• 제목/요약/키워드: perceived ease of use

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외식상품의 소셜네트워킹서비스 특성이 지각된 사용 용이성·유용성과 온라인 구전의도에 미치는 영향 (The Effect of Social Network Service Characteristics on perceived Ease of Use and Usefulness)

  • 오왕규
    • 한국식품영양학회지
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    • 제29권6호
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    • pp.1050-1057
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    • 2016
  • SNS (Social network service) characteristics are perceived to simplify use. We carried out empirical studies on these parameters to observe the impact on the image of catering SNS online by word-of-mouth. The subjects of the study were as follows: 32.3% (392 persons) 19 years old, 67.7% (821 persons) over 19 years, 51.0% (619 persons) in their 20s, 22.1% (268 persons) in their 30s, 17.6% in their 50s, and 9.3% (112 persons) over 50 years. After verifying the hypothesis proposed that SNS characteristics perceived the ease of use, the significant factor identified in usability were connectivity Speed (${\beta}=0.213$), playfulness (${\beta}=0.246$), information (${\beta}=0.115$), and reciprocity (${\beta}=0.357$). Dual reciprocity had the most impact. It was observed that a longer impact of these significant factors improved the feel and fun of use. If SNS companies cater to, quick and easy, diverse, reliable and latest information, they can increase the ease of use, and availability, depending on the goals. Also, significant factors in the SNS features and online word of mouth was playfulness (${\beta}=0.312$), information (${\beta}=0.207$), reciprocity (${\beta}=0.066$) and perceived ease of use, and usefulness (${\beta}=0.293$), double playfulness had the maximum impact. These features provided more fun, reliable information, and could quickly deliver the latest information. The more the perceived usefulness, and ease of use, higher was the online word-of-mouth effect. SNS usage characteristics of connectivity Speed did not show any statistical significance in online word-of-mouth. Thus, catering businesses need to find ways to increase the ease of use, make the usefulness multifaceted, constantly checking the catering information on the SNS and ensuring to get the latest information is from diverse and reliable sources. This would increase the fun for the customer making the SNS to actively be utilized as a marketing tool.

쾌락적 정보시스템의 지속적 사용의도에 영향을 미치는 요인에 관한 연구 (Understanding Users' Continuing Use of Hedonic Information Systems)

  • 강희택;김승운
    • 경영정보학연구
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    • 제8권3호
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    • pp.153-174
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    • 2006
  • 초기의 정보시스템 연구들은 사용자들의 정보시스템 수용(혹은 초기 사용)에 초점을 맞추었으나 최근에는 정보시스템의 장기적인 생존을 의미하는 정보시스템 사용의 지속성에 보다 높은 관심을 보이고 있다. 본 연구에서는 정보시스템 사용에 대한 사용자의 신념이 정보시스템 사용을 경험한 이후 변화된다는 기존의 연구들을 바탕으로 기술수용모형과 기대불일치이론을 결합한 모형을 제시하고, 쾌락적 정보시스템의 상황에서 지속적 사용의도에 영향을 미치는 요인을 탐색하고자 하였다. 이를 위해 쾌락적 정보시스템으로서 블로그를 직접 운영하고 있는 운영자들을 대상으로 기술수용모형의 주요 신념 변수인 지각된 유용성 및 지각된 사용 용이성과 기대불일치이론의 주요 변수인 기대불일치, 사용자 만족, 지속적 사용의도간의 영향력 관계를 분석하였다. 분석결과, 쾌락적 정보시스템에 대한 사용자 만족에 유의적인 영향을 미친 요인은 기대불일치, 지각된 유용성, 지각된 사용 용이성으로 나타났으며, 특히 기대불일치는 사용자 만족에 대한 가장 큰 영향요인인 것으로 밝혀졌다. 지속적 사용의도에 대해서는 사용자 만족과 지각된 유용성이 유의적인 영향을 미치는 것으로 나타난 반면에 지각된 사용 용이성은 지속적 사용의도에 직접적인 영향을 미치지는 않지만, 지각된 유용성과 사용자 만족을 매개로 하여 간접적인 영향을 미치는 것으로 나타났다.

Factors that Influence Mobile Application Usage among undergraduates in USM

  • Normalini, M.K.
    • 아태비즈니스연구
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    • 제8권1호
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    • pp.15-32
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    • 2017
  • This study was designed to examine the antecedents of mobile app usage among smart phone users. An extended TAM, which included the additional factors of perceived enjoyment, perceived informative usefulness and perceived social usefulness, was applied to predict people's intention to use mobile apps. Overall, the hypothesized research model did a fairly good job explaining significant associations between the independent variables and the dependent variable. The findings had showed that perceived social usefulness, perceived enjoyment and attitude were significantly affect intention to use mobile apps. Meanwhile, perceived ease of use (PEOU) and perceived informative usefulness were not significantly effects attitude towards intention to use mobile apps. Therefore, mobile apps developers should develop mobile apps that are easier for the users to seek information. For the information available should be more precise and bringing more benefits to the users.

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A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

자기효능감과 서비스 품질이 e-학습 시스템의 사용용이성과 유용성에 미치는 영향 (The Effect of Self-Efficacy and Service Quality on Ease of Use and Usefulness of an e-Loaming System)

  • 이웅규;이종기
    • 한국정보시스템학회지:정보시스템연구
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    • 제12권2호
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    • pp.41-56
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    • 2003
  • The objective of this study is to explore the effects of e-teaming users' self-efficacy and perceived service quality for e-teaming staffs such as instructors or teaching assistants on two main perceptions for e-learning systems in a view of information technology - perceived ease of use and perceived usefulness which have been considered as important antecedents for acceptance of information technology so called in Technology Acceptance Model. For this purpose, we suggest a research model and test it empirically by sampling in students of virtual universities. In result, all hypotheses except the relationship between academic self-efficacy and perceived usefulness are accepted. This result implies that self-efficacy for computers and service quality for staffs such as instructors or teaching assistants should be considered as important ones for success of e-learning systems in addition to those related with information technology.

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무선 인터넷 서비스의 사용자 수용 (User Acceptance of the Mobile Internet Services)

  • 이원준;이정섭;김태웅;백태영
    • Asia pacific journal of information systems
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    • 제14권2호
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    • pp.61-86
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    • 2004
  • Despite their potential value, the mobile Internet services in the domestic market have not been widely accepted as industry experts have expected. To understand why, this study uses the TAM, Technology Acceptance Model, and explores the factors affecting the usage behavior of the end-users. Based on statistical analysis of survey data, we show that social influence and perceived ease of use affect perceived usefulness, and that self-efficacy and focus significantly influence perceived ease of use. Furthermore, perceived usefulness is shown to play a significant role in explaining actual usage of the mobile Internet services. However, contrary to the hypothesized relationships, service quality, focus, and innovativeness of users turn out to have little impact on the traditional endogenous TAM variables such as perceived usefulness, perceived ease of use, and actual usage behavior. Based on these results, we attempt to provide managerial implications for the domestic mobile Internet service providers and to suggest future research directions in this domain of research.

Factors affecting millennials' intentions to use social commerce in fashion shopping

  • Bounkhong, Tiffany;Cho, Eunjoo
    • 복식문화연구
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    • 제25권6호
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    • pp.928-942
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    • 2017
  • Social media has become an integral part of consumers' daily lives. Individuals connect with one another on social networking sites to like, share, and post information and experiences. As social media become popular among millennials, a growing number of fashion retailers use social media networks in the context of online commerce transactions. Accordingly, an increased number of fashion retailers has been using social media as an advertising tool and a retail channel. Despite the popularity of social media among millennials, empirical findings are limited to reveal factors associated with young consumers' intentions to use social commerce in fashion shopping. This study sought to examine factors affecting millennials' intentions to use social commerce in fashion shopping by adopting the technology acceptance model. A total of 524 college students completed an online survey in the U.S. The results of structural equation model confirmed that perceived ease of use, usefulness, and enjoyment had a positive impact on millennials' attitudes and intentions toward fashion shopping in social commerce. While both perceived ease of use and usefulness positively influenced enjoyment, usefulness had a stronger impact than ease of use. Compared to usefulness, enjoyment had much stronger impact on attitudes. Further structural model analysis revealed a direct, positive influence of perceived usefulness of social commerce on perceived enjoyment of social commerce, which has not been explored in prior studies. These findings provide theoretical and managerial implications.

Understanding the Employee's Intention to Use Information System: Technology Acceptance Model and Information System Success Model Approach

  • MARTONO, S.;NURKHIN, Ahmad;MUKHIBAD, Hasan;ANISYKURLILLAH, Indah;WOLOR, Christian Wiradendi
    • The Journal of Asian Finance, Economics and Business
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    • 제7권10호
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    • pp.1007-1013
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    • 2020
  • This study aims to understand the determinant of the employee's intention to use information system within the framework of the Technology Acceptance Model (TAM) and Information System Success Model (ISSM). This paper also aims to examine the influence of ISSM dimension on the perceived usefulness and the perceived ease of use. The research respondents were 248 employees of Universitas Negeri Semarang (UNNES) who are users of the Financial Information System (SIKEU). Data was obtained using a questionnaire that was distributed online via Google form. The data analysis method used is Structural Equation Model (SEM) analysis using the Warp-PLS software. The results showed that the dimensions of TAM (perceived ease of use and perceived usefulness) had a positive and significant influence on the employee's intention to use SIKEU. The ISSM dimension (system quality and information quality) also had a significant influence, although other ISSM dimensions (service quality) had not been proven to have a significant influence on the employee's intention to use SIKEU. Moreover, the results showed that the employee's intention to use is a determinant of SIKEU's actual usage. Perceived ease of use was significantly determined by system quality, information quality, and service quality. In addition, the perceived usefulness was significantly determined by system quality and information quality.

디지털 융합미디어에 대한 수용자 인지가 사용의도에 미치는 영향 (The Influence of Users' Perception of Digital Convergence Media upon Use Intention)

  • 김인경;박원준
    • 한국전자통신학회논문지
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    • 제6권3호
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    • pp.363-369
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    • 2011
  • 본 논문은 기술발전에 따라 등장하게 된 융합미디어에 대한 수용자 인지가 실제 이용 의도에 어떠한 영향을 미치는지 분석하였다. 분석결과, 융합미디어에 대한 인지된 유용성이 높다고 생각할수록 이용의도가 높아지며, 인지된 용이성이 높을수록 이용의도 역시 높아지는 것으로 나타났다. 이용 의도는 실제 이용도에 유의미한 영향을 미치는 것으로 나타났는데, 이용의도가 높을수록 융합미디어를 많이 이용한다는 것을 의미한다. 반면 혁신저항이 높을수록 인지된 유용성, 사용의도, 매체 친밀도는 낮아는 것으로 나타났다. 결국 혁신저항으로 인해 매체 이용의도가 낮아지고, 융합 미디어 수용이 지연되는 결과를 가져올 수 있다.

그룹웨어 활용의 영향 요인 분석 (A Study of the Factors Influencing the Utilization of Groupware Technology)

  • 신동익;김종욱;박순창
    • 한국정보시스템학회지:정보시스템연구
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    • 제10권1호
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    • pp.147-171
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    • 2001
  • Being able to adopt new information technologies into an organization is very important and critical in the rapid changing, competitive environment. In this research, existing papers related to the information technology acceptance of the 1990s have been studied and analyzed, and the components that affect the use of groupware have been studied by setting up an evaluation model to find the emotional status of the individuals that use groupware. Based upon the survey of 218 groupware users, this study utilized path analysis with LISREL8.12. The major results are as follows: First, perceived usefulness was influenced by training, perceived ease of use. Second, training, groupware self-efficacy, organizational support were determinants of ease of use. Third, training, task ambiguity, task interdependence, organizational support influenced subjective norm. Forth, perceived usefulness, perceived ease of use, subjective norm had positive effects on present usage.

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