• 제목/요약/키워드: perceived ease-of-use

검색결과 731건 처리시간 0.029초

How sWOM Contribution Motivations Vary by Cosmetics and Restaurants in Vietnam

  • LE, Thi Thanh Ha;VO, Thanh Thu
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제7권10호
    • /
    • pp.885-896
    • /
    • 2020
  • The purpose of this study is to shed light on the driving motivations of contributing social word of mouth on social networking sites (sWOM) toward both tangible and intangible products. In order to develop a research model, this study adopts the motivation theory and TAM model. Data was collected from 904 members of the cosmetic and restaurant communities by using the snowball method. After assessing the validity of all constructs, the structural equation modeling (SEM) is used to test the proposed hypotheses. Results show that personal motivations (satisfaction, opinion leadership, self-enhancement, and economic incentives) and characteristics of sWOM (Perceived Usefulness and Ease of Use) have positive effect on exposure and engagement behaviors. Here are our specific findings, (1) customer satisfaction positively affects online interactions on SNSs such as Like or Sharing a content; (2) sWOM contribution behavior exists in two structures (Exposure and Engagement) and affects each other; (3) This study combines two groups of personal motivation and TAM to conceptualize a research model; and (4) The motivations of contributing sWOM between a specified service and product are rather similar. These findings help digital managers to understand consumers' behavioral contributions on SNSs and also provide interesting insights for marketers.

패션 셀렉트샵 인테리어 디스플레이의 VMD 구성요소에 관한 연구 (A study on the VMD elements of fashion select shop interior displays)

  • 최지훈;김미현
    • 복식문화연구
    • /
    • 제25권2호
    • /
    • pp.206-223
    • /
    • 2017
  • This study examines the role of visual merchandising (VMD) in creating effective interior displays for fashion "select shops"(shops that carry a wide selection of brands) amid the recent changes in consumption trends, with consumer needs becoming increasingly individualized and diversified. Fashion select shop interior displays can be categorized as self-service, showcase, counter, and environmental display spaces. Regarding the VMD elements that contribute to effective interior displays, we reached the following conclusions. First, in self-service displays, in order to heighten sales efficacy, display elements should be presented in such a way as to enable customers to select products with ease by themselves. Second, the mere presence of showcase displays was found to be insufficient; if, however, select shops use showcase displays to arrange products according to the flow of customer traffic, enabling the creation of a gentrified atmosphere for products, this may contribute to a differentiated image of brands, heightening perceived product value. Third, in counter displays, having a harmonious arrangement of display and presentation elements promotes sales by inspiring customer confidence. Fourth, regarding environmental displays, it is important for stores to have attractive interior designs and decorations in order to reproduce settings in which products are actually used, as this can inspire interest in products and promote customers' purchasing intention.

창업 프로세스를 지원하는 온라인 창업 교육 시스템 수용 의도 연구 (The Acceptance Intention of Online Start-up Education Systems for Start-up Process)

  • 강소영;문현실;김재경;최방길
    • 한국IT서비스학회지
    • /
    • 제17권4호
    • /
    • pp.119-137
    • /
    • 2018
  • Recently, the start-up firms have been under the spotlight because they can create many jobs and are regarded as the growth engine of a country in the fourth industrial revolution. Moreover, after the global financial debacle, many countries emphasize on an entrepreneurial spirit and venture firms. they also pay attention to the importance of educations to promote the start-up firms. In this work, based on technology acceptance model, we try to identify the main factors of accepting online start-up education system. We first defined this system as the online start-up education system which refers to a system to support learning for knowledge, experiences and overall process of start-up firms' tasks. This system also simulates tasks related with prep-entrepreneur so that can be regarded as a kind of decision support systems. As this system has some characteristics, we confirmed some factors of extended technology acceptance model. In our experiments, we find that the perceived ease of use and trust are main factors of acceptance for the online start-up education systems. These results mean that the system should be made to be easy and trustful for their users. Therefore, we expect that this work will be helpful to researchers and developers who consider start-up education systems and provide a way to activate founding start-up firms.

모바일 메신저 환경하의 모바일 상품권 선물증여 의도 모형 (Mobile Coupon Gift-giving Intention Model in Mobile Instant Messenger Environment)

  • 여현진;남춘희;서영호
    • 품질경영학회지
    • /
    • 제42권4호
    • /
    • pp.717-728
    • /
    • 2014
  • Purpose: The purpose of this research is to develop a model tat explains the motivation of mobile coupon gift intention in mobile instant messenger service. Methods: This study utilized Structural Equation Model to clarify factors those influence mobile coupon gift intention under mobile messenger environment. Results: The research model in this study is verified with two hundreds sample data. This study found that mobile coupon gift-givers's giving intention is influenced by experimental and obligated motivation, price utility, social value of gift-giving, and perceived ease of use of the technology. Conclusion: This study verified five factors those influence to mobile coupon gift-giving intention. Although this study initially suggests and verify gift-giving intention model, we expect further research that related to other factors affecting the intention and other recent technology factors such as personal innovation and others.

스마트폰의 인지된 유용성과 사용 용이성에 미치는 선행요인 문헌적 고찰 및 메타분석 (A Meta-analysis and Review of External Factors the Perceived Usefulness and Ease of Use on Smartphone)

  • 남수태;진찬용
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2014년도 제49차 동계학술대회논문집 22권1호
    • /
    • pp.113-116
    • /
    • 2014
  • 기술수용모델은 지난 20년 동안 많은 주제로 다루어지고 있으며 지금도 여전히 계속 연구되어 오고 있다. 메타분석은 여러 실증연구의 정량적인 결과를 통합과 분석을 통해 전체 결과를 조망할 기회를 제공하는 통계적 통합 방법이다. 최근 스마트폰 관련 연구가 활발하게 이루어지고 있다. 이러한 시점에 기술수용모델을 기반으로 선행 요인에 관한 문헌적 고찰과 메타분석을 실시하였다. 본 연구는 2013년 이전 국내 학술지에 게재된 연구 중 기술수용모델의 인과관계를 설정한 총 106편의 연구논문을 대상으로 하였다. 메타분석의 결과, 선행 요인과 인지된 유용성의 경로에 가장 큰 효과 크기는 유희성으로 나타났다. 인지된 유용성과 유희성의 경로에 효과 크기는 0.536이었다. 그리고 선행 요인과 인지된 사용 용이성의 경로에 가장 큰 효과 크기는 자기 효능감으로 나타났다. 인지된 사용 용이성과 자기 효능감 경로에 효과 크기는 0.626이었다. 분석결과를 통해 이론적 실무적 시사점을 논의 하고자 한다.

  • PDF

ERP시스템의 혁신수용요인이 혁신확산에 미치는 영향에 관한 연구 - 기술수용모형(TAM)을 이용하여 - (A Study on the Influences of ERP System Innovation Acceptance Factors on the Innovation Diffusion using the Technology Acceptance Model)

  • 심정택;이상진
    • 한국산업정보학회논문지
    • /
    • 제10권4호
    • /
    • pp.65-77
    • /
    • 2005
  • 본 연구는 ERP시스템을 채택하는 과정에서 나타나는 혁신기술 수용요인을 파악함으로써 혁신확산을 높일 수 있는 방안을 모색하는데 목적이 있다. 이를 위하여 혁신기술 수용요인과 혁신확산에 관한 선행연구를 바탕으로 기술수용모형을 이용한 실증분석을 실시하여 효율적인 ERP시스템 채택과 혁신확산에 대한 방안을 제시한다. 혁신특성요인, 지각된 유용성과 지각된 편의성, ERP시스템 채택 그리고 혁신확산에 대한 경로분석에서 나타나는 변수들 간의 영향경로를 규명함으로써 혁신특성요인과 ERP시스템 채택 및 혁신확산간의 관계에 대한 최적경로를 탐색하려고 하였다.

  • PDF

확장된 기술수용모형을 이용한 온라인 게임 성공요인 분석 - 일본 게이머를 중심으로 (A Study on Extended Technology Acceptance Model for On-Line Games : Japanese Experiences)

  • 엄명용;조성한;김태웅
    • 무역상무연구
    • /
    • 제29권
    • /
    • pp.173-196
    • /
    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. This study investigates major factors which influence the acceptance of online game services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This paper extended the Davis' TAM model by including the flow concept as another major factor toward the intention to play online game. Based on data collected from online questionnaire survey, we show that the proposed model provides an adequate fit to the data, and that the flow experience is another important factor influencing the intention to play online game, as well as the perceived ease of use.

  • PDF

헤도닉 유비쿼터스 서비스의 수용에 영향을 미치는 요인에 관한 연구 (Factors Influencing Acceptance of Hedonic Ubiquitous Services)

  • 유호선;김민용;권오병
    • 한국전자거래학회지
    • /
    • 제17권1호
    • /
    • pp.1-21
    • /
    • 2012
  • 효용적 가치에 초점을 맞춘 정보기술에 대한 기술수용 연구는 합리적 행위이론에 그 근거를 두고 있다. 따라서 기존 연구는 사용자의 이성적 의사결정요인인 유용성과 이용용이성에 집중하는 경향이 있었다. 그러나 유비쿼터스 사회에서는 혁신기술을 활용하는 분야가 업무 영역을 뛰어넘어 게임, 엔터테인먼트 등과 같은 비업무적인 분야까지 폭넓게 확장되고 있다. 이에 따라 사용자가 어떤 목적으로 혁신기술을 사용하는지에 따라 실용적인 요인이 아닌 감성적인 요인의 영향을 더 크게 받을 수 있다. 그러한 의미에서 유비쿼터스 컴퓨팅 기술 같은 혁신기술을 응용한 서비스 수용현상을 기존의 실용적인 요인에 초점을 맞춘 전형적인 기술 수용모형으로 충분히 설명할 수 있을지에 대한 의문이 제기된다. 이와 같은 기존연구의 한계를 극복하기 위해 본 연구에서는 전통적인 TAM에 감성요인으로서의 유희성 요인, 유비쿼터스 컴퓨팅 기술 특성으로서의 편재성과 지능성 요인을 추가함으로써 U-서비스 이용의도 형성을 설명할 수 있는 더욱 포괄적인 버전의 기술수용모형을 제안하였다.

조직구성원의 개인-환경적합성과 정보시스템 수용요인이 성과에 미치는 영향에 관한 연구: 사회자본의 매개역할 (A Study on the Impact of Employee's Person-Environment Fit and Information Systems Acceptance Factors on Performance: The Mediating Role of Social Capital)

  • 허명숙;천면중
    • Asia pacific journal of information systems
    • /
    • 제19권2호
    • /
    • pp.1-42
    • /
    • 2009
  • In a knowledge-based society, a firm's intellectual capital represents the wealth of ideas and ability to innovate, which are indispensable elements for the future growth. Therefore, the intellectual capital is evidently recognized as the most valuable asset in the organization. Considered as intangible asset, intellectual capital is the basis based on which firms can foster their sustainable competitive advantage. One of the essential components of the intellectual capital is a social capital, indicating the firm's individual members' ability to build a firm's social networks. As such, social capital is a powerful concept necessary for understanding the emergence, growth, and functioning of network linkages. The more social capital a firm is equipped with, the more successfully it can establish new social networks. By providing a shared context for social interactions, social capital facilitates the creation of new linkages in the organizational setting. This concept of "person-environment fit" has long been prevalent in the management literature. The fit is grounded in the interaction theory of behavior. The interaction perspective has a fairly long theoretical tradition, beginning with proposition that behavior is a function of the person and environment. This view asserts that neither personal characteristics nor the situation alone adequately explains the variance in behavioral and attitudinal variables. Instead, the interaction of personal and situational variables accounts for the greatest variance. Accordingly, the person-environment fit is defined as the degree of congruence or match between personal and situational variables in producing significant selected outcomes. In addition, information systems acceptance factors enable organizations to build large electronic communities with huge knowledge resources. For example, the Intranet helps to build knowledge-based communities, which in turn increases employee communication and collaboration. It is vital since through active communication and collaborative efforts can employees build common basis for shared understandings that evolve into stronger relationships embedded with trust. To this aim, the electronic communication network allows the formation of social network to be more viable to rapid mobilization and assimilation of knowledge assets in the organizations. The purpose of this study is to investigate: (1) the impact of person-environment fit(person-job fit, person-person fit, person-group fit, person-organization fit) on social capital(network ties, trust, norm, shared language); (2) the impact of information systems acceptance factors(availability, perceived usefulness, perceived ease of use) on social capital; (3) the impact of social capital on personal performance(work performance, work satisfaction); and (4) the mediating role of social capital between person-environment fit and personal performance. In general, social capital is defined as the aggregated actual or collective potential resources which lead to the possession of a durable network. The concept of social capital was originally developed by sociologists for their analysis in social context. Recently, it has become an increasingly popular jargon used in the management literature in describing organizational phenomena outside the realm of transaction costs. Since both environmental factors and information systems acceptance factors affect the network of employee's relationships, this study proposes that these two factors have significant influence on the social capital of employees. The person-environment fit basically refers to the alignment between characteristics of people and their environments, thereby resulting in positive outcomes for both individuals and organizations. In addition, the information systems acceptance factors have rather direct influences on the social network of employees. Based on such theoretical framework, namely person-environment fit and social capital theory, we develop our research model and hypotheses. The results of data analysis, based on 458 employee cases are as follow: Firstly, both person-environment fit(person-job fit, person-person fit, person-group fit, person-organization fit) and information systems acceptance factors(availability perceived usefulness, perceived ease of use) significantly influence social capital(network ties, norm, shared language). In addition, person-environment fit is a stronger factor influencing social capital than information systems acceptance factors. Secondly, social capital is a significant factor in both work satisfaction and work performance. Finally, social capital partly plays a mediating role between person-environment fit and personal performance. Our findings suggest that it is vital for firms to understand the importance of environmental factors affecting social capital of employees and accordingly identify the importance of information systems acceptance factors in building formal and informal relationships of employees. Firms also need to reflect their recognition of the importance of social capital's mediating role in boosting personal performance. Some limitations arisen in the course of the research and suggestions for future research directions are also discussed.

블록체인 기반 결제시스템에 대한 관광 소비자 수용의도 (Consumer Acceptance Intention on Block Chain Consensus Mechanismbased Payment System)

  • 곽재현
    • 경영정보학연구
    • /
    • 제21권3호
    • /
    • pp.27-47
    • /
    • 2019
  • 본 연구의 목적은 방한 외국인을 위한 블록체인 기반 결제시스템에 대한 소비자 수용의도를 규명하여 거래 편의성을 높이는 결제플랫폼 개발의 방향성을 제시하는 것이다. 이를 위해 블록체인의 특성으로 보안성, 신뢰성, 기능성을 도출 했다. 도출된 특성을 토대로 제안된 모델의 구조적 검증을 통해 소비자들의 측면에서 블록체인 기술수용에 영향을 미치는 요인을 확인하였다. 통합기술수용이론을 적용하여 성과기대, 노력기대, 사회적 영향, 촉진 조건, 인지된 혜택과 수용의도 간의 인과관계, 개인의 혁신성과 블록체인 인지수준에 따른 조절효과를 검증하였다. 개인의 혁신성과 블록체인 기술 인지수준에 따른 수용의도 차이에서도 혁신성향이 강하고 전반적인 기술에 대한 인지상태가 높은 집단이 블록체인 시스템을 기반으로 제시된 블록체인 수용의도에 더 많은 인과관계를 보여주었다. 또한, 블록체인 수용의도에 직접적인 영향을 미치는 요인은 기대되는 편익(성과기대), 이 서비스를 사용하기 위해 필요한 기술적 기반구조(촉진조건), 소비자 입장에서의 인지된 혜택(보안 및 신뢰, 기능성) 등 4가지 기제이다. 새로운 기술의 용이성(노력기대)과 기술을 도입할 때 주변 환경의 영향(사회적 영향)은 수용의도에 유의미한 영향을 미치지 못했다.