• Title/Summary/Keyword: User Flow

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The Measuring Method of Web-Site Flow and Its Simulation Analysis (웹 사이트 플로우(Flow) 측정 방법론 및 시뮬레이션에 대한 연구)

  • Kwon, Soon-Jae
    • Knowledge Management Research
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    • v.10 no.2
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    • pp.49-63
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    • 2009
  • In this study, sub domain of flow was investigated on literature survey, and suggested of the measuring method of web-site flow and its simulation analysis. Constructing of measuring method of flow, and using this method what-if analysis was simulated when several condition changed. Using causal map approach to extract knowledge from web-site domain experts and to derives a causal relationship of knowledge. Specially, in our study, describes method of developing and building causal map, and suggests guide line of this method on practical application. This research results show that web-site flow starts "direct searching" or "interesting of special issue(domain)", and when challenges of web-site were accorded with user's skills web-site flow grows. Further, in the web-site, information searching intention results in increase of user's duration time and experience flow to discovery new interesting issues in this process. If user's web-site of interaction is increased, awareness of environment conditions decreased, finally, user's telepresense results in increased web-site flow. This paper contained thai this method make used of measuring flow in the web-site and developing of practical strategy.

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A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

A Study on the Effect of Public Library Service Scape on Customer Loyalty (공공도서관의 서비스스케이프가 고객충성도에 미치는 영향에 관한 연구)

  • Kim, Young Hee;Jo, Dong Hyuk
    • Journal of Korean Society for Quality Management
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    • v.51 no.1
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    • pp.19-36
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    • 2023
  • Purpose: The purpose of this study is to empirically verify the structural relationship between public library service-scape, flow, user satisfaction, and customer loyalty for adults who use public libraries for academic purposes in a changing public library environment. To this end, this study reviewed the concepts of public library service-scape, immersion, user satisfaction, and customer loyalty with existing literature, proposed a research model based on this, and empirically verified them. Methods: This study collected and statistically analyzed data for adults using public libraries for the purpose of reading books or studying. The collected data were checked using SPSS 24.0 and AMOS 24.0 and the research hypothesis was verified by analyzing the results using the structural equation modeling technique. Results: The results of the study are as follows. First, spatiality, aesthetics, and amenity of service-scapes have a positive effect on flow. Second, spatiality and amenity of service-scapes have a positive effect on user satisfaction. Third, Flow has a positive effect on user satisfaction. Fourth, Flow and user satisfaction have a positive effect on customer loyalty. Conclusion: This study is meaningful in that it suggests a strategic direction to enhance the service competitiveness of public libraries by strengthening the service-scape.

A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users (소셜 네트워크 게임의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 스마트 기기 사용자를 중심으로)

  • Kim, Jeongwook;Jang, Choulho
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.235-255
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    • 2014
  • Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.

Design of Optimized Ultrasound Clinical Work-Flow; Usability Perspective

  • Bag, ByungEun;Yoo, SunKook;Jang, WonSeuk
    • Journal of International Society for Simulation Surgery
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    • v.2 no.1
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    • pp.40-42
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    • 2015
  • Purpose Usability is an important factor in our life. This paper presents an approach to design the clinical work-flow for ultrasound system. And, we tried to apply this work-flow in diagnosis ultrasound system. Materials and Methods For user learnability, we follow international standard IEC 60601-1-1 and IEC 62366 which describes usability of medical instrument. User requirement are applied by 10 clinicians who are well aware of usability. We considered user environment and designed clinical work-flow into two types: general use and emergency use. The designed clinical work-flow was evaluated by 10 clinicians and results derived from the evaluation were analyzed. Results We could successfully design optimized clinical workflow of ultrasound system. Conclusion This paper suggests usability testing for optimized ultrasound clinical workflow. Using this clinical work flow, users can enhance their clinical performance and reduce operation time.

Code Development for Two-Dimensional Flow Visualization (객체지향형 2차원 유동 가시화 코드 개발)

  • Sah Jong-Youb;Huh Jun-Sung
    • Journal of computational fluids engineering
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    • v.8 no.1
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    • pp.30-37
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    • 2003
  • The post-processor for two-dimensional flow visualization has been developed by using OOP(object-oriented programming) of Visual C++. User-friendly GUI(graphic user interface) has been built on the base of MFC(Microsoft Foundation Class). The number and order of variables can be specified by user because the input style is the free-format. The new variable can be defined and added to the variable list by using the various operators and functions.

A Study on Cross-Cultural Validation of Web-Based User Information Satisfaction (Flow) Measurement Model (웹기반 정보시스템 이용자정보만족도(Flow) 측정모델의 교차문화 검증에 관한 연구)

  • Jung, Jin-Taek
    • Journal of Digital Convergence
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    • v.6 no.2
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    • pp.157-164
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    • 2008
  • The current research utilized as its target population who are current users of web based information system in Korea. The research validated the dimensions by studying he constructs within the context of the web based information system user population. Correlation was found between Flow dimensions retained as components of a ross-Cultural Model. It was determined that these two dimensions-Intrinsic Interest and Control-are significant predictors of user success. The Cross-Cultural Model was validated, and it is therefore suggested as a basis for further study of user success indicators in he cross-cultural enterprise environment.

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A ROUTE-BASED SOLUTION ALGORITHM FOR DYNAMIC USER EQUILIBRIUM ASSIGNMENT (경로기반 해법알고리즘을 이용한 동적통행배분모형의 개발)

  • Sangjin Han
    • Proceedings of the KOR-KST Conference
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    • 2002.02a
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    • pp.97-139
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    • 2002
  • The aim of the present study is to find a good quality user equilibrium assignments under time varying condition. For this purpose, this study introduces a dynamic network loading method that can maintain correct flow propagation as well as flow conservation, and it develops a novel solution algorithm that does not need evaluation of the objective function by modifying the Schittenhelm (1990)'s algorithm. This novel algorithm turns out to be efficient and convenient compared to the conventional Frank-Wolfe (1956) algorithm because the former finds solutions based on routes rather than links so that it can maintain correct flow propagation intrinsically in the time-varying network conditions. The application of dynamic user equilibrium (DUE) assignment model with this novel solution algorithm to test networks including medium-sized one shows that the present DUE assignment model gives rise to high quality discrete time solutions when we adopt the deterministic queuing model for a link performance function, and we associate flows and costs in a proper way.

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A Study on the Factors Affecting the Use and Satisfaction of Internet Ticketing Systems (인터넷 티켓팅 시스템의 사용과 만족에 영향을 미치는 요인)

  • Woo, Sung-Hwa;Kim, Kyung-Kyu;Chang, Hang-Bae;Shin, Ho-Kyoung
    • Asia pacific journal of information systems
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    • v.17 no.3
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    • pp.1-24
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    • 2007
  • With the development of information technology (IT), various information systems (IS) such as Web-based systems and mobile systems have appeared utilizing different technologies. However, recent studies on IS use and user satisfaction rarely account for technological differences among IS and environmental characteristics where IS are intended to be used. The purpose of this research is to investigate the determinants of the use of Web-based ticketing systems for cultural activities and to empirically validate their relationships. Environmental psychology suggests that human beings respond to external stimuli from environments with their emotions, and their emotional states influence human actions, e.g., IS use in this research. Applying environmental psychology to the use of Web-based systems in the culture and entertainment industry, we propose that web site characteristics first influence a user's internal state of mind (i.e., flow) and then the flow state influences the IS use. Studies related to the state of flow collectively affirm the key role played by the flow construct in shaping individual attitudes and behaviors toward IS. Users' flow states are captured by their shopping enjoyment, perceived behavioral control, and the level of concentration on the IS use. Referring to social presence theory, we have included such web site characteristics as content quality, context of web site, and community quality. In our research model, a second order construct is utilized to represent web site quality, because flow theory suggests that holistic experiences with web-based systems (rather than individual characteristics of the web site) are important in explaining the IS use. Further, we have included trust as another important factor influencing the IS use since business transactions on the web encompass higher uncertainty comparing to offline transactions. In order to test our hypotheses, we have conducted an online survey which results in 1,141 valid responses in the final sample. The data were collected from respondents who have experiences in Internet ticketing systems. Although it was a convenient sample, the sample represents a wide variety of user demographics. Validity and reliability of the research instrument were tested and research hypotheses were examined using PLS Graph 3.0. The results indicate that web site characteristics significantly influence the level of user concentration, user's enjoyment in shopping, and perceived behavioral control. Further, the use of Internet ticketing systems is influenced by users' flow states and trust in the web channel. User satisfaction is turned out to be affected by the use of Internet ticketing systems. Unlike extant research on the relationship between web site characteristics and its use, our study has found that, in the culture and entertainment industry, the impact of web site characteristics on IS use is mediated by a user's flow state. This finding has a practical implication that web site design should include as many features that enhance shopping enjoyment and concentration. Other practical implications of these findings and future research implications are also discussed.

Effect of E-Service Quality of Fashion Mobile Applications on Flow, User Satisfaction, and Service Loyalty (패션 모바일 애플리케이션의 e-서비스 품질이 몰입 및 사용자 만족과 서비스 충성도에 미치는 영향)

  • Jhee, SeonYoung;Han, Sang-Lin
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.39-56
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    • 2023
  • Due to restrictions on offline activities caused by COVID-19, the use of mobile applications is increasing along with interest in online shopping, which are non-face-to-face commerce. Accordingly, mobile applications and various industries are combined, and the number of cases of using mobile applications in the fashion industry is increasing. In this study, the effect of e-service quality of fashion mobile applications on user's flow, user satisfaction, and service loyalty was examined. To conduct this study, a survey of 274 people who experienced the 'ABLY' fashion mobile application was used for analysis to verify the hypothesis. As a result of the analysis, it was found that informativity and responsiveness among the e-service quality of fashion mobile applications had a positive (+) effect on flow. And it has been confirmed that informativity, reliability, and responsiveness affect user satisfaction. In addition, flow has a positive (+) (+) effect on user satisfaction, and user satisfaction has a positive (+) effect on service loyalty. However, among the e-service quality of fashion mobile applications, reliability did not have a positive (+) effect on flow. And ease of use did not have a positive (+) effect on both flow and user satisfaction. Finally, it was confirmed that flow did not directly affect service loyalty. Through this study, we intend to contribute to the establishment of marketing strategies for fashion mobile application users, who are increasing with the development of mobile technology, and provide practical implications for the post-COVID-19 era.