• Title/Summary/Keyword: User study

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A study on User Experience of Monthly Magazine Subscription Service (월간 <디자인> 잡지 구독 서비스의 사용자 경험 연구)

  • Choi, So-Yeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.337-343
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    • 2021
  • This study researched the user experience of the monthly magazine subscription service, focusing on design students and designers. The revenue of magazine industry has been declined since 2012 and some magazines stop publishing or cease to publish. That is why this studied the user experience of magazine subscription services of monthly to increase magazine sales revenue, the largest portion of whole revenue. A survey and in-depth interviews with subscribers and non-subscribers was conducted to suggest improvements for the monthly . Since this study focused on user experience of magazine subscription, it could be a future reference for studying magazine subscription service.

The Effects of User Experience Factors on Satisfaction and Repurchase Intention at Online Food Market

  • CHA, Seong Soo;LEE, Su Han
    • The Journal of Industrial Distribution & Business
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    • v.12 no.4
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    • pp.7-13
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    • 2021
  • Purpose: This study aims to empirically analyze the effects of user experience on satisfaction and repurchase in the online food market and to present implications. Online food markets have rapidly dominated the grocery market since their appearance, and online food purchases by middle and seniors as well as young people are increasing rapidly. Research design, data, and methodology: The survey was conducted on 268 consumers with experience in using online food markets, and the results of the survey were analyzed using SPSS statistical program to verify reliability and feasibility, and using structural equation modelling (SEM) using AMOS. This study positively analyzed the impact of satisfaction and repurchase intent by setting system quality, product quality, brand characteristics, and economics as user experience factors in online food markets. Results: The results showed that among online food market user experience factors, the quality of the product and brand characteristics have a significant impact on satisfaction. This means that consumers decide to purchase food through online food markets by considering high-quality products and brand value together. Conclusions: This study has broadened the horizon of recent research on online food market which has been rapidly increasing in the market triggered by Covid19, providing significant implications.

Factors Affecting User Intention towards Metaverse Shopping: An Application of the S-O-R model (메타버스 쇼핑 이용 의도에 영향을 미치는 요인에 관한 연구: S-O-R 모델을 기반으로)

  • Yuting Chen;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.303-321
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    • 2023
  • Metaverse shopping has emerged as a new phenomenon in social commerce. This study aims to investigate the user experience of metaverse stores shopping based on the S-O-R model. The results of the study show that telepresence, entertainment, personalized recommendation, and social interaction have significant positive effects on flow experience and satisfaction in metaverse shopping. Additionally, satisfaction and flow experience are shown to have significant positive effects on user intentions. This study provides valuable implications for the design and management of metaverse stores to improve user experience and increase user intention.

A Study on User Liking Based on Anthropomorphism of Virtual Humans:Focusing on Social Comparison Experience and Self-Improvement Motivation (가상인간의 의인화에 따른 이용자 호감도에 관한 연구: 사회비교 경험과 자기향상욕구를 중심으로)

  • Jeong, DongA;Kim, Hayeon;Lee, Sang Woo
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.163-188
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    • 2023
  • Purpose The study examines the impact of the level of anthropomorphism (both in appearance and behavior) of virtual humans on user liking. It investigates whether this relationship is mediated by social comparison experiences, with the moderated mediation effect of users' desire for self-improvement. Design/methodology/approach A between-groups experimental design was employed to examine the impact of different levels of appearance(low/mid/high) and behavior(low/high) anthropomorphism on user liking of virtual humans. The experiment was conducted in an online environment, and participants were randomly exposed to one of six stimuli, which were Instagram-like posts. Findings The results indicate that as virtual humans become more anthropomorphic, they have a positive impact on user liking. However, once the level of anthropomorphism in appearance reaches a certain point (mid vs high), there is no significant difference in user liking. Users who perceive virtual humans as highly anthropomorphic tend to engage in more social comparison experiences, which positively affects their liking for these virtual humans. Conversely, individuals with a high desire for self-improvement found that the positive effect of appearance anthropomorphism on liking through social comparison experiences was reduced. The study extends the application of social comparison theory by examining its impact on influencer marketing with virtual beings. It provides valuable insights for the formulation of influencer marketing strategies using virtual humans.

Analysis of the Impact of Chair Tilt Function on Users' Biometric Signals and Comfort (의자의 틸트 기능이 사용자의 생체 신호 및 안락도에 미치는 영향 분석)

  • Seulki Kyeong
    • Journal of Biomedical Engineering Research
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    • v.45 no.2
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    • pp.75-80
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    • 2024
  • This research investigates the influence of chair tilt functionality on biometric signals and user comfort, addressing the ergonomic challenges posed by modern sedentary lifestyles. Through an experimental study involving eight male participants, the impact of chair tilt on electromyography (EMG), heart rate, metabolic rate, pressure distribution, and distance between the lumbar spine and the lumbar support part of the chair was measured across different seating postures. The study utilized chairs with both synchronous and non-synchronous tilt mechanisms to explore how adjustments in chair design affect user comfort and physiological responses during prolonged sitting. Key findings suggest that chair tilt functionality can significantly reduce muscle activity and energy expenditure, enhancing user comfort and potentially mitigating health risks associated with prolonged sedentary behavior. Notably, the study revealed a preference among participants for chairs that aligned the rotational center of the tilt with the hip joint, highlighting the importance of this ergonomic feature in enhancing user comfort. Additionally, the research proposes a novel methodology for assessing seating comfort through the analysis of both biometric and physical signals, providing valuable insights for the development of ergonomic chair designs focused on user health and comfort.

User Experience Design for future workplace based on IoT (IoT기반의 미래 Workplace를 위한 사용자 경험 디자인 연구)

  • Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.57-64
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    • 2017
  • The user-centered design paradigm shift and the emergence of user-experience design have also increased the importance of user experience with products and services in specific spaces. In addition, with the advent of IoT services, new changes in the future work environment are expected. This study aims to propose a new user experience design considering the context of future work space. First of all, we examined the concept and nature of IoT, and defined various factors that affect the future work environment and grasped the relation of each element. Next, user research in the current work environment was conducted to identify the context that affects the behavior of users in various types of work environments, and to insight the possibility of a new user experience in the future work environment. Based on the above analysis and insights, various context models for a new future work environment were constructed, and UX models and UX scenarios and alternatives were presented. This study will contribute to the diversity of UX design research by expanding the viewpoint of UX design from device to space and context, and it will contribute to the collaborative research with space design and service design, also interdisciplinary research with IoT service related field.

A Study on the Key Factors in User Acceptance of the Smart Clothing (스마트웨어의 수용 요인에 대한 연구)

  • Hong, Ji-Young;Chae, Haeng-Suk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.235-241
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    • 2006
  • This paper predict user acceptance of smart clothing. The present research develops and validates new products for smart clothing. Studies suggest that further analysis of the process be undertaken to better establish properties for smart clothing, underlying structures and stability over innovative technologies. The findings reported in this paper should be useful methods which identify user needs. such findings in now provide a way to explain technology acceptance. Both of qualitative and quantitative methods, were applied to this study in order to find out user needs for smart clothing. We are writing scenarios and conducting both focused group interviews and a survey to assess the user's interest. The purpose of the survey is to evaluate the importance of the functions and to evaluate the degree of the participant's feeling and attitude. Furthermore, we explore the nature and specific influences of factors that may affect the user perception and usage.

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A Study of the Effectiveness of Academic Library User Education on Users' Information Literacy (대학도서관 이용자교육이 이용자의 학술정보이용능력향상에 미치는 영향)

  • Yoo, Jae-Ok
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.15 no.1
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    • pp.243-260
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    • 2004
  • This study investigated whether academic library user education contributes to promote users' information literacy. 39 students of Duksung Women's University participated voluntarily for this experiment. A test questions set about locating specific library materials was delivered to participating students, who were to find right answers for each test question. Their answers about test questions were measured in terms of success rate, time used to solve each problem. Self evaluation scores were also collected before and after giving them user education. Academic library user education significantly contributed participating students' ability to locate academic library materials through a library user interface. After receiving user education students were able to solve more successfully test questions, use less time for each question, and evaluate themselves more highly in terms of information utilizing ability. The effectiveness of the academic library user education was lasted for about 8 weeks after the education they received.

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제품디자인에 대한 사용자의 심리적 반응프로세스모델구축에 관한 연구

  • 이진렬
    • Archives of design research
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    • v.16 no.4
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    • pp.423-432
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    • 2003
  • The purpose of this study is to build user's psychological response process model on design evaluation. Users firstly evaluate design factors such as form, structure, texture and colors which are basic elements of product design. These factors, however are affected by product's situational factors, user's individual factors and environmental factors. That is, even same design can be evaluated differently by users according to product's situational factors such as price level, brand prestige level and marketing programs, and user's individual factors such as tastes, involvement level, personality, lifestyles and demographics, and environmental factors such as culture, sub-culture, social class, reference group and family and so on. Understanding how users evaluate product design is necessary to increase the possibility to create user-preferring design and also is the starting point of user-based design and design marketing. In the future researches, it is necessary to examine more factors which are not included in the study and to find out the relationship between factors affecting user's evaluation on design and user's psychological response.

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The User's Role in New Internet Service Development : Focusing on the Knowledge Creation Process in Fuzzy Front End (신규 인터넷 서비스 기획 과정에서의 사용자 역할 : 불명료한 개발 초기의 단계에서 지식 창조 과정을 중심으로)

  • Kim, Sun-Jae;Kang, Jung-Min;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1351-1358
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    • 2009
  • The Knowledge Creation in early stages of new service development plays a critical role in the success of the service. The user is a crucial resource in creating knowledge in early stages of development, and user involvement is necessary. There are three roles the user can take part as in service development: informative, consultative, or participative. Based on these different roles, the process of knowledge creation varies. With this background, we proposed to investigate which creative processes need to be passed through in order to positively affect service development based on the role of the user in early stages of Internet service development. This case study was undertaken based on two new projects. The results of this study reveal the relationship between the knowledge creation process and user in early stages of development and at the same time provide guidelines regarding user involvement in actual service development.

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