• Title/Summary/Keyword: Web Site Evaluation

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Studies on the Structure of Sensibility and the Sensibility Factor in the Web Site (웹 사이트에서의 감성구조 및 감성요인에 관한 연구)

  • Sin, Eun-Joo;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.460-471
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    • 2009
  • This study is the research on sensitivity in the web. The main purposes of the study are to present the objective criteria on sensitivity of web users and to help embodiment of successful design. The study has overall two main subjects, which are the contents and results. They are as follows. First, the study is going to develop sensibility factors and the sensitivity structure model. Second, based on the study above, the further stage focuses on the correlation between sensibility and figurative factors in the web design. By understanding of the correlation between sensitivity and figurative factors, the study assist designer in the embodiment of successful sensitivity design. And it shows one of the various approaches to sensitivity. In the end, it can be considered as a process to make an objective criteria on sensitivity design at the same time expected to play a role providing designers with rational guideline on work and evaluation and helping the presentation of successful sensitivity design.

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A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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Design and Implementation of OASIS Considering Web Accessibility (웹 접근성을 고려한 전통의학정보포털 설계 및 구현)

  • Han, Jeong-Min;Jang, Hyun-Chul;Kim, Jin-Hyun;Yea, Sang-Jun;Kim, Sang-Kyun;Kim, Chul;Song, Mi-Young
    • Journal of Information Management
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    • v.41 no.4
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    • pp.187-204
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    • 2010
  • This study shows evaluation of how much OASIS meets "the korean web content accessibility guidelines" and analysis of some of the accessibility problems and their solutions in OASIS(Oriental Medicine Advanced Searching Integrated System) which is the only web site that offers papers and project information related to Traditional Medicine in Korea. The evaluation criteria to determine if OASIS is accessible is classified into four sub items; Perceivable - if information and user interface components is presentable to users in ways they can perceive, Operable - if user interface components and navigation are operable, Understandable - if information and the operation of user interface are understandable, Robust - if content is robust enough that it can be interpreted reliably by a wide variety of user agents, including assistive technologies. Based on the measured results, OASIS has just been redesigned and implemented in more accessible and effective way. OASIS that improves web accessibility for the disabled is expected to help them study oriental medicine more easily and conveniently by providing equal access and equal opportunity to use the web.

VoiceXML Dialog System Based on RSS for Contents Syndication (콘텐츠 배급을 위한 RSS 기반의 VoiceXML 다이얼로그 시스템)

  • Kwon, Hyeong-Joon;Kim, Jung-Hyun;Lee, Hyon-Gu;Hong, Kwang-Seok
    • The KIPS Transactions:PartB
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    • v.14B no.1 s.111
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    • pp.51-58
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    • 2007
  • This paper suggests prototype of dialog system combining VXML(VoiceXML) that is the W3C's standard XML format for specifying interactive voice dialogues between human and computer, and RSS(RDF Site Summary or Really Simple Syndication) that is representative technology of semantic web for syndication and subscription of updated web-contents. Merits of the proposed system are as following: 1) It is a new method that recognize spoken contents using ire and wireless telephone networks and then provide contents to user via STT(Speech-to-Text) and TTS(Text-to-Speech) instead of traditional method using web only. 2) It can apply advantage of RSS that subscription of updated contents is converted to VXML without modifying traditional method to provide RSS service, 3) In terms of users, it can reduce restriction on time-spate in search of contents that is provided by RSS because it uses ire and wireless telephone networks, not internet environment. 4) In terms of information provider, it does not need special component for syndication of the newest contents using speech recognition and synthesis technology. We implemented a news service system using VXML and RSS for performance evaluation of the proposed system. In experiment results, we estimated the response time and the speech recognition rate in subscription and search of actuality contents, and confirmed that the proposed system can provide contents those are provided using RSS Feed.

The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage (UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향)

  • Moon, Yun-Ji;Kang, So-Ra;Kim, Woo-Gon
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.167-190
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    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.

A Study on the Influence of Factors That Makes Web Sites Credible (웹사이트의 신뢰성 평가에 영향을 미치는 요인과 각 요인의 중요도에 관한 연구)

  • Kim, Young-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.4
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    • pp.93-111
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    • 2007
  • The Internet is now an integral part of the everyday lives of a majority of people. Web users are becoming increasingly skeptical of the information and services offered online. They are demanding web sites that offer credible information. This study focused on what features of web sites affect the perception of web credibility. For this purpose, I took the responses from 648 people and extracted 49 factors that affect web credibility. I placed the individual factors - the specific questions asked in the survey - into one of four categories expertise. trustworthiness, ads and other and calculated the means for each of the 49 factors. As a result, 29 out of 49 factors increase the Perceptions of credibility and 20 factors decrease the web credibility. Sites with frequently update. the credentials of authors, strict content guides, search capabilities, clear connections to the real world fared good in credibility. Technical problems such as broken links, site sown, or typographical errors were rated the most negative on this scale On the other end of the scale, a domain name that ends in' .org' or' .or.kr' caused little change in perception of credibility.

A study on the development of interface design evaluation method for web-based multimedia instructional system. - Focused on the user′s psychological language extraction.- (웹 기반 멀티미디어 교육사이트의 인터페이스 디자인 평가방법체계 구축에 관한 연구 -사용자의 심리적 불만족 언어 도출을 중심으로.)

  • 박순주;이종호
    • Archives of design research
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    • v.13 no.3
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    • pp.81-90
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    • 2000
  • There are a great number of difficulties without Interface Guideline, even though the utility of the web in the educational field has been increased. In spite of having a guideline there still remains problems, when the researcher develops a practical web design, because of uniformity and universality. The purpose of this research will give a good model and a guideline, developing a way of web-site assessment through psychological language. First, the researcher has to induce psychological language and recognize the relevance of the principle of device system. Second, they should build an assessment model based on an established system of classification. As a result, they recognized that an assessment model based on the system of psychological language can help in working out authentic design problems. The designer faces many difficulties when using Interface Guideline for the sake of the existing software developer because of specific terminology. On the contrary, these days, the guideline of psychological language system provides the designer with easy comprehension of language and also able to perceive problems in advance. In addition, the researcher can realize that it can be used, as a good source and data.

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The Systematic Form Generation of Product Design (제품디자인의 체계적 형태발상 연구)

  • 이문기
    • Archives of design research
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    • v.15 no.1
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    • pp.279-288
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    • 2002
  • The appearance of Internet, the 5th medium which has succeeded newspaper, magazine, TV, radio, creates WEB MAGAZINE to overcome the restriction of space and time. This paper has conducted the contents and visual points of view in webmagazine. Through case study, the following and identify for the analysis of the webmagazine contents and visual format. Firstly, communiation at webmagazine is carried out at the user-centered atmosphere. Secondly, Even through an aesthetic is emphasized in the webmagazine, when web designer compose of the web site, it is necessary to find the proper methodology under the basis of users behavior Thirdly, Although webmagazine required the visual form, we should know that the evaluation of webmagazine should be implemented by users. Therefore, webmagazine should be designed by the user-centered layout.

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A Study on Remote Usability Test & Evaluation for Web Sites -with emphasis on the development of remote interaction observation & analysis software (웹사이트 원격 사용성 테스트에 관한 연구 - 원격 사용자 인터랙션 관찰 및 분석 도구의 개발을 중심으로)

  • 오기태;이건표
    • Archives of design research
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    • v.17 no.3
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    • pp.147-156
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    • 2004
  • Currently, usability tests for web sites with representative users are conducted in laboratory environment that disturbs subjects' natural behavior. These test methods are inefficient for tests that require large number of subjects, because experimenters and subjects should be located in the same place at the same time during the test. In this study, a remote usability test tool, called 'RIO' has been developed to cope with these laboratory-based experiment problems - the 'synchronism' and the 'unnatural environment'. The tool is separated into three parts: 'Project Manager', 'Remote Interaction Observer', and 'Interaction Analyzer'. 'Project Manager' sets up overall experimental parameters and actual tasks to be peformed by subjects. 'Remote Interaction Observer', endued with Microsoft Internet Explorer Control, is a modified Web Browser which records user interactions, screen images and elaborate browser events while subject performs given tasks. This module is distributed to subjects as an installable software package. When they finish all the tasks, the captured interaction data is compressed and sent to 'Interaction Data Server' automatically. 'Interaction Analyzer' visualizes interaction data from the 'Interaction Data Server'. It also generates project-scope statistics which facilitate discovering peculiar cases among interaction submissions.

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Analysis of User Interface Evaluation in Map Information Service on Web (웹 기반 지도 정보 검색 서비스에서의 사용자 인터페이스 평가 요소 분석)

  • Lim, Kyung-Ran
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.202-211
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    • 2007
  • As information radically increases owing to the proliferation of Internet, users are highly interested in information design that enables them to easily approach the information desired by them and shows the unsystematic information in summarized and recognizable information by rearrangement. In the problem, general users could not easily recognize such information design, because it was not designed on the basis of understanding the situation where users actually contacted, but used the method that visualized based on the result which emphasized the aspect of system. Studying map information retrieval site for improvement of efficiency of information delivery, this research analyzed user interface design problems of map information service through evaluation list acquired by investigating user interface design principle and mutually comparing with information visualization system evaluation standard.