• Title/Summary/Keyword: user experience factor

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A Study on the User Experience Factors for The Knowledge and Information Resource System (지식정보자원시스템의 이용자 경험요인에 관한 연구)

  • Chun, Jung Hyun;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.353-379
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    • 2020
  • This study developed a user experience factors for the evaluation of knowledge and information resource system from the user experience perspectives, which is emerging as a new analysis standard in the field of information media and information service research. Based on the analysis criteria selected through literature analysis, 'system perception factor' and 'user experience factor' were derived as factors influencing the use of information systems through an experimental study based on the user experience sampling method. As a result, the user experience factors of final knowledge and information resource system includes nine user experience factors, 55 detailed user experience factors, and 138 system perception factors. This study is significant in that the abstract concept 'user experience' was derived and presented as a practical, concrete, measurable factor through experiments. The derived user experience factors should serve as a basis for measuring user experience perceived by users of the knowledge and information resource system.

A Research On Optimizing The User Experience Of Intangible Cultural Heritage App (무형문화유산 앱 사용자 경험 최적화에 관한 연구)

  • Mao, Pingting.;Cho, Dongming.
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.398-410
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    • 2022
  • The applications of intangible cultural heritage in China have encountered development bottlenecks due to poor user experience. In this paper, we begin to study the reasons why the user experience is not good, and to study design methods that enhance the user experience through the theory of five-factor model. Through literature study and comparative study of contestants, this paper investigates the advantages and disadvantages of their interaction design and summarizes the common problems. Next, a survey of these user populations will be conducted to find some design elements that affect the user experience. Finally, through empirical research, the design elements are incorporated into the theory of user experience modeling and case studies demonstrate that the application of the design elements is beneficial to improving the user experience.

A Study on the Development of User Experience Indicators for The Knowledge and Information Resource System (지식정보자원시스템 이용자 경험 지표개발에 관한 연구)

  • Chun, Jung Hyun;Lee, Jee Yeon
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.3
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    • pp.209-236
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    • 2020
  • This study describes a set of user experience indicators developed for the evaluation of knowledge and information resource systems. The user experience perspectives had emerged as a new analysis standard in the field of information media and information service research. The study included a survey conducted to verify the derived experience factors and developed them as indicators. The survey data was gathered from 158 participants in the preliminary and 480 participants in the main study. The applied analysis techniques were descriptive statistics, the exploratory factor analysis, the confirmatory factor analysis, the correlation analysis, and the path analysis. The results introduced seven user experience factors, 37 detailed user experience factors, and 105 system perception factors as the final user experience indicators. The developed and verified indicators should measure the degree of user experience perceived by users of the knowledge and information resource system and conduct effective evaluations that reflect correlation rather than a simple comparison of each experience factor.

A Study on Confirmation Bias in Early User Experience Stage (초기 사용자 경험 단계의 확증편향에 관한 연구)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.355-360
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    • 2021
  • In this study, the factors of confirmation bias that may occur in the initial user experience stage were analyzed using a honeycomb model by deriving user experience factors for each factor. In the initial user experience stage, confirmation bias occurs in the impression stage. At the processing stage of memory, sensory memory, working memory, and long-term memory, which stores and retrieves selective memory, were closely related. Confirmation bias was classified into visibility, correlation, memory, clarity, and universality in the usability part, and satisfaction, joy, and dissatisfaction were derived as emotional factors. As a result of the analysis with the honeycomb model, visuality, clarity, universality in the usability factor, and joy in the emotional factor had little effect on the confirmation bias, and satisfaction and dissatisfaction were analyzed as the main factors of the confirmation bias in the correlation, memory and emotional factors. This study is meaningful in that it can be usefully used as a reference material for companies that customize design patterns for the factor of confirmation bias.

Comparison the Difference of User Experience for Mobile Facebook and Instagram Using Nonparametric Statistics Methods -Focused on Emotional Interface Model- (비모수적 통계방법을 이용한 모바일 페이스북과 인스타그램의 사용자 경험 차이 비교 -감성인터페이스 모형을 중심으로-)

  • Ahn, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.481-488
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    • 2016
  • This study is about comparing the mobile user experience of Facebook and Instagram which are most often used among the recent SNSs by the people in their 30s and under. This study analyzed the user experience level after dividing the user experience factors through the Creating Pleasurable Interfaces model, and suggested the mean analysis as well as the result of Wilcoxon rank test which is a nonparametric statistics method. As a result of study, the Display information visually factor in functional factor and the configuration of the main page in convenient factor were a statistically significant difference in the mobile user experience of Facebook and Instagram. It is expected that this study may help seeking the user experience factors to be promoted preferentially in a competitive situation through the statistical comparative evaluation of the experience of two SNS users.

A study on user satisfaction in TUI environment (TUI 환경의 유저 사용 만족도 연구)

  • Choi, heungyeorl;Yang, seungyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.349-356
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    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.45-52
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    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

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 Development of User Centered Smart City Experience Scenario - Using Local Spatial Information and the Persona Model (스마트시티 사용자 체험 시나리오 도출 연구 지역공간정보 및 페르소나 모델을 활용하여)

  • Kim, So-Yeon;An, Se-Yun
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.333-341
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. This study examines the spatial information type to derive a smart city service scenario through space - based communication and aims to establish a direction for user - centered experience factor scenario. The results of this study are meaningful for presenting basic data to suggest a space scenario where citizens can experience smart city as walking map and experience route applicable to future smart city test bed. In particular, we simulated the walking scenarios in the smart city test bed through Walking Map, which is tested the service direction based on user requirements. Through this study, we confirmed that smart city service through existing infrastructure can be used multipurpose. The spatial information and the experience factor linkage model and the walking map through the persona model presented in this study can be utilized as a preliminary scenario applicable to the future smart city test bed.