

  • 정상철;임형수
    • Journal of Information Technology Application
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    • v.2 no.1
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    • pp.25-53
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    • 2000
  • As Information Technology has developed, The structure of information system used in organizations is changing from centralized computing structure to distributed computing structure. The roles of information department have expanded, which is not only develope and maintain system but also provide usage-support service to end-user. If organization support end-user properly, they get many benefits. if they don't do it properly, they waste many resource. Therefore, the purpose of this study is the search for quality determinant factors and type of information that provide user effective service under web-based information system. The result of this study is as follow First, when SERVQUAL is used, the quality determinant factors of usage-support service are categorized three, which is responsibility and assurance, empathy and tangable, and reliability. When SERVPERF is used, the determinant factors consist of five, but the use of assurance as a factor is cautious. Second, reliability and tangability among determinant factors affect general service quality, and tangibility is most important factors. third, When the locations of user are distributed the degree of general service quality is not different whether formal or informal information center provide usage-support service. This study may suggest practical implication as follows; First, as user are good at to use information system the degree of importance for tangibility are decreased. when user are individualized and improve their ability to use information system, empathy will not be important factors any more, therfore it assume that reliability will be most important factors. Second, if organizations promote not only formal informaton center but also informal inforamtion center they may support end-user more effectively. However, this study has the following limitations: First, it is difficult to generalize the result of this study Second, service quality determinant factors used in this study don't explain the influence to general service quality fully. Third, this study analyze a simple relation between service quality determinant factor and general service quality. Finally, this study don't distinguish between information system service and information support service.

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Extraction of user's representative emotions expressed while using a product (제품 사용 중 표출되는 사용자의 대표감성 추출에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.69-80
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    • 2005
  • So far, there have been mary studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes. Firstly, we assembled a set of emotional words that were sufficient to represent a general overview of Korean emotions, collected from various literature studies in the field of psychology, linguistics, emotional engineering. Secondly, we found emotional words from collecting user opinion on the website. In this study, we used heavy traffic websites such as shopping mall and mania sites. Finally the emotional words were collected from verbal protocols by using Think Aloud technique. The collected words were integrated according to standards and they were applied on evaluation survey twice for evaluating their appropriateness. This survey was conducted for identification of emotional expressions while using a product. Finally, we extracted 88 emotional words for measuring user's emotions expressed while using products. And we categorized the 88 words to form 6 groups by using factor analysis. The 6 categories that were extracted as a result of this study, such as aesthetics, satisfaction in usability, novelty, uncomfortable- ness, pleasure and excellence were found to be user's representative emotions expressed while using products. It is expected that emotional words and user's representative emotions extracted in this study will be used as subjective evaluation data that is required to measure user's emotional changes while using a product.

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An Analysis of the Moderating Effects of User Ability on the Acceptance of an Internet Shopping Mall (인터넷 쇼핑몰 수용에 있어 사용자 능력의 조절효과 분석)

  • Suh, Kun-Soo
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.27-55
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    • 2008
  • Due to the increasing and intensifying competition in the Internet shopping market, it has been recognized as very important to develop an effective policy and strategy for acquiring loyal customers. For this reason, web site designers need to know if a new Internet shopping mall(ISM) will be accepted. Researchers have been working on identifying factors for explaining and predicting user acceptance of an ISM. Some studies, however, revealed inconsistent findings on the antecedents of user acceptance of a website. Lack of consideration for individual differences in user ability is believed to be one of the key reasons for the mixed findings. The elaboration likelihood model (ELM) and several studies have suggested that individual differences in ability plays an moderating role on the relationship between the antecedents and user acceptance. Despite the critical role of user ability, little research has examined the role of user ability in the Internet shopping mall context. The purpose of this study is to develop a user acceptance model that consider the moderating role of user ability in the context of Internet shopping. This study was initiated to see the ability of the technology acceptance model(TAM) to explain the acceptance of a specific ISM. According to TAM. which is one of the most influential models for explaining user acceptance of IT, an intention to use IT is determined by usefulness and ease of use. Given that interaction between user and website takes place through web interface, the decisions to accept and continue using an ISM depend on these beliefs. However, TAM neglects to consider the fact that many users would not stick to an ISM until they trust it although they may think it useful and easy to use. The importance of trust for user acceptance of ISM has been raised by the relational views. The relational view emphasizes the trust-building process between the user and ISM, and user's trust on the website is a major determinant of user acceptance. The proposed model extends and integrates the TAM and relational views on user acceptance of ISM by incorporating usefulness, ease of use, and trust. User acceptance is defined as a user's intention to reuse a specific ISM. And user ability is introduced into the model as moderating variable. Here, the user ability is defined as a degree of experiences, knowledge and skills regarding Internet shopping sites. The research model proposes that the ease of use, usefulness and trust of ISM are key determinants of user acceptance. In addition, this paper hypothesizes that the effects of the antecedents(i.e., ease of use, usefulness, and trust) on user acceptance may differ among users. In particular, this paper proposes a moderating effect of a user's ability on the relationship between antecedents with user's intention to reuse. The research model with eleven hypotheses was derived and tested through a survey that involved 470 university students. For each research variable, this paper used measurement items recognized for reliability and widely used in previous research. We slightly modified some items proper to the research context. The reliability and validity of the research variables were tested using the Crobnach's alpha and internal consistency reliability (ICR) values, standard factor loadings of the confirmative factor analysis, and average variance extracted (AVE) values. A LISREL method was used to test the suitability of the research model and its relating six hypotheses. Key findings of the results are summarized in the following. First, TAM's two constructs, ease of use and usefulness directly affect user acceptance. In addition, ease of use indirectly influences user acceptance by affecting trust. This implies that users tend to trust a shopping site and visit repeatedly when they perceive a specific ISM easy to use. Accordingly, designing a shopping site that allows users to navigate with heuristic and minimal clicks for finding information and products within the site is important for improving the site's trust and acceptance. Usefulness, however, was not found to influence trust. Second, among the three belief constructs(ease of use, usefulness, and trust), trust was empirically supported as the most important determinants of user acceptance. This implies that users require trustworthiness from an Internet shopping site to be repeat visitors of an ISM. Providing a sense of safety and eliminating the anxiety of online shoppers in relation to privacy, security, delivery, and product returns are critically important conditions for acquiring repeat visitors. Hence, in addition to usefulness and ease of use as in TAM, trust should be a fundamental determinants of user acceptance in the context of internet shopping. Third, the user's ability on using an Internet shopping site played a moderating role. For users with low ability, ease of use was found to be a more important factors in deciding to reuse the shopping mall, whereas usefulness and trust had more effects on users with high ability. Applying the EML theory to these findings, we can suggest that experienced and knowledgeable ISM users tend to elaborate on such usefulness aspects as efficient and effective shopping performance and trust factors as ability, benevolence, integrity, and predictability of a shopping site before they become repeat visitors of the site. In contrast, novice users tend to rely on the low elaborating features, such as the perceived ease of use. The existence of moderating effects suggests the fact that different individuals evaluate an ISM from different perspectives. The expert users are more interested in the outcome of the visit(usefulness) and trustworthiness(trust) than those novice visitors. The latter evaluate the ISM in a more superficial manner focusing on the novelty of the site and on other instrumental beliefs(ease of use). This is consistent with the insights proposed by the Heuristic-Systematic model. According to the Heuristic-Systematic model. a users act on the principle of minimum effort. Thus, the user considers an ISM heuristically, focusing on those aspects that are easy to process and evaluate(ease of use). When the user has sufficient experience and skills, the user will change to systematic processing, where they will evaluate more complex aspects of the site(its usefulness and trustworthiness). This implies that an ISM has to provide a minimum level of ease of use to make it possible for a user to evaluate its usefulness and trustworthiness. Ease of use is a necessary but not sufficient condition for the acceptance and use of an ISM. Overall, the empirical results generally support the proposed model and identify the moderating effect of the effects of user ability. More detailed interpretations and implications of the findings are discussed. The limitations of this study are also discussed to provide directions for future research.

Effect of Information Quality of Standard Menu on User's Satisfaction and Performance in ERP System of Contract Foodservice Management Company (위탁급식 전문업체의 ERP 시스템에서 표준메뉴 정보품질이 사용자 만족도 및 업무성과에 미치는 영향)

  • Kim, Hyeon-A;Yang, Il-Seon;Kim, Jang-Mi
    • Journal of the Korean Dietetic Association
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    • v.11 no.2
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    • pp.170-178
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    • 2005
  • The purposes of this study were 1) to analyze the effect of the information quality of standard menu system of ERP on the user’s satisfaction 2) to analyze the effect of the information quality of standard menu system of ERP on the user’s performance. The questionnaires were distributed to 260 end users(dietitians, foodservice management managers) in charge of managing the institutional foodservice such as the office(government agencies, factories), schools(universities, middle and high school) and hospitals which were managed by contract foodservice management company “C” in Seoul and Kyunggi. The surveys were performed from July 26 to July 30, 2004. Two hundred and fifty questionnaires were responded(response rate : 96.2%). The statistical analysis was conducted by using SPSS Win(11.5). And the descriptive analysis, factor analysis, reliability test, pearson correlation and simple regression analysis were performed. The results showed that the information quality of standard menu system of ERP have a significant positive effect on the user’s satisfaction(p<0.001) and user’s performance(p<0.001). When constructing standard menu system on ERP in the contract foodservice management company, the information quality of standard menu system of ERP should be guaranteed in order to satisfy the end-user and to improve the user’s performance.

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User Authentication System based on Auto Identification and Data Collection (자동인식 및 데이터 수집을 이용한 사용자 인증 시스템)

  • Jeong, Pil-seong;Cho, Yang-hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.1
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    • pp.75-82
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    • 2018
  • As user of mobile device increases, various user authentication methods are actively researched. The user authentication methods includes a method of using a user ID and a password, a method of using user biometric feature, a method of using location based, and a method of authenticating secondary authentication such as OTP(One Time Password) method is used. In this paper, we propose a user system which improves the problem of existing authentication method and encryption can proceed in a way that user desires. The proposed authentication system is composed of an authentication factor collection module that collects authentication factors using a mobile device, a security key generation module that generates a security key by combining the collected authentication factors, and a module that performs authentication using the generated security key module.

Factors Affecting User Satisfaction of Mobile Social Network Games: Focusing on the Quality and Self-determination (모바일 소셜 네트워크 게임 이용만족에 영향을 미치는 요인: 품질과 자기결정성 요인을 중심으로)

  • Youm, Dong-sup;Park, Kyoung-Ha
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.459-467
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    • 2016
  • This study was conducted to evaluate and identify what factors influence the satisfaction of the users for the fast-growing social network game based on the mobile. To this end, we looked around the variable product characteristic factor, quality and the consumer characteristic factor, user self-determination. Also we surveyed 211 male and female college students. The first finding was that all the sub-factors of the quality factor had positive effects on the satisfaction of the mobile social network games. The second finding was that all the sub-factors of the self-determination factor had positive effects on the satisfaction of the mobile social network games. The third finding was that only the sub-factors of quality had positive relative effects on the satisfaction of the mobile social network games, in the order of playfulness, usability, functionality from the most to the least. The findings of this study are expected to offer meaningful and practical suggestions for the development of high quality game contents for the user convenience, as well as the academic significance, the expansion of game-related area of research through the break from the traditional research trends, technology and engineering point of view and from the PC-based online game.

Interactive Typography System using Combined Corner and Contour Detection

  • Lim, Sooyeon;Kim, Sangwook
    • International Journal of Contents
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    • v.13 no.1
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    • pp.68-75
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    • 2017
  • Interactive Typography is a process where a user communicates by interacting with text and a moving factor. This research covers interactive typography using real-time response to a user's gesture. In order to form a language-independent system, preprocessing of entered text data presents image data. This preprocessing is followed by recognizing the image data and the setting interaction points. This is done using computer vision technology such as the Harris corner detector and contour detection. User interaction is achieved using skeleton information tracked by a depth camera. By synchronizing the user's skeleton information acquired by Kinect (a depth camera,) and the typography components (interaction points), all user gestures are linked with the typography in real time. An experiment was conducted, in both English and Korean, where users showed an 81% satisfaction level using an interactive typography system where text components showed discrete movements in accordance with the users' gestures. Through this experiment, it was possible to ascertain that sensibility varied depending on the size and the speed of the text and interactive alteration. The results show that interactive typography can potentially be an accurate communication tool, and not merely a uniform text transmission system.