• 제목/요약/키워드: user's experience

검색결과 1,005건 처리시간 0.033초

Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
    • /
    • 제19권3호
    • /
    • pp.21-34
    • /
    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

Effect of Anthropomorphic Chatbot's Self-disclosure and Emotional Expression on User Experience - Focused on Conversational Error in Financial Service (의인화된 챗봇의 자기노출과 감정표현이 사용자 경험에 미치는 영향 - 금융서비스에서의 대화 오류 상황을 중심으로)

  • Kim, Hwanju;Kim, Jiyeon;Choi, Junho
    • The Journal of the Convergence on Culture Technology
    • /
    • 제8권4호
    • /
    • pp.445-455
    • /
    • 2022
  • Financial service chatbots are hindering user experience with conversational errors and machine-like responses. This study aims to examine the effect of self-disclosure and emotional expression of an anthropomorphic chatbot on user experience before conversation errors occur in financial services. In financial inquiries, scenarios were designed based on self-disclosure type (positive vs. negative) and emotional expression level(high confident vs. low confident), and online experiments were conducted. The result revealed that when anthropomorphic chatbot provided self-disclosure and emotional expression, the main effect has been shown on trust, annoyance, service recovery, and intention to continuous use. In addition, interaction effects were significant in trust and annoyance. In conclusion, this paper demonstrated that anthropomorphic chatbot's positive self-disclosure and confident emotional expression influenced trust and annoyance.

A Study on the UX-based Ethical AI-Learning Model for Metaverse (UX-기반 메타버스 윤리적 AI 학습 모델 연구)

  • Ahn, Sunghee
    • Journal of Broadcast Engineering
    • /
    • 제27권5호
    • /
    • pp.694-702
    • /
    • 2022
  • This paper is the UX-based technology strategy research which is a solution to how conversational AI can be ethically evolved in the Metaverse environment. Since conversational AI influences people's on-offline decision-making factors through interaction with people, the Metaverse AI ethics must be reflected. In the machine learning process of conversational AI, cultural codes along with user's personal experience data must be included and considered to reduce the error value of user experience. Through this, the super-personalized Metaverse service can evolve ethically with social values. With above hypothesis as a result of the study, a conceptual model of a forward-looking perspective was developed and proposed by adding user experience data to the machine learning (ML) process for context-based interactive AI in the Metaverse service environment.

Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
    • /
    • 제13권5호
    • /
    • pp.119-127
    • /
    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • Journal of Distribution Science
    • /
    • 제17권8호
    • /
    • pp.35-44
    • /
    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

An Analysis of the Message on Internet Fashion Brand's Community - Focused on Brand Reneevon - (패션 브랜드의 인터넷 커뮤니티 메시지 유형 분석 - 브랜드 레니본을 중심으로 -)

  • Son, Hee-Jung;Yu, Ji-Hun
    • The Research Journal of the Costume Culture
    • /
    • 제17권5호
    • /
    • pp.791-806
    • /
    • 2009
  • Internet brand community's message makes significant contributions for fashion industry. Therefore, if we understand and implement the characteristics of the message on the Internet brand's community, it can be useful for future marketing strategy. This study was to classified the internet community and to examine messages with regard to direction, write motive and prior knowledge. The messages were taken from February, 20th, to August, 7th in 2008. Content analysis method was used for this study. The results were as follows: First, Fashion brand community divided into user initiative type and enterprise establishing type. Second, User initiative type had positive direction message more than enterprise establishing type had. Third, User initiative type had large volumes of information searching or sharing related message, but enterprise establishing type had large quantities of personal experience related message about write motive. Fourth, There was no difference numerical prior knowledge between user initiative type and enterprise establishing type, and then both had a high rate of prior knowledge.

  • PDF

A Comparative Study on User Experience of Contactless Retail Services between Chinese and Korean Users (비대면 소매 서비스에서 중국인과 한국인의 사용자 경험 비교 연구)

  • Yang, Chen-Yue;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • 제18권10호
    • /
    • pp.381-387
    • /
    • 2020
  • In order to study the similarities and differences of user experience of contactless retail services between Chinese and Korean users, this study focuses on E-mart 24 Self Convenience Store Gimpo DC Branch, Conducted in-depth interviews with Chinese and Korean users who have experience. The interviews are based on the 7 principles of Peter Morville's Honeycomb Model. As a result, the satisfaction of Chinese users is higher than that of Korean users. Human touch, and the desire for a faster society made Korean users more resistant to E-mart 24 Self Convenience Store. Chinese users raised concerns about the inconvenience of the system with little consideration for foreign users. It is expected that this study will help E-mart 24 Self Convenience Store to satisfy users from more cultural backgrounds.

UX Elements and Effects of Fashion Shopping Apps Based on Multipersona Characteristics of MZ generation (MZ세대의 멀티퍼소나 특성을 반영한 패션 쇼핑 앱의 UX 요소에 대한 연구)

  • Lee, Se-Yeon;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
    • /
    • 제12권8호
    • /
    • pp.123-129
    • /
    • 2021
  • MZ Generation has multipersona and characteristics that create various egos depending on the situation, and fashion styling is also expressed differently by each persona. Thus, this study investigates how to provide a multipersona or characteristic user experience to fashion shopping applications. Traditional fashion shopping apps, which focus on items, colors, and advertisements, have difficulty solving the problems of MZ generation fashion, so it is necessary to actively utilize their characteristics. We investigate the definitions and characteristics of multipersona and generation MZ, and identify the shopping behavior of generation MZ through prior research. We also analyze cases and improvements that indirectly utilize multipersona in fashion shopping apps. Four UX elements were derived through user interviews to identify needs and It was possible to derive positive effects, such as providing a shopping experience by forming one's own fashion characters in a personalized fashion beyond the existing fashion recommendation frame, which helps to worry about styling and gives a different experience.

Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
    • /
    • 제13권4호
    • /
    • pp.469-480
    • /
    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
    • /
    • 제17권12호
    • /
    • pp.467-472
    • /
    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.