• Title/Summary/Keyword: User study

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Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

A Study on Improvement of Electronic Library Services Using User Review Data in Mobile App Market

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.1
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    • pp.85-111
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    • 2021
  • This study aims to analyze users' assessment of electronic libraries in the mobile app market and promote service improvement based on this. To this end, the basic background and purpose of the research, research method, and research scope were first set, and the relevant literature and empirical prior studies were analyzed. Next, users' evaluations of electronic libraries were collected and analyzed from Google Play Store. Based on the results analyzed, measures to improve the quality of electronic libraries were discussed. Based on the results of the study, the following improvement measures are proposed. Need for systemic improvement and stabilization. Provision of applications suitable for multi-device environments. Resumption of services after systematic inspection after updating. Simplification of sign up, log in, and authentication procedures. User support through real-time chat. Introduction of a detailed assessment of reviews. Provision of guidance and user manual for electronic libraries. Improvements to expand user convenience, and Securing differentiation from other similar services.

Consideration for cognitive effects in smart environments for effective UXD(User eXperience Design) (스마트환경의 효과적인 UXD를 위한 인지작용 고찰)

  • Lee, Chang Wook;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.397-405
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    • 2013
  • The development of the technology of the 21st century, wireless Internet technology development in smart environments, was rapidly settled. In such an environment, the user is faced with many smart devices and smart content. This study is the analysis of the smart environment and smart devices, and user-to-user cognitive out about the effects reported. Cognitive effects observed behavior, technology, and user-centered system design, and plays a very important role to play in educating the users. And theoretical consideration about the UX (User eXperience) and UXD (User eXperience Design), by case analysis on the technical aspects of 'effective' visual aspect of interoperation aspects (interaction), and the cognitive effects of UXD (User eXperience Design) examined. As a result, on the visual aspects of the user experience based on the design that can be used to know, and be sound or through interaction with the user of the machine-to-machine interaction (and interaction) that must be provided, such as location-based or speech recognition technology will help you through the convenience of the user. Through this research, the smart environment and helping act of understanding, effective UXD (User eXperience Design) to take advantage of to help.

A Study on the User-contributed Reviews for the Next Generation Library Catalogs (차세대 도서관 목록의 이용자 서평에 관한 고찰)

  • Yoon, Cheong-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.2
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    • pp.115-132
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    • 2012
  • The purpose of this study is to examine the current status of user-contributed reviews for the Next Generation Library Catalogs, and the potential impact of user reviews available from the external sources, including Amazon.com and GoodReads.com. During the period of February 16th through April 4th, 2012, the number of holding libraries and user-contributed reviews, tags and reading lists of ten selected books were examined from the WorldCat. Also the user-contributed reviews for the same books available from Amazon.com and GoodReads.com were examined, and a case of reviews for one book was analyzed. The result shows that only a few users participated in the WorldCat, and user-contributed reviews were rarely used, when compared with tags or reading lists. Several hundred to thousand user-contributed reviews for the same books were available from Amazon.com and GoodReads.com directly linked with bibliographic records. A case of one book from Amazon.com reveals the possibility of distorting the function of user-contribution. With the introduction of the function of user-contribution, it is expected that its growth rate should be carefully observed and its potential impact on users should be thoroughly and systematically analyzed in the near future.

UBAF(User Behavior Analysis Framework) for u-Home Network (유비쿼터스 홈네트워크를 위한 사용자 행위 분석 프레임워크)

  • Jung, Ji Hong;Kim, Woo Yeol;Kim, R. Young Chul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.5
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    • pp.121-127
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    • 2008
  • User needs in residential environment have very complicated and variety connection with others. u-home system for the near future is need to be combined acceptance of exist user needs as well as needs on new technology relating with u-Home. The study proposes a User Behavior Analysis Framework - UBAF for applying the user needs to the system more efficiently and developing the system by classifying patterns for the needs based on date of user behavior analysis. UBAF is a developing framework getting the basic idea of combining system modeling methods on SE and user modeling methods considering on HCI. It will be applicable to develop the system with core user behaviors by applying a standard way on u-Home. For example, the study transforms information into knowledge the system modeling and user modeling with analyzing a scenario for indoor temperature controlling on u-Home.

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A Study on the Value Evaluation of e-Trade Platform Services using IPA(Importance Performance Analysis) (IPA를 활용한 전자무역 시스템의 서비스 가치평가에 관한 연구)

  • Lee, Sang-Jin;Shin, Seung-Man
    • International Commerce and Information Review
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    • v.12 no.2
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    • pp.59-83
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    • 2010
  • The purposes of the study is to evaluate the discrepancy between user's expectation and satisfaction degree in the service of uTradeHub. In this regard, this study infers general solutions in order to induce the intersection area using IPA technique. Then this paper will present directions to improve the service of uTradeHub. In terms of methodology, this article disclosed that IPA model approach is greatly useful to evaluate user's attribute. First, variables like the link of different works(f1), trust of system(f4), information connection(f7) are located on the first quadrant. This means that importance and satisfaction are all high variables for user. So, this is very important variables that need continuous administration in order to maintain present state. Second, variables such as the speed of information acquisition(f2), improvement of use(f3), stability of system(f5) are located on the second quadrant. This means that user's importance is high but user's satisfaction is low. Therefore, this area needs an active improvement strategy and quick maintenance for e-Trade application. Third, variables like the appropriateness of information usage fees(f8), easy subscription(f9), customer support service(f10) are located on the third quadrant. Because these variables are all low for user's importance and satisfaction, we have to arrange strong and radical remedy for e-Trade service. Finally, variables like information offer(f6) are located on the fourth quadrant. This means that user's satisfaction is high but user's importance is low. The research result suggests that e-Trade service development would be re-organised as much as user feels the importance of process innovation.

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Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of People, Plants, and Environment
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    • v.22 no.5
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.