• Title, Summary, Keyword: User Study

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A Study of Service Design for the General Hospital through analyzing the User Journey Map and the User Context

  • Kim, Jong-Hyun;Yi, Won-Je
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.109-116
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    • 2012
  • Objective: The aim of this study is to present a solution to problems in the services provided by the general hospitals by creating a user-centric environment through analyzing the User Journey Map and the User Context. Background: The rapid growth in aging population and the monopolization of superior medical staffs by the general hospitals increased demand for the general hospitals in Korea. But, often services provided by the general hospitals are provider-centric and low quality. Method: This study examines problems in the services provided by the general hospitals by analyzing the User Journey Map through stakeholder interviews(contextual interviews) and on-site observation. Based on the contextual analysis of the user(i.e. the patient), this study proposes new and improved user-centric services to be provided by the general hospitals. Results: Ten new user-centric services proposed by this study are: (1) "Booklet on Success Story", (2) "FAQs by Doctor", (3) "Designated Nurse", (4) "Patient Interview Record Card", (5) "Close relationship between doctor & patient", (6) "Thank You Notice Board", (7) "Step by Step", (8) "Green Cap", (9) "Patient Kit", (10) "RFID Direction Display System". Conclusion: The service design for the general hospitals proposed by this study is an important case-study on improving the environment of the general hospitals from provider(medical staffs)-centric to user(patents and its family)-centric. Application: This study is expected to be used in various areas to improve existing system(products and/or services) to be more user-centric.

An Empirical Study of MIS CSF's for Small & Medium Business In Korea (우리 나라 중소기업 정보시스템의 성공요인에 대한 실증분석)

  • Ahn Jae-Young
    • Management & Information Systems Review
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    • v.3
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    • pp.399-417
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    • 1999
  • The purpose of this paper id to study the factors influencing MIS user satisfaction. For this purpose. I have reviewed the results of past studies on the performance factor of MIS, and introduced a new model associated with small & Medium Business. On the basis of this model, I have hypothesized that the following variables influence user satisfaction : (gender, age), individual characteristics(user attitude, training for user), managerial characteristic(top management involvement, organizational support) and task characteristics(task structure). There were 195 participants surveyed using questionnaires from 25 different small & medium Business in Pusan. The research model and associated hypotheses were tested by following statistical techniques: reliability test, regression, t-test and ANOVA. The findings of this study are follows; 1. It was found that gender and age are not correlated user satisfaction. 2. Among individual characteristics, only user attitude influence user satisfaction significantly. 3. While organizational supports influence positively user satisfaction, top management involvement do not influence it. 4. Task structure is highly correlated with user satisfaction. In spite of many factors affecting MIS success, this study did not consider all variables affect on user satisfaction. We need integrated model including more various factors.

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Balancing Fun and Learning through a User Interface: A Case Study of Wii Game

  • Kim, Si Jung;Lee, Kichol;Park, Yeonjeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3638-3653
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    • 2019
  • Designing a user interface is important because the user interface determines the level of physical and mental engagement of the user resulting in their level of learning. This paper investigated how physical engagement through a different user interfaces is associated with fun and learning and presented a theoretical physical engagement model called, PEM, developed based on an empirical user study. The PEM model describes how a game user interface is associated with the level of fun and learning, particularly in playing a full body engaged game. There are many different types of games but the Wii Tennis, an embodied interactive game, was chosen as an instance of full body engaged game. A user study with 32 participant's age ranged from 21 to 40 years old revealed that there is a positive correlation between both fun and learning and the level of physical engagement through two different user interfaces. The results of the study showed that the extent of fun and learning are associated with the physical engagement of the player through an interface. As an implication from the study, the result recommend that the level of user engagement is realized by an effective user interface, and the level of physical engagement is determined by the level of authenticity bridged by the user interface.

Understanding the Concept of User Experience Based on the Extended Concept of Usability

  • Lee, Dong-Hun;Chung, Min-K.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.299-308
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    • 2012
  • Objective: This study presents the conceptual framework and the conceptual model to account for user experience by expanding the existing concepts of usability, in particular considering the user-interface environment in digital convergence. Background: To better understand a variety of users interacting with a converged product based on digital technologies, there seems to be a limit to consider the existing concepts of usability. All possible aspects of user's interaction with a product in a context of use need to be taken into consideration. Method: This study identifies the concept of user experience through a comprehensive literature review. Results: First, this study reviews the existing concepts of usability and user experience. And then this study describes four main components in the conceptual framework of user experience: user's internal states, user's external states, a product, and various outcomes, each of which encompasses distinct sub-components. The conceptual model of user experience accounts for how user's internal states change over time and for how different sub-components affect actual behavior of use. Conclusion: It is expected that these user experience concepts can be used in basic resources to better understand different behavioral characteristics of users and to better design interactive products in converged digital environments.

User Experience Measurement for Senior Friendly Product

  • Jung, Kwang Tae;Chun, Keyoung Jin;Won, Byeong Hee
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.557-563
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    • 2013
  • Objective: This study introduces user experience measurement and its application for senior friendly products. Background: Measuring user experience for senior friendly product is very important for its design, but the measurement is not easy. Method: This study was focused on case studies for user experience measurement and its application for senior friendly product. Mobile patient lift and four wheeled walker that assist the old's mobility were studied. User experience was measured through interview and observation method. Result: From measuring the user experience, some usability issues were identified for the products. A method to apply QFD(quality function deployment) in design process was proposed. A design prototype was also developed considering user experience. Conclusion: User experience measurement for senior friendly products is key process for user centered design. Application: The method and result of this study can be applied to user experience measurement and design of senior friendly product.

User Modeling Using User Preference and User Life Pattern Based on Personal Bio Data and SNS Data

  • Song, Hyejin;Lee, Kihoon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.645-654
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    • 2019
  • The purpose of this study was to collect and analyze personal bio data and social network services (SNS) data, derive user preference and user life pattern, and propose intuitive and precise user modeling. This study not only tried to conduct eye tracking experiments using various smart devices to be the ground of the recommendation system considering the attribute of smart devices, but also derived classification preference by analyzing eye tracking data of collected bio data and SNS data. In addition, this study intended to combine and analyze preference of the common classification of the two types of data, derive final preference by each smart device, and based on user life pattern extracted from final preference and collected bio data (amount of activity, sleep), draw the similarity between users using Pearson correlation coefficient. Through derivation of preference considering the attribute of smart devices, it could be found that users would be influenced by smart devices. With user modeling using user behavior pattern, eye tracking, and user preference, this study tried to contribute to the research on the recommendation system that should precisely reflect user tendency.

A Study on the Development of Digital Space Design Process Using User′s Motion Data (사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구)

  • 안신욱;박혜경
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.187-196
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    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

On the trends and the problems of User Studies (User study의 추이 및 문제점에 관한 고찰)

  • 권은경
    • Journal of Korean Library and Information Science Society
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    • v.11
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    • pp.19-43
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    • 1984
  • There are two broad classes of user studies, in terms of their purposes or a n.0, pplications. One class might be termed basic studies, in which the purpose is to create or obtain knowledge regarding information needs and uses with no particular a n.0, pplication. The second type of study might be termed a n.0, pplied. The aim of second type is preparing standards to evaluate and improve existing information systems or to design new systems. The trends of user study tend toward basic research from a n.0, pplied ones. Furthermore, not only the broad-based studies change with special setting up and subdivided studies, but also the scopes of user study vary social scientist, human scientist, and even common users from limited natural scientists and technologists earlier. The aims of this paper is to summarize continuously pointed problems of user studies and to survey the state of the arts by reviewing the trends of user studies. The major problems of user studies are terminology, conceptualization, and methodology. These terms are essential to this study, and very important to decide the research fields and to select a method of survey, respectively. And in order to predict the user needs, studies of 'information needs' are inevitable instead those of 'information demands' which principally studied till nowadays. On the other hand, to reduce the problems of user studies, it is needed more qualitative studies ever than before and cooperation with other areas, for example, behavioral 'science, psychology, communication science and so forth.

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The effects of the usability of products on user's emotions - with emphasis on suggestion of methods for measuring user's emotions expressed while using a product -

  • Jeong, Sang-Hoon
    • Archives of design research
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    • v.20 no.2
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    • pp.5-16
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    • 2007
  • The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes through three methods. 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 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. Also, we proposed the effective methods for measuring user's emotion expressed while using a product in the environment which is natural and accessible for the field of design, by using the emotion mouse and the Eyegaze. An examinee performs several tasks with the emotion mouse through the mobile phone simulator on the computer monitor connected to the Eyegaze. While testing, the emotion mouse senses user's EDA and PPG and transmits the data to the computer. In addition, the Eyegaze can observe the change of pupil size. And a video camera records user's facial expression while testing. After each testing, a subjective evaluation on the emotional changes expressed by the user is performed by the user him/herself using the emotional words extracted from the above study. We aim to evaluate the satisfaction level of usability of the product and compare it with the actual experiment results. Through continuous studies based on these researches, we hope to supply a basic framework for the development of interface with consideration to the user's emotions.

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A Study on Factors for the User's Satisfaction of the a-Trade Service System (전자무역서비스 시스템의 사용자 만족 요인에 관한 연구)

  • Shin, Seung-Man;Jeong, Yoon-Say
    • International Commerce and Information Review
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    • v.10 no.3
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    • pp.117-140
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    • 2008
  • The purposes of the study are to measure the relative importance of independent variables, to analyze relation between user satisfaction and use, and to improve the level of user satisfaction in using e-Trade system(uTradeHub). The study develops the independent variables in three dimensions(i.e the quality of system, quality of information, and quality of service), estimates the level of satisfaction on a par with these variables, and analyzes the causal relation of these variables. The major findings of the study are as follows. First, there is a significant casual relationship between the quality of system and user satisfaction, thus the hypothesis is accepted. Second, there is a significant casual relationship between the quality of information and user satisfaction, thus the hypothesis is accepted. Third, there is a significant casual relationship between the quality of service and user satisfaction, thus the hypothesis is accepted. Final, there is a significant casual relationship between the user satisfaction and use, thus the hypothesis is accepted.

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