• Title/Summary/Keyword: User Studies

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The Effect of Perceived Risk on the Intention to Adopt Mobile Banking Services (인지된 위험이 모바일 뱅킹 수용 의도에 미치는 영향)

  • Yang, Ji-Yun;An, Jung-Ho;Park, Cheol-U
    • Journal of Technology Innovation
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    • v.14 no.3
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    • pp.183-208
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    • 2006
  • Mobile banking is one of the most representative services applied to the mobile technology. However, there are few recent studies about the user acceptance of mobile banking, and prior studies only have been related to the positive effects of the service acceptances such as e-commerce and Internet banking service. The purpose of this research is to grasp the particular risk essentials in mobile banking which customers perceive, and the risk degree of user recognition which affect customer intention to adopt mobile banking through the exploratory research. The perceived risk is segmented into the performance risk, financial risk, time risk, social risk (or psychological risk), and privacy risk based on Cunningham's research (1967) and other recent studies. In the Unified Theory of Acceptance and Use of Technology (UTAUT), we have attempted to determine how different perceived risks have influence on the mobile banking adoption intentions of both the mobile banking users and potential users. The results indicate that performance expectancy, effort expectancy, and social influence have positive influences on the intention to use mobile banking service while perceived risk has a negative influence on the intention to use and performance expectancy.

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Online Health Search Experience: Sentiments from South East Asia

  • Inthiran, Anushia
    • International Journal of Knowledge Content Development & Technology
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    • v.6 no.2
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    • pp.29-42
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    • 2016
  • Performing an online health search is a popular activity conducted on the Internet. Research studies from developed countries provide information on source used, type of search performed and devices used to perform the search. However, the same cannot be said about the online health information searching scene in South East Asia. Online health information searching is gaining popularity in South East Asia. Citizens in these countries are turning to the Internet to obtain health information quickly. Current research studies pertaining to online health information searching in South East Asian is limited, particularly relating to search experiences of South East Asian health searchers. Search experience is pertinent as it could deter or encourage the possibility of conducting future health searches. In this research study, a user study was conducted to describe the online search experience of South East Asian health searchers. A face to face interview with 50 participants was conducted. The interview was audio recorded and transcribed verbatim. Results indicate participants have positive and negative search experiences. In some cases, post search outcomes influenced the search experience. Results of this research study contribute to the growing domain of knowledge in relation to online health information searching. Results of this study also provide an understanding pertaining to the search experience of South East Asian online health searchers.

UX Analysis based on TR and UTAUT of Sports Smart Wearable Devices

  • Seol, Suhwang;Ko, Daesun;Yeo, Insung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4162-4179
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    • 2017
  • The main purpose of this research is to investigate relationships between the significant control factors on acceptance intention to User Experience (UX) sports smart wearable devices by applying Technology Readiness (TR) and Unified Theory of Technology (UTAUT). Research survey targeted on users of golf smart devices in Seoul. A total 534 questionnaires were collected and used for testing hypotheses. Methods to analyze the data included frequency analysis, reliability analysis, confirmatory factor analysis, correlation analysis, and structural equation modeling in accordance with the purpose of the study by using SPSS and AMOS. The results are as follows; First, positive TR had a significantly positive effect on social influence, effort expectancy, facilitating conditions, perceived enjoyment, performance expectancy. Second, negative TR had a significant negative effect on performance expectancy, social influence, facilitating conditions, perceived enjoyment. Third, TR had a no significantly effect on behavioral intention. Fourth, performance expectancy, perceived enjoyment and facilitating conditions had a significantly positive effect on behavioral intention. Fifth, behavioral intention had a significantly positive effect on use behavior. Thus it became crucial to identify the difference in acceptance intention models per each products are as follows. Positive TR of golf-related mobile application users has a positive effect on both technology acceptance belief and acceptance intention, whereas negative TR has no statistically significant effect on technology acceptance belief nor acceptance intention.

A Study on the Protection of Personal Privacy on Online Environment (온라인 환경에서 개인 프라이버시 보호에 관한 연구)

  • Nam, Soo-tai;Kim, Do-Goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.183-186
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    • 2014
  • Increasingly important user based service on the smart media era, and increasing awareness about the user experience. As the connected Internet information systems increases, one of the problems happening between users and information systems such as Internet shopping-malls, portal sites, and corporate web sites is related with the information privacy concerns issues. Thus, we have reviewed extensive previous studies on information privacy in local and foreign information systems, marketing and other fields. The purpose of this study is to provide future directions of studies on information privacy concerns by analyzing past and recent trends of the studies. By considering these realities, we were conducted review on the influencing factors of information privacy concerns on behavior intention based the online environment. Based on these findings, several theoretical and practical implications were suggested and discussed.

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Analysis of Preference by Mobile Game Character Type -Focused on Dragon Village, Cookie Run, Ani Pang- (모바일 게임캐릭터 유형별 선호도 분석 -드래곤 빌리지, 쿠키런, 애니팡을 중심으로-)

  • Chi, Se-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.337-342
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    • 2019
  • This study is a study on the factors of preference for mobile game characters whose intellectual property rights (IP) influence is great. There have been many cases in which user-side research has been conducted on the character's preference factors. However, it is largely macro-divided. Detailed analytical studies are needed because details are overlooked. By classifying the elements of the character, the five-point scale of the recorder also obtains the data through the survey. Detailed factors were analyzed according to the results. Prior studies and results were compared and factors consistent with prior studies were analyzed. Because this study analyzed detailed factors, unlike previous studies of macro view. It is expected to help develop characters in the future.

Data Stream Allocation for Fair Performance in Multiuser MIMO Systems (다중 사용자 MIMO 환경에서 균등한 성능을 보장하는 데이터 스트림 할당 기법)

  • Lim, Dong-Ho;Choi, Kwon-Hue
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.12A
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    • pp.1006-1013
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    • 2009
  • This paper proposes a data stream allocation technique for fair capacity performance in multiuser multiple-input multiple-output (MIMO) systems using block diagonalization (BD) algorithm. Conventional studies have been focused on maximum sum capacity. Thus, there is a very large difference of capacity among users, since user capacity unfairly distributed according to each user channel environment. In additional, poor channel user has very small capacity, since base station allocates the power by using water-filling technique. Also, almost studies limited itself to obtain the additional gain by using the same number of data streams for all users. In this paper, we propose the technique for maximizing sum capacity under the fair performance constraint by allocating data stream according to user channel environment. Also, proposed algorithm has more gain of sum capacity and transmit power than conventional equal allocation via computer simulation.

Design of Hand Gestures for Smart Home Appliances based on a User Centered Approach (스마트홈 내 기기와의 상호작용을 위한 사용자 중심의 핸드 제스처 도출)

  • Choi, Eun-Jung;Kwon, Sung-Hyuk;Lee, Dong-Hun;Lee, Ho-Jin;Chung, Min-K.
    • Journal of Korean Institute of Industrial Engineers
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    • v.38 no.3
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    • pp.182-190
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    • 2012
  • With the progress of both wire and wireless home networking technology, various projects on smart home have been carried out in the world (Harper, 2003), and at the same time, new approaches to interact with smart home systems efficiently and effectively have also been investigated. A gesture-based interface is one of these approaches. Especially with advance of gesture recognition technologies, a variety of research studies on gesture interactions with the functions of IT devices have been conducted. However, there are few research studies which suggested and investigated the use of gestures for controlling smart home appliances. In this research the gestures for selected smart home appliances are suggested based on a user centered approach. A total of thirty-eight functions were selected, and a total of thirty participants generated gestures for each function. Based on the Nielsen (2004), Lee et al. (2010) and Kuhnel et al. (2011), the gesture with the highest frequency for each function (Top gesture) has been suggested and investigated.

Extracting User Experience Design Elements in Social TV - Focusing on Case Studies - (Social TV 의 사용자 경험 디자인 요소 추출에 관한 연구 - 해외 Social TV 의 사례분석을 중심으로-)

  • Lee, Joung-Youn;Lee, Seong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.811-817
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    • 2009
  • In this paper, we present the results of two studies on Social TV. In one study, meaning and possibility of TV as social media was theoretically studied and based on this meaning, we reviewed existing social TV systems and literatures. By doing this, we could extract the conditions and issues raised by designing Social TV's user experience. Based on our analysis, we could conclude with elements which are (1) channel communication, (2) Co-viewing experience, (3) Interaction Devices and elements, (4) Personalized contents browsing and selecting, (5) Accessibility and usability (6) User interface design.

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An Evaluation of User's Facility and Suggestion for the Improvement on the Interior Design of Metropolitan Railroads Trains - Focus on the opening 14 metropolitan railroad lines in Seoul through checklist - (도시철도 차량 실내의 이용자 시설 평가와 개선방향 - 체크리스트를 통하여 수도권 노선에 운행 중인 14개 철도 차량을 대상으로 -)

  • Moon, Suh-Hyun;Kim, Gu-Seul;Shin, Kyung-Joo
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.11-20
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    • 2010
  • User-oriented Design is necessary in planning the interior design of Metropolitan Railroads trains, since this is a typical means of transportation in this modem society and all ages people with different body scale use this facility. However, there are little studies about facility panning and zoning of Metropolitan Railroads train considering users. Therefore, in this study, after completing the checklist based on the current legal standards of facility installation of South Korea and Japan, we examined user's facility and suggest several improvement of the opening 14 metropolitan railroad lines in Seoul. Then, we evaluated this facilities according to 41 standards; general facility(24 standards), safety facility(4 standards), guide facility(11 standards), other facility(4 standards). The result of this study may be summarized as follows. 1) General facility has to be designed to obtain lots of room for storage and this facility should be fixed up tightly with secure system. 2) Safety facility should be designed to minimize a difference of floor-level between threshold of train and ground. Also, using various color and material could help passengers to distinguish different space and facility. 3) Guide facility should be designed to guide passengers to the accurate direction with proper sign design in the pathway of Metropolitan railroad train. Also, more various color, which based on the research about physiological and psychological effect, should be used to guide people. 4) Other facility should equip more visual system using common good and informative contents. Through this study, we try to understand the current interior physical condition of Metropolitan Railroads trains. However, for future studies, it is expected to supplement evaluation standards considering aesthetic design, environmental improvement of indoor air quality and the satisfaction and demand of Metropolitan Railroads trains.

A Study on the Characteristics of Minimalism on GUI in Game (게임 그래픽 유저 인터페이스(GUI)의 미니멀리즘(Minimalism) 특성에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.31
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    • pp.249-266
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    • 2013
  • The purpose of this research is to study a case of the minimalism on Game Graphic User Interface design in Computer game. It is to analyse the minimal tendency on Game Graphic User Interface design in several Computer games such as Prince of Persia, Mirror's Edge, Splinter Cell, Gears of War, Call of Duty4, Metro 2033, Crysis2. These games expanded the field of Game Graphic User Interface design with the unique form of minimalism. Minimalism came from the formative arts in the 1960s and influenced to other fields of art. It seems to be an expression of various styles that promptly meet the needs of the times. Therefore, in this research, I would highlight the phenomenon of minimalisation in Game Graphic User Interface design and research the influence of Minimalism that appears in modern design focused on "simplicity" and "minimum" which are representative trend of Minimalism.