• Title/Summary/Keyword: User Studies

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A Study on the User Experience of Food Waste at Home (가정에서의 음식물류 폐기물 처리에 대한 사용자 경험 연구)

  • Jeon, Eun-Ha;Yang, Sung-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.79-87
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    • 2020
  • The environmental problems caused by food waste have been a steady social issue, and the severity of the problem emerged as the 2013 London Convention banned the marine emissions of waste water. The government implemented measures related to food waste, but prior studies showed that it lacked continuity and lacked strategies for each area of occurrence, and emphasized that citizens' participation is important to implement effective reduction policies. Therefore, this study proposed a food waste disposal machine through user experience analysis as a way to induce civic participation. To this end, the design development direction was outlined in this study after the pre-research and user survey stages through FGI and user journey maps. Based on this, the proposed treatment machine facilitates the frequent discharge of waste and simplifies the process of food waste in the home. In addition, the moment of direct contact between the user and waste is only the point at which the waste is released to the handler, thereby minimizing the negative experience the user has experienced.

Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space (3D VR 기술을 이용한 서비스 공간의 감성적 디자인)

  • Yoon, So-Yeon;Hwang, Jo-Hye;Park, Jung-A
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.269-278
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    • 2010
  • Today's Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

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A Study on the Development of Usability Improvement Index in User Interface Design (사용자 인터페이스 디자인에 있어서 사용성 개선지수 개발에 관한 연구)

  • Park, Nam-Choon
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.83-92
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    • 2011
  • Because of the development of digital technologies and information-oriented products, the importance of user interface design and usability are increasing in recent year. So we need a systematic and rational way to measure and manage how effective the improvement of user interface is. The purpose of this study is to develop measurable ‘Usability Improvement Index' which signify how much usability has improved in user interface design. First, I made the framework of measuring and evaluating usability through analysis of existing usability metrics and previous studies. Then, I suggested the process of calculating 'Usability Improvement Index' based on categorizing characteristics of measurable usability and definition of usability metrics. The process is as in the following : measuring the present level of usability, analysis of problems, making alternative user interface design, measuring the improved level of usability, calculating Usability Improvement Index. For verification, the case study on application of Usability Improvement Index to usability improvement of application software of digital camcorder presented. This study is expected to assist 'goal oriented user interface design' and to manage usability systematically.

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Effects of Online Shopping Mall Using Value on User Attitude and Customer Loyalty: Focus on A Comparison Between A Variety Seeking (온라인 쇼핑몰 이용가치와 플로우 및 고객 충성도의 관계: 다양성 추구 성향을 중심으로)

  • Jung, Sung Gwang;Choi, Mi Ri;Choi, Young Min
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.89-102
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    • 2018
  • This study classified online shopping mall using value as utility and hedonic value based on previous studies. And we examine the effect of online shopping mall value on user attitude and customer loyalty. Meanwhile, variety seeking is a personal tendency that wants to new change over time. The purpose of this study is to investigate the difference of online shopping mall usage value(utility, hedonic), user attitude according to variety seeking. The following are main results of this study. First, utility value and hedonic value have a significant effects on user attitude. Second, user attitude of online shopping mall have a positive effect on customer loyalty. Third, The relationship that online shopping mall using value affect user attitude is differ depending on variety seeking. Based on these findings, in this study examined the significant influence of online shopping mall using value, user attitude, customer loyalty. this study suggested to marketing practitioners the need for different approach by a variety seeking.

Comparison the Difference of User Experience for Mobile Facebook and Instagram Using Nonparametric Statistics Methods -Focused on Emotional Interface Model- (비모수적 통계방법을 이용한 모바일 페이스북과 인스타그램의 사용자 경험 차이 비교 -감성인터페이스 모형을 중심으로-)

  • Ahn, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.481-488
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    • 2016
  • This study is about comparing the mobile user experience of Facebook and Instagram which are most often used among the recent SNSs by the people in their 30s and under. This study analyzed the user experience level after dividing the user experience factors through the Creating Pleasurable Interfaces model, and suggested the mean analysis as well as the result of Wilcoxon rank test which is a nonparametric statistics method. As a result of study, the Display information visually factor in functional factor and the configuration of the main page in convenient factor were a statistically significant difference in the mobile user experience of Facebook and Instagram. It is expected that this study may help seeking the user experience factors to be promoted preferentially in a competitive situation through the statistical comparative evaluation of the experience of two SNS users.

Context-aware Protype for Adaptive Recommendation Service on Mobile (모바일 환경에서 능동적 추천 서비스를 위한 상황인식 프로토타입)

  • Chang, Hyo-Kyung;Kang, Yong-Ho;Choi, Eui-In
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.257-264
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    • 2012
  • The development of mobile devices and the spread of wireless network help share and exchange information and resources more easily. The bond them to Cloud Computing technology help pay attention to "Mobile Cloud" service, so there have been being a lot of studies on "Mobile Cloud" service. Especially, the important of 'Recommendation Service' which is customized for each user's preference and context has been increasing. In order to provide appropriate recommendation services, it enables to recognize user's current state, analyze the user's profile like user's tendency and preference, and draw the service answering the user's request. Most existing frameworks, however, are not very suitable for mobile devices because they were proposed on the web-based. And other context information except location information among user's context information are not much considered. Therefore, this paper proposed the context-aware framework, which provides more suitable services by using user's context and profile.

How User's Participation in Feasibility Study Enhances Use of Business Intelligence Systems

  • Kim, Nam Gyu;Kim, Sung Kun
    • Journal of Information Technology Applications and Management
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    • v.24 no.3
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    • pp.1-21
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    • 2017
  • Business Intelligence (BI) system is a strategic tool that presents an analytical perspective about business and external environments. Even though its strategic value was well known, users often avoid using it or adopt it ceremonially. In fact, over 50 per cent of BI projects worldwide are reported to end in failure. Such an unexpectedly lower success rate has been a key issue in BI studies. In order to enhance a proper use of information systems, MIS field provided a number of theoretical constructs. One example is Goodhue & Thompson's Task-Technology Fit (TTF). In addition, internalization, the degree to which people make their own effort to modify behavior, was recently suggested as another important determinant of use. Though in MIS community both TTF and internalization proved to be a key determinant of system use, there has been not much study aiming to discover antecedents influencing these constructs. In this study we assert that user participation should be highlighted in BI projects. Especially, we emphasize user participation at the phase of feasibility study that is mainly conducted to determine whether a BI system is essentially necessary and practicable. Our research model employs participative feasibility study as a major antecedent for TTF and internalization that consequently will lead to user satisfaction and actual use. This model was empirically tested on 121 BI system users. The result shows that user participation in feasibility study is positively associated with TTF and internalization, each being related to user satisfaction and system use. It implies that, if an organization has BI users get involved in strategic feasibility study phase, the BI system would turn out to fit users' tasks and, furthermore, users would put more efforts spontaneously in order to use it properly.

Deriving Local Association Rules by User Segmentation (사용자 구분에 의한 지역적 연관규칙의 유도)

  • Park, Se-Il;Lee, Soo-Wun
    • Journal of KIISE:Software and Applications
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    • v.29 no.1_2
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    • pp.53-64
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    • 2002
  • Association rule discovery is a method that detects associative relationships between items or attributes in transactions. It is one of the most widely studied problems in data mining because it offers useful insight into the types of dependencies that exist in a data set. However, most studies on association rule discovery have the drawback that they can not discover association rules among user groups that have common characteristics. To solve this problem, we segment the set of users into user-subgroups by using feature selection and the user segmentation, thus local association rules in user-subgroup can be discovered. To evaluate that the local association rules are more appropriated than the global association rules in each user-subgroup, derived local association rules are compared with global association rules in terms of several evaluation measures.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

User Experience Factors in Connected Car Infotainment Applications : Focusing on Text Mining Analysis in the Android Auto Reviews (커넥티드카 인포테인먼트 애플리케이션의 사용자 경험 요인 : 안드로이드 오토 리뷰의 텍스트마이닝 분석을 중심으로)

  • Jung Yong Kim;Su-Eun Bae;Junho Choi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.4
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    • pp.211-225
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    • 2023
  • In the future, infotainment systems are expected to play a pivotal role in mobility ecosystems connecting users and vehicles. This study draws user-experience factors from reviews of Android Auto, a car infotainment application, and analyzes factors that affect satisfaction. The user-experience factors of infotainment have been redefined based on previous studies. To analyze actual user-experience factors, topics are obtained, applied, and interpreted from user discourse through topic modeling. Sentiment analysis and logistic regression are used to determine positive and negative user-experience factors that affect satisfaction. Results of the empirical analysis show that Ease of Use and Understandability are factors that have the greatest impact on satisfaction, and Flexibility, Safety, and Playfulness are factors that have the most critical effect on dissatisfaction. Therefore, this paper suggests ways to improve the satisfaction level of the infotainment system, and establishes a strategy accordingly.