• 제목/요약/키워드: User Studies

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정보시스템 이용자의 정보만족도 측정에 관한 이론적 고찰 (A Theoretical Study on the Measurement of User Information Satisfaction on the Information System)

  • 안상근;최민호;김성수
    • 농촌지도와개발
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    • 제4권1호
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    • pp.201-209
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    • 1997
  • The objective of this study were 1) to review concepts of user information satisfaction (UIS), 2) to analyze tools for measuring user information satisfaction, 3) to identify factors affecting information satisfaction. The study was carried out by the analysis of literatures related to information system. The construct of UIS has been operationalized in many different ways. Several studies employed single-item rating scales; such scales have been criticized as unreliable. Single-item scales also provide little information as to what the user finds dissatisfying(satisfying) and are thus of limited utility outside a research setting. Multiple-item UIS measures have become increasingly common. Generally, they are of two types. The first focuses on the information system product. With such diverse names as "system acceptance", "output quality", and "appreciation", these scales focus on the content of the information system and the manner in which the information is presented. The second type of multiple-item scale includes the organizational support for developing and maintaining the system as well as the system product itself. This type of instrument contains items concerned with training, documentation, development procedures, systems maintenance, etc., as well as items related to system content. Thus it provides an indicator of the overall quality of information services provided by an information service function. Generally, UIS measures have not been carefully validated. Recently, however, several rigorous attempts have been made to develop valid and reliable UIS measure.

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User Experience를 고려한 자동차 전조등 설계 방안 (The Design Procedure of Automobile Headlamp Considering User Experience)

  • 김정룡;윤상영;민승남;이호상
    • 대한인간공학회지
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    • 제29권4호
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    • pp.575-584
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    • 2010
  • The aim of study is to suggest the design procedure of automobile headlamp by considering driver's experience in regard of the visibility and glare during nighttime driving. The characteristics of driver were investigated in terms of the drivers' cognitive ability and reaction time, headlamp specification and visibility, light source and glare. And, the degree of visual discomfort was categorized and recognized as a tool to represent the subjective user experience. The UX point of view was stated when the existing results were seemingly lacking of it. The visual comfort and safety of elderly drivers were also discussed by reviewing the studies of ageing regarding the visibility and driving responses. Finally, this study suggested how to reduce the negative effect of nighttime driving due to the height of headlamp, angle of lighting, color spectrum, discomfort glare, source of light by using the UX perspective and methodology.

사용자 기반의 협력필터링을 위한 퍼지 논리를 이용한 새로운 유사도 척도 (A New Similarity Measure using Fuzzy Logic for User-based Collaborative Filtering)

  • 이수정
    • 컴퓨터교육학회논문지
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    • 제21권5호
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    • pp.61-68
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    • 2018
  • 협력 필터링은 다수의 상업용 추천 시스템에서 구현되어 온라인 사용자들에게 성공적으로 서비스되고 있는 핵심적 기술이다. 이 기술은 현 사용자와 유사한 평가이력을 가진 다른 사용자들로부터 항목을 추천하기 때문에, 유사도 척도는 시스템 성능에 매우 큰 영향을 미친다. 본 연구에서는 기존 유사도 측정 방법의 문제점을 해결하고자 퍼지 논리에 입각하여 사용자 평가등급의 주관성 및 모호성과 사용자들의 평가 행태를 반영하는 새로운 유사도 척도를 제안한다. 성능 평가를 위한 다양한 실험을 실시하였고, 그 결과 제안 방법은 예측 정확도와 추천 정확도 면에서 우수한 성능 개선 효과를 보였다.

패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로 (Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects)

  • 김지영
    • 패션비즈니스
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    • 제17권5호
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    • pp.101-119
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    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

정보시스템 개발자와 이용자 간의 평가요소에 대한 비교 연구 (A Comparative Study of Evaluation Factors on Information Systems between the User and the Developer)

  • 조현양
    • 정보관리학회지
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    • 제13권1호
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    • pp.143-172
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    • 1996
  • 본 연구는 정보시스템 개발자와 이용자의 요구를 충족시킬 수 있는 정보시스템의 평가요소를 정립하기 위하여 수행되었다. 평가요소들은 선행연구에서 우선적으로 추출되고 추출된 요소는 성능, 효율성을 비롯한 9개집단으로 구분되었다. 각 기준별 평가요소를 중심으로 문항을 작성하여 개발자 집단과 이용자 집단에게 배포되어 개발자 및 이용자가 중요시하는 요소들에 있어서 차이를 밝히고 우선순위를 부여하였다. 순위부여결과 185개 시스템 평가요소에 대한 우선순위의 부여에 있어서 이용집단과 개발자집단 사이에 명확한 차이가 나타났다.

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A Study on Quality Broker to Users Web Service Selection Based on Non-Functional Attributes

  • Sim, Sung-Ho;Song, Young-Jae
    • International Journal of Contents
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    • 제5권3호
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    • pp.8-13
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    • 2009
  • The recent Web service field emerges as the fastest growing IT paradigm as a result of the increasing interest in SOA (Services-Oriented Architecture) and the expansion of B2B market. With an increasing number of Web service that provide similar features, it becomes more important to provide the most appropriate service for the user's request. A service user in general requires the quality information of Web service when selecting a service among a number of similar Web services. Yet, finding a service through UDDI (Universal Description, Discovery and Integration) does not consider the non-functional aspects of users because it is only based on the functional aspects. That is, the quality, non-functional aspect will be an important factor for the mutual success of the user and provider. Using 3 factors in the Qos factors of the existing studies: the execution cost, reliability, and the quality level, the QoS of Web service is saved and the factors for the QoS are recorded in order to consider non-functional factors when selecting a Web service in this study. The Quality Broker determines the rank and shows the desired result of the service for users. The Quality Broker suggested in this thesis can be used to select a Web Service that considers the user-oriented and non-functional factors.

User Experience and the Multi-Stage Adoption of Mobile Apps

  • Kim, Ambrose;Kim, Kyoung-jae
    • Journal of Information Technology Applications and Management
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    • 제21권2호
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    • pp.49-79
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    • 2014
  • The adoption of technology has always been of interest to academicians and practitioners of the field of Management Information System. This is so because without proper and adequate adoption, technology-no matter how beneficial or advanced it may be-will be of little value to users. Numerous researches, such as the researches of the Technology Acceptance Model (TAM) or the Unified Theory of Acceptance and Use of Technology (UTAUT), had been conducted to understand the human nature in association with the adoption or rejection of technologies that have bombarded the users. The coming of smart technologies (i.e., smart phones and devices), however, seems to have fundamentally changed the environment for adoption. The ubiquity combined with mobility of technology, especially when it comes to mobile apps, seem to make the old PC era of two-stage-pre and post-adoption models obsolete. A new model of adoption that identifies the determinants of technology acceptance and continuance is needed for the smart age. To this end, this paper undertakes an empirical study, by analyzing 229 users of Social Networking Service (SNS) mobile apps, to identify the role of user experience on the multi-stage adoption of technology, and provides results that User Experience (UX) plays the crucial role of bridging the separate stages of pre and post adoption of technologies. The paper concludes by providing practical implications of the new model as it relates to mobile apps and technologies, and recommendations for further studies to get a better understanding of technology adoption in the smart age.

When Brand Activism Advertising Campaign Goes Viral: An Analysis of Always #LikeAGirl Video Networks on YouTube

  • Lee, Mina;Yoon, Hye Jin
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.146-158
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    • 2020
  • As one of the successful brand activism ad campaigns in recent years, the current study focuses on the Always #LikeAGirl campaign that took on the issue of girls and female empowerment. As a viral video marketing campaign with YouTube as their main vehicle for campaign dissemination, this study examined how Always brand activism campaigns spread on YouTube by conducting a network analysis of YouTube video networks generated by the #LikeAGirl campaign spanning across five campaign periods. Quantifiable data (i.e., views, comments, likes, dislikes, user-generated videos) and structural network patterns show that the Always #LikeAGirl campaign was successful by both standards. Although the follow-up campaign periods were not as successful as the initial campaign, the substantial amount of views, comments, likes, and user-generated content showed that the consecutive campaigns still had impact. As shown through the network patterns, the main campaign ads were central in the diffusion of the campaign during the earlier periods but that role was passed onto the user-generated contents in the later periods. Implications of the findings and future social network analysis studies in brand advertising and brand activism campaigns are further discussed.

A Study on the Recent Trends of Healing Environment in Korean Healthcare Facilities

  • Park, Jae-Seung;Lee, Teuk-Koo;Park, Yeong-Chol
    • 의료ㆍ복지 건축 : 한국의료복지건축학회 논문집
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    • 제15권2호
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    • pp.59-66
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    • 2009
  • The purpose of this study is to define the concept of sustainability, to understand the traditional belief system, to comprehend user-focused healing environment, to understand the current status of Korean Hospitals, to analyze the selected case studies, and to point the way toward enhanced architectural solutions for healing environment in hospitals. The research results indicate that the design of healthcare facilities with healing effects depend on the considerations of 5 senses of patients. In other words, the sustainable design approach to create a healthy healing environment is very important, and architects must be aware of diverse sensory needs of the patients. In addition, the following factors affection healthcare facilities must be considered to create healing environment for users: - "Emphasis on sustainable Design" for harmony among nature, man, and building. - Creation of user Focused Healing Environment reflecting the suers' senses. - Search for New Hospital Forms through various design experiments to create the most suitable healing environment. - "Perception of Paradigm Shift" form a focus on sickness-oriented to wellness-oriented healthcare facility design. - "Awareness of Creating User-Friendly Environment" covering the entire age group form youth to elderly.

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상황인지 기반 사용자 맞춤 자원 공유 시스템 (A Situation-Aware based Personalized Resource Sharing System)

  • 이용대;박원익;김영국;강지훈
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.484-488
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    • 2008
  • 유비쿼터스 시대에는 다양하고 수많은 컴퓨팅 자원들이 곳곳에 존재한다. 이런 유비쿼터스 환경에서 분산되어져 있는 자원들을 공유하는 연구가 최근 많이 진행되어져 왔다. 하지만 이런 연구들은 사용자의 상황과 취향을 고려하지 않은 문제점을 가지고 있다. 따라서 본 논문에서는 사용자의 상황을 고려한 사용자 맞춤 자원 공유 시스템을 제안한다. 제안한 시스템은 사용자의 스케줄 정보와 시간, 위치 정보와 같은 컨텍스트 정보를 이용하여 사용자의 상황을 인지하며 자원에 대한 사용자 선호도를 가중치 기반으로 적용하여 사용자 맞춤형 자원을 추천해준다. 본 논문에서는 회의 시나리오를 통해 제안한 상황인지 기반 사용자 맞춤 자원 공유 시스템을 검증한다.

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