• Title/Summary/Keyword: user survey

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Impacts of Low User and Project Management Risk on IT Project of Public Sector: The Moderating Effect of User Knowledge (사용자 및 프로젝트 관리 위험 감소가 공공부문 IT 프로젝트 성과에 미치는 영향 : 사용자 지식의 조절효과)

  • Lee, Sooin;Kim, Sanghyun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.187-196
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    • 2020
  • We tried to do research on main views(risk and knowledge-based) and propose user knowledge as a factor to be managed in order to strengthen the performance. This study empirically analyzed the user-related and project management risk that affect the IT project performance, and verified user knowledge as a moderating variable. The survey was conducted for respondents who have experience on IT Project of public sector and data were analyzed by Smart PLS 3.0. The results show that low user-related and project management risks have a positive effect on performance. In addition, user knowledge has been shown to enhance the impact of two risks on performance. These findings are meaningful in that they emphasize the importance of user knowledge in public-sector IT projects, as well as the repeated verification of integrated research results.

A Study on User Behavior Analysis for Deriving Smart City Service Needs (스마트시티 서비스 니즈 도출을 위한 사용자 행위 분석에 관한 연구)

  • An, Se-Yun;Kim, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.330-337
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. In this study, user behavior analysis was performed as a preliminary study for user - centered smart city service planning. In particular, we will use GIS based location analysis data and video ethonography methodology to derive smart city service direction and needs. In this study, the area of Daejeon Design District selected as the Smart City Test bed was selected as the survey area and the location analysis data of the traffic accident analysis system of the road traffic corporation and the fixed camera We observed user's behavior type and change with image data extracted through the technique. Location analysis data is classified according to the type of accident, and image data is classified into 11 subdivided types of user activities. The problems and specificities observed were analyzed. The user behavior characteristics investigated through this study are meaningful to provide a basis for suggesting user - centered smart city services in the future.

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 Study on User Experience that Provides Psychological Stability during Mobile E-commerce One-touch Payment (모바일 이커머스 페이 원터치 결제 시 심리적 안정감을 제공하는 사용자 경험 연구)

  • Chang, Dah-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.277-283
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    • 2022
  • The purpose of this study is to study the user experience that provides psychological stability when paying for mobile e-commerce pay one-touch. Through literature and case studies, e-commerce pay one-touch payments were identified, and user experiences were investigated through surveys and in-depth interviews. The survey based on Aaron Walter's model of user needs received a high average of functionality and usability for one-touch payments, but reliability and stability were somewhat low. Afterwards, four design improvement plans were presented to supplement psychological stability by analyzing in-depth interviews conducted based on the User's Eye View of User Experience Design model. This study is expected to be helpful in basic research on the payment experience where you can feel stable when taking one-touch payments.

User Expectation Experience of Flexible Display Interface (플렉서블 디스플레이 인터페이스의 사용자 기대경험)

  • Chung, Seung Eun;Yoon, Young Sun;Lee, Ram;Lim, Yeon Sun;Choi, Ho Jeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.2
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    • pp.301-317
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    • 2016
  • Flexible display interface is capable of creating new user behaviors based on its characteristics of outstanding surface representation and display transformations such as bending, rolling, and folding. Thus, it is being discussed that the newly emerging flexible display interface can offer a different user experience that the previous flat display couldn't. However, as it is hard to find studies that identify the general attributes of user experience in the area of flexible display research, this study was intended to identify and label experience that users expect in a flexible display interface. For this purpose, this study first investigated literature reviews about user experience in previous digital media interface and flexible display interface and conducted interview research in order to reflect the users' perception, collecting 52 items that represent user experience. In addition, these items were used as measurements to deduct different types of user experience, and 308 interviewees participated in the interview research process. As a result, 10 types of user experience were developed from the results of the survey: functionality, understandability, pleasure, convenience, familiarity, stimulation, adaptability, collectivity, reality, and aesthetic.

An Analysis Research on User Satisfaction of Public Library Comparison between Korea and USA (공공도서관의 이용자만족도에 관한 한.미간 비교사례연구)

  • Park, Jae-Yong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.2
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    • pp.151-169
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    • 2012
  • This research analyzed and compared the public library satisfaction level between South Korea and USA public library user. This research looked at the public library user's nominal complains to the library from various countries and analyzed the impact variance of customer satisfaction level by using four key factors(faculty, facility, online service, books). The results were, first, overall customer satisfaction level of USA average(m=3.91) was higher then South Korea average(m=3.08) with a difference of m=0.83. Second, in the outcome of the survey conducted in South Korea, all four key factors were strongly related to customer satisfaction level, whereas the survey conducted in the USA, only two key factors showed relation to the customer satisfaction level which were facility and online service. Lastly, In the survey conducted in South Korea, out of the four key factors, Faculty(${\beta}$=.838) and online service(${\beta}$=.496) were the only two key factors that influenced the customer satisfaction level. In the survey conducted in the USA, Facility(${\beta}$=.441) and online service(${\beta}$=.471) were the two key factors that influenced customer satisfaction level. Therefore, South Korea should invest in increasing online service and educating faculty service as well as managing more intensively in software type field policies.

Extraction of user's representative emotions expressed while using a product (제품 사용 중 표출되는 사용자의 대표감성 추출에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.69-80
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    • 2005
  • So far, there have been mary studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes. Firstly, we assembled a set of emotional words that were sufficient to represent a general overview of Korean emotions, collected from various literature studies in the field of psychology, linguistics, emotional engineering. Secondly, we found emotional words from collecting user opinion on the website. In this study, we used heavy traffic websites such as shopping mall and mania sites. Finally the emotional words were collected from verbal protocols by using Think Aloud technique. The collected words were integrated according to standards and they were applied on evaluation survey twice for evaluating their appropriateness. This survey was conducted for identification of emotional expressions while using a product. Finally, we extracted 88 emotional words for measuring user's emotions expressed while using products. And we categorized the 88 words to form 6 groups by using factor analysis. The 6 categories that were extracted as a result of this study, such as aesthetics, satisfaction in usability, novelty, uncomfortable- ness, pleasure and excellence were found to be user's representative emotions expressed while using products. It is expected that emotional words and user's representative emotions extracted in this study will be used as subjective evaluation data that is required to measure user's emotional changes while using a product.

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Evaluation of User Satisfaction for Bundled Software (번들소프트웨어의 사용자 만족도 조사 연구)

  • Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.216-224
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    • 2012
  • Usually, bundled software is unwittingly packaged with a user's PC when purchased it. A reason of provides it is for manufacturers to increase the value of the product. However, almost users cannot recognize bundled SW. Paradoxically, sometimes the bundled SW may complain to the user. Eventually these symptoms negatively affect the product. As a result, the SW bundle could not reflect user needs. This study for installed bundled SW on users laptop and we would like to know the understanding and acceptance it of the user. Finally, how can we provides it more effectiveness and looking for ways to make was conducted. From a user perspective, these study four major countries (USA, Germany, China, South Korea) laptop users to perform a total 3,000 people were surveyed. A method of investigation was the quantitative evaluation survey and was conducted online survey approach. Through this study was an analysis to awareness of users by different ages, gender, and usage patterns. Bundle SW through the study of the laptop to the user, effectively providing a way to be confirmed. And right through bundle SW distribution is expected to increase the manufacturer's worth.

A Study on the Effect of Public Libraries' ESG Management on Its Perception, User Satisfaction, and the User's Intention to Revisit (공공도서관의 ESG경영이 도서관 인식, 이용자 만족도 및 재이용 의도에 미치는 영향)

  • Mi Ok Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.303-328
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    • 2024
  • In this study, we designed and verified a research model in order to determine whether ESG management for public libraries affects the perception of libraries, user satisfaction, and the intention to revisit. A survey was conducted among the users of six public libraries in the Gyeonggi region and 25 libraries in Seoul, and 247 valid responses from the survey were analyzed. The analysis revealed that the environment and society factors of ESG management had a positive effect on the perception of libraries and user satisfaction. It also showed that the libraries' perception had a positive impact on user satisfaction and the intention to revisit, and user satisfaction showed a positive correlation for the intention to revisit. From the analysis, we can infer that the effects of ESG management were reflected in everyday life via public libraries as ESG management of the public libraries influenced the perception of libraries, user satisfaction, and the intention to revisit. We confirmed that users showed the intention to revisit if the library provides positive and sincere satisfaction through ESG management, due to public libraries having ethical and moral significance to users. We have also put forward practical marketing strategies and identified areas for enhancement that can prove beneficial to public libraries.

User's Emotional Preference on PC OS GUI - Though Semantic Differential Method (PC OS GUI 의 사용자 감성에 관한 연구 - 의미분별 척도법을 활용한 사용자 감성 선호도 분석)

  • Moon, Hyun-Jung;Lee, Jung-Yeun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.30-35
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    • 2008
  • The purpose of this study is to analyze and define user's emotional satisfaction factors to the PC OS GUI image. The study is to investigate the relationship between PC OS GUI Image and Sensitive Vocabula교 based on user's emotional preference. 47 user preferred sensitive words are collected by the initial survey. Through the similarity test, 47 words are narrowed down to 20 comprehend words. The semantic differential methods is used in the final survey with 5 step questionnaire. From this process, user preferred the GUI design that is vocabularized as Clear, Easy, Safety, Stability. Additionally, the result shows that the image of Clear is related to Safety and the image of Easy is related to Stability. The result of the study could be used in design PC OS GUI as base data.

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