• Title/Summary/Keyword: User Questionnaire

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A Study of User′s Perspective and Satisfaction in National Assembly Library Electronic Library System (국회도서관 전자도서관시스템에 대한 이용자의 기대와 만족에 대한 연구)

  • Hong, Ki-Churl
    • Journal of the Korean Society for Library and Information Science
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    • v.36 no.2
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    • pp.265-284
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    • 2002
  • The purposes of this study are research for user's perspective and satisfaction, and analyze degree of difference in user's perspective and satisfaction through electronic library system of National Assembly Library. According to analysis of questionnaire, score of the factors that quantity of information, latest of information, quality of information, system of classification, accuracy of information are higher than average in user's perspective. Also score of the factors that speed of response, quality of information, consistency of information, consistency of retrieval, quantity of information, accuracy of information are higher than average in user's satisfaction. Result of analysis show that latest of information, quantity of information, variety of information, system of classification, accuracy of information are higher gap in user's perspective and satisfaction.

Anonymous and Non-anonymous User Behavior on Social Media: A Case Study of Jodel and Instagram

  • Kasakowskij, Regina;Friedrich, Natalie;Fietkiewicz, Kaja J.;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • v.6 no.3
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    • pp.25-36
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    • 2018
  • Anonymity plays an increasingly important role on social media. This is reflected by more and more applications enabling anonymous interactions. However, do social media users behave different when they are anonymous? In our research, we investigated social media services meant for solely anonymous use (Jodel) and for widely spread non-anonymous sharing of pictures and videos (Instagram). This study examines the impact of anonymity on the behavior of users on Jodel compared to their non-anonymous use of Instagram as well as the differences between the user types: producer, consumer, and participant. Our approach is based on the uses and gratifications theory (U>) by E. Katz, specifically on the sought gratifications (motivations) of self-presentation, information, socialization, and entertainment. Since Jodel is mostly used in Germany, we developed an online survey in German. The questions addressed the three different user types and were subdivided according to the four motivation categories of the U>. In total 664 test persons completed the questionnaire. The results show that anonymity indeed influences users' usage behavior depending on user types and different U> categories.

Middle School Students' Addicted Use of Cellular Phone and their Psychosocial Characteristics (중학생에서 휴대폰의 중독적 사용 정도와 사회.심리적 특성)

  • Son, Hyun-Kyung;Lee, Hae-Jung;Ahn, Suk-Hee
    • Research in Community and Public Health Nursing
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    • v.17 no.4
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    • pp.552-562
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    • 2006
  • Purpose: This study was conducted to describe the state of middle school students' addicted use of a cellular phone and their psychosocial characteristics and to examine differences in psychosocial factors as impulsivity, stress, anxiety and classroom attitudes according to the level of addiction. Method: As the subjects of this study, 747 middle school students who use a cellular phone in B Metropolitan City were selected through stratified random sampling, and they were asked to answer a self-administered study questionnaire. Data were analyzed using frequency, descriptive statistics, $x^2-test$, t-test, and one-way ANOVA. Results Among the respondents, 15.7% fell into the addicted user group while 56.0% fell into the dependent user group and 28.3% turned out to be non-addicted users. The levels of impulsivity, stress and anxiety were higher in the addicted user group than in the dependent user group and the non-addicted user group. The addicted user group also showed a very bad learning attitude. Conclusion: Addiction to the use of a cellular phone, which may have negative influences on the users' psychosocial characteristics, needs to be detected earlier, and preventive education should be offered in order to prevent such addiction.

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The Effect of Hospital SCM on Logistics Performance (병원 통합물류시스템(SCM)이 물류 업무성과에 미치는 영향)

  • Cho, Moon-Suk;Yom, Young-Hee
    • Journal of Korean Academy of Nursing Administration
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    • v.17 no.3
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    • pp.284-292
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    • 2011
  • Purpose: The purpose of this study was to examine the causal relationships among quality of hospital SCM (system quality, information quality, service quality), perceived usefulness, user satisfaction and logistics performance by hospital staff. Methods: A survey using a structured questionnaire was conducted with 276 hospital staff. Analysis of the data was with both SPSS Win 18.0 for descriptive statistics and AMOS 8.0 for the structural equation model. Results: The hypothetical model yielded Chi-square=8.121 (p=.087), df=4, $x^2$/df=2.030. GFI=.989, AGFI=.942, RMSEA=.066, NFI=.995, CFI=.997 TLI=.990 and showed good fit indices. Three dimensions of quality of SCM had significant direct effects on perceived usefulness. System and service of quality of SCM had significant direct effects on user satisfaction. Perceived usefulness had significant direct effects on user satisfaction. User satisfaction had significant direct effects on logistics performance. Conclusion: These results suggest that logistics performance can be enhanced by user satisfaction, user satisfaction can be enhanced by perceived usefulness, and perceived usefulness can be enhanced by quality of hospital SCM. Further study with various hospitals and various variables is necessary.

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 POE by Residential Characteristics of Child inpatients in a Hospital - Focused on the Caregivers of Child Inpatients - (어린이 환자의 입원기간에 따른 어린이병원 POE 연구 - 어린이 환자의 보호자를 대상으로 -)

  • Ha, Ji-Min;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.152-160
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    • 2015
  • This paper proposes high quality of healthcare environments for a user-oriented children's hospital by identifying the user needs according to residential characteristics of the child, especially the hospitalization period. Caregivers, mostly parents of children in a children's hospital, participated in a questionnaire survey. The user's demands, satisfaction and hospital environment assessment were measured. A total of 103 copies of the questionnaire were finally collected and analyzed. The data was processed statistically using SPSS WIN 18.0 Version software. The results and conclusions are as follows. 1)The participants were categorized into three groups according to the hospitalization period of the child (less than 7 days, 7-20 days, and more than 21 days). 2)When the patients stayed longer in the hospital, their satisfaction was lower and their demands were higher. The long-term group required a more spacious bathroom for the child inpatients and their caregivers as well as sufficient individual storage spaces that are appropriate for the length of stay. 3)The longer they were hospitalized, the more negative they evaluated the hospital environment. These results suggest that the period of hospitalization is one of the crucial factors that impact the user's satisfaction and demands. Therefore, it is necessary to identify the design factors such as territoriality, privacy, accessability, and aesthetics to improve the satisfaction of the long-term child inpatients and their caregivers.

Ergonomic Improvement of Operation Console for Pilot Aptitude Research Equipment (조종적성 검사/연구 장비 운용 Console의 인간공학적 개선)

  • Kim, Sungho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.4
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    • pp.42-49
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    • 2018
  • Pilot Aptitude Research Equipment (PARE) is a simulator developed to measure or research pilot aptitude and train for student pilots. Design of an ergonomic PARE operation console is required to operate the equipment effectively. This study carried out five steps : (S1) operator questionnaire survey, (S2) anthropometric design formula development, (S3) usability evaluation, (S4) improvement design, and (S5) validation considering both Physical User Interface (PUI) and Graphic User Interface (GUI) of PARE operation console. The operator questionnaire surveyed needs for each PUI and GUI part of the console from two PARE actual operators. In terms of PUI, the anthropometric design formula was developed by using design variables, body dimensions, target population characteristics, and reference posture related to the PARE console. In terms of GUI, the usability evaluation was conducted by three usability testing experts with a 7-point scale (1 : very low, 4 : neutral, 7 : very high) on GUI of the PARE operation console by seven usability criteria. The improved PARE operation console was designed to reflect the optimal values of design variables calculated from design formula, the results from usability testing, and the operator's needs. The improvement effect was observed by 20 people who had experience with the PARE operation console. As a result of the validation, monitor visibility and cockpit visibility for the improved PUI design and visibility and efficiency for the improved GUI design were significantly increased by more than 90% respectively. The improved design of the PARE operation console in this study can contribute to enhance operation performance of the PARE.

Characteristics of Interior Noise at University Reading Room and User's Consciousness on the Noise (대학 독서실에서 발생하는 소음의 특성과 사용자 의식 분석 - C 대학교의 독서실을 대상으로 -)

  • Park, Hyeon Ku;Jong, Hye-Ran;Kim, Sun-Woo
    • KIEAE Journal
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    • v.10 no.4
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    • pp.39-44
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    • 2010
  • Reading room in the university is one of necessary facilities that university student must use. It is, therefore, very important to make reading room comfortable acoustically not only to minimize the annoyance to the users but also to provide efficiency in studying. Present study aims to investigate the current situation of reading room in terms of acoustics and moreover to find out the relationship between the indoor noise and users' satisfaction through questionnaire survey. As a result, the indoor noise level is quite higher than the 1st grade, 35 dB(A), that the Ministry of land, transport and maritime affairs suggests as certificate regulation for environment friendly building and there were lots of noise sources that can provoke users in studying or concentrating. Questionnaire survey illustrates that the sound when opening and closing door, and airborne sound from outdoor transmitted through window are most annoying, which affected users' dissatisfaction.

Web Page Evaluation based on Implicit User Reactions and Neural Networks

  • Lee, Dong-Hoon;Kim, Jae-Kwang;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.12 no.2
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    • pp.181-186
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    • 2012
  • This paper proposes a method for evaluating web pages by considering implicit user reaction on web pages. Usually users spend more time and make more reactions, such as clicking, dragging and scrolling, while reading interesting pages. Based on this observation, a web page evaluation method by observing implicit user reaction is proposed. The system is designed with Ajax for observing user reactions, and neural networks for learning correlation between user reactions and usefulness of pages. The amounts of each type of user reactions are inputted to neural networks. Also the numbers of characters and images of pages are used as inputs because the amount of users' behaviors has a tendency to increase as the length of pages increase. The experiment is conducted with 113 people and 74 pages. Each page is ranked by users with a questionnaire. The proposed method shows more close ranking results to the user ranks than Google. That is, our system evaluates web pages more closely to users' viewpoint than Google. Although our experiment is limited, our result shows powerful potential of new element for web page evaluation. Some approaches evaluate web pages with their contents and some evaluate web pages with structural attributes, particularly links, of pages. Web page evaluation is for users, so the best evaluation can be done by users themselves. So, user feedback is one of the most important factors for web page evaluation. This paper proposes a new method which reflects user feedbacks on web pages.

The Development of User Interface Design Principles for Improving the Usability of University Course Management System (대학 강의지원시스템 이용성 향상을 위한 이용자 인터페이스 설계 원칙 개발)

  • Chae, Hyun-Soo;Lee, Jee-Yeon
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.123-144
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    • 2012
  • The study goal is to develop the user interface design principles to improve the usability of university course management systems. To achieve the goal, a usability study was conducted using a survey questionnaire and usability test. Eleven user interface design principles for university course management system were developed based on the usability study. This study has significance in that student opinions were incorporated directly into the user interface design principles of university course management system.