• Title/Summary/Keyword: User- Experience

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A Wisdom Contents Service Model: Focusing on Service Nature (지혜콘텐츠 서비스모델 제안: 서비스본질 중심)

  • Baek, Kyeonghui;Kim, Hyunsoo
    • Journal of Service Research and Studies
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    • v.8 no.3
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    • pp.81-95
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    • 2018
  • This study proposes a service model that can effectively provide users with knowledge and wisdom contents from the experience of overcoming the crisis to sustain human growth. In order to serve as a wisdom content, the necessity of the service nature is suggested and the present knowledge contents services are analyzed from the viewpoint of service nature. As a result, it is analyzed that current knowledge contents service is unidirectional, inconsistent and can not provide various related information together. In this study, we propose a wisdom contents service model that is consistent with the current service era. We propose a new wisdom contents service model that reflects the essence of service as a way to become more useful wisdom contents service. The proposed wisdom contents service model is able to provide a story and various related information out of the existing fragmentary knowledge services. This makes it easy for users to acquire and use wisdom. This study is a basic study for the development of wisdom contents service, and further research is needed on detailed discussion of wisdom contents service, analysis of service system, and suggestion of customized service through user demand survey.

A Study on the Kiosk UI Reflecting the Elderly's Characteristics (고령자의 특성을 반영한 패스트푸드점 키오스크 UI 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.556-563
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    • 2019
  • This study was conducted to improve the use experience of elderly people in fast food kiosks which are actively utilizing 'un-tact' technology. First, the Kiosk design analysis criteria were discussed through literature research. Then, the UI screens of McDonald's, Lotteria and Burger King, which are currently serving kiosks in Korea, were divided into colors, layouts and buttons. Next, the usability evaluation and survey of the elderly revealed problems with the interface design of the current kiosk. As a result, older people do not recognize buttons without an outline as buttons, and errors occur when layout changes or when viewing is complicated. In addition, horizontal navigation and vertical layout menus were error-free, and the design of buttons was error-free with the same color for the same function. Research shows that the Kiosk UI design is preferred by older people. First, buttons in the form of outline or solid are recommended. Second, vertical binding of buttons combined with images and text is recommended. Third, the screen layout should be consistent with the direction of view flow and manipulation, and should avoid increasing the number of menus and information. Fourth, page navigation is recommended in horizontal form and menu arrangement is vertical form. Finally, buttons that perform the same function are efficient for buttons to use the same color, and for different functions, applying a complementary colors can reduce confusion.

Comparative Study on the Perception of Specializing Libraries of Non-Specialized Library Librarians and Users (도서관 특화에 대한 비특화도서관 사서와 이용자의 인식비교 연구)

  • Noh, Younghee;Shin, Youngji;Kwak, Woojung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.1
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    • pp.77-99
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    • 2019
  • In this study, development directions for smooth introduction of transferring non-specialized libraries to specialized libraries are suggested based on the analysis conducted on non-specialized library librarians and users to investigate and analyze the comparative requirements for specializing libraries, specialization topics, demand for spaces and programs for specialization and view of important factors of each area when operating specialized libraries in future. As a result, first, when introducing a specialized library, it is necessary to derive a specialized topic that can identify and provide the characteristics of the region and the status of existing library. And a demand analysis. Based on this, the subject should be selected through the demand survey of the local residents. Second, from the stand point of targeted subjects of specialized service, it is necessary to provide tailored services by understanding the service range for each age group based on local population distribution and library user analysis. Third, experience-type, lecture-type and view-type can be suggested for specialized programs, considering the characteristics of the specialized subject field. It is ideal to operate combination of the three based on the subject filed details. Also, the characteristics of the subject and the types of program should be considered for specialized spaces. Finally, in order to systematically operate and promote specialized libraries, allocating dedicated personnel, linking with other institutions and strategies of promotion and marketing should be considered.

Development, Implementation, and Analysis of a Maker Education Program in School Library: A Case Study of Daegu S High School (학교도서관 메이커 교육 프로그램 개발과 운영 사례 분석 - 대구 S 고등학교 사례를 중심으로 -)

  • Kang, Bong-Suk;Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.2
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    • pp.117-137
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    • 2019
  • The purpose of this study is to guide the design and operation of maker education programs in school library and to spread them by sharing the maker education program case. For this purpose, we explained the case of maker education of Daegu S high school library and analyzed its significance in terms of users in quantitative and qualitative way. In order to analyze the user's perception of the image and self-efficacy of capacity building of school library maker education, we compared it with the perception of existing school library education programs. In addition, we analyzed whether there is a statistically significant difference in the perception of the maker education according to the grade of the student and the experience of the maker education. The perception of school library maker education was not more positive than the existing school library education program. However, it is noteworthy that students who experienced school library maker education showed a positive image and high level of perception of the self-efficacy of capacity building in both existing school library education and manufacturing education compared to those who did not. These results suggest that school library maker education can improve the overall image of school library education and raise perception of the self-efficacy of capacity building. We hope that this study will contribute to activate school library maker education.

The Effect of Smart Learning User' Learning Motivation Factors on Education Achievement through Practical Value and Hedonic Value (스마트 러닝 이용자의 학습 동기요인이 실용적 가치와 헤도닉 가치를 통해 교육성과에 미치는 영향)

  • Mun, Jung Won;Kwon, Do soon;Kim, Seong Jun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.3
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    • pp.63-83
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    • 2021
  • The appearance of education is also rapidly changing in social changes represented by social networks. And the development of information and communication technology is also having a widespread effect on the education field. In the era of untact caused by Covid-19, education through smart learning is having a greater effect on students as well as adult learners more quickly and broadly. In addition, smart learning is not just limited to learning content, but is developing into personalized, convergence, and intelligent. The purpose of this study is to identify the factors of ARCS motivation theory that can determine the learning motivation of smart learning users, and to empirically study the casual relationship between these factors on education achievement through practical value and hedonic value. Specifically, I would like to examine how the independent variables ARCS motivation factors (attention, relevance, confidence, and satisfaction) affect learners' education achievement through the parameters of practical value and hedonic value. To this end, a research model was presented that applied the main variables of attention, relevance, confidence, and satisfaction, which are four elements of ARCS motivation theory, a specific and systematic motivational strategy to induce and maintain learners' motivation. In order to empirically verify the research model of this study, a survey was carried out on learners with experience using smart learning. As a result of the study, first attention was found to have a positive effect on the hedonic value. Second, relevance was found to have a positive effect on the hedonic value. Third, it was found that confidence did not have a positive effect on the practical value and the hedonic value. Forth, satisfaction was found to have a positive effect on the practical value and the hedonic value. Fifth, practical value was found to have a positive effect on the education achievement. Sixth, hedonic value was found to have a positive effect on the education achievement. Through this, it can be seen that the intrinsic motivation of learners using smart learning affects the education achievement of users through intrinsic and extrinsic value. A variety of smart learning that combines advanced IT technologies such as AI and big data can contribute to improving learners' education achievement more effectively and efficiently. Furthermore, it can contribute a lot to social development.

A Case Study of Navigation for Shoppingmall on desktop (데스크톱에서 쇼핑몰의 탐색을 위한 내비게이션 사례분석)

  • Jang, Su-Jin;Lee, Young Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.251-256
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    • 2021
  • This study analyzed the most frequently used navigation cases in a desktop environment. As a result of the research, GNB induces users' search as the top element of the search structure and can place color, text, icon, and image elements. LNB could be classified in the form of a dropdown, flyout, dropline and mega menu. In this study, the navigation structure of Interpark and Interpark among open markets used by users was analyzed. G-Market's GNB has a two-tier structure with color, text, image, and icon elements, and Interpark has a three-tiered horizontal label. Interpark's GNB drew attention by placing a badge on the seasonal label, which is a temporary content section, unlike G-market. It can be seen that the LNBs of both shopping malls have flyout menus that protrude when you mouse over the category menu arranged in a vertical text form under the logo placed on the left. The flyout menu has a complex structure consisting of the layout of the mega menu. This study is meaningful in revealing user experience elements by analyzing the GNB and LNB of shopping malls these days where internet shopping is increasing.

Indoor Positioning System using Geomagnetic Field with Recurrent Neural Network Model (순환신경망을 이용한 자기장 기반 실내측위시스템)

  • Bae, Han Jun;Choi, Lynn;Park, Byung Joon
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.57-65
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    • 2018
  • Conventional RF signal-based indoor localization techniques such as BLE or Wi-Fi based fingerprinting method show considerable localization errors even in small-scale indoor environments due to unstable received signal strength(RSS) of RF signals. Therefore, it is difficult to apply the existing RF-based fingerprinting techniques to large-scale indoor environments such as airports and department stores. In this paper, instead of RF signal we use the geomagnetic sensor signal for indoor localization, whose signal strength is more stable than RF RSS. Although similar geomagnetic field values exist in indoor space, an object movement would experience a unique sequence of the geomagnetic field signals as the movement continues. We use a deep neural network model called the recurrent neural network (RNN), which is effective in recognizing time-varying sequences of sensor data, to track the user's location and movement path. To evaluate the performance of the proposed geomagnetic field based indoor positioning system (IPS), we constructed a magnetic field map for a campus testbed of about $94m{\times}26$ dimension and trained RNN using various potential movement paths and their location data extracted from the magnetic field map. By adjusting various hyperparameters, we could achieve an average localization error of 1.20 meters in the testbed.

A Study on the Space Innovation of Public Libraries Belonging to Chungcheongnam-do Office of Education (충남교육청 소속 공공도서관의 공간혁신에 관한 연구)

  • Lim, Jeong-Hoon;Oh, Hyoung-Seok;Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.52 no.4
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    • pp.103-126
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    • 2021
  • This study aims to propose a plan to restructure libraries as a complex space for education and culture for 19 public libraries belonging to the Chungcheongnam-do Office of Education. For the purpose of this, case surveys and user surveys of complex facilities of domestic and foreign public institutions were conducted. Based on the findings, a space restructuring strategy was suggested by dividing the library space into the following ways: a space to learn (a comprehensive data room, a theme data inquiry room, a future classroom, a blended learning center, a STEAM training room, and an online lecture learning room), a space to express (a foyer, a maker room, a digital media creation room and an online lecture production room), a space to share (a club room, a group study room, a well-being complex culture space, a convenient living space, rest area, and a browsing area), and a space to enjoy (a performance-thought playground, infant and child archives, a digital virtual experience room, a specialized alcove room, and an outdoor reading room). In addition, a restructuring model of public libraries belonging to the Office of Education was proposed, such as a leading model, a basic model, a joint model, and a minimum model, in consideration of the size of the building, the size of the library, and the level of service and space.

A Qualitative Exploration of Intentions of Financial Chatbot Service (금융 챗봇 서비스의 사용 의도에 대한 질적 탐색)

  • Kim, Wonil;Yoon, Hyun Shik
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.181-199
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    • 2021
  • Recently, financial companies are promoting chatbot services in line with the reduction of branches and the expansion of non-face-to-face services. However, it is difficult to expand the chatbot services at once in the presence of technical limitations and constraints of internal and external environment. Therefore, it is necessary to analyze the various situations of chatbot service to preemptively identify problems that can occur in stages and seek solutions. This study conducted interviews with 12 field practitioners and researchers to examine the intentions and behaviors of financial chatbot service users and interpreted them using TPB. The study revealed the characteristics of 'feelings and attitudes' such as convenience or inconvenience from the chatbot experience, 'subjective norms' such as herd behavior or the yearning for empathy of others, and 'behavioral control' according to the recognition of difficulty or convenience of chatbot use process. This study shows that this characteristic can affect the intention and actual behavior of users to use chatbot service continuously. In the future research, it is necessary to empirically study specific intentions and influence factors for actual users.

Effect of Using Home Training App on Quality of Life in the Untact Era (홈 트레이닝 앱 사용이 언택트 시대의 삶의 질에 미치는 영향)

  • Chen, Qiuying;Lee, Sang-Joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.155-163
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    • 2022
  • In order to avoid the spread of Covid-19, outdoor activities are decreasing worldwide and the time spent at home is increasing. As physical activity declines, the number of people who feel bored, restless and immune deficient is increasing. As indoor life becomes more permanent, multiple approaches to home workout are becoming active. This paper examines how the Covid blue (boredom and social anxiety) produced in the no-touch era affects quality of life through the use of home training applications. Questionnaires were collected from Chinese people using a website dedicated to Chinese questionnaires, and finally 383 appropriate data were analyzed using SPSS24.0 and AMOS24.0. The research results showed that the actual experience of using home workout had a positive impact on quality of life. The higher the user's sense of social unease about being late in the untact, It was found that the higher the social anxiety perceived by users about the untact era, the higher the interactivity and exercise satisfaction with the home workout app. Home workout application can improve exercise satisfaction and quality of life, which are more positive effects beyond the result of resolving consumers' boredom. Therefore, it can be used as a channel for digital services.