• Title/Summary/Keyword: User-Satisfaction

Search Result 2,374, Processing Time 0.031 seconds

App Development and Usability Evaluation for Caregivers (돌봄 제공자를 위한 디지털 돌봄 앱 개발 및 사용성 평가)

  • Jongchan, Park;Jaegook Kim;Euijae Chung;Changsun Ahn;Bongsu Jung;Youngjoo Kim
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.12 no.11
    • /
    • pp.337-346
    • /
    • 2023
  • There is a need to develop an app for a caregiver health management that can provide continuous management in response to changes over time, because elderly people have low digital utilization capabilities, difficulty maintaining regular and continuous self-management. Based on this need, this study designed an app with a user-friendly UI and simple structure for the elderly. The app developed in this study supports regular management of health data such as blood pressure, blood sugar, and heart rate, as well as specific information on physical, disease, cognitive, communication, and environment in the care field. The app developed in this study supports care services by automatically entering data through integration with health management devices, automatically analyzing and visually representing recorded data to understand trends and volatility, and adding scalability to connect with various health management and medical support platforms. The effectiveness and satisfaction of the developed app were confirmed to be significant in the field verification results.

Analysis of OpinionMining on Consumer Satisfaction of InternetBanks: Focusing on the app review (인터넷전문은행의 소비자 만족에 관한 오피니언 마이닝 분석: 앱 사용 후기 중심으로)

  • Lee, Jong Hwa;Lee, Hyun Kyu
    • The Journal of Information Systems
    • /
    • v.32 no.3
    • /
    • pp.151-164
    • /
    • 2023
  • Purpose This study aims to analyze the current status of consumer awareness on Internet banks by conducting a full investigation and collecting user opinions presented on Google Play. After cateogorizing the current dissatisfaction, we would like to present not only the direction of the Internet bank service of but also the improvements of the platform. Design/methodology/approach Using opinion mining, subjectivity analysis, polarity analysis, and polarity information analysis of comments were conducted step by step to extract negative and positive keywords. The extracted keywords analyzed the weights of the frequently appearing positive and negative keywords using the TF-IDF model. Based on previous studies that negative information is more sensitive to positive information, we tried to confirm the connection, proximity, and mediation of negative keywords. Semantic Network Analysis (SNA) was used to visualize the connection relationship between the negative comment keywords of the three Internet banks. Findings Domestic Internet banks such as Kakao Bank, K-Bank, and Toss Bank have attracted a lot of attention even before they were established, and after establishment, they have secured a wide range of users through platforms that are completely different from existing banks. This study found out that the convenience of the app affects the opening and transaction of non-face-to-face accounts, which are characteristics of domestic Internet banks, which also affects the bank's business strategy. In addition, this study shows that the business characteristics of the company can be identified.

Analysis of Research Trends on Archival Information Services Using Text Mining (텍스트마이닝을 활용한 국내외 기록서비스 연구동향 분석)

  • Seohee Park;Hye-Eun Lee
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.24 no.1
    • /
    • pp.89-109
    • /
    • 2024
  • The study analyzed the research trends of domestic and international record information services from 2003 to 2022. A total of 136 academic papers registered in the Korea Citation Index (KCI) and 74 from the Library, Information Science & Technology Abstracts (LISTA) were examined by quantitative and qualitative content analysis to understand the research status of 20 years from various angles, such as publication year, research type, researcher type, subject, and purpose. Frequency analysis, co-occurrence frequency analysis, centrality analysis, and topic modeling were performed by applying text mining techniques. Results showed that domestic papers demonstrated a research flow focused on specific institutions or records, and user-centered satisfaction surveys and content-centered studies were conducted. Moreover, foreign papers confirmed various evaluation-oriented and information provision studies, such as data, resources, and collections, along with the research trend focusing on the relationship between archivists and users. The management of information resources was identified as a common topic in both domestic and foreign papers, but it is possible to identify that domestic research focuses on maintaining the quality of domestic information resources, while foreign research focuses on the storage and retrieval of information.

Identification of Demand Type Differences and Their Impact on Consumer Behavior: A Case Study Based on Smart Wearable Product Design

  • Jialei Ye;Xiaoyou He;Ziyang Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.18 no.4
    • /
    • pp.1101-1121
    • /
    • 2024
  • Thorough understanding of user demands and formulation of product development strategies are crucial in product design, and can effectively stimulate consumer behavior. Scientific categorization and classification of demands contribute to accurate design development, design efficiency, and success rates. In recent years, e-commerce has become important consumption platforms for smart wearable products. However, there are few studies on product design and development among those related to promoting platform product services and sales. Meanwhile, design strategies focusing on real consumer needs are scarce among smart wearable product design studies. Therefore, an empirical consumer demand analysis method is proposed and design development strategies are formulated based on a categorized interpretation of demands. Using representative smart bracelets from wearable smart products as a case, this paper classifies consumer demands with three methods: big data semantic analysis, KANO model analysis, and satisfaction analysis. The results reveal that analysis methods proposed herein can effectively classify consumer demands and confirm that differences in consumer demand categories have varying impacts on consumer behavior. On this basis, corresponding design strategies are proposed based on four categories of consumer demands, aiming to make product design the leading factor and promote consumer behavior on e-commerce platforms. This research further enriches demand research on smart wearable products on e-commerce platforms, and optimizes products from a design perspective, thereby promoting consumption. In future research, different data analysis methods will be tried to compare and analyze changes in consumer demands and influencing factors, thus improving research on impact factors of product design in e-commerce.

Implementation of Secondhand Clothing Trading System with Deep Learning-Based Virtual Fitting Functionality (딥러닝 기반 가상 피팅 기능을 갖는 중고 의류 거래 시스템 구현)

  • Inhwan Jung;Kitae Hwang;Jae-Moon Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.1
    • /
    • pp.17-22
    • /
    • 2024
  • This paper introduces the implementation of a secondhand clothing trading system equipped with virtual fitting functionality based on deep learning. The proposed system provides users with the ability to visually try on secondhand clothing items online and assess their fit. To achieve this, it utilizes the Convolutional Neural Network (CNN) algorithm to create virtual representations of users considering their body shape and the design of the clothing. This enables buyers to pre-assess the fit of clothing items online before actually wearing them, thereby aiding in their purchase decisions. Additionally, sellers can present accurate clothing sizes and fits through the system, enhancing customer satisfaction. This paper delves into the CNN model's training process, system implementation, user feedback, and validates the effectiveness of the proposed system through experimental results.

An Investigation on Fitting Dummies for the Making of Women's Clothing in their 50s~60s

  • Youngji Kook;Ho sun Lim
    • Fashion & Textile Research Journal
    • /
    • v.26 no.1
    • /
    • pp.55-64
    • /
    • 2024
  • This study investigated the usage and product conditions of clothing companies and online dummy companies for the development of fitting dummy for South Korean women's wear in their 50s and 60s. These women-targeted apparel companies mainly used nude-sized torso type and torso crotch type made of FRP material. The frequency of use of the dummies was high, while the user satisfaction was moderate. Users expressed dissatisfaction with the inaccurate reflection of the body shape according to the KS sizing system and the measurements such as the front and back intercye, upper arms, abdomen, crotch, and waist back length. Upon survey, 73.7% of the respondents answered that development of the dummy and the appropriate age for it is 50 to 54, and they preferred the torso crotch form. In the production of online dummy companies, the torso crotch type and torso type were most widely produced, and polyurethane, FRP, and recycled paper materials were used. The size of dummy was expressed in numerical type, and 6, 7, 8, 9, 10, 12, 14, 16, 18 and 44, 55, 66, 77, 88 were being produced. Even models of the same size had significant deviation, especially in the waist circumference. Also, there was no dummy reflecting 25%~75% center interval to the KS garment sizing standards of women in their 50s and 60s. Therefore, it is desperately necessary to develop a fitting dummy for KS clothing sizing system that reflect their body sizes and shapes.

Examples of AI Technology Applications in the Field of Cultural Heritage Record Management -Focusing on "Finding Cultural Heritage - ZOOM"- (문화유산 기록관리 분야 AI기술 적용 사례 -'문화유산 찾아-ZOOM'을 중심으로-)

  • Ju hyun Baek
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.24 no.3
    • /
    • pp.145-156
    • /
    • 2024
  • This study explores the integration of cutting-edge technology with records management, aiming to create new value not only in work processes but also in record information services. The research focuses on the case of constructing an "AI-based cultural heritage research record learning data and search system," carried out by the National Research Institute of Cultural Heritage (NRICH) Archives, and analyzes user satisfaction results. "Discovering Cultural Heritage with ZOOM" is a system designed to proactively predict research data demand by constructing big data (learning data) from images (675,338 items) contained in 1,421 volumes of publications in the cultural heritage field, spanning from 1973 to the present, and simultaneously presenting 50 similar images. This initiative aims to foster change and development in the field of records management and cultural heritage in response to the Fourth Industrial Revolution's advanced technologies. It is expected to provide valuable information to researchers, practitioners, and the general public alike.

A Study on Development of New Content Selection Indicators for Digital Curation Platform (디지털 큐레이션 플랫폼을 위한 신규 학술 콘텐츠 선정 지표 개발에 관한 연구)

  • Seok-Hyoung Lee;Kangsandajung Lee;Jayhoon Kim;Hyejin Lee
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.58 no.3
    • /
    • pp.193-216
    • /
    • 2024
  • Academic information providers are working on developing and establishing new types of content in response to the diverse academic content needs of researchers. To efficiently build and manage a wide range of content, these institutions are establishing digital curation platforms. These platforms apply digital transformation technologies to automate the collection, construction, and management of academic content, supporting researchers' activities by providing necessary content. To operate these platforms efficiently, it is essential to establish criteria that can effectively address the diverse content needs of users. We developed indicators for selecting new content and applied these selection priorities on a trial basis to the digital curation platform. The indicators for new content selection include content value, user demand and satisfaction, and the ease and efficiency of content collection, construction, and management. These indicators can be utilized during the acquisition and selection stages of the digital resource lifecycle.

User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
    • /
    • v.11 no.1
    • /
    • pp.47-55
    • /
    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.

A Study on Urban Open Space Selection Attributes as an Urban Entertainment Destination (도시 엔터테인먼트 목적지(UED)로서 도시 오픈 스페이스의 선택속성 연구)

  • Chae, Jin-Hae;Kim, Yong-Gook;Kim, Young-Hyun;Son, Yong-Hoon;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.41 no.4
    • /
    • pp.56-67
    • /
    • 2013
  • This paper asks what the Selection Attributes of urban open space are which carries out a role as an Urban Entertainment Destination. Case studies have chosen the Cheonggyecheon Waterfront, Seoul Forest Park, Seonyudo Park and Banpo Hangang Park as the representative open spaces in Seoul. The methods of study are observation investigation, a literature investigation and the survey to 233 visitors that conducted the ANOVA analysis and Regression analysis by SPSS 18.0. As a result, first, the urban open space in Seoul has had 8 elements of UED; Landscape, Multi anchoring, Contextual links, Programmability, Community, Branded identity, Security and Service. Second, they are being used not the neighborhood type but a wide area type. Third, Landscape, Security and Service are most important while Programmability and Community are less important than other factors in EUOS factors. Lastly, it was analysed that the influential factor of revisitation and satisfaction is Landscape, which is the common factor. Security in revisitation and Contextual links in satisfaction are especially additional factors. The landscape property is an important element to make an Entertainment Urban Open Space(EUOS). The virtue of landscape in the EUOS relates not only park facility or program that installed in the place but also the overall mood involving park user's activities in the place. To be a successful EUOS, a park facility, program and the overall mood involving user's activities need to be integrative approach to enhance the virtue of landscape.