• 제목/요약/키워드: success experience

검색결과 619건 처리시간 0.022초

THE INFLUENCE OF THE PROJECT MANAGER ON THE SUCCESS OF THE CONSTRUCTION PROJECTS

  • Mahdi M Abdulsamad Ali;Nicholas Chileshe
    • 국제학술발표논문집
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    • The 3th International Conference on Construction Engineering and Project Management
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    • pp.345-353
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    • 2009
  • The success and failure of any project depends upon many factors, the Project Manager is considered to be the key contributor to the success of any project, as well as a guide to the team members to achieve the client satisfaction (Cost, Time and Quality). Therefore the main aim of this paper is to provide a practical approach for understanding the importance of the Project Manager and his effectiveness to the success of the construction projects. In addition, the Project Manager's roles, responsibilities and duties have direct impact to the success of the construction projects. In order to identify the thoughts and opinion of the construction industry on this particular assertion, a quantitative study was carried out within the UK construction industry. The result of the study shows that there is an extremely strong correlation between the Project Manager and the success of the construction projects. In construction projects the Project Manager is considered to be one of the most important people who can lead and drive the projects in the right direction and conclude construction projects successfully. Moreover, these can play the most important role regarding the improvement of the organization's performance, the organization's profitability and the client's satisfaction. The research confirmed that the Project Manager is a very essential element to the success of the construction project and have an impact at every stage of the construction project. So it concluded that selection of a Project Manager should be carefully done with regard to experience, knowledge, power/authority and good understanding to the kind of the project.

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How Technology Appropriateness Affects Its Usage and Outcomes : The Korea's National Single Window Experience

  • Kim, Sung Kun;Kim, Chang Bong
    • Journal of Information Technology Applications and Management
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    • 제21권4호
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    • pp.295-308
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    • 2014
  • Global trading is an intrinsically complex endeavor with a number of parties involved. World-trading related international organizations have suggested that Single Window (SW) be used as a means to make the trading process simpler and smoother. However, since each firm has its own requirements and objectives with SW, yet there is no consensus as to what traits of 'good' Single Window are. This study uses IT appropriateness as a determinant to explain an impact on information systems success. Historically, IS success was understood as multi-dimensional constructs such as use and performance. In this study we propose another dimension, continuance, and investigate the relationships among these outcome constructs.

사용자 경험(User Experience) 조직 구축에 관한 연구 (Key Success Factors for Institutionalization of User Experience Team)

  • 반영환;이태숙
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.784-788
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    • 2006
  • UE (User Experience) 조직이나, UI (User Interface or User Interaction) 조직, 사용성 조직이 2000 년대에 들어서 국내에 많이 활성화 되었다. 국내에서는 UE 조직이 구축 될 때에 전략적인 계획에 의해 형성이 되기 보다는 스타일 중심으로 디자인이 부서에 소수인원으로 시작이 되거나, 또는 개발부서의 지원 부서로 시작되다가 확대 되는 경우가 많아 비효율적으로 구축이 되거나 비효율적으로 운영이 되는 경우가 많았다. 본 연구에서는 UE 팀이 조직화 될 때에 고려해야 할 점에 대해 연구를 하였다. 조직의 구축 단계, 역할, 프로세스 등을 중심으로 연구를 하였고 효과적으로 팀을 구축하는 데 중요한 요소에 대해 연구를 하였다. UE 조직의 성숙도를 파악하는 것이 중요하고, UE 팀의 차별화 포지션을 파악하는 것으로 고객과 제공해야 할 것과 방법론을 잘 파악해야 한다 이 결과는 UE 관련한 조직을 구축하거나 운영을 하는데 활용될 수 있다.

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The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • 제4권2호
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

무경계 경력태도와 네트워킹 행동 및 경력성공의 관계에 관한 연구 (The Study on the Relationship between Boundaryless Career Attitude, Networking Behavior and Career Success)

  • 최수형
    • 디지털융복합연구
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    • 제19권2호
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    • pp.203-213
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    • 2021
  • 본 연구에서는 무경계 경력태도와 경력성공의 관계 및 네트워킹 행동의 매개효과에 대해 고찰하였다. 무경계 경력태도는 경력경로가 단일 고용상황의 울타리를 벗어나 다양한 환경에서 경험을 쌓을 수 있는 경력태도를 의미한다. 선행연구 검토를 토대로, 무경계 경력태도와 주관적 및 객관적 경력성공의 관계에 대해 가설을 설정하였다. 또한 사회적 자본의 하나인 네트워킹 행동 3가지를 두 변수 간의 매개변수로 설정하였다. 연구가설을 검증한 결과, 무경계 경력태도와 주관적 경력성공은 유의한 정(+)의 관계에 있으며 이 관계를 관계관리, 친교, 업무 네트워킹 행동이 완전매개하는 것으로 나타났다. 무경계 경력태도는 객관적 경력성공과 유의한 정(+)의 관계에 있으며 이 관계를 친교, 업무 네트워킹 행동이 완전매개하는 것으로 나타났다. 이상의 연구결과를 토대로 해석과 시사점 및 향후 연구방향을 제시하였다.

종합병원 간호사의 직무착근도 관련 변인들 간의 관계 구조모형 (Structure equation modeling of job embeddedness in general hospital nurses)

  • 김경미;전소연;주현정;이연향;우경미
    • 한국간호교육학회지
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    • 제28권2호
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    • pp.204-217
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    • 2022
  • Purpose: This study was conducted to determine the factors affecting a hypothetical model of testing for general hospital nurses' job embeddedness. Methods: Data were collected from August 20 to September 19, 2021, by a self-administered questionnaire answered by 428 general hospital nurses. The data were analyzed by SPSS and AMOS. Results: Nine of the hypothetical model's 12 hypotheses were supported by the data collected from all participants. The test results indicate that ego resilience, subjective career success, and recovery experience from job stress directly affect participants' job embeddedness. Nurses' work environments were reported to affect ego resilience and subjective career success, while at the same time ego resilience and subjective career success affected the participants' job embeddedness. Work-life balance was found to affect ego resilience and ego resilience affected subjective career success, and at the same time subjective career success directly affected participants' recovery experiences from job stress and job embeddedness. Of these variables, subjective career success had the strongest direct effect on participants' job embeddedness. Work-life balance affected the participants' recovery experiences from job stress, and their recovery experiences from job stress were found to directly affect job embeddedness. Conclusion: These results suggest that different management strategies to enhance hospital nurses' job embeddedness should address nurses' ego resilience, subjective career success, and recovery experiences from job stress.

코로나19 팬데믹 상황에서 경험한 커리어쇼크가 주관적 경력 성공 인식 수준에 미치는 영향에 관한 연구 (A Study on the Effect of Career Shock Experienced in the COVID-19 Pandemic on the Level of Subjective Career Success Perception.)

  • 김진;차종석;김나정
    • 아태비즈니스연구
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    • 제14권2호
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    • pp.85-100
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    • 2023
  • Purpose - The purpose of this study is to identify the factors of shocking events in the career aspect experienced by Korean workers in the context of the Covid-19 pandemic, and to find out whether these career shocks affect individual perceptions of the importance of subjective career success. Design/methodology/approach - In the survey of 146 respondents, the career shock events experienced in the context of the Covid-19 pandemic were largely divided into three categories; 'work change', 'employment anxiety', and 'life anxiety'. For the subjective career success, seven dimensions - 'financial security', 'financial achievement', 'entrepreneurship', 'positive relationship', 'positive impact', 'learning and development', 'work-life balance' - were used. Findings - As a result, there was no difference in the perception of subjective career success due to the experience of 'work change' during the Covid-19 period. However, the respondents who experienced 'employment anxiety' came to recognize that 'financial security' and 'financial achievement' were more increasing in terms of the degree of difference of importance. And respondents who experienced 'lifetime anxiety' perceived that the degree of difference of importance was increasing in the six dimensions except for 'social influence'. Particularly, the increase in the importance of 'work-life balance' and 'positive relationship' was found to be the greatest among the career success dimensions. Research implications or Originality - Finally, it was concluded that changes in the external environment such as Covid-19 pandemic influence as a career shock and affect the level of importance in subjective career success perception. Based on the results, the theoretical implication on current career study and some practical implications for organizational career management were suggested.

중국 모바일 보험 플랫폼 개미 보험청구에 관한 사용자 경험 연구 -알리페이 중심으로- (A Study on User Experience on Ant Insurance Claims China's Mobile Insurance Platform -Focused on Alipay-)

  • 손영호;김승인
    • 디지털융복합연구
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    • 제19권9호
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    • pp.317-322
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    • 2021
  • 본 연구는 중국의 알리페이 개미 보험 플랫폼 청구 현황을 파악하여 사용자 중심으로 분석하고 개선 방향을 제시하는 데 목적이 있다. 보험 절차 중 청구는 가장 이의가 발생하기 쉬운 부분으로 사용자 측면의 연구가 필요하다. 본 연구에서는 모바일 보험 플랫폼을 주로 서용하는 중국 20-40대 사용자에 대한 정보시스템 성공모형(Information systems success model) 측정 항목에 대한 설문 조사와 심층 인터뷰를 진행했다. 연구 결과 건강보험은 가입자 보험청구 중 가장 어려운 보험으로, 보험청구 중 보안과 정보가 주된 영향을 미치는 것으로 나타났다. 개선 방향으로 플랫폼 보안 측면에서는 사용자에게 선택권을 더 주고 플랫폼 정보 측면에서는 이의제기 정보를 상세하고 투명하게 처리해야 한다. 본 연구는 모바일 보험 플랫폼 및 보험청구 사용자 경험에 관한 연구 자료로써 활용되기를 기대한다.

건강증진활동에 참여한 예비유아교사의 경험과 의미 탐색 (Exploration into Pre-service Early Childhood Teachers' Experience of Participation in Health Promotion Activities and Its Meaning)

  • 안혜정
    • 한국보육지원학회지
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    • 제17권5호
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    • pp.105-128
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    • 2021
  • Objective: This study aimed to explore the experience and meaning of pre-service early childhood teachers who practiced health promoting activities for themselves. Methods: Research participants were 115 pre-service early childhood teachers enrolled in the health education for children course at one college in G region. The reports of activity records of their eight-week long health promotion activities were collected as qualitative data followed by content analysis being implemented. Results: First, the experience of the health promoting activities the participants took part in was categorized into 'Early phase of experience: A mix of worries and anticipation, and success and failure', 'Mid phase of experience: Being motivated by physical changes and records', and 'Late phase of experience: Continuous execution through habituation.' Second, the meaning of health promotion activities the participants took part in was categorized into 'A great opportunity for introspection', 'A meaningful start of college life', and 'A valuable chance to consider desirable roles of a teacher for early childhood health education.' Conclusion/Implications: The results of this study suggest that pre-service early childhood teachers should pay close attention to their health management, and that contents that emphasize the importance of teachers' health should be included in health education.

게임 상호작용성 수준이 심리상태에 미치는 영향 (Influence of Perceived Gaming Interactivity on Various Psychological States)

  • 정동훈
    • 한국게임학회 논문지
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    • 제9권5호
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    • pp.3-11
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    • 2009
  • 본 연구는 게임의 상호작용성 수준이 가져오는 다양한 결과를 분석하기 위해 기분, 대리경험, 그리고 대리만족, 등의 변인을 종속변인으로 하여 그 영향력을 분석하였다. 90명을 상호작용성 수준에 따라 두 그룹으로 나누어 실험연구를 한 결과, 고상호작용성에 속한 그룹이 저상호작용성에 속한 그룹보다 모든 종속변인에서 높은 값을 보이는 유의미한 차이가 있었으며 그 효과 역시 큰 것으로 나타났다. 이를 구체적으로 살펴보면, 그룹 간 처치 전후의 기분차이가 유의미하게 나타났고, 그룹 간 대리경험과 대리만족의 차이 역시 유의미했으며, 상호작용성정도가 대리경험에 미치는 영향력은 21%, 대리만족에 미치는 영향력은 1%로 나타났다. 따라서 게임에서의 상호작용성은 게임 이용의 주요변수로 고려될 수 있고, 이와 관련한 다양한 연구의 필요성이 있음을 제시하였다.

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