• Title/Summary/Keyword: perceived usability

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Preceding Factors in the Effect of QR Code Characteristics on Consumer's Purchasing Intention for Mobile Marketing in Fashion Business (패션비즈니스 모바일 마케팅의 QR Code 속성이 소비자 구매의도에 영향을 미치는 선행변수연구)

  • Shin, Sangmoo;Lee, Eunjung
    • Journal of Fashion Business
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    • v.18 no.2
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    • pp.80-94
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    • 2014
  • The utilization of QR code for mobile marketing in fashion business has been receiving growing attention with the increasing smart phone users and wireless internet environment. The purpose of this study was to investigate the effects of utilizing QR code for mobile marketing on consumer's purchasing intention based upon TAM model. This research was conducted by questionnaire method, in which the questionnaire was distributed to the consumers in Seoul. Among the questionnaire returned from the consumers, 196 were selected to be included in the analysis by developing descriptive statistics, factor analysis, cronbach's alpha, and regression analysis using SPSS15.0. The results of this study were as follows: There was a significant effect of QR code characteristics such as usability, mobility, aesthetics of design on perceived ease of use. The factors of individuality, interactivity, and aesthetics of design significantly affected on the perceived usefulness of QR code. The ease of use and usefulness significantly affected the consumers' enjoyment which positively affected on purchasing intention.

Differences of Gender Perception in Adopting Cashless Transaction Using Technology Acceptance Model

  • SUBAWA, Nyoman Sri;DEWI, Ni Komang Arista;GAMA, Adie Wahyudi Oktavia
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.617-624
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    • 2021
  • The purpose of this study is to develop a Technology Acceptance Model (TAM), to determine differences in gender perceptions in adopting non-cash transactions. In this study, the authors provide a measurement of differences in gender perceptions in adopting cashless, which refers to perceived usefulness, perceived ease-of-use, and perceived security. Respondents in this study were students from the millennial generation who are very familiar with the use of technology, especially non-cash transactions. The data collection technique used in this study was a survey, by distributing questionnaires to 260 respondents. The data were processed statistically through Structural Equation Modeling (SEM). The results of this study indicate that for men, ease-of-use of transactions does not increase the use of non-cash transactions. Meanwhile, for women, perceived ease-of-use has a significant and positive effect on the use of non-cash transactions. Furthermore, perceptions of usability and security have a positive and significant impact on using non-cash transactions. It was also found that female students had a positive, but not significant, effect on the use of non-cash transactions. This means that there has been a difference in the perception of gender, between men and women, in responding to the use of non-cash transactions.

The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience (무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석)

  • Yoo, Chul-Woo;Kim, Yang-Jin;Moon, Jung-Hoon;Choe, Young-Chan
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

Building Service UX Index : Measuring UX Satisfaction in Mobile Content Services (사용자 만족도에 기반 한 서비스 UX 인덱스 구축 -모바일 컨텐츠 기반 서비스를 중심으로)

  • Park, Jongmin;Ha, Hyunnam;Hong, Sangwoo;Chung, Kyungwon
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.41-51
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    • 2014
  • In mobile content services like apps for smart mobile devices in specific, there has been a growing interest in evaluating UX quality to make sure that it provides better experience to users and consequently, secures competitiveness in a market. In that sense, usability testing has been considered as one method that enables designers and design managers to evaluate UI quality before they launch their service. However, those designers have been faced with a following fundamental question to be answere d : Is good UX design a good business? In other words, can well-designed service, which has good usability, actually satisfy target users and improve competitiveness in a market? There is no doubt that usability is one important factor perceived by users. However, it has a limit in terms of evaluating UX quality in macro level, as it mostly focuses on ease of use and efficiency of performing tasks, but does not cover other possible experiential factors, which also can be perceived by users, such as market situation and preexistence experience. Therefore, this research aims to identify key experiential factors in using mobile content services, and establish service UX index model that enables to measure perceived user satisfaction, and identify how UX design contributes to the satisfaction in quantitative way.

Developing and Applying a New Methodology for Value-Centered HCI: Focusing on User Experience Structure of Mobile Data Service (가치 중심적 HCI를 위한 새로운 방법론의 개발 및 적용: 모바일 데이터 서비스의 사용자 경험 구조를 중심으로)

  • Lee, In-Seong;Choi, Bo-Reum;Kim, Jin-Woo;Lee, Ki-Ho;Jung, Seung-Ki
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.13-24
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    • 2007
  • For many years, human-computer interaction (HCI) practitioners have focused on usability in order to enhance the user experience, and companies have seen it as an area where they can gain advantages over their competitors. However, a focus on usability limits the potential of HCI research because it restricts the concept of user experience to just an implemented functionality of the information technology (IT). Therefore, it is necessary to expand the boundary of user experience research into a holistic dimension. We suggest that one of the most powerful ways to broadly understand user experience with an IT is to investigate the attributes of an IT and users' perceived values and to construct a user experience structure, a hierarchical structure between the attributes of an IT and users' perceived values. This study thus undertakes two research tasks: to develop a specific methodology, which is the visual probing, for constructing a user experience structure with the attributes of an IT and users' perceived values, and then to build a user experience structure practically by conducting a case study to a specific IT: mobile data service.

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A Study on the Technology Acceptance Factors of the Public Cloud Computing Services (공공 클라우드 컴퓨팅 서비스의 기술수용 결정요인 연구)

  • Kim, Dae Ho;Kim, Tae Hyung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.2
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    • pp.93-106
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    • 2013
  • Cloud computing services have became an hot issues in business fields while the IT-related global company such as Amazon, MS, and Google took part in. The cloud computing makes it possible to share in the form of outsourcing of hardware and software through the Internet, to build a distributed computing environment via multiple terminals, and to reduce the cost using open source. Such a cloud computing services have not shown any significant growth in Korea yet compared to other countries. Therefore, in this study focusing on public cloud computing services, it is intended to analyze the determinants of public cloud computing services using the technology model. Thus, for users using public cloud services, we conducted a questionnaire survey from the beginning of January 2013 to the end of February 2013. And we derived a research model based on the Technology Acceptance Model(TAM). As a result of this study, it shows that personal aspects significantly impacts on the perceived usability, service aspects, systems aspects, and the intent of the technology acceptances. System aspects significantly effect on the intent of technology acceptances. Perceived usability significantly effects on the service aspects and the systems aspects. The main factors effecting on the intent of the technology acceptances are system aspects and perceived usability in order. And it shows that the personal aspects decreases the intent of the technology acceptances.

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Perceived risks in purchase decision of paper fashion products - Focusing on bags and wallets made with Jumchi-Hanji papers - (종이소재 패션제품 구매결정에서의 지각된 위험 - 줌치한지 종이소재 가방과 지갑 제품을 중심으로 -)

  • Hong, Heesook;Kim, Heyseong
    • The Research Journal of the Costume Culture
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    • v.26 no.3
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    • pp.450-470
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    • 2018
  • This study examined the risk components and risk types perceived in the context of purchasing decisions of paper fashion products. This study also identified the levels of perceived risk by consumers and the differences between age groups in risk perception. First, qualitative data were collected through a focus group interview with 7 Korean females in their 20s to 50s. The interviewees were presented with two types of paper materials (undyed and dyed Jumchi-Hanji) and products (bags and wallets) made with the papers. The interviewees mentioned 11 risk components which were classified into five types of risks: performance (easily torn/lack of durableness, lint/pilling/wear-out, lack of water-resistant, no washability, and deformation and discoloration over time), social-psychological (old and traditional image), aesthetic (lack of design diversity, unsatisfactory appearance due to repair), financial (expensive price, lack of usability in daily life) and time/convenience (difficulty in handling) risks. Based on the results of the interview, a measurement for evaluating the risk perception of paper fashion products was developed. Second, quantitative data were collected from 64 Korean women in their 20s to 50s using the measurement. Respondents who were presented with the paper materials and the products perceived the performance risk more strongly than the social-psychological risk and aesthetic risk. In addition, differences between age groups were found: younger respondents perceived performance risk and social-psychological risk more strongly than older respondents, but older respondents perceived financial risk more than younger respondents. Based on this study, strategies for the risk reduction of paper fashion products were proposed.

A Study on the Influence of the Expectation and Perceived Performance of the Online Science & Technology Information Service Quality on User Satisfaction and Royalty (온라인 과학기술정보 서비스 품질에 대한 기대수준과 성과에 대한 지각수준이 이용자 만족도와 충성도에 미치는 영향)

  • Kim, Wan-Jong;Kim, Hye-Sun;Hyun, Mi-Hwan
    • Journal of the Korean Society for information Management
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    • v.30 no.3
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    • pp.207-228
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    • 2013
  • The purpose of this study is to reveal the influence of the expectation and perceived performance of the online science & technology information service quality on user satisfaction and royalty. To achieve this goal, we use the NDSLQual model to measure the quality of NDSL service. The results were as follows: First, among seven expectation factors, four factors (reliability, convenience, system usability and information quality) had a positive effect on the user satisfaction. Second, while service recovery had a negative effect on the royalty, the other six factors (reliability, convenience, system usability, responsiveness, security and information quality) had a positive effect on the royalty. Third, among seven perceived performance factors, three factors (reliability, convenience and information quality) had a positive effect on the user satisfaction. Fourth, among seven perceived performance factors, three factors (reliability, convenience and information quality) had a positive effect on the royalty. As a result, information quality, reliability and convenience of the expectation and perceived performance are common factors influencing user satisfaction and royalty.

A Comparative Study by Age in Evaluating Web-based 3D Model House

  • Ha, Jimin;Park, Soobeen
    • Architectural research
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    • v.15 no.4
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    • pp.175-182
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    • 2013
  • This study aims to explore age-related differences with the assessment tools in the web-based 3D virtual model house and to propose the 3D model house criteria which everyone can use easily. The participants came from three age groups, ranging from their 20s to their over 40. Presence, Usability and Space perception and cognition in the experiment for navigating and evaluating the web-based 3D model house were measured and compared through one-way ANOVA and two-way ANOVA. The results and conclusions are as follows. (1) The younger the participants were, the more positive they evaluated the experiment on Presence. However, 20s needed higher presence than other two groups. (2) 30s and over 40 groups evaluated that the 3D virtual model house was more efficient than an actual model house on Usability. When the participants were younger, the values of 'expressivity' factor were higher. (3) The younger the participants were, the more positive they perceived the virtual environment (VE) on Space perception and cognition scale. There were no significant differences in the selection of dwelling size and the floor plan type. There were no significant differences of interaction effects between age and online gaming experience on Presence and Usability. The results of the current study demonstrate that there are differences among age groups and older groups have difficulty navigating and assessing in a VE. Although older groups take longer to adapt in the VE, they regard the 3D model house as an effective tool for purchase of house.

Technology Acceptance and Influencing Factor of Anatomy Learning using Augmented Reality :Usability Based on the Technology Acceptance Model (증강현실(Augmented Reality)을 이용한 해부학 학습에 대한 기술 수용도와 영향요인: 기술수용모델에 기초한 사용성 조사)

  • An, Jiwon
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.487-494
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    • 2019
  • Augmented reality (AR) or virtual reality is suitable to apply the contents of a textbook so as to be directly observable by learners. This study aimed to examine the applicability and technology acceptance of anatomy learning using AR in nursing students. This study was conducted in May 2019 with 17 nursing students who studied an anatomy textbook using AR and answered a questionnaire about technology acceptance and the usability of AR in combination with the anatomy textbook. Perceived usefulness was identified as an influencing factor on technology acceptance with 51.2% acceptance rate and thus should be taken into consideration in the development of learning strategies using new technological learning methods.