• Title/Summary/Keyword: User emotion satisfaction

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The Impact of Functional and Emotional Factors on User Satisfaction and Commitment toward Mobile Messenger Service: Investigating the Mediating Effects of Intimacy and Fatigue (기능적·정서적 요인이 모바일 메신저 서비스에 대한 사용자 만족과 몰입에 미치는 영향: 친밀감과 피로도의 매개효과를 중심으로)

  • Lee, Ae Ri;Park, Yong Wan;Park, Yujin
    • The Journal of Society for e-Business Studies
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    • v.21 no.1
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    • pp.33-63
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    • 2016
  • The diffusion of smartphone has make people engaged in communication with mobile messenger in everyday life. To understand the rapid growth of mobile messenger usage, this study investigates the unique features of mobile messenger services as communication media. Based on the media synchronicity theory and literature about online communication, we identify the functional and emotional features of mobile messenger. In particular, this study demonstrates that functional and emotional features of mobile messenger would influence intimacy and fatigue. Also, intimacy and fatigue, as mediating variables, have an impact on user satisfaction and commitment toward mobile messenger service. The results of this study provide practical implications for mobile messenger providers and users which attempt to facilitate positive effect such as intimacy among users and reduce negative effect such as fatigue on mobile messenger communication.

A Study on User-Centered Vehicle Designs - Focusing on the Emotional Values - (자동차에 있어서 USER CENTERED DESIGN에 관한 연구 - 감성 가치를 중심으로 -)

  • 이명기
    • Archives of design research
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    • v.16 no.3
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    • pp.299-308
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    • 2003
  • The existing market patterns and social structures have been changed according to the trends of digital and informational society of the 21st century. The characteristics of the consumption market is that the balance of power moves from enterprises to consumers. As consumers’ demands are diversified according to life quality enhancement, many products are based on main aspects of human experiences, emotions and values. Standardized functions and services of products cannot capture consumers to a great extent any more. A notable aspect is that consumers want products or services that can oner movable experiences. Future products must appeal to emotion, not to reason of consumers. Now consumers purchase styles, experiences and stories contained in products, not products themselves. That is, the key to decision to purchase products is the satisfaction of emotional values. Users'emotions diversified due to the development of industrial designs demand the development of new designs that can represent new trends of users. User-centered values imply the change of people's purchasing trends. This indicates that there is a need to change physical aspects such as price or functions into individual emotions and characters. In addition, studies are required on design concepts to pursue new emotional values, apart from functional type designs. It is time for designers to suggest initiative and rational directions for this changing era.

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The Effect of Barge-in Function of In-Vehicle Voice Conversational Interface on Driving Experience - Focus on Car Navigation and Music Services - (차량용 음성대화 인터페이스의 Barge-in 기능이 주행 경험에 미치는 효과 연구 - 내비게이션 및 음악서비스 중심으로 -)

  • Kim, Taek Soo;Kim, Ji Hyun;Choi, Jun Ho
    • Design Convergence Study
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    • v.17 no.1
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    • pp.17-28
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    • 2018
  • The manipulation of the device by hand while driving is a major factor to increase the risk of accidents, and the design of in-vehicle voice conversational interface that can compensate for this is being actively researched. The purpose of this study is to investigate the effect of the use of the barge-in function of in-vehicle voice interface on user experience. Participants were asked to carry out two tasks, one for navigation and one for music play. We conducted a survey to measure the functional user 's experience after each participant' s tasks, and measured usefulness, usability, satisfaction, and emotion as user experience factors. As a result, Barge-in has been rated as the better choice for most experience factors. There was a significant effect on usability dimension in navigation task and significant effects on usability dimension and emotional dimension in music play task. So it was found that barge-in function had a positive effect on actual user's usability and emotional dimension.

A Study on User Experience(UX) in the Usage Context of Erasing (지우는 맥락 상황에서의 사용자 경험(UX)에 관한 연구)

  • Shin, Youngsoo;Lee, Sunhwa;Kim, Yeunju;Im, Chaerin;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.18 no.2
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    • pp.65-74
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    • 2015
  • Nowadays, people start to focus on the value of 'Mindfulness' and 'Slowness', instead of the importance of 'Development' and 'Advancement' in their whole life. According to this background, we attempted to find new research opportunities on User Experience(UX) in usage context of 'Erasing'. Through a interdisciplinary literature review on related works regarding the concept of erasing, we tried to understanding the meaning of erasing within the perspective of philosophy, psychology, and human-computer interaction(HCI). We also conducted the contextual inquiry, one of the qualitative research methods to examine the actual usage context and the user's experience, with 79 users who were required to erase something in three usage contexts, including Paper-Eraser condition, Computer-Keyboard condition, and Tablet PC condition. The results indicate that it is important to provide not only effective erasing but also satisfaction for users in the usage-context of erasing. From these attempts, we expect that our findings will be helpful to understand the meaning of the erasing in academic and practical fields.

Comparison of Emotional Words by Products (제품 유형별 표출되는 감성어휘 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.215-224
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    • 2009
  • This research extracted emotional words for measuring user's emotions expressed while using a cellular phone and a web. And then the emotional words were compared to find out whether the difference in emotional words by the type of products. The results of this study suggest that the hardware-oriented products used for specific purpose such as cellular phone extracted a lot of emotional words related to 'Satisfaction in Usability' and 'Pleasure'. 'Satisfaction in Usability' are conceived satisfying in usability or practicality of product. 'Pleasure' are pleasant emotions expressed while using a product. However the emotional words related to 'Aesthetics' and 'Novelty' were omitted. 'Aesthetics' are expressed by product's appearance and by various visual information while using a product. 'Novelty' are expressed by something that is novel and new that has never been experienced. On the other hand the software-oriented products used rather to find something better and new information than to perform specific tasks such as web extracted a lot of emotional words related to 'Novelty'. Therefore, the results of this research have found evidence that it is desirable to make a set of subjective evaluation scale by the type of products. When making the subjective evaluation scale, it is important to use appropriate emotional words for the purpose of use and the characteristics of those products.

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Conceptual framework for Emotions in Usability of Products (제품 사용성과 감성에 관한 개념적 연구)

  • Lee Kun-Pyo;Jeong Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.17-28
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    • 2005
  • With the advent of computer technology, the fundamental nature of products has shaped from physical forms towards product interactivity, The focus is now on usability of the product with ease and efficiency rather than conversing with just the looks of the product. However, most definitions of usability and contemporary usability-related researches, have focused on the performance-oriented functional aspects of usability (i.e., how well users perform tasks using a product). Today, user expectations are higher; products that bring not only functional benefits but also emotional satisfaction. So far, there have been many studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this research, we suggested conceptual framework for the study on the relationship between usability of products, and human emotions with emphasis on mobile phones. We also extracted emotional words for measuring user's emotions expressed not from looking at the product's appearance, but from using the product. First, we assembled a set of emotions that is sufficiently extensive to represent a general overview of the full repertoire of Korean emotions from the literature study. Secondly, we found emotional words in the after note by the users on the websites. Finally, verbal protocols in which the user says out loud what he/she ks feeling while he/she ks carrying out a task were collected. And then, the appropriateness of extracted emotional words was verified by the members of the consumer panel of a company through web survey. It is expected that emotional words extracted in this research will be used to measure user's emotional changes while using a product. Based on the conceptual framework suggested in this research, basic guidelines on interface design methods that reflect user's emotions will be illustrated.

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A Balanced Cognition-Affect Model of Information Systems Continuance for Mobile Internet Service (모바일 인터넷 서비스를 위한 정보시스템 지속성에 대한 이성과 감성의 조화 모델)

  • Kim, Ki-Eun;Kim, Hee-Woong
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.461-480
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    • 2008
  • There are innumerable studies on technology adoption and usage continuance; most examine cognitive factors while affective factors or the feelings of users are left relatively unexplored. Although attitude and user satisfaction are factors commonly considered in Information Systems(IS) research, they represent only some aspects of feelings. In contrast, researchers in diverse fields have begun to note the importance of feelings in understanding and predicting human behavior. Feelings are anticipated to be essential particularly in the context of modern applications, such as mobile internet(M-internet) services, where users are not simply technology users but also service consumers. Drawing on the support of consumer research, social psychology and computer science, this study proposes a balanced cognition-affect model of IS continuance. Prior works in relation to IS research have already considered the emotional factors. The common factors are enjoyment, anxiety, affect and satisfaction. The main difference in our study is that the factors that we used are the primary dimensions of affect according to Circumplex Model of Affect. The horizontal axis of the model represents the pleasure dimension and the vertical represents the arousal dimension. Other emotional factors such as enjoyment and anxiety can be viewed as a combination of these two dimensions, and they can be placed in the vector space formed by these two primary dimensions. Affect has been defined as the enjoyment a person derives from using computers. Satisfaction has different conceptualizations. It has been conceptualized as judgment based on the expectation disconfirmation theory. Thus, while prior works considered the direct and indirect effects of "feeling-related constructs"(enjoyment and anxiety) on usage behavior, our study proposes effects of "feeling-based constructs"(pleasure and arousal). The balanced cognition-affect model is tested in a survey of, M-internet service users. The results establish the validity of the model.

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Extraction of user's representative emotions expressed while using a product (제품 사용 중 표출되는 사용자의 대표감성 추출에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.69-80
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    • 2005
  • So far, there have been mary studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes. Firstly, we assembled a set of emotional words that were sufficient to represent a general overview of Korean emotions, collected from various literature studies in the field of psychology, linguistics, emotional engineering. Secondly, we found emotional words from collecting user opinion on the website. In this study, we used heavy traffic websites such as shopping mall and mania sites. Finally the emotional words were collected from verbal protocols by using Think Aloud technique. The collected words were integrated according to standards and they were applied on evaluation survey twice for evaluating their appropriateness. This survey was conducted for identification of emotional expressions while using a product. Finally, we extracted 88 emotional words for measuring user's emotions expressed while using products. And we categorized the 88 words to form 6 groups by using factor analysis. The 6 categories that were extracted as a result of this study, such as aesthetics, satisfaction in usability, novelty, uncomfortable- ness, pleasure and excellence were found to be user's representative emotions expressed while using products. It is expected that emotional words and user's representative emotions extracted in this study will be used as subjective evaluation data that is required to measure user's emotional changes while using a product.

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A Study on the User Preference Factor of Internet Open Market Users: Centered in the web main interface of 4 major open markets in Korea (인터넷 오픈마켓 사용자 선호요인 연구: 주요 4사 웹 메인 인터페이스를 중심으로)

  • Kim, Munhwan;Kim, Taeho;Lee, Hongchul
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.19-28
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    • 2014
  • The number of people using on-line shopping has rapidly increased over time. In particular, open-market is the most potential on-line market. Since there are too many products in open-market, customers have serious troubles finding products they want. Thus, interface should be improved so that open-market is able to offer products they want effectively. This study analyzed web interface based on main web pages of four major open-market companies in Korea, and performed satisfaction evaluation according to the analyzed factors. As a result, it reveals that what kind of factors the customers prefer and there is a causal relation between the most satisfactory open-market and the preferred factors of the customers.

The Development of Smart Jacket Incorporating MP3 functionality for Commercial Use (MP3 기능 스마트 재킷의 상용화 모형 개발)

  • Cho, Hyun-Seung;Kim, Jin-Hyung;Park, Sun-Min;Ryu, Jae-Hun;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.377-383
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    • 2006
  • The purpose of this research is to develop a design model of a smart jacket incorporating MP3 functionality for commercial use, as one of the digital lines of textile to apply If technology. In order to conduct this study, the previous studies were analyzed and usability and wearability tests were conducted using five prototype design models of smart wear with MP3 functionality. Accordingly, the smart jacket incorporating MP3 functionality for commercial use, for which user-centered interface, usability and wearability were completed, was developed by optimizing the design and location of the input interface, control module, the path of wires and earphone etc., based on textile wire and keypad. The smart jacket targets the female dress market from late-teens to early twenties. It will be a high value commodity considers all aspects of recent fashion trends, consumers' emotional satisfaction and the value of digital wear.

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