• Title/Summary/Keyword: and user satisfaction

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O2O 서비스 구전의도에 영향을 미치는 요인에 대한 연구: 중국 스마트 오더 서비스를 중심으로 (A Study on Factors Affecting Consumer's Word-of-Mouth Intention of O2O service: Focused on Chinese Smart Order Service)

  • ;유재현
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권2호
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    • pp.1-24
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    • 2023
  • Purpose The aim of this study is to investigate how system quality, privacy concerns, and usefulness impact user satisfaction and word-of-mouth intention towards smart order services among Chinese consumers. The study also seeks to provide both theoretical and practical implications based on the findings. Design/methodology/approach This study conducted an empirical study on Chinese consumers through an online survey on 274 users of smart order service in China. To analyze the data, frequency analysis, reliability analysis, and confirmatory factor analysis were performed using SPSS 26.0 and AMOS 26.0 statistical programs, and structural equation model was used for hypothesis testing. Findings The study results are as follows. First, system quality was found to have a positive effect on usefulness and user satisfaction. Second, privacy concerns were found to have a positive effect on user satisfaction, but not on usefulness. Third, user satisfaction was found to have a positive effect on consumers' word-of-mouth intention of the smart order service. Finally, mediating effects were found between system quality and user satisfaction through usefulness, as well as between system quality, perceived privacy concern, and usefulness through user satisfaction.

최종사용자 만족도 구성요인에 대한 연구 : 어플리케이션 마켓을 중심으로 (Variables Affecting End-User Satisfaction in Application Market)

  • 김현모;박재홍;이상철;서영호
    • 품질경영학회지
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    • 제40권2호
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    • pp.211-218
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    • 2012
  • Over the last two decades, many information system researchers have developed the variables of information system using the measurement of user satisfaction. In context, this research developed the measurement of user satisfaction in smartphone application market and compared the difference of user satisfaction factors between Adroid market and App store. The results indicated that satisfaction of App store was more than that of Adroid market. The information system and customer-oriented factors of App store were higher than that of Adroid market.

사용자 만족도를 고려한 터치 버튼 사이즈에 대한 연구 (A User Satisfaction Based Touch Button Design)

  • 김진;최광수
    • 산업공학
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    • 제20권4호
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    • pp.539-546
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    • 2007
  • This study has been conducted on touch screen interface design for mobile devices. It was intended to measure user’s satisfaction on one-handed thumb input mobile devices. Recent studies proposed the optimal touch button size, but it is inappropriate for mobile devices. Therefore, this study was focused on four touch key factors-width, height, the horizontal and vertical distance between touch keys-as independent variables. The ANOVA results showed that the user satisfaction of four touch key factors was significantly affected by the thumb input. It also apparent that the interactions between four factors were significant. As a result, the horizontal and vertical distance as well as the width and height affected the satisfaction of users. In addition, this study suggested satisfaction models which represent the top 30%, 50%, 70% of user satisfaction measurement. The results of this study could be used to design touch keys that are able to enhance the usability on touch screen based mobile devices.

모바일 복합 단말기 사용자 만족: 기대-불일치 접근 (User Satisfaction of Mobile Convergence Device: The Expectation and Disconfirmation Approach)

  • 이승창;서응교
    • 유통과학연구
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    • 제10권11호
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    • pp.89-99
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    • 2012
  • Purpose - Mobile devices, especially mobile terminals capable of telecommunication and wireless connectivity, are leading the advancements in consumer electronics. Digital convergence drives the functions of various devices, such as cellular phones, MP3 players, personal digital assistants, and gaming, into a single device. This trend would continue and applications such as digital audio and video streaming (including personalized content delivery mechanisms) would soon be on a handheld device. As customers want mobile convergence devices, manufacturers are driving new initiatives in the emerging mobile device market. Given the roles played by device design and service content in user satisfaction of a mobile convergence device, this study focuses on identifying and measuring the constructs for the process by which user satisfaction is achieved. This study synthesizes the expectation-disconfirmation paradigm with empirical theories in user satisfaction. Device and service levels are separated, and nine key constructs for user satisfaction of mobile convergence devices are proposed. Insight into this process could help web-based businesses to improve user satisfaction, thus enhancing the effectiveness of e-commerce for sellers and buyers. Research design, data, methodology - This study draws on three users of mobile convergence devices as examples. To test there search model and hypotheses, survey questionnaires were sent to 607 mobile device users. Mobile device users were initially identified from several members, and subjects were randomly drawn. Data from 577 survey responses were finally analyzed. The unit of measurement and analysis in this research study is at a personal level. Results - The measurements for the constructs were developed and tested in a two-phase study. In the first phase, the device and service dimensions were identified, and instruments for measuring them were developed and tested. In the second phase, using the salient dimensions of the device and service as the formulating first-order factors, instruments were developed and empirically tested to measure satisfaction of the device and service. In measuring satisfaction of mobile convergence devices, the critical tasks are to identify the key constructs of such user satisfaction and to develop validated instruments to measure them. Hence, the results of this study have immediate implications for businesses and for research in user satisfaction of mobile convergence devices. Conclusions - This study provides reliable instruments for operationalizing key constructs in the analysis of user satisfaction of mobile convergence devices within the expectation-disconfirmation paradigm. Hence, convergence device makers will be able to examine whether their websites meet their customers' expectations by examining the device aspect of the mobile convergence device customers, and the service aspect expectations and disconfirmation. Moreover, the introduction of expectation and disconfirmation constructs brings the marketing aspect of convergence devices into focus for such retailers, an aspect crucial to the effective design of websites for online businesses. In addition,this study provides the metrics required to initiate future studies on user satisfaction of mobile convergence devices.

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지식관리시스템 사용자 만족도와 성과에 관한 연구: 재정경제부를 중심으로 (A Study on the User Satisfaction of Knowledge Management System and Performance: With Focus on the MOFE)

  • 이홍재
    • 정보관리학회지
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    • 제25권4호
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    • pp.67-85
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    • 2008
  • 본 연구에서는 공공부문에서 운영되고 있는 KMS의 성과평가의 일환으로 KMS 사용자 만족도의 선행요인 및 사용자 만족도와 성과 간의 구조적 관계를 분석하고 효과적인 KMS 운영을 위한 함의를 제시하였다. 본 연구에서 실시한 지식품질과 KMS 품질, 사용자 만족도 및 성과 간의 영향관계에 관한 구조방정식 분석결과, 연구모형에서 설정한 3개의 가설 모두가 채택되었다. 이러한 분석결과를 토대로 본 연구에서는 KMS 사용자 만족도 및 성과 향상을 위한 효과적인 KMS 운영방안을 제시하였다.

Analyzing the Effects of Anthropomorphism in NPCs Applied by GPT on User Satisfaction and Loyalty

  • Namjae Cho;Zhilan Cao;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • 제31권4호
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    • pp.121-137
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    • 2024
  • This research studies NPCs applied by Generative Pre-trained Transformer (GPT) Technology. This study set three independent variables as characteristics of the NPCs applied GPT. User immersion is set as a mediator variable, while user game satisfaction and loyalty are chosen as dependent variables. The Stimulus-Organism-Response (SOR) theory is employed to study user attitude changes, and immersion is examined through the Flow Theory. The study found that interactions between NPCs and users directly and indirectly influence user satisfaction and loyalty. This suggests that NPCs capable of providing users with desired information, rather than merely following predetermined protocols, can enhance the user's affinity for the game. Furthermore, the intelligence and human-likeness of NPCs were found to indirectly influence satisfaction and loyalty through immersion. These findings underscore the importance of GPT-applied NPCs in the gaming industry, with potential implications for the future development and enhancement of such NPCs within games.

도서관 서비스 품질 평가를 통한 전문도서관 이용자 만족도 연구 (A Study on Special Library's User Satisfaction with the Library Service Quality Evaluation)

  • 김정희;김태수
    • 정보관리학회지
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    • 제26권3호
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    • pp.69-87
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    • 2009
  • 이 연구는 국내 전문도서관을 대상으로 서비스 품질 차원 변수들의 이용자 만족도에 대한 상관성, 상대적 영향력, 차별적 영향력을 분석하여 이용자 만족도의 결정요인을 찾아내고, 이를 근거로 전문도서관의 이용자 만족도를 증대시키기 위한 경영개선의 실질적 방안을 찾고자 하였다. 괴리이론을 이용한 설문조사 결과 전문도서관 이용자들의 도서관 서비스에 대한 인식은 최소치에도 미치지 못하는 것으로 나타났다. 이에 서비스 품질 차원의 변수들과 만족도 영역간의 영향력의 상관관계를 분석하여 그 결과를 근거로 이용자 만족도를 효율적으로 증대시키기 위한 경영개선의 우선순위를 제안하고자 하였다.

온라인게임 운영 서비스와 콘텐츠 만족도가 게임 충성도에 미치는 영향에 대한 연구 (Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty)

  • 정의준;김민철;유승호
    • 한국게임학회 논문지
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    • 제12권4호
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    • pp.33-44
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    • 2012
  • 최근 온라인게임 산업의 발전에 따라 게임 산업의 구조는 콘텐츠 제작 중심에서 서비스 공급으로 확장되고 있다. 이에 따라 게임운영 서비스와 이에 대한 유저 만족도에 대해 그 중요성이 점차 강조되고 있다. 그러나 게임산업에 대한 기존 연구는 여전히 콘텐츠 개발 측면에 초점을 맞추고 있어, 게임운영 서비스에 대한 논의가 크게 이루어지지 못하고 있다. 본 연구는 게임운영 서비스에 대한 유저 만족도를 살펴보았으며, 유저의 게임이용 기간과 콘텐츠 만족도와 더불어 서비스 만족도가 게임 충성도에 미치는 영향력을 조사하였다. 연구 결과, 게임운영 서비스에 대한 만족도를 유지하는 것은 게임을 지속적으로 사용하는 것과 게임 충성도를 높이는데 유의미한 연관성이 있는 것으로 나타났다. 특히 라이트 유저의 경우, 서비스 만족도가 높으면 게임사용시간이 길어질수록 게임에 대한 충성도가 확연히 높아지는 것으로 나타났다.

정보담당 최고임원 (CIO)의 경영자 역할이 사용자에 미치는 직접적 영향에 관한 연구 (A Study on the Effects of CIOs' Managerial Roles on Users)

  • 이재범;안상협
    • Asia pacific journal of information systems
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    • 제7권3호
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    • pp.125-143
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    • 1997
  • As information is the critical resource of business, CIOs(chief information officers)' managerial roles become more important. CIOs work out the organization and information system strategies, introduce changes into organizations, communicate with chief executive officers and users, and take the responsibilities of the information system operation. The CIOs' managerial roles make affects on the information system performance and the organizational effectiveness. They are divided into six sub-roles; leader, liaison, entrepreneur, monitor, resource allocator and spokesman. The CIOs' influences on organizations are evaluated by information systems performance. User information satisfaction is one of the most valid information system evaluation criterions. User participation and user involvement are regarded as the antecedents of user satisfaction. This study investigates the effect of CIOs' managerial roles on user satisfaction, user participation, user involvement, CIOs' six managerial roles do not equally influence users. The results of this study have implications for the CIOs' managerial roles in organizations. As CIOs effectively perform managerial roles, user satisfaction is improved.

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최종사용자의 공동작업과 시스템 성공간의 상황모형 (The Relationship Between End-User Joint Work and End-User Satisfaction : Two Moderate Factors)

  • 문용은
    • 한국정보시스템학회지:정보시스템연구
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    • 제10권1호
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    • pp.73-95
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    • 2001
  • A significant body of information systems research is concerned with user participation as a means to improve user satisfaction within systems development. In spite of the many studies in this area, findings are not consistent or cumulative. One of the reasons for this is not to be considered the type of systems. Most research are focusing on traditional system development under the mainframe environment instead of under end-user based environment like web-based information system or ERP. End-user based environment requires user's strong initiatives in the system development life cycle. It means the user\`s simple participation is not enough and user-led-development is more appropriate for the system success. This paper can call this new concept is end-user joint work which means user has to participate in the system development as a co-developer. This paper investigates how the end-user joint work contributes end-user satisfaction and two variables in particular-job complexity and technical competence-moderate the outcomes of end-user joint work Analysis of 112 independent systems development projects indicated that end-user joint work has a direct relationship with end-user satisfaction. In addition, the two variables were found to moderate key roles on this relationship. That is, the strength of this relationship depended on the level of these factors.

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