• 제목/요약/키워드: User Factors

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사용자 편익과 맞춤화가 스마트뱅킹 이용에 미치는 영향 연구 (A Study on the affecting factors of Smart banking usage in terms of user's benefits and personalization)

  • 전병호
    • 디지털산업정보학회논문지
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    • 제12권4호
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    • pp.135-143
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    • 2016
  • The purpose of this study is to investigate the user's attitude and usage of smart banking application in terms of user's benefits and personalization. While the prior researches on mobile banking adoption focus on the characteristics of service itself, this paper intends to investigate the smart banking application in terms of user's benefits, which are personal value consumers attach to the product or service attributes. Based on prior studies functional benefits, social benefits, experiential benefits, and personalization are identified as affecting factors of the user's attitude and usage of smart banking application. According to the results of multiple regression analysis, all benefit factors(functional benefit, experimental benefit, social benefit) and personalization were found to be significantly related to the user's attitude. Users' attitude on smart banking was found to be significantly related to the real usage as well. This paper has value in that it investigates the attitude and usage of smart banking in terms of benefits.

가상현실 3차원 색상 선택기의 사용자 요인 분석 및 평가 (User Factor Analysis and Evaluation of Virtual Reality 3D Color Picker)

  • 이지은
    • 한국멀티미디어학회논문지
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    • 제25권8호
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    • pp.1175-1187
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    • 2022
  • 3D interaction between humans and computers has been possible with the popularization of virtual reality, and it is important to study natural and efficient virtual reality user interfaces. In user interface development, it is essential to analyze and evaluate user factors. In order to analyze the influence of factors on users who use the virtual reality color picker, this paper divides the user groups based on whether they major in art or design, whether they have experience in virtual reality, and whether they have prior knowledge about 3D color space. The color selection error and color selection time of all user groups were compared and analyzed. Although there were statistically significant differences according to the user groups, all user groups used the virtual reality color picker accurately and effectively without any difficulties.

스마트워크 시스템 성공을 위한 사용자 만족의 영향요인에 대한 연구 : P그룹사를 중심으로 (A Study on the Effect Factor of End User's Satisfaction for Smart Work System's Success : Focused on P Corporation)

  • 정창현;황찬규;홍순근
    • Journal of Information Technology Applications and Management
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    • 제20권3_spc호
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    • pp.259-278
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    • 2013
  • At the center of the repeating evolution of IT industry, there is mobile computing in the ubiquitous environment, and the increasing usage of smart phones contribute more to its growth. P corporation co-developed with Google and implemented smart work system called SWP for the purpose of 'communication and collaboration with co-workers' beyond the general goal of increasing productivity and comfort of employees. The primary objective of this study is to objectively analyze the influence of the effect factor from end user's perspective and user satisfaction on SWP usage, intention for continuous usage and individual performance. To accomplish this research purpose, this study established research models and hypothesis by collective review about information system success models, and tested the research hypotheses using the structural equation modeling technique by data collected from 320 SWP system users of P corporation. Variations for system satisfaction evaluation standard are 1)SW system usage 2) intention for continuous usage 3) individual performance, effect variations are 1) social factors 2) technical factors 3) combination of social and technical factors. Therefore, this study is about influence factors on success of SWP system and how the factors impact the outcome. The test results of this research model is summarized as follows. Firstly, system user's satisfaction had positive impact on all three; SWP system usage, intention for continuous usage and individual performance. Secondly, social factor 'SWP control system' and technical factor 'information quality' and 'system quality' had positive impact on SWP system user satisfaction, while social factor 'shared value' and technical factor 'service quality' did not have significant effect on user satisfaction. Shared value however, had interactive effect with 'information quality' and 'service quality'. This study is expected to contribute to spread of academic research on smart work system by suggesting a model that can show important factors for corporation while explaining the successful implementation of SWP and its continuous usage.

국방 스마트 교육의 사용자 만족도에 미치는 영향에 관한 실증적 연구 (An Empirical Study on the Factors Influencing User Satisfaction of Military Smart-Education)

  • 표창균;한경석;류갑상
    • 디지털융복합연구
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    • 제14권2호
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    • pp.41-48
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    • 2016
  • 본 연구는 글로벌 창조적 인재양성을 위해 확대되고 있는 스마트 교육에 대해 국방 분야 성공적인 적용을 위해 사용자 만족도에 미치는 영향요인을 식별하고, 실증적인 연구를 통해 이에 대한 정책적 시사점을 제시하는데 목적이 있다. 연구모형은 스마트교육의 사용자 만족도에 미치는 영향요인을 설정하여 설계하였다. 측정항목의 신뢰성을 검증하기 위해 Cronbach's ${\alpha}$계수를 산출하였고, 요인분석을 실시하여 타당성을 검증하였다. 연구의 실증분석 결과로 스마트 교육의 사용자 만족도에 미치는 영향요인을 시스템, 콘텐츠, 관리, 내부조직, 사용 등 5개 영역으로 특성을 분류하여 세부적인 요인을 독립변수로 설정하여 회귀 분석을 실시한 결과 대부분의 영향요인이 효과적 교육과 사용자 만족도에 미치는 영향요인으로 연관성이 있음을 검증하였다.

UCI 디지털식별체계시스템의 사용자만족에 영향을 미치는 요인에 관한 연구 (A Study of the Influencing Factors on the User Satisfaction for the UCI Digital Identifier System)

  • 임규건;김재훈;백승익;박승범
    • 한국전자거래학회지
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    • 제15권4호
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    • pp.197-218
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    • 2010
  • Korean Government has invested a lot of efforts on digital contents industry. It believes that the digital contents industry enables Korea to regain the reputation of the most powerful IT country. Among its various efforts to promote the digital contents industry, a Digital Contents Identifier System, called UCI(Universal Contents Identifier), has been developed and deployed. UCI has provided a critical infrastructure for digital contents production and distribution. Thanks to Korean Government's efforts, users (companies and individuals) have currently registered 3.8 million digital contents through 25 RA organizations. Although the number of registered contents has been increased rapidly, many organizations hesitate to adopt the UCI system due to the lack of visible and short-term returns from the UCI system. Thus, this research tries to explore factors which affect UCI user satisfaction. This research finds that user's awareness, information quality, and service quality are the critical influencing factors toward UCI user satisfaction. In addition, this research finds that the critical influencing factors in public organizations are different from the critical influencing factors in private organizations. These findings hopefully provide useful guidelines for disseminating the UCI system widely.

대학도서관 장서구성의 영향요인 분석- 부산대학교도서관 교육학장서를 중심으로 -

  • 김정근;김종성
    • 한국도서관정보학회지
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    • 제21권
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    • pp.1-55
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    • 1994
  • The present survey aimed at analyzing factors influencing the development of the university library collection, with the special reference to the case of the Education Collection of the Pusan National University Library. For this, the present researchers have identified two areas of influencing factors, i.e.., library factors and user factors. Library factors included collection development policy, manpower, materials received as gift and budget. User factors included faculty and students. For analyzing the factors, the present researchers have relied on qualitative research techniques, using heavily documents produced within the case library, interviews librarians, faculty and students, and observation.

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최종사용자의 공동작업과 시스템 성공간의 상황모형 (The Relationship Between End-User Joint Work and End-User Satisfaction : Two Moderate Factors)

  • 문용은
    • 한국정보시스템학회지:정보시스템연구
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    • 제10권1호
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    • pp.73-95
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    • 2001
  • A significant body of information systems research is concerned with user participation as a means to improve user satisfaction within systems development. In spite of the many studies in this area, findings are not consistent or cumulative. One of the reasons for this is not to be considered the type of systems. Most research are focusing on traditional system development under the mainframe environment instead of under end-user based environment like web-based information system or ERP. End-user based environment requires user's strong initiatives in the system development life cycle. It means the user\`s simple participation is not enough and user-led-development is more appropriate for the system success. This paper can call this new concept is end-user joint work which means user has to participate in the system development as a co-developer. This paper investigates how the end-user joint work contributes end-user satisfaction and two variables in particular-job complexity and technical competence-moderate the outcomes of end-user joint work Analysis of 112 independent systems development projects indicated that end-user joint work has a direct relationship with end-user satisfaction. In addition, the two variables were found to moderate key roles on this relationship. That is, the strength of this relationship depended on the level of these factors.

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유비쿼터스 특성요인이 모바일 서비스의 사용의도에 미치는 영향 (The Impact of Ubiquitous Factors on Intention to Use Mobile Services)

  • 차윤숙;정문상
    • 한국정보시스템학회지:정보시스템연구
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    • 제16권2호
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    • pp.69-91
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    • 2007
  • The mobile computing environment has already matured and mobile services are activated throughout many industries. In the following years, these changes are expected to evolve into a ubiquitous computing environment. In the meantime, whether newly developed information technologies will thrive or diminished depends on user's intention to adopt them. Hence, the necessity of user-centered research considering ubiquitous computing in mobile computing environment is obvious. This study, thus, investigated ubiquitous factors in various literature related to ubiquitous computing and technology acceptance and it proposes a research model of the ubiquitous factors affecting user's intention to use mobile services, in terms of meaning(connectivity, mobility), service(contextual offer), compatibility(compatibility), and infrastructure(privacy, truth). The proposed model is expected to help both researchers and practitioners extend their understanding about the ubiquitous factors in mobile computing environment

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증강현실 사용자 인터페이스의 사용자중심 사용성 요소 연구 (A Study on User - centered Usability Elements of User Interface Designs in an Augmented Reality Environment)

  • 김운;이철승
    • 한국전자통신학회논문지
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    • 제13권6호
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    • pp.1317-1322
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    • 2018
  • 지금까지의 UI(: User interface)는 GUI를 바탕으로 연구되어 있기 때문에 증강현실 환경에서 사용되는 UI를 정의하기에는 그 내용이 충분하지 않았다. 본 연구는 가상환경에서의 UI에 대한 연구로 증강현실한경에서 UI의 사용성 요소를 연구하였다. 이 연구에 사용된 평가 방법은 가장 대표적인 넬슨의 휴리스틱을 중심으로 연구되었다. 그러나 기존에 정리된 사용성 원칙들은 다소 보편적이고 일반적인 개념들이기 때문에 증강현실 UI 적용하기 위해서는 증강현실 환경에 맞는 항목을 세부화 시키는 노력이 필요했다. 사용성 평가의 기준을 정하기 위해 넬슨의 휴리스틱 평가방법을 중심으로 국내외 관련 연구를 조사하였으며, 조사된 사용성 요소 중 중복된 내용과 증강현실 환경에 적용하기 어려운 요소는 제거하여 증강현실에서 사용 가능한 25 사용성요소를 선별하였다. 선별된 사용성 요소는 본래 가지고 있는 요소개념에 증강현실 환경에 적합하도록 요소의 개념을 구체화 시켰다.

수사학적 관점에서의 인터넷 개인방송 크리에이터에 대한 이용자의 기부의사에 관한 연구 (User's Willingness to Donate to a Personal Broadcasting Creator From a Rhetorical View)

  • 문윤지
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권3호
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    • pp.83-104
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    • 2019
  • Purpose Recently, Internet personal broadcasting has been widely spreaded as a new media type by replacing traditional legacy media such as TV. Considering this phenomenon, this study aims to explore the effect of Aristoteles' persuasion factors on Internet personal broadcasting from a rhetorical view. The reason why users watch the Internet personal broadcasting is that they are persuaded by creator's expertness, empathy, or content usefulness. These factors can be regarded as persuasion factors. Therefore, with Aristoteles' rhetorical persuasion factors composed of ethos, pathos, and logos, this paper tries to investigate how persuasion factors affect user's emotional\ attachment and voluntary donation intention. Design/methodology/approach This paper proposes a model of the relationships among three rhetorical factors, user's emotional attachment, and donation intention. Specifically, ethos is regarded as creator's expertness and trustworthiness, and pathos refers to creator's empathy and social interaction. Last, logos refers to content usefulness and credibility. For testing a hypothetical research model, this study collected 468 surveys and empirically tested hypotheses using a structural equation model. Findings This study investigated how rhetorical factors (ethos, pathos, and logos) and emotional attachment further influence user's donation intention. The findings suggest that rhetorical factors of ethos and pathos enhances emotional attachment, followed by donation intention. Contrary to an expectation, however, logos was not significantly related to emotional attachment. Creators of Internet personal media and MCN providers should focus on the different effects of rhetorical factors and pay attention to the role of emotional attachment to encourage user donation.