• Title/Summary/Keyword: User Studies

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A Study on the Functional User Interface of the Korean Hisory Information System in the Knowledge Information Resource Management (지식정보자원관리사업 역사분야 정보시스템의 기능적 사용자 인터페이스에 대한 연구)

  • Lee, Keon-Sik
    • Journal of the Korean Society for information Management
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    • v.23 no.1 s.59
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    • pp.335-352
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    • 2006
  • Since 2000, the Ministry of Information and Communication has spearhead the so-called Knowledge Information Resource Management Project to turn South Korea into an information-knowledge powerhouse. With the project, the ministry has digitalized major information content in various fields such as history, education, culture and science, enabling many people to benefit through the Internet. During the period,12 institutions have participated in the history fields, The participants are as follows: Muncheongak at Gyeongsang National University, Ministry of Patriots and Veterans Affairs, National Institute of Korean History, Independence Hall of Korea, Korean Classics Research Insitute, Korea Democracy Foundation, Gyujanggak Archives, Seoul National University, Jongyeonggak, Sungkyunkwan University, The War Memorial of Korea, Korean Studies Advancement Center, Korean Women's Development Institute, and The Academy of Korean Studies. Because the 12 information systems have different functional user interfaces, it is confusing for people to utilize them effectively That requires us to standardize the interfaces, which would improve the overall improvement in effectiveness. This paper compares each user interface of the 12 information systems to determine their similarities and differences in terms of how to search information and present results. This work will pave the way to build a standardized user interface .

A User Experience Study In Blockchain Based Social Platform -Focused on a Steemit- (블록체인 기반 소셜 플랫폼 사용자 경험 연구 -스팀잇을 중심으로-)

  • Han, Sang-Wook;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.135-141
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    • 2018
  • The purpose of this study is to analyze the user experience and suggest the necessary improvements, in the blockchain based social platform Steemit. First, I investigated what is the blockchain and the characteristic of social platforms based on blockchain system. The honeycomb model was used to investigate and analyze the Steemit user experience, and the quantitative and qualitative data were analyzed through questionnaires and in-depth interviews. As a result of the research, the voting function, which is core function of the service in use, has high usefulness. Improvements suggestion that the editing tools and the abuse of voting function should be improved. I hope that this study will be used as a basic research material to improve the user experience of blockchain based social platforms.

Design and Implementation of an Intelligent Agent for RFID-based Home Network Management (RFID 기반의 홈 네트워크 관리를 위한 지능형 에이전트의 설계 및 구현)

  • Kim, Ju-Il;Lee, Woo-Jin;Chong, Ki-Won
    • The Journal of Society for e-Business Studies
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    • v.12 no.4
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    • pp.71-84
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    • 2007
  • The architecture for RFID-based home network and an intelligent agent for efficiently managing home network are proposed in this paper. The agent consists of six modules-Agent Manager, Data Collector, Execution Controller, Data Storage, Data Queue and User Interface. Agent Manager manages the tasks of modules, and Data Collector collects the data from home appliances through the RFID readersm Execution Controller determines the operations home appliances according to the conditions of the home environment and transfers the operations to the appliances through the RFID readers. Moreover, Data Storage keeps the data which is necessary for the operations of the agent, and Data Queue temporarily stores the data which is collected from home appliances. Lastly, User Interface provides the graphical user interface in which an individual can directly control and monitor the home network. The proposed intelligent agent autonomously learns the circumstances of a home network by analyzing the data about the state of home appliances, and controls home appliances according to the preference of the user. Therefore, the user can live in the best-suited home environment without direct appliance control if he/she performs home networking through the agent.

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A Survey Study on the Utilization Status and User Perception of the VUI of Smartphones (스마트폰 음성 인터페이스의 사용 현황 및 사용자 인식에 대한 조사 연구)

  • Choe, Jaeho;Kim, Hoontae
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.29-40
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    • 2016
  • Voice User Interface (VUI) is the most familiar and comfortable interface to human. Recently, with the development of cloud and AI technologies VUI has been applied to various products. The aim of this study was to identify the problems of the current VUI and to find the direction of future study by investigating the utilization status and user perception of the VUI of smartphones. A survey was conducted with 163 college students using Google Forms. The results showed that the level of recognition of VUI is high but the rate of usage is very low, and many users feel uncomfortable about the voice recognition rate, reaction speed and operation method. Most of the survey participants tried VUI out of curiosity, but only a small portion of them found it useful to continue to use it. Many participants disliked talking to machines and also did not want others to listen. The study results will guide future research efforts for improving the utilization of VUI.

A study on User Experience for Home Appliances Experience Service Design (가전제품 체험 서비스 디자인을 위한 사용자 경험 연구)

  • Shim, Soo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.439-445
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    • 2020
  • This is a user experience study of factors that should be considered in designing home appliances experience service. Untact services are emerging, but the development of home appliances sector is in early stage. Based on the six factors of Stephen P. Anderson's Creating Pleasurable Interface Model, this study conducted surveys, 1:1 in-depth interviews, and participation observations to measure and analyze user experience. In this study, I compared 4060s and 2030s's user experience in that the untact services raise the digital alienation among middle-senior-aged. As a result, there were significant differences between the two, including the opposite satisfaction in terms of reliable, usable and pleasurable factors. I hope that this study will be of strategic help in designing future home appliance experience services.

A Study on the User Experience of Smart Speaker in China - Focused on Tmall Genie and Mi AI Speaker - (중국 인공지능 스피커 사용자 경험에 관한 연구 - 티몰 지니와 샤오미 스마트 스피커를 중심으로 -)

  • Xiao, Xin-Ting;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.409-414
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    • 2018
  • In China, the usage of smart speaker is continuously increasing. In this study, it is aimed to research on the user experience of the Chinese smart speaker. Therefore, we did literature research followed with theoretical background of smart speaker, and did case study of worldwide popular smart speaker brands. On this basis, we conducted in-depth interview with 8 users who have experienced with the top-selling Chinese smart speaker product "Tmall Genie" and "Mi AI speaker". The interview is based on 7 principles named Honeycomb model, which created by Peter Morville. As a result, users' discomfort was found in the functional part and the usability part of the smart speaker. Furthermore, the users were highly unsatisfied with the smart speaker in the credibility part. Accordingly, Chinese smart speaker should consider the user experience aspects to complement functional and usability parts for user.

A Study on the User Experience through Analysis of Earphones Use Behavior of Generation Z (Z세대의 이어폰 사용 행태 분석을 통한 사용자 경험 연구)

  • Koo, Eun-Seo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.317-323
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    • 2020
  • This research is based on product development that improves user experience such as design and function by analyzing the usage behavior of elements experienced by generation Z as customers and users in the process leading to disposal of earphones even before purchase. The behavior of earphones in Generation Z was analyzed through in-depth interview and surveys of the customer experience and user experience of earphones. The results of the study were common or characteristic. They are user experience based on brand dependency, sharing experiences and seeking simplified design and convenience, which is related with the lifestyle of the generation Z. This study is expected to be a fundamental study of product research and marketing strategies that will take advantage of the characteristics of Generation Z, who will be the main player of the market in the future.

A study on User experience Satisfaction Factors of Subscription Service (구독 서비스의 사용자 경험 만족도 요인에 관한 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.331-336
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    • 2020
  • The purpose of this study is to measure the satisfaction factors of user experience of 'Unlimited subscription service' among subscription services and analyze them based on economic and cultural perspectives. By recruiting the '20-'30s who had experienced using service, they attended a survey which was based on the reconstructed honeycomb model of Peter Morville. As a result of the survey, in terms of economic perspective, cost of service, and the ease of subscription inflow were the main satisfaction factors. From a cultural perspective, the familiarity with service and belief and experience of sharing content with people around them were the main satisfaction factors. Therefore, it can be inferred that the satisfaction of the user experience of the subscription service should be firstly satisfied with economic satisfaction, which leads to cultural satisfaction. This study is expected to be used as research data on user experience and satisfaction factors of unlimited subscription service.

A Study on the User Experience of the Mobile Application of Cultural Contents in Seoul (서울시 문화콘텐츠 모바일 애플리케이션 사용자 경험 연구)

  • Shim, Hyo-Bin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.357-362
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    • 2020
  • The purpose of this study is to propose an efficient user experience of integrated applications by comparing and analyzing the usability of existing cultural content applications in Seoul. The study method was based on seven components of the honeycom model to conduct an interview and analyze for user experience measurements of existing applications. The results of the study summarized them in three ways. First, we need to organize a wide variety of information into categories in an easy-to-understand way. Second, making it easy to purchase tickets within the application. Finally, it is necessary to recommend cultural content that is suitable for me. This research is expected to be used as a basis for the user experience of the Seoul City Cultural Content Integration application.

A Study on User Experience of OTT Service -Focused on Netflix, Watcha and Wavve- (국내외 OTT서비스의 사용자 경험 연구 -넷플릭스와 왓챠, 웨이브를 중심으로-)

  • Choi, Hye-Sun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.425-431
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    • 2020
  • The purpose of this study is to measure the user experience of Netflix which is a representative global OTT service, Watcha and Wavve which is a representative service of Korea. Using mobile applications, qualitative research and quantitative research on user experience of OTT service were conducted with task test, in-depth interviews and surveys. As a result of the study, The usefulness and accessible of the OTT service has not shown much difference between OTT services. Rather, contents based on personal preferences has a significant impact on OTT service selection. The study found that Netflix needs to secure contents, Watcha needs to improve interface and recast categories, Wavve needs to present contents that are focused on and improve interface of main screen. The study expects to help a build a differentiate user experience in the face of growing OTT platform competition.