• Title/Summary/Keyword: usage experience

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Meaning of Rating Beyond Recommendation: Explorative Study on the Meaning and Usage of Content Evaluation Based on the User Experience Stages of Personalized Recommender Service (평점의 의미: 개인화 추천 서비스에서 사용자 경험단계에 따른 콘텐츠 평가의 의미와 활용에 대한 탐색적 연구)

  • Hyundong Kim;Hae-jeong Hwang;Kieun Park;Mingu Kang;Jeonghun Kim;Inseong Lee;Jinwoo Kim
    • Information Systems Review
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    • v.18 no.3
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    • pp.155-183
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    • 2016
  • Research on personalized recommender service that uses big data has gained considerable attention given the increasing volume of contents being created. This development indicates the need for service providers to collect personal information and content rating data to personalize content recommendations. Previous studies on this topic proposed algorithms to offer improved recommendations using minimal rating data or service designs and increase the number of ratings. However, limited studies have been conducted on the factors that motivate the ratings input of users, as well as the factors that influence their continuous usage of recommender service. The present study explored the factors that motivate users to enter ratings by conducting in-depth interviews with users who use recommender services. The meanings of these ratings were also explored. Results show that the meaning and usage range of ratings differed based on the stage of a user's with utilization of the service. When users input an initial rating, they treat such a rating as a database to save the impression of a past experience. Such a rating is then used as a tool to reflect the current feeling and thoughts of a user. In the end, users were not only interested in their own rating system, but they also actively sought out the meaning of the rating systems of others and utilized them. Users also expressed mistrust in the recommendations of the service because they were aware of the limitation of the algorithms. This study identified a number of practical implications regarding recommender services.

A Study on the Factors Influencing the User Experience of Mobile Payment Services in China -Centered on people in their 20s and 30s- (중국의 모바일 결제 서비스의 사용자 경험에 영향을 미치는 요인에 관한 연구 -20,30대 중심으로-)

  • Du, Jian;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.271-276
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    • 2021
  • This study is about finding factors affecting user experience in China's mobile payment. The recen development of 5G networks and the spread of phones provide the basis for the development of mobile payment, and the development of mobile payment is showing a rapid upward trend. Because of the simplicity and mobility, it is appealing to people, especially young people. Therefore, this study conducted a survey on mobile payment users in 20s and 30s and confirmed the factors affecting the user experience through regression analysis. Unlike previous studies on mobile payment technology, this study focused on user experience and identified factors affecting user experience, so it is expected to be helpful in the development of mobile payment in China.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.5
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

Towards Understanding the Value of a Loyal Customer in Electronic Commerce: An Expectation-Disconfirmation Theory (전자상거래에서 충성고객 가치에 대한 이해: 기대 불일치 이론을 중심으로)

  • Coo, Chulmo;Koh, Chang E.;Lee, Dae Yong;Lee, Cheong-Ho
    • Knowledge Management Research
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    • v.9 no.2
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    • pp.129-146
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    • 2008
  • Customers' evaluation of Website with satisfaction is critical in electroniccommerce. Previous research has studied in a distinct approach; especially IT oriented constructs-perceived usefulness, easy of use and marketing oriented constructs-product, shopping experience, service quality. Despite those important previous studies regarding the usage and the purchase of goods and services, how consumers are satisfied and why consumers leave Web sites without purchasing have not been extensively researched. This study explored those determinants of consumer satisfaction with Web site using expectation-disconfirmation theory (EDT). The present paper extends the range of EDT from antecedents of expectation to consequence of satisfaction. The result suggests that experience and familiarity has an impact on expectation as well as perceived performance and satisfaction. Second, higher expectation makes a negative impact on disconfirmation of expectation. Third, positive disconfirmation of expectation makes a positive impact on satisfaction. Forth. satisfaction produces loyalty and repurchasing intention. Finally, loyal customer has stronger intention to repurchase than satisfied customer.

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A Study on the Consumer Knowledge Measurement of Apparel Product (의류 상품에 대한 소비자 지식의 척도에 관한 연구)

  • 이지연;박재옥
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.11
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    • pp.1307-1317
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    • 2003
  • The level of consumer knowledge has been gradually increased with the growth of living standard of consumer and the development of communication technology. The purpose of this study was to investigate the structure and measure of consumer knowledge and to find out relationship between objective knowledge and subjective knowledge. The subjects of this study were female adults from theirs twenties to theirs forties who lived in Seoul, Kyunggi or Incheon areas and Quota sampling method was used age and areas. The data were obtained from 603 questionnaires. Data were statistically analyzed using SPSS 10 and major statistical methods are mean, frequency, Pearson correlation coefficient, and Cronbach's $\alpha$ coefficient. The results are as follows: 1. Objective knowledge consisted of the product knowledge, brand knowledge, purchase knowledge and usage knowledge, and subjective knowledge consisted of experience and self-evaluation knowledge. 2. Consumer knowledge was related to the subjective knowledge and objective knowledge. But, there was relatively a low relationship between subjective knowledge and objective knowledge of apparel.

Survey on consumer response of Kochujang (fermented hot pepper-soybean paste) in Market (시판 고추장에 대한 소비자 반응에 관한 조사 연구)

  • Shin, Dong-Hwa
    • Journal of the Korean Society of Food Culture
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    • v.10 no.5
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    • pp.419-425
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    • 1995
  • General views of 1,436 housewives respondents through the country on commercial kochujang (fermented hot pepper-soybean paste) were surveyed by questionnaires. The 65.0% of total respondents had experience of purchasing commercial kochujang on the market, mostly super market (43.0%) of respondents, and the respondents who has job and live in apartment purchased the commercial products more often than the others (80.5%). The reason for purchasing commercial products were convenience (36.1%) and short of time (13.0%). The critera for purchasing commercial product were previous experience (40.1%) and well known trademark (20.6%) and not for purchasing were concerning of noxiousness (29.2%) and inferior taste (25.0%). Respondents prefered glass packing (44.3%) and plastic bottle (20.2%) of 500 g pack for single usage (42.3%). The most important standards for kochujang taste were pungency (59.1%) and savory taste (28.6%). The problems indicated to commercial products were inferior taste (32.2%), especially too sweet (52.6%), and safety (20.6%).

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The Impact of Flow and Experience on the Usage Time of Online Games (Flow와 Experience가 온라인게임 사용시간에 미치는 영향)

  • 최동성;김호영;김진우
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.214-219
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    • 2000
  • 최근 들어 많은 사람들이 네트워크를 이용하여 다양한 경험을 하고 있다. 특히 온라인게임의 경우 더욱 더 많은 사람들이 더 오랜 시간동안 게임을 즐기고 있다. 본 연구는 Flow 이론을 중심으로 왜 사람들이 온라인 게임 속에 오래 머물러 있는가에 대해 분석하였다. 온라인 설문을 통해 사용시간과 Flow 상태와의 관계를 분석한 결과 Flow의 4가지 차원 중에서 Intrinsic interest와 Curiosity를 많이 느끼면 그에 따라 온라인 게임을 이용하는 시간이 늘어간다는 것을 알 수 있었다. 그렇다면 온라인 게임을 통해 사람들에게 Intrinsic interest와 Curiosity를 많이 느끼게 하기 위해 어떻게 해야하는지를 본 연구에서는 인지적 재미와 지각적 재미라는 이론을 이용하여 분석하였다. 분석 결과 사람들은 인지적 재미와 지각적 재미를 많이 제공해 주면 줄수록 Intrinsic interest와 Curiosity를 많이 경험할 수 있게 해 준다는 것을 알 수 있었다.

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Development of V Belt Pulley Design/Analysis System (V 벨트용 풀리 설계/해석 시스템 개발)

  • 이강수;홍종해;손종호;이상헌
    • Transactions of the Korean Society of Automotive Engineers
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    • v.10 no.6
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    • pp.209-218
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    • 2002
  • A V belt pulley is widely used in automotive industry. More than tow pulleys in one automobile are used, such items as crankshaft, water pump, air-con compressor and power steering pump. Although the shape and usage of pulleys are very simple, the design evaluation of a pulley design is difficult because the load conditions and the installation environment are complicated. So, we formulated the design evaluation for the V belt pulley by using CAE system, which enables to develop a design automation system. By using this system, an engineer can evaluate a pulley design easily without any painstaking effort, such as consideration of the complicated loads and CAE activities. Also the system helps to accumulate the design experience of a company, which guides the optimum design based on experience.

A StudyOn the Maximization of Enterprise Equity through Customer Experience Management (고객경험관리를 통한 기업가치 극대화 방법에 관한 연구)

  • Kin Han-Xin;Kim Young-Min;Lee Chang-Ho
    • Journal of the Korea Safety Management & Science
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    • v.8 no.2
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    • pp.103-114
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    • 2006
  • Today the usage of DB already becomes an important issue for many companies' survival. Especially, the companies which have adopted CRM could not gain the return to be expected because of the lack of understanding about the relationship with customers. Professor Schmitt introduced 'the complete CEM(Customer Experience Management) model', but no specific methodology for analysis was introduced. Therefore, in this study we use HOQ, GA, and ANP to build 'the complete CEM model' and present the integrated CEM model based on the integrated analytic process to help the company's decision about the stage to be begun first out of 5 stages of CEM and the priorities of investment in customer experiences.

Consumer Perception of Chatbots and Purchase Intentions: Anthropomorphism and Conversational Relevance

  • Chung, Sooyun Iris;Han, Kwang-Hee
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.211-229
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    • 2022
  • In this study, we aimed to define the effects of anthropomorphism and conversational relevance of chatbots on user experience. In specific, the chatbot designed for this study was an online shopping assistant that recommends items for consumers. Levels of anthropomorphism was manipulated by the name, profile picture, word choices, and emojis, while conversational relevance was adjusted by the depth and accuracy of the recommendation. Three categories of user experience were measured: psychological distance, usability, and purchase intentions. The results implied a significant main effect of conversational relevance on all variables for the high anthropomorphized conditions, while all but psychological distance was significant for low anthropomorphized conditions. Although there was no significant main effect of anthropomorphism observed for the variables, the main effect of anthropomorphism on responsibility was marginally significant for a specific item. The results of this study may function as a guidance for future studies regarding usage of chatbots within a marketing setting.