• Title/Summary/Keyword: user satisfaction model

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A Comparative Study on Factors Affecting Satisfaction by Travel Purpose for Urban Demand Response Transport Service: Focusing on Sejong Shucle (도심형 수요응답 교통서비스의 통행목적별 만족도 영향요인 비교연구: 세종특별자치시 셔클(Shucle)을 중심으로)

  • Wonchul Kim;Woo Jin Han;Juntae Park
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.23 no.2
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    • pp.132-141
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    • 2024
  • In this study, the differences in user satisfaction and the variables influencing the satisfaction with demand response transport (DRT) by travel purpose were compared. The purpose of DRT travel was divided into commuting/school and shopping/leisure travel. A survey conducted on 'Shucle' users in Sejong City was used for the analysis and the least absolute shrinkage and selection operator (LASSO) regression analysis was applied to minimize the overfitting problems of the multilinear model. The results of the analysis confirmed the possibility that the introduction of the DRT service could eliminate the blind spot in the existing public transportation, reduce the use of private cars, encourage low-carbon and public transportation revitalization policies, and provide optimal transportation services to people who exhibit intermittent travel behaviors (e.g., elderly people, housewives, etc.). In addition, factors such as the waiting time after calling a DRT, travel time after boarding the DRT, convenience of using the DRT app, punctuality of expected departure/arrival time, and location of pickup and drop-off points were the common factors that positively influenced the satisfaction of users of the DRT services during their commuting/school and shopping/leisure travel. Meanwhile, the method of transfer to other transport modes was found to affect satisfaction only in the case of commuting/school travel, but not in the case of shopping/leisure travel. To activate the DRT service, it is necessary to consider the five influencing factors analyzed above. In addition, the differentiating factors between commuting/school and shopping/leisure travel were also identified. In the case of commuting/school travel, people value time and consider it to be important, so it is necessary to promote the convenience of transfer to other transport modes to reduce the total travel time. Regarding shopping/leisure travel, it is necessary to consider ways to create a facility that allows users to easily and conveniently designate the location of the pickup and drop-off point.

Importance of End User's Feedback Seeking Behavior for Faithful Appropriation of Information Systems in Small and Medium Enterprises (중소기업 환경에서의 합목적적 정보시스템 활용을 위한 최종사용자 피드백 탐색행위의 중요성)

  • Shin, Young-Mee;Lee, Joo-Ryang;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.61-95
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    • 2007
  • Small-and-medium sized enterprises(SMEs) represent quite a large proportion of the industry as a whole in terms of the number of enterprises or employees. However researches on information system so far have focused on large companies, probably because SMEs were not so active in introducing information systems as larger enterprises. SMEs are now increasingly bringing in information systems such as ERP(Enterprise Resource Planning Systems) and some of the companies already entered the stage of ongoing use. Accordingly, researches should deal with the use of information systems by SME s operating under different conditions from large companies. This study examined factors and mechanism inducing faithful appropriation of information systems, in particular integrative systems such as ERP, in view of individuals` active feedback-seeking behavior. There are three factors expected to affect end users` feedback-seeking behavior for faithful appropriation of information systems. They are management support, peer IT champ support, and IT staff support. The main focus of the study is on how these factors affect feedback-seeking behavior and whether the feedback-seeking behavior plays the role of mediator for realizing faithful appropriation of information systems by end users. To examine the research model and the hypotheses, this study employed an empirical method based on a field survey. The survey used measurements mostly employed and verified by previous researches, while some of the measurements had gone through minor modifications for the purpose of the study. The survey respondents are individual employees of SMEs that have been using ERP for one year or longer. To prevent common method bias, Task-Technology Fit items used as the control variable were made to be answered by different respondents. In total, 127 pairs of valid questionnaires were collected and used for the analysis. The PLS(Partial Least Squares) approach to structural equation modeling(PLS-Graph v.3.0) was used as our data analysis strategy because of its ability to model both formative and reflective latent constructs under small-and medium-size samples. The analysis shows Reliability, Construct Validity and Discriminant Validity are appropriate. The path analysis results are as follows; first, the more there is peer IT champ support, the more the end user is likely to show feedback-seeking behavior(path-coefficient=0.230, t=2.28, p<0.05). In other words, if colleagues proficient in information system use recognize the importance of their help, pass on what they have found to be an effective way of using the system or correct others' misuse, ordinary end users will be able to seek feedback on the faithfulness of their appropriation of information system without hesitation, because they know the convenience of getting help. Second, management support encourages ordinary end users to seek more feedback(path-coefficient=0.271, t=3.06, p<0.01) by affecting the end users' perceived value of feedback(path-coefficient=0.401, t=6.01, p<0.01). Management support is far more influential than other factors that when the management of an SME well understands the benefit of ERP, promotes its faithful appropriation and pays attention to employees' satisfaction with the system, employees will make deliberate efforts for faithful appropriation of the system. However, the third factor, IT staff support was found not to be conducive to feedback-seeking behavior from end users(path-coefficient=0.174, t=1.83). This is partly attributable to the fundamental reason that there is little support for end users from IT staff in SMEs. Even when IT staff provides support, end users may find it less important than that from coworkers more familiar with the end users' job. Meanwhile, the more end users seek feedback and attempt to find ways of faithful appropriation of information systems, the more likely the users will be able to deploy the system according to the purpose the system was originally meant for(path-coefficient=0.35, t=2.88, p<0.01). Finally, the mediation effect analysis confirmed the mediation effect of feedback-seeking behavior. By confirming the mediation effect of feedback-seeking behavior, this study draws attention to the importance of feedback-seeking behavior that has long been overlooked in research about information system use. This study also explores the factors that promote feedback-seeking behavior which in result could affect end user`s faithful appropriation of information systems. In addition, this study provides insight about which inducements or resources SMEs should offer to promote individual users' feedback-seeking behavior when formal and sufficient support from IT staff or an outside information system provider is hardly expected. As the study results show, under the business environment of SMEs, help from skilled colleagues and the management plays a critical role. Therefore, SMEs should seriously consider how to utilize skilled peer information system users, while the management should pay keen attention to end users and support them to make the most of information systems.

A Mobility Service for the Transportation Vulnerable Based on MyData (마이데이터 기반 교통약자 이동지원서비스 모델)

  • Choi, Hee Seok;Lee, Seok Hyoung;Park, Moon Soo
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.1
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    • pp.31-40
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    • 2023
  • Various policies and services are being implemented in Korea and other countries, such as the expansion of convenience facilities for mobility support, the provision of special means of transportation, and the establishment of public transportation route plans and fare policies based on data and AI-based movement pattern analysis to ensure the mobility rights of the weak in transportation. However, A research is still needed to improve service convenience in order to more conveniently use the desired means of transportation in a necessary situation from the viewpoint of the transportation vulnerable. This study examines the policies and services for the promotion of mobility for the transportation disadvantaged, and presents a MyData-based service model for mobility support for the transportation disadvantaged. In the proposed service model, the transportation-disabled person can freely choose and use the means of transportation according to individual circumstances, and receive the same transportation welfare voucher benefits provided by the state or government. The proposed service model defines the MyData platform that supports the safe collection and use of personal data, the authentication of traffic welfare recipients based on MyData, and the payment function for fee settlement after using the service as key components. In this research, the service satisfaction from the user's point of view was investigated by implementing the proposed service model and providing a demonstration service for the transportation vulnerable in Daejeon.

The Effects of Perceived Characteristics of Smart Phone upon Psychological Attitude -Study with focus on sense of security and sense of dependence (스마트폰의 지각된 특성이 심리적 태도에 미치는 영향 -안도감과 의존감을 중심으로)

  • Cho, Hwi-Hyung
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.175-184
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    • 2012
  • The aim of this study is to inquire into the influential relationship between perceived characteristics and psychological attitude toward smart phone in relation with the smart phone. This study conducted a questionnaire survey targeting domestic college students who are using the smart phone in an effort for an empirical test of the research model. The theoretical implications of this study laid foundation for doing research on the behavior of perceived characteristics and psychological attitude toward technology, and supplied a clue to diverse, in-depth research works on the further smart phone. The study-suggested practical implications are as follows: First, it is required that the usefulness and easy of use of the smart phone should be reinforced in order to form a positive attitude toward the smart phone. Second, the sense of dependence on the smart phone has an influence on user satisfaction.

A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game (모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로)

  • Kang, Moon-Young;Chi, Yong-Shou;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.171-184
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    • 2015
  • Looking at the existing game-related research, innumerable researches such as game acceptance, user satisfaction, continuance intention, wold-of-mouse intention have been carried out. However, there was no cases that applying the concept of service recovery in game researches. The purpose of this study is to evaluate the impact on the characteristic of the mobile social network game that based on domestic mobile social network game platform which focusing on KakaoTalk games on the service recovery. In addition, the study analyzed the characteristic factors of mobile social network game on the basis of Organizational Equity Theory and Innovation Diffusion Theory to identified the causal relationship between those factors and service recovery. As a result, except the independent variable-compatibility, all of the characteristics factors of mobile social network game showed direct or indirect effects on service recovery. The results of this study are expected as a reference for presenting a new business model, reducing risk factors and enriching the related research of the gaming industry.

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

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A Study on the Case Analysis of Digital Materials in Children Library - Based on Nowon Children Library - (어린이도서관 디지털자료실의 사례분석 연구 - 노원어린이도서관을 중심으로 -)

  • Lee Kyung-Min
    • Journal of Korean Library and Information Science Society
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    • v.36 no.4
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    • pp.349-364
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    • 2005
  • The main Points of the 7th Education Program are: taking a serious view of development of children's individuality and creativity, and encouragement students their accord activity with applying digital reference for teaching and learning. It Is the suggestion of revitalization method of digital material room, afterward. by means of analyzation for satisfaction and demand and using status of children's library digital material room along with emphasis of self-loading learning and boosting self-solving ability based on computer and IT paradigm. The purpose is : providing foundation of active Information service and suggestion of revitalization method by means of analyzing operation and effective using children's library digital material room at Nowon Children's Library opened 2nd February, 2003. In 2nd chapter; thesis of conceptive model of children's library digital material room. In 3rd Chapter: Present status analysis of N. W. Children's library digital material room operation, and analysis of using and demand of public school 100 pupils. In 4th Chapter : Suggesting conclusion of revitalization of children's library digital material room based on utilization and demand appeared through this study.

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Service Quality Management Based on Quality of Experience (체감품질을 고려한 서비스 품질의 관리)

  • Shin, Minsoo;Kim, Dohoon
    • Korean Management Science Review
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    • v.33 no.3
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    • pp.19-30
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    • 2016
  • This study provides a framework to assess network design under the regime of QoE (Quality of Experience). Our approach is expected to reveal the necessity of developing the QoE measures and applying this notion to network design, particularly in the mobile environment. Furthermore, our model shows the ample potential that both users and network providers are able to attain a win-win case by shifting the focus on network design and service operations from QoS (Quality of Service) to QoE. Since the former considers only relevant technological specifications, it may fail in capturing critical factors surrounding users, such as a context where the corresponding user is working on. For example, according to one study [13], the bit-rate, a widely employed QoS measure, shows inferior performance in provisioning network resources to the MOS (Mean Opinion Score), a representative QoE measure. Our framework develops the idea and construct a prototype to systematically assess network design and operations in terms of QoE. The proposed prototype aims at achieving a higher level of efficiency without severely deteriorating users' satisfaction level. We also provide some simulation results which support our idea. That is, reducing the chance of over-provisioning on the basis of the QoE paradigm results in a great flexibility. It may give price cut for users or postponement of network investment for providers or both. Our simulation results also seem robust irrespective of the forms of the QoS-QoE relationship.

A Study on Developing and Validating of a Scale for Business Effectiveness of Microcredit (마이크로크레딧 사업 운영의 효과성 측정을 위한 척도개발 및 타당화 연구)

  • Yim, Eun-Eui;Kim, Haklyoung
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.27-35
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    • 2018
  • This study aims to develop the scale for business effectiveness targeting microcredit users. For this, based on domestic preceding researchers empirically handling the microcredit and also focus group interviews with users and specialists, total 30 preliminary questions were composed. After that, conducting the exploratory factor analysis targeting 127 finally collected surveys, in the results of analysis, the scale validity of three factors and 24 questions was verified. Also, considering the goodness-of-fit of model through the confirmatory factor analysis, the effectiveness scale of microcredit business was determined. The concrete factors included 5 questions of the store operation, 3 questions of business start-up satisfaction, and 16 questions of management competency. Lastly, based on the effectiveness scale of business developed by this study, the research direction and the practical development direction of microcredit was suggested.

An Auto-blogging System based Context Model for Micro-blogging Service (마이크로 블로깅 서비스를 지원하기 위한 컨텍스트 모델 기반 자동 블로깅 시스템)

  • Park, Jae-Min;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.341-346
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    • 2012
  • Social network service is service that enables the human network to be built up on web. It is important to record users' information simply and establish the network with people based on the information to provide with the social network service effectively. But it is very troublesome work for the user to input his or her own information on the mobile environment. In this paper we suggested a system which classifies users' behavior using context and creates blogging sentences automatically after inferring the destination. For this, users' behavior is classified and the destination is inferred with the sequence matching method using Naive Bayes classification. Then sentences which are suitable for situation is created by arranging the processed context using the structure of 5W1H. The system was evaluated satisfaction degree by comparing the created sentences based on actually collected data with users' intension and got accuracy rate of 88.73%.