• 제목/요약/키워드: app use satisfaction

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Retail Distribution Strategies for Train Tickets: The Extended UTAUT Model

  • PARK, Yoon-Joo;AHN, Sung-Sook
    • 유통과학연구
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    • 제19권9호
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    • pp.5-17
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    • 2021
  • Purpose: As mobile devices are commonly used and contact-free services are widespread due to the COVID-19 pandemic in the recent distribution environment, this study suggests retail strategies for consumers using high-speed railways. To this end, we analyzed how consumer perception on technologies necessary for use of mobile apps is related to the attitude that drives consumers to continue using the app services. Research design, data and methodology: Based on the extended unified theory of technology acceptance and use of technology model by Venkatesh, Morris, Davis and Davis (2003), we added variables proposed by existing theories that studied the technology acceptance model from multiple perspectives and empirically analyzed the relationship between user satisfaction and use intention with structural equation modeling. Results: As expected, factors necessary for the use of app services such as performance expectancy, social influence, price value, facilitating conditions, security, and aesthetics had positive effects on user satisfaction, whereas the effect of effort expectancy on user satisfaction was rejected. And user satisfaction was found to have a significant effect on intention to use. Conclusions: The results provide implications that strategic retail management of the above factors can motivate passengers to continuously use high-speed railways.

스마트폰 기반 쇼핑 브랜드앱 UI의 기능적요인, 광고효과, 만족 관계에 관한 연구 (A Study on the Functional Factors, Advertising Effect, and Satisfaction of Smartphone-based Shopping Brand App UI)

  • 윤혜원
    • 한국인터넷방송통신학회논문지
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    • 제20권5호
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    • pp.97-105
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    • 2020
  • 스마트폰 애플리케이션 이용의 보편화와 비대면소비활동이 맞물리면서 새로운 소비환경이 도래하고 있다. 본 연구는 스마트폰 쇼핑 브랜드 앱의 UI 기능적요인 경험을 통하여 광고효과로서 선호도와 브랜드신뢰를 측정하고 만족에 미치는 인과구조적 관계 규명에 목적을 두고 진행되었다. 이론적 연구를 토대로 연구모형을 설정하고, 설문조사로 수집된 223명의 자료를 SPSS 25.0 프로그램을 활용하여 분석하였다. 분석 결과, 앱 UI 기능적요인은 광고효과에 부분적으로 영향을 미침이 확인되었고, 광고효과는 만족에 유의미한 영향을 미치는 것으로 조사되었다. 본 연구 결과는 브랜드 쇼핑 앱의 마케팅 커뮤니케이션의 기초 연구자료를 제시해 줄 수 있을 것이다.

장애인도서관 원문서비스 모바일 앱의 특성이 사용자의 만족도 및 재사용 의도에 미치는 영향요인 연구 (A Study on the Factors Affecting the Characteristics of Mobile App for Disabled Libraries' Full-text Service on User's Satisfaction and Reuse Intention)

  • 장보성
    • 한국도서관정보학회지
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    • 제51권1호
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    • pp.329-347
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    • 2020
  • 본 연구는 시각장애인의 독서 및 정보활용을 위한 장애인도서관 원문서비스 모바일 앱의 특성(혁신성, 편의성, 접근성, 정확성, 신뢰성, 즉시 접속성, 상호작용성)과 기술수용모델의 지각된 유용성, 지각된 용이성을 활용하여 앱의 특성이 사용자의 만족도와 재사용 의도에 미치는 영향을 분석하고자 하였다. 조사는 국립장애인 도서관 국가대체자료공유시스템 앱을 대상으로, 사용 경험이 있는 시각장애인에게 설문지를 배포하여, 유효한 345부의 표본을 분석하였다. 분석 결과, 앱의 접근성, 편의성, 혁신성, 신뢰성이 지각된 유용성에 유의미한 영향을 미치며, 즉시접속성, 정확성, 상호작용성은 유의미한 영향이 없는 것으로 나타났다. 모든 앱의 특성은 지각된 용이성에 유의미한 영향을 미치는 것으로 분석되었다. 지각된 용이성이 지각된 유용성에 미치는 회귀모형은 통계적으로 유의미하였으며, 지각된 용이성과 지각된 유용성은 이용자의 만족도에, 만족도는 재사용 의도에 긍정적 영향을 미치는 것으로 나타났다.

SNS 품질요인이 라이브 앱 사용자의 만족도와 지속적인 사용의도에 미치는 영향에 관한 연구 (A Study on the Effect of SNS Quality Factors on the User Satisfaction and Continuous Usage Intention of Live App)

  • 종추;박재용
    • 경영과정보연구
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    • 제38권3호
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    • pp.97-112
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    • 2019
  • 현재 중국에서 온라인 라이브 방송 보다는 모바일을 사용한 라이브 방송이 더 큰 인기를 끌고 있다. 이에 따라 본 연구에서는 SNS의 대표 라이브 방송 앱인 왕홍을 중심으로 연구하였다. 즉, 왕홍이란 온라인과 SNS(Social Network Service)를 중심으로 활동하여 많은 이들에게 영향을 미치는 인터넷 스타를 의미한다. 이에 본 연구는 구체적으로 하나의 SNS를 중심으로 라이브 앱 사용자를 대상으로 한 연구를 실시하였다. 즉, 연구 내용으로는 먼저 중국의 라이브 앱을 사용한 사용자들을 대상으로 SNS의 품질요인 분석하였다. 둘째, SNS품질이 라이브 앱 사용자의 만족도에 미치는 영향을 먼저 파악해 보고, 라이브 앱 사용자 만족이 지속적인 사용의도에 영향을 미치는지에 대한 연구를 하고자 하였다. 연구 결과 SNS품질 중 정보품질, 시스템 품질, 사회적 품질은 라이브 앱 사용자 만족도에 정(+)의 영향을 미치는 것으로 나타났다. 그러나 서비스 품질, 감정 품질은 가설이 기각되었다. 본 연구를 통하여 사용자들에게 만족도가 더 높은 모바일 영상을 공유할 수 있는 앱을 만들어, 더욱 아름다운 삶의 소소한 에피소드나 실시간 동영상 장소로서 자리매길 할 수 있기를 기대한다. 그리고 라이브 방송 사업이 전 세계적으로 큰 영향을 전파할 수 있기를 기대한다. 마지막으로 향후 연구에서는 SNS 분야에 대한 한국과 중국의 양국 간 집단비교 연구도 의미가 있을 것으로 생각한다.

스마트 시니어의 스마트폰 배달 애플리케이션 만족도 기반 이용결정요인 분석 (Analysis of usage decision factors based on the satisfaction of smart seniors using smartphone delivery applications)

  • 최부헌;문수지
    • 디지털융복합연구
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    • 제19권1호
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    • pp.199-209
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    • 2021
  • 본 연구는 스마트 시니어의 배달 애플리케이션 만족도에 영향을 미치는 이용결정요인을 분석하고자 하였다. 이에 따라 본 연구는 스마트 시니어의 배달앱 만족도에 영향을 미칠 요인들을 배달앱 특성과 스마트 시니어의 개인적 특성으로 구분하여 가설을 설정하였다. 가설 검증을 위해 본 연구는 배달앱을 사용해 본 경험이 있는 50세 이상 65세 이하의 성인남녀를 대상으로 설문조사를 시행하였으며 자료분석을 위한 통계처리는 확인적 요인분석, 상관관계 분석, 경로분석을 수행하였다. 본 연구의 분석결과는 다음과 같다. 첫째, 배달앱 특성 중 유용성이 스마트 시니어의 배달앱 만족도에 통계적으로 유의한 정적 영향을 미치는 것으로 나타났으며 둘째, 스마트 시니어의 개인적 특성 중 사회적 공감성이 스마트 시니어의 배달앱 만족도에 통계적으로 유의한 정적 영향을 미치는 것으로 나타났다. 셋째, 배달앱 만족도는 재이용의도에 통계적으로 유의한 정적 영향을 미치는 것으로 나타났다. 이와 같은 연구결과를 통해 스마트 시니어의 배달앱 만족과 이용을 증진시키기 위해서는 스마트 시니어가 유용하게 사용할 수 있고 사회적 공감성에 초점을 둔 배달앱 개발이 필요하다는 것을 제시하였다.

증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로 (An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement)

  • 김새론;원은진;김형기;윤필중
    • 한국IT서비스학회지
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    • 제22권4호
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    • pp.141-157
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    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

A Study on the Quality Improvement of Mobile App Services of Medical Institutions: Focus on the Kano Model and PCSI Index

  • PARK, Ae-Jun;LEE, Yeon-Sook
    • 산경연구논집
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    • 제10권6호
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    • pp.19-27
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    • 2019
  • Purpose - The purpose of this study was to examine quality improvement priorities by examining not only quality classifications but also PCSI (Kano, 1984) of mobile app service qualities of general hospitals in the Metropolitan Area and offer potential improvements. Research design, data, and methodology - The study examined five of service qualities, including app design, reaction, convenience, safety and supply of information by precedent studies. 20 test items were selected. A total of 60 positive and negative questions to estimate customer satisfaction and PCSI was investigated. The author collected 300 copies from interviewees who made use of the app services of 13 general hospitals within one year, and classified quality factors by using table of quality assessment and also estimated the customer satisfaction index (Timko, 1993). The study made quality improvement priority by the PCSI index. Results - Reaction of the mobile app service quality ranked the highest PCSI, and payment safety ranked the highest, and customer support and supply of the information ranked high as well. It was observed that design ranked comparatively lower in these categories. Conclusion - Safety, reaction and supply of information should be prioritized to reorganize and improve the mobile app services.

스마트폰 앱 스토어의 서비스 품질이 재구매 의도에 미치는 요인에 관한 실증연구 (Empirical Analysis of the Effects of Service Quality of the Smartphone App Store on Users' Repurchase Intention)

  • 이명무;이건창
    • 한국IT서비스학회지
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    • 제14권3호
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    • pp.1-18
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    • 2015
  • Recent trends of mobile convergence has already brought about many changes in our digitally-powered society. Especially, taking advantage of strengths of existing mobile devices and smart phones have already been established as a primary standard in the business intelligence world. Such high-powered digital devices equipped with mobile convergence functions are getting more momentum as app stores are prevailing. Basically, the app stores are administered by smart phone manufacturers, creating a new business ecosystem among app developers and end-users. However, there are paucity of studies tackling an issue about how users' repurchase intention of the apps is influenced by the service qualities of the app stores. In this respect, this study aims to investigate the effect of app store service quality on users' satisfaction and repurchase intention. As the value of loyal customers is incomparably high in app commerce, winning customers' loyalty is vital to the success of app stores. In this study, a customer is defined as one who has purchased goods or services at least once from the app stores. The proposed research model includes a number of constructs such as app perceptions, customer service, perceived ease of use, design, promotion, perceived consumer risk and connectivity. Empirical results revealed that perceived consumer risk has a negative relationship with consumer's perceived repurchase intention. All the other variables-app perceptions, customer service, perceived ease of use, design, promotion, connectivity- are found to be positively related with the repurchase intentions.

방한 중국 관광객의 모바일 여행 앱 이용의도에 관한 연구 (The Use Intention of Mobile Travel Apps by Korea-Visiting Chinese Tourists)

  • 무윤택;이종호
    • 유통과학연구
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    • 제15권5호
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    • pp.53-64
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    • 2017
  • Purpose - This study focuses on use intention of mobile travel Apps by Chinese tourists visiting Korea based on UTAUT model, ISS model and ITM model. And the corresponding market promotion schemes are proposed for operators of mobile travel Apps by the research results. Research design, data, and methodology - After collecting 326 respondents in China with cross-sectional questionnaires, this study begins the empirical research with users of mobile travel Apps, and analyzes data with IBM SPSS 23.0 and IBM AMOS 23.0. Results - The results of this study include the following aspects: firstly, the System quality and Information quality are accepted for hypotheses of Satisfaction and Performance expectancy. Secondly, the Personal Propensity to Trust and Firm Reputation are accepted for Initial Trust hypothesis, and the hypotheses of Firm Reputation and Initial Trust are accepted for Use Intention. Thirdly, the Performance expectancy, Effort expectancy, Social influence are accepted for Use Intention hypothesis. Conclusions - With the increase of tourists visiting Korea, it can be predicted that the needs visiting Korea will be increased persistently for Chinese - this trend brings about the increase of the Chinese travel. First, information quality greatly influences satisfaction and performance expectancy. The research result shows that, the higher the mobile traveling App's information quality is, the higher the satisfaction and performance expectancy will be. Therefore, operators of mobile traveling App should have in-depth investigations towards users, to know the latter's real demand to the information quality and then provide corresponding services. Second, performance expectancy and effort expectancy greatly influence users' intention. Therefore, mobile traveling App operators should improve Apps' convenience and efficiency and, in doing so, find an effective method for market expansion. Third, social influence greatly affects users' intention. The result shows that mobile traveling App operators should pay attention to the influence of mass media and friends' recommendation on users, thereby it is necessary to improve advertisement activities. Fourth, initial trust also influences users' intention. The result shows that initial trust is a key element inducing users to generate use intention. Therefore, mobile traveling Apps operators should make efforts to catch elements that influence users' initial trust.

The Effect of Service Convenience and Mobile Apps on Consumer Re-Use in the Service Trade Market: A Focus on China Medical Tourist

  • Kim, Seong-Jin
    • Journal of Korea Trade
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    • 제23권4호
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    • pp.58-79
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    • 2019
  • Purpose - This study focused on the effect of mobile app information system quality on re-use intention in the medical service trade, and examined how the Chinese, currently the main consumer of Korea's medical service trade, obtained information through mobile apps, and the status of satisfaction felt by experiencing medical services. Design/methodology - The survey period was from November 2018 to January 2019, and was conducted on Chinese who voluntarily experienced medical services. The collected data verified causality of the study model through the statistical program, SPSS.24. The results showed that the most popular medical institution through the medical service mobile app is dermatology, and the quality of the app's information system plays a mediating role in influencing re-use intention. Findings - Overall, the current trade in medical services is first accessed and acquired through mobile apps, and as a result, consumers revisit medical institutions according to the reliability of information. Comments and likes, another new form of the word of mouth that has greatly influenced revisiting in the past, are seen to be spreading through the app's medical information. Originality/value - The previous market for the medical services trade was formed by very conservative word of mouth, but now we believe that the app's information system actively influences the revisit effect. This means that apps can be used in diverse areas in the medical service trade market. In addition, the medical service market needs to further develop a mobile app environment that can reflect consumers' diverse needs, behaviors, and culture from time to time in order to revitalize the service trade. Such an app environment development will have tremendous promotional effects on the trade market and provide directions for expanding trade in medical services.