• Title/Summary/Keyword: Users' convenience

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Free to Premium in Mobile TV Service: Intrinsic and Extrinsic Motivational Factors Affecting Free Users' Paid Subscription Intention

  • Jaemin Song;Sunghan Ryu;Young-gul Kim
    • Asia pacific journal of information systems
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    • v.33 no.2
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    • pp.318-341
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    • 2023
  • Mobile TV refers to the service that provides live broadcasting and video-on-demand content through a mobile device. In addition to the advertisement as the early-stage revenue model, the paid subscription model has emerged as a more sustainable revenue source for mobile TV services. In this study, with the surveys of 450 free mobile TV users, we examine the motivational factors influencing their intention to adopt a paid subscription model. Results show that three extrinsic motivations, price fairness, subjective norm, and mobile TV utilization, are positively associated with free users' paid subscription intention. In contrast, intrinsic motivations, such as hedonic need, spatiotemporal convenience, and self-efficacy, have no significant influence on the intention. We also found that the expected value is positively associated with attitude toward mobile TV service, also positively influencing the paid subscription intention.

Fast Food Consumption and Related Factors among University Students in Daejeon (대전 일부지역 대학생의 패스트푸드 이용 및 이와 관련된 요인)

  • Kim, Kyung-Won;Ahn, Yun;Kim, Hyung-Mee
    • Korean Journal of Community Nutrition
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    • v.9 no.1
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    • pp.47-57
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    • 2004
  • The study purpose was to investigate the factors related to fast food consumption of university students. Factors were identified using the Theory of Planned Behavior. Based on the pilot study, 18 behavioral beliefs, 7 normative beliefs and 19 control beliefs were identified. Data (n = 269) were analyzed using analysis of variance or $X^2$,/TEX> tests. Subjects were categorized into non-users (27.9%), users (42%) and frequent users ( $\geq$ 2 times/week, 30.1%). Regarding behavioral beliefs, users or frequent users responded more positively on advantages of eating fast foods including ‘taste’ (p < 0.001), ‘making me feel full’(p < 0.001), ‘diverse menus’(p < 0.05) than non-users. Compared to users, non-users responded more positively on the item that eating fast foods leads to eat vegetables less (p < 0.05), and negatively on ‘making me eat more salt’(p < 0.05). Most of the referent groups, parents (p < 0.001), sisters/brothers (p < 0.01), relatives (p < 0.01), friends (p < 0.05), boy/girl friends (p < 0.05) were important sources of influence regarding subjects' fast food consumption. Users or frequent users felt less control over factors or situations that make it consume fast foods (9 out of 19 control beliefs). These factors included; availability issues (p < 0.001), ‘not having other foods on hand’(p < 0.01), ‘others eating together like fast foods’, ‘convenience’, ‘social increase in fast food use’, ‘easy to get fast foods anytime’(p < 0.05). In addition, users of fast foods were more likely to eat fast foods when they don't have time, when they do not like to cook, when they feel hungry (p < 0.05). These results suggest that interventions for university students include strategies to moderate fast food use by modifying behavioral beliefs, suggesting alternative menus and behavior modification techniques, increasing perception of control, and eliciting social support.

Usage Pattern and User's Satisfaction with Village Community Center for Space Planning - Focused on 25 Village Community Centers in Hwasoon Province - (농촌 마을회관의 공간계획을 위한 이용실태 및 이용자 만족도에 관한 조사연구 - 전남 화순군 25개 마을회관을 중심으로 -)

  • Moon, In-Young;Kim, Mi-Hee
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.193-200
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    • 2014
  • This study aimed to evaluate how users are satisfied with village community center. It will develope and determine a most detailed design and requirements to maximizing for user's convenience. The study conducted interview survey using questionnaire based on universal design principles, to users of village centers that are in possible of cooperation of 25 village centers in Haw Soon district, Jeonnam province and used 160 cases to the analysis. The conclusion of this study is as follows. First, users showed most satisfaction about LDK space and dissatisfaction about design, stair/slope, entrance, and bathroom. Specially, users are dissatisfied with curtains at room and handralis at entrance. In terms of design, users about the indoor-outdoor environment as a whole was unsatisfactory. Second, survey on actual needs space scrutinized bathroom, kitchen, and stair/slope according to priority. In result of these surveys, user's satisfaction with village community center and actual needs space show needed improvements on bathroom and stair/slope space urgently.

An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective (체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점)

  • Chung, Namho;Lee, Hyunae;Koo, Chulmo
    • Knowledge Management Research
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    • v.14 no.5
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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A Study on the Characteristics of PC Use Space and Users' Consciousness at Residences (주거 내 PC 사용공간의 특성 및 사용자 의식에 관한 조사연구)

  • Jeong, Byeol-Ah;Kim, Bong-Ae
    • Journal of the Korean housing association
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    • v.17 no.5
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    • pp.55-65
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    • 2006
  • The objective of this study is to provide new direction on house design in consideration of the PC users' life pattern. This study found that PC use present conditions at home, demand for PC using space, and requirements for PC using area were analyzed. A survey was taken by 1108 residences, and the SPSS win.10 was applied for analysis. The survey was conducted to see the computer usage at home, demand and satisfaction for the PC using space. The results of this study were as follows; forty-seven percent of respondents said they used the PC in son's and daughter's room while 36.8% answered living room. It reflects that the whole family want to use the PC in the same area, or for their children's convenience. Users' consciousness was analyzed four factor, which were 'physical inconvenience:'satisfactions in PC position', 'inconvenience caused by narrowness', 'notion of privacy'. PC users' consciousness had significant differences in the satisfaction by PC users' characteristic and housing characteristic. It was to be classified that the PC use space into several pattern according to furniture arrangement, and channel pattern had the highest satisfaction among those pattern. Through this study, it is expected that new housing designs need to be made to reflect lese requirements into interior design and house plan for PC user's needs.

Factor Analysis for Improvement of Convenience and Safety in the Interior Design of Subway Trains (지하철 차량 실내디자인의 편의성과 안전성 증진을 위한 요소 분석)

  • Jin, Mi-Ja;Han, Suk-Woo
    • Proceedings of the KSR Conference
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    • 2007.05a
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    • pp.643-652
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    • 2007
  • This study identifies visible/invisible factors and analyzes facilities, structure, and visible perceptive contents in the aspects of operation and efficiency with a focus on the interfaces between interior design of the subway and users. More specifically, it diagnoses the requirements and empirically presents improvements. In addition, this study aims to diagnose the interfaces between trains and users by reinterpreting and evaluating factors from the perspectives of users, and to elicit the universal interface and an objective form of conceptual, structural, and formative relations in regard to the conditions required to the design. As the interior design in the subway trains is for the public reflecting the value, consciousness, and behaviors of users, it should be approached through the application of the concept of universal design that considers the potential needs and psychological satisfaction of users. In arranging the indoor of the vehicles, the conditions for the facilities should be specified through the interdisciplinary approach from professional fields including ergonomics and psychology, the path of flow should be induced through the use of space and the analysis of passengers' behaviors, an integrated planning should be re-established, and continuous evaluations of basic guidelines, manuals, and requirements should be made.

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The Effect of Users' Motivations and Interactivity on Online Word of Mouth

  • PARK, Seolwoo
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.10
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    • pp.855-863
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    • 2020
  • The purpose of this study is to investigate the impacts of two different kinds of interactivity, such as user-to-user and user-to-media interaction, on the relationship between SNS motivation and online word of mouth (WOM). An online survey was conducted with SNS users in Korea. Using the convenience-sampling method, 300 surveys were collected and 295 were used in the actual analysis after excluding data with careless responses or missing values. Hypotheses were tested using Structure Equation Model (SEM) and path analysis by using AMOS22. The results indicate that four different SNS motivations (self-expression, relational, fun, and browsing motivation) have a partially significant positive effect on perceived user-to-user and user-to-media interaction in SNS. Although both user-to-user interactivity and user-to-media interactivity were found to have a significant effect on online word of mouth, by comparing the standardized regression coefficients in these relationships, it was found that user-to-user interactivity has a greater effect on online WOM than user-to-media interactivity. These results show that the motivated SNS users want to express their desire to communicate with other users in contrast than their desire to learn media functions when motivated SNS users reveal their personalities, knowledge, and abilities. Theoretical and managerial implications are discussed.

Users' Perceptions and Attitudes Regarding Use of Korean Traditional Elements in Contemporary Spaces: Focused on the Article Contents of Professional Design Magazines (현대공간의 전통요소에 대한 사용자 인식과 태도: 전문 디자인잡지의 기사 내용을 중심으로)

  • Lee, Min-Ah
    • Journal of the Korean Home Economics Association
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    • v.48 no.7
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    • pp.77-87
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    • 2010
  • This study investigated users' perceptions and attitudes toward Korean traditional elements in contemporary spaces. We collected and analyzed the article contents of two design magazines, from their issues of January 2000 through December 2009, for a total of 87 cases. The results were as follows. First, the important motives for applying traditional elements to current living spaces were individual tastes, preference for a secluded life, and the users' childhood memories. Second, the most frequently used traditional element was traditional structure. Others were traditional spatial compositions and the use of natural materials. The two main purposes for renovating a space or constructing a building were to preserve traditional ambience or to add convenience and practical use to it. Third, the most frequently mentioned advantages of traditional elements were their environment-friendly characteristics, such as connecting to nature and using natural materials. Fourth, the users preferred, in order, Ma-dang, natural environments, doors/windows of various types and multiple functions, Toet-maru, Dae-cheong, and Nu-maru.

A Study on the Components of Library Services for Applying Universal Design (유니버설디자인 적용을 위한 도서관 서비스 구성요소에 관한 연구)

  • Kim, Bo-Il
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.3
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    • pp.5-16
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    • 2010
  • Libraries should offer their services to all users including those who find difficult to access knowledge information without any obstacles or discrimination. Therefore, this study, aiming at providing library services to all users by applying 'Universal Design' to libraries, extracted and presented five components in library services: universal convenience, which allows all users to use libraries; safety of services, which offers safety in library use; user-orientedness, which offers user-oriented library services; user request, which allows library services reflecting the needs of users; and economic feasibility of the services, which provide efficient and economic library services. The proposed five components will play the foundational role in implementing universal design on libraries so that all users can use library services.

A Study on User Switching Intention from Contact Center-oriented to AI Chatbot-Oriented Customer Services (컨택센터 중심에서 인공지능 챗봇 중심 고객 서비스로의 사용자 전환의도에 관한 연구)

  • Ann Seunggyu;Ahn Hyunchul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.1
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    • pp.57-76
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    • 2023
  • This study analyzes the factors and effects on the users' intention to switch from contact center-oriented to AI chatbot-oriented customer services by combining Push-Pull-Mooring Model and provides insights for companies considering the adoption of AI chatbots. To test the model, we surveyed users with experience using chatbots at least once across different age groups. Finally, we analyzed 176 cases for the analysis using IBM SPSS Statistics and SmartPLS 4.0. The results of hypotheses testing rejected the hypotheses for variables of inconsistent quality and low availability of push factors and low switching cost of mooring factor while accepting the hypotheses for the tardy response of push factors and all pull factors. Therefore, these findings provide important implications for researchers and practitioners who wish to conduct research or adopt AI chatbots. In conclusion, users do not feel inconvenienced by the contact center-oriented service but also perceive high trust and convenience with AI chatbot-oriented service. However, despite low switching costs, users consider chatbots a complementary tool rather than an alternative. So, companies adopting AI chatbots should consider what features the users expect from AI chatbots and facilitate these features when implementing AI chatbots.