• Title/Summary/Keyword: User Flow

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User Experience and Satisfaction of Augmented Reality Applications -Focused on Chinese Fashion Consumers (증강현실 어플리케이션의 사용자 경험과 만족도 연구 -중국의 패션 소비자를 중심으로)

  • Chen, Qian-Qian;Dai, Ming-Yue;Park, Hyun-Jung
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.159-167
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    • 2019
  • This study investigated the factors affecting the satisfaction of augmented reality (AR) fashion application focusing on user experience. The survey was conducted on 280 Chinese users who had used AR fashion applications. The results are summarized as follows. User experience had a significant effect on presence, flow, and satisfaction. Personalization service also increased user satisfaction. Presence influenced flow which enhanced satisfaction, indicating that presence had an indirect effect on satisfaction through flow. The results are expected to provide strategic implications by identifying factors that should be considered to help consumers experience products and improve satisfaction with applications in various industries focusing on augmented reality technology.

An Advanced User-Construction Requirement Within the EFD for the Development of Large-scale Information Systems

  • Park, Won-Seok;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.723-735
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    • 2003
  • This research focuses ell an approach for the building of a requirements model for the development of large-scale information systems. It will suggest a set of requirements engineering processes as a procedure of the implementation for building the requirements model. It will also emphasise the evaluation requirements model aimed to refine and complete the requirements model by the different user groups as a cross reference. This paper provides an advanced user-construction requirements within the Event Flow Diagram as a set of requirements engineering process.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

An Empirical Study on the Influence of Flow Experience of Mobile Contents on Repurchase Intention (모바일 콘텐츠 FLOW경험이 재 구매 의도에 미치는 영향에 관한 실증 연구)

  • Sun, Chang-Hoon;Moon, Tae-Soo
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.131-141
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    • 2011
  • This study empirically analyze the relationship of user's repurchase intentions directly and indirectly as combining user acceptance and flow experience on mobile content services. 360 users who experienced mobile contents are intended for this study, and results of this study expect to contribute a strategic approach to the mobile content application markets and to help the industries related to mobile contents understand the consumer behavior.

Research on Skiing Apps Based on Flow Theory - Centred on User Needs -

  • Jing Ren;Chang-wook Lee
    • International journal of advanced smart convergence
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    • v.13 no.4
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    • pp.309-321
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    • 2024
  • Skiing, as a highly challenging and enjoyable outdoor activity, can stimulate users' positive emotions and immersive experiences, and the design of skiing apps plays an important supporting role in this. With the increasing number of ski related apps on the market, users' demand for mobile apps to assist in optimising their sports experience is also growing. This study selected four skiing apps as research objects according to the Google Play download ranking. These include Exa Ski Tracker, Ski Tracks, Slopes: Ski & Snowboard, and Skill: Ski & MTB. Taking the nine elements of the Flow Theory as the research benchmark, we distributed 177 questionnaires to users, and finally collected 172 valid questionnaires. The questionnaires were analysed using the Kano Model. The Better-Worse coefficient was used for reliability and validity testing to reduce the limitations of the results. The users' flow experience and demand for app functions resulting from the use of the app during skiing were also investigated. Finally, we proposed improvements for the four skiing apps based on our analysis results to better facilitate the flow experience of skiing enthusiasts, satisfy user needs, and enhance the overall sport experience.

A study on the determinant to effect on blog usage (블로그 사용자의 지속적 사용의도에 영향을 미치는 요인에 관한 연구)

  • Choi, Jae Young;Jeon, Joong Yang;Bae, Soon Han
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.2
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    • pp.161-172
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    • 2011
  • BIog services have been developed in 5 years and also many companies have introduced many kinds of blog services as well. It is expected that the blog services will grow continuously. As the number of blog users is growing rapidly, the blogs progressively exert their influences on our society and are directly connected to the success or the failure of the portal site businesses. Thus it is necessary to investigate users' motivation to use blog and to predict their intention of continuous uses of the blog. Specifically, this study is to focus on user's motivation and user's psychological status in using the blogs. Furthermore, this study explores their causal relationships. The study tries to investigate what motivations make users to use the blogs on the regular basis. Its results show that two motivation factors, intrinsic and extrinsic motivation factors, significantly affect user's flow experiences and the flow experiences affect general use of the blogs.

A Practical standard Air Flow Generator System to Calibrate and Compare Performance of Two Different Respiratory Air Flow Measurement Modules (호흡기류 계측모듈의 교정과 성능 비교를 위한 실용적인 표준기류 생성 시스템)

  • Lee, In-Kwang;Park, Mi-Jung;Lee, Sang-Bong;Kim, Kyoung-Ok;Cha, Eun-Jong;Kim, Kyung-Ah
    • Journal of Biomedical Engineering Research
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    • v.36 no.4
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    • pp.115-122
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    • 2015
  • A standard air flow generator system was developed to generate air flows of various levels simultaneously applied to two different air flow transducer modules. Axes of two identical standard syringes for spirometer calibration were connected with each other and driven by a servo-motor. Linear displacement transducer was also connected to the syringe axis to accurately acquire the volume change signal. The user can select either sinusoidal or square waveform of volume change and manually input any volume as well as maximal flow rate levels ranging 0~3 l and 0~15 l/s, respectively. Various volume and flow levels were input to operate the system, then the volume signal was acquired followed by numerical differentiation to obtain the air flow signal. The measured volumes and maximal air flow rates were compared with the user input data. The relative errors between the user-input and the measured stroke volumes were all within 0.5%, demonstrating very accurate driving of the system. In case of the maximal flow rate, relatively large error was observed when the syringe was driven very fast within a very short time duration. However, except for these few data, most measured flow rates revealed relative errors of approximately 2%. When the measure and user-input stroke volume and maximal flow rate data were analyzed by linear regression analysis, respectively, the correlation coefficients were satisfactorily higher than 0.99 (p < 0.0001). These results demonstrate that the servo-motor controls the syringes with enough accuracy to generate standard air flows. Therefore, the present system would be very much practical for calibration process as well as performance evaluation and comparison of two different air flow transducer modules.

Effects of Interactivity and Usage Mode on User Experience in Chatbot Interface (챗봇 기반 인터페이스의 상호작용성과 사용 모드가 사용자 경험에 미치는 영향)

  • Baek, Hyunji;Kim, Sangyeon;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.1
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    • pp.35-43
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    • 2019
  • This study examines how interactivity and usage mode of a chatbot interface affects user experience. Chatbot has rapidly been commercialized in accordance with improvements in artificial intelligence and natural language processing. However, most of the researches have focused on the technical aspect to improve the performance of chatbots, and it is necessary to study user experience on a chatbot interface. In this article, we investigated how 'interactivity' of an interface and the 'usage mode' referring to situations of a user affect the satisfaction, flow, and perceived usefulness of a chatbot for exploring user experience. As the result, first, the higher level of interactivity, the higher user experience. Second, usage mode showed interaction effect with interactivity on flow, although it didn't show the main effect. In specific, when interactivity is high in usage mode, flow was the highest rather than other conditions. Thus, for designing better chatbot interfaces, it should be considered to increase the degree of interactivity, and for users to achieve a goal easily through various functions with high interactivity.

The Effect of Social Affordances in Social Live Streaming Service (소셜 라이브 스트리밍 서비스에서 소셜 어포던스의 영향)

  • Moon, Yunji
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.31-51
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    • 2020
  • During the last decade, social live streaming service like Periscope, Ustream, and YouNow has developed from a niche market into a mainstream activity. In this media environment, social live streaming service has a tremendous impact on the social behaviors of users. Despite the rapid development, there are a lack of studies to make better understand the media environment changes through social live streaming service. This study adopted an affordances approach that leads us to identify six distinctive social affordances (visibility, accessibility, information sharing, social interaction, role-taking, interactive revenue) for user engagement in social live streaming service. Specifically, this study explores the impact of social affordances on perceived flow, followed by user engagement including passive and active engagement. Empirical data analysis with 258 questionnaires suggests that social affordances affected users' flow perception, and flow has an effect on active as well as passive engagement. Contrary to the expectation in a hypothesized research model, only the impact of accessibility on flow was rejected.

Secure Information Flow Analysis in Mini x86 Assembly Language (Mini x86 어셈블리어에서 보안 정보 흐름 분석)

  • Kim, Je Min;Kim, Ki Tae;Yoo, Weon Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.3
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    • pp.87-98
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    • 2009
  • This paper discuss secure information flow analysis and its visualization. Information leak is defined as existence of information flow from variables which have user's private informations to variables that anyone can access. Secure information flow analysis has been made to decide of whether the information leak is or not. There are many researches for secure information flow analysis concerning high level programming languages. But actually, programs that user executes don't have program source code represented in high level programming language. Thus there is need for analysis of program represented in low level language. More to analysis, visualization of analysis is very important. So, this paper discuss visualization of secure information flow analysis. In this paper, Mini x86 Assembly Language which is subset of x86 assembly language is defined and secure information flow analysis of program is proposed. In addition, this paper defines transfer function that is used for analysis and shows how to visualize control flow graph.