• Title/Summary/Keyword: user's experience

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User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

A Study on the Satisfaction and Environmentally-friendly Behaviors in the Urban Parks (친환경적 도시공원 만족도 및 이용형태에 관한 연구)

  • Joo, Shin-Ha
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.11 no.6
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    • pp.91-103
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    • 2008
  • The purpose of this study is to compare the satisfaction of the urban parks and to classify and assess the environmentally-friendly behaviors in the urban parks. For this purpose, the park user's behaviors and satisfactions were surveyed in 10 parks in Seoul and its suburb area. Parks are divided into 2 types, the walking-distance parks and the metropolitan parks, by time to reach, visit frequency and visit purpose. The park users are generally satisfied with the facilities, but not satisfied with some specific items, such as cultural facilities, accommodations for the handicapped, safety facilities and sports facilities. The environmentally-friendly behaviors are positively assessed in general, but the behavior of the natural experience was negatively assessed. The environmentally-friendly behaviors in the urban parks are classified into 2 factors; the experience factor and the activity factor. The parks are categorized into 3 types by these factors. For type I parks, the experience factor is dominant, but the activity factor is relatively low. For type II parks, the both factors are low and the parks are necessary to improve. And type III parks are positively assessed in the aspect of the environmentally-friendly behaviors, even though some park are necessary to complement.

A Study on the Expansion of Fully Autonomous Vehicles into Residential Space (완전 자율주행 자동차의 주거공간으로의 확장에 대한 연구)

  • Lee, Hyun-Wook;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.71-79
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    • 2020
  • Due to the recent changes in residential value, user needs for various spaces in residential space are increasing. However, it is not easy to change and reconstruct the first residential form according to the needs of the user due to the characteristics of the residential space where movement and deformation are difficult. Therefore, this study aims to derive a plan to meet user needs according to changing residential value by using fully autonomous vehicles with a concept of space that can be moved. First, the existing residential space was classified through literature research, and based on this, the space type of the fully autonomous vehicle for the residential was derived through user research. Then, through the survey method and statistical analysis, user needs analysis for residential space, usefulness analysis of derived space type and type specification were carried out. Finally, based on the results of the study, the design direction of the fully autonomous vehicle for residential purpose was presented. Based on the user's perception, it is meaningful that it categorizes the space of the fully autonomous vehicle for residential purposes and suggests the design direction.

An NLP-based Mixed-method Approach to Explore the Impact of Gratifications and Emotions on the Acceptance of Amazon Go

  • Arghya Ray;Subhadeep Jana;Nripendra P. Rana
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.541-572
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    • 2023
  • Amazon Go is a cashierless convenience store concept, which is seen as a disruption in the grocery retail segment. Although Amazon Go has the ability to disrupt the retail segment, there are speculations on how Amazon Go will be perceived by users. Existing studies have not utilized user-generated content to understand the factors that affect customer behaviour in case of Amazon Go. Additionally, in case of phygital retail, studies have not attempted at understanding the effect of emotions and gratifications on user behaviour. To address the gap of exploring user perspectives based on their experience, we have examined the impact of gratifications and emotions on the acceptance of phygital retail using user-generated-content. A mixed-method approach has been utilized using only user-generated content. Utilizing topic-modelling based content analysis and emotion analysis on 30 articles related to Amazon Go, we found themes like, convenience, technology, experience, personalization, enjoyment and emotions like, bad, good, annoyance, success. In the empirical analysis, we have utilized 522 reviews about Amazon Go from the cognition and emotion theory stance, and found that hedonic gratifications have a positive impact on challenge emotions. We also found a significant impact of emotions on customer's favourite behaviour.

An Empirical Study on the Innovation Strategy of User Experience by Utilizing Digital Technology (디지털 기술을 활용한 사용자 체험 혁신전략에 관한 실증적 연구)

  • Rho, Hyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.169-176
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    • 2015
  • The purpose of this paper is to study renovation plan of value chain from a user's viewpoint by making practical application of digital technology. And it is surely meaningful to investigate the important motivation factors of continuous using smart-phone, and to analyze the improving effect toward to the quality of life in continuous using smart-phone. By this study we can expect the value improving effect of user experience. The results of hypothesis testing can be summarized as follows: First, the hypothesis that positive affect has a plus effect on pragmatic value is accepted. Secondly, the hypothesis that positive affect has a plus effect on hedonic value is accepted. Thirdly, the hypothesis that negative affect has a minus effect on pragmatic value is accepted. Fourthly, the hypothesis that negative affect has a minus effect on pragmatic value is rejected. Fifthly, the hypothesis that pragmatic value has a plus effect on life satisfaction is accepted. Sixthly, the hypothesis that hedonic value has a plus effect on life satisfaction is rejected. In the competition among enterprises, user experience instead of goods themselves became influential as a differential factor. And many advanced enterprises began taking a serious view of customer's happiness and user experience improvement.

Development and Evaluation of an Internet Literacy Questionnaire(ILQ) (인터넷 사용자 경험 수준 측정을 위한 질문지 개발과 평가)

  • Kim, Insoo;Kim, Kiwoo;Kim, Gyeung-min;Myung, Rohae
    • Journal of Korean Institute of Industrial Engineers
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    • v.28 no.4
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    • pp.397-406
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    • 2002
  • A study was conducted to develop Internet Literacy Questionnaire(ILQ) to investigate the levels of user's knowledge on Internet literacy. ILQ was found to be reliable (showed an internal consistency) with Cronbach's alpha of 0.93(p-value<0.001) and valid with test-retest correlation of 0.90 (p-value<0.001). ILQ, composed of 21 questions, was developed to test four areas of user's Internet literacy: general experience on Internet, advanced experience on Internet, knowledge on Internet program languages, and Internet application software programs. These four factors represented 69.2% of the knowledge of all areas of Internet literacy. As a result, ILQ could be used to differentiate the levels of user's Internet knowledge as beginners, intermediates, and experts before any Internet application programs are to be developed.

Interactive drawing with user's intentions using image segmentation

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.73-80
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    • 2018
  • This study introduces an interactive drawing system, a tool that allows user to sketch and draw with his own intentions. The proposed system enables the user to express more creatively through a tool that allows the user to reproduce his original idea as a drawing and transform it using his body. The user can actively participate in the production of the artwork by studying the unique formative language of the spectator. In addition, the user is given an opportunity to experience a creative process by transforming arbitrary drawing into various shapes according to his gestures. Interactive drawing systems use the segmentation of the drawing image as a way to extend the user's initial drawing idea. The system includes transforming a two-dimensional drawing into a volume-like form such as a three-dimensional drawing using image segmentation. In this process, a psychological space is created that can stimulate the imagination of the user and project the object of desire. This process of drawing personification plays a role of giving the user familiarity with the artwork and indirectly expressing his her emotions to others. This means that the interactive drawing, which has changed to the emotional concept of interaction beyond the concept of information transfer, can create a cooperative sensation image between user's time and space and occupy an important position in multimedia society.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

Analysis of User Experiences to Improve Elementary Learner's Interactivity in the Exhibition Appreciation Class through Metaverse platform : Focusing on Zepeto (메타버스 플랫폼을 활용한 전시 감상수업에서 초등 학습자의 상호작용성 향상을 위한 UX 분석: 제페토를 중심으로)

  • Kim, Youbin;Nam, Yanghee
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.476-492
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    • 2022
  • This study explored at the potentials of exhibition appreciation classes using the metaverse platform, and identified what types of interactions could occur when elementary students participate in the exhibition appreciation education using metaverse platform. We had a user observation research and FGI through implementation of actual elementary class and we analyzed problematic experiences from the viewpoint of user to content and user to user interaction. As a result, fifteen UX improvements were derived by Delphi technique for solving the problematic experiences and improving learner's interactivity.

Preceded Utterance Conversational Agent's Effect on User Experience with User's Task Performance and Conversational Agent's Self-Disclosure (선제 발화하는 대화형 에이전트가 사용자 경험에 미치는영향: 사용자 과제 수행과 대화형 에이전트의 자기노출을 중심으로)

  • Shin, Hyorim;Lee, Soyeon;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.565-576
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    • 2022
  • The scope and functions of a conversational agent are gradually expanding. In particular, research and technology development is being conducted on a conversational agent that can speak first without user calls. However, still in its early stages, there is a lack of research on how a preceded utterance conversational agent will affect users. Accordingly, this study conducted a 2×3 mixed design using the user's task performance condition and the agent's self-exposure as independent variables and measured Intimacy, Functional Satisfaction, Psychological Reactance, and Workload as dependent variables to identify the effects of preceded utterance conversational agent on user experience.