• Title/Summary/Keyword: user study

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An Empirical Study of the Influence of Expectation, Perceived Performance, and Disconfirmation on Information Systems User Satisfaction (정보시스템 사용자의 기대, 시스템의 지각된 성능, 기대불일치가 사용자 만족에 미치는 영향에 관한 실증적 연구)

  • Kim, Jong-Uk;Shim, Seung-Kyoon;Kim, Byung-Gon
    • Asia pacific journal of information systems
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    • v.14 no.1
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    • pp.101-123
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    • 2004
  • User satisfaction has been widely used by information system(IS) researchers as the most appropriate surrogate variable for the systems success since Bailey and Pearson(1983) provided their user satisfaction measurement. Because user satisfaction is a perceived performance measure by users, not a real or objective measure for systems success, however, perceived user satisfaction by users may not be exactly identical with the real systems performance. In this regard, if the user's ultimately perceived satisfaction is different from the real systems performance, we need to investigate why these two measures are different and which factors may cause the difference. From the perspective of disconfirmation of user expecations, this study examined why user satisfaction and real systems performance may not be identical each other. Expectaion-disconfirmation theory which has had a central role in marketing in explaining the effects of expectation and disconfirmation on consumer satisfaction was similarly adopted in this study to explain the role of expectation and disconfirmation in user satisfaction in the IS environment. Based on the expectation-disconfirmation theory, the current study developed a research model to examine the effects of expectation, system performance, and disconfirmation on user satisfaction in particular. Six research hypotheses derived from the research model were empirically tested using the partial least squares(PLS) method. The results of the statistical analysis indicate that the effects of system performance and disconfirmation were fairly strong on user satisfaction, while the user's expectation has shown insignificant influences on user satisfaction.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.2
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

User-Customized News Service by use of Social Network Analysis on Artificial Intelligence & Bigdata

  • KANG, Jangmook;LEE, Sangwon
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.131-142
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    • 2021
  • Recently, there has been an active service that provides customized news to news subscribers. In this study, we intend to design a customized news service system through Deep Learning-based Social Network Service (SNS) activity analysis, applying real news and avoiding fake news. In other words, the core of this study is the study of delivery methods and delivery devices to provide customized news services based on analysis of users, SNS activities. First of all, this research method consists of a total of five steps. In the first stage, social network service site access records are received from user terminals, and in the second stage, SNS sites are searched based on SNS site access records received to obtain user profile information and user SNS activity information. In step 3, the user's propensity is analyzed based on user profile information and SNS activity information, and in step 4, user-tailored news is selected through news search based on user propensity analysis results. Finally, in step 5, custom news is sent to the user terminal. This study will be of great help to news service providers to increase the number of news subscribers.

The Relation of Accounting Information System User Satisfaction, Internal Controls and Quality (내부통제 및 정보품질과 회계정보시스템의 사용자 만족도와의 관계)

  • 이장형;김광집
    • The Journal of Information Systems
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    • v.11 no.2
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    • pp.1-25
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    • 2002
  • This study is for the purpose of understanding User Satisfaction of Accounting Information System more closely by means of perceiving relations between Internal Controls and Quality. That is, this study is to assess Internal Controls and Quality and to connect those with User Satisfaction. This thesis is for the substantial study on whether Information Quality, System Quality, and Service Quality influenced by Internal Controls of Accounting Information System have an effect on User Satisfaction, when Internal Controls of Accounting Information System is good, The following hypothesis was made to achieve this purpose. First, Internal Controls will have an positive influence on Quality. Second, Qualify will positively affect User Satisfaction. Third, Internal Controls will positively Influence User Satisfaction. Fourth, Internal Controls will have a positive effect on User Satisfaction through Quality For the survey sample, this study gathered data on someone engaged in companies or organizations which have computer offices, and groups were differentiated between general staff and someone in charge of the computer office, and each group had different questions. In general, 622 of questions were distributed and 200 of the final valid samples were used for the substantial analysis. As the result of the study, the relations between Internal Controls and Quality are statistically significant. The relations between Quality and User Satisfaction ire also statistically significant. But the relations between Internal Controls and User Satisfaction are not statistically significant. Path Analysis was implemented to analyze the hypothesis on whether Internal Controls have an influence on User Satisfaction through Quality. When the result of analysis with Lisrel 8.5 was examined, index numbers(GFI, AGFI, RMR) representing the suitability of the model were enough to be taken and it is showed that there is the suitability of the model. Internal Controls of Accounting Information System can't have an influence on User Satisfaction with Quality. As the above hypothesis was rejected, Through Path Analysis, this study examined the influence which relations between Internal Controls and Quality, factors of User Satisfaction, have on User Satisfaction, and is very meaningful in terms of the first trial. And on the point of time when there are little studies on the effect analyses between Internal Controls and Quality, this study would be the promoter for the future. The limitation on this study is to analyze only mutual effects between factors by choosing Internal Controls, Quality, and User Satisfaction as survey variables. The study which measure items with precision which are related to each variable and understand measurement factors clearly should be implemented.

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A Study on Directions in Research on User Behavior in Space Design - With a focus on Interactions between space and the user- (공간디자인에서의 이용자 행태 연구 방향에 관한 연구 - 공간과 이용자의 상호작용을 중심으로 -)

  • Kim, Hyung-Sook;Park, Boo-Mee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.202-205
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    • 2006
  • Space design is a process of solving spatial problems to create and construct all kinds of human lives. It also bestows new values to a medium to induce human perception based on the relationships between 'human and space' surrounding people. Research on user behavior has several ultimate goals including understanding both individual behavior and the relations between the user and space from a more scientific and systematic perspective, predicting various phenomena that can happen between space and humans, and reflecting the results in space design. As user behavior that's once limited within given space is going through some changes due to the introduction of digital technologies, research on user behavior in today's space design should be newly illuminated in the aspects of organic relations. Space now works as a receptor communicating with the user and responding to user behavior, and user behavior once under one-sided influences from space becomes more diverse and active. The influences of user behavior, in turn, cause changes to space itself. Thus this study set out to suggest new directions in research on user behavior based on interactions between space and the user in space design.

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Correlation Between Public Library Service User Satisfaction and Loyalty and Moderator Variables (공공도서관 서비스이용자 만족도와 충성도의 상관관계분석 및 매개변수)

  • Lee, Seongsin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.1
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    • pp.83-103
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    • 2013
  • According to the results from the recent research in Business field, the correlation between customer satisfaction and customer loyalty is not strong. Based on this understanding, the first purpose of this study was to investigate the correlation between public library service user satisfaction and public library service user loyalty. To achieve this purpose, the study conducted a survey of 240 public library users. The findings of this study are 1) the correlation between 'public library service user satisfaction' and 'public library service user loyalty' exists. However the strength of the correlation is moderate, 2) the correlation between 'public library service user satisfaction' and 'public library service users' intention to use new library services' is the weakest among the variables of 'public library service user loyalty', and 3) the correlation between 'public library service user satisfaction' and 'public library service users' intention to recommend library services to others is the strongest among the variables of 'public library service user loyalty'. The second purpose of this study was to find the moderator variables between public library service user satisfaction and public library service user loyalty. According to the study results, the following moderate variables are found: 1) physical accessibility, 2) lack of diversity in library service, 3) car-parking issues, 4) lack of diversity and recency in collections, and 5) lack of convenience in facilities.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

A Study of Trajectory Mapping Method as a User Interface Design Tool for Mobile Devices (모바일 기기의 사용자 인터페이스 설계 도구로서 Trajectory Mapping 방법에 관한 연구)

  • Lee, Suk-Won;Myung, Ro-Hae
    • IE interfaces
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    • v.22 no.1
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    • pp.17-25
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    • 2009
  • In mobile device's user interface, menu organization is very important as well as menu structure because small display of mobile device. Menu items should be organized based on user knowledge structure to design user-centered interface. Traditionally, MDS (Multidimensional Scaling) have been most often used to expose users' perceived organization of menu items. But, information that MDS reveals is just relative spatial location of concepts and not relevant to concepts connection. Unlike MDS, Trajectory Mapping explicitly finds users' cognitive links between perceived concepts. This study proposes a Trajectory Mapping technique for eliciting knowledge structure, especially a set of cognitive pathways linking menu items, from end user. With twelve participants, MDS and Trajectory Mapping were conducted using cellular phone's menu items. And user knowledge structure was analyzed through Visual Concept Map that combination of results of MDS and Trajectory Mapping. After then, menu items were organized according to users' perceived organization. Empirical usability test was also conducted. The results of usability test showed that usability, in terms of task performance time, number of errors, and satisfaction, for newly organized interface was significantly improved compare to original interface. The methodology of this study is expected to be applicable to design a user-centered interface. In other words, Trajectory Mapping technique can be used as a design tool of user interface for imposing user knowledge structure on the interface.

Relevant Analysis on User Choice Tendency of Intelligent Tourism Platform under the Background of Text mining

  • Liu, Zi-Yang;Liao, Kai;Guo, Zi-Han
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.119-125
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    • 2019
  • The purpose of this study is to find out the relevant factors of the choice tendency of tourism users to Intelligent Tourism platform through big data analysis, which will help enterprises to make accurate positioning and improvement according to user information feedback in the tourism market in the future, so as to gain the favor of users' choice and achieve long-term market competitiveness. This study takes the Intelligent Tourism platform as the independent variable and the user choice tendency as the dependent variable, and explores the related factors between the Intelligent Tourism platform and the user choice tendency. This study make use of text mining and R language text analysis, and uses SPSS and AMOS statistical analysis tools to carry out empirical analysis. According to the analysis results, the conclusions are as follows: service quality has a significant positive correlation with user choice tendency; service quality has a significant positive correlation with tourism trust; Tourism Trust has a significant positive correlation with user choice tendency; service quality has a significant positive correlation with user experience; user experience has a significant positive correlation with user choice tendency Positive correlation effect.

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.