• Title/Summary/Keyword: 경험 중심 서비스

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Longitudinal Study on Factors Affecting Older Adults' Welfare Service Utilization (노인의 노인복지서비스 이용경험에 영향을 미치는 요인에 관한 종단연구 -서울과 춘천 노인들을 중심으로)

  • Lim, Yeon Ok;Yoon, Hyunsook
    • 한국노년학
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    • v.29 no.3
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    • pp.1063-1085
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    • 2009
  • The purposes of this study were to investigate the transition of elderly's welfare service utilization and to examine the factors affecting their utilization as time passed. To solve these research questions, the behavioral model presented by Andersen and Newman(1973) was applied. Using Hallym Aging Panel data consisted of 3 waves from 2003 to 2007, autoregressive modeling and regression analysis were applied for research purposes. The results of this study were as follows; (1) The experiences of welfare service utilization were increasing gradually. The complimentary service for the aged was utilized generally, but leisure service and community service were not used in common. (2) Past experience of service affected service utilization in the following times. (3) The factors affecting older adult's service utilization were different among the types of services. Nonetheless, the factors affecting continuously during the periods were found: age as predisposing factor and area as enabling factor in the complimentary service; area and existence of spouse as enabling factor in leisure service; education as predisposing factor and service cognition as enabling factor in community service. Enabling factor has affected more consistently than other factors. The results showed that special attention should be paid to balanced regional arrangement for welfare resources and the public relation considering the elderly's intellectual level.

Evaluation for User Experience about Service of Fintech -Mainly with Analysis on 'Kakaopay' and 'Naverpay'- (국내 핀테크 시장 사용자 경험에 따른 서비스 분석 -카카오페이와 네이버페이를 중심으로-)

  • Lee, Yoon-Jeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.387-393
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    • 2017
  • This study sought to improve the mobile easy payment services available in Korea by conducting a comparison analysis of Kakaopay, the front-runner of the mobile easy payment services in Korea's FinTech industry, compared to Naverpay, the relative newcomer in the industry. The services were compared by analysing users' experience. First, a literature review on the theoretical background of the FinTech and its characteristics was performed. Secondly, a survey created by reframing the six elements of the "Creating Pleasurable interfaces Model" by Stephen Anderson was conducted. In result, Kakaopay showed limited applicability caused by the lack of affiliated stores and it also showed the lack of reliability due to errors and cancellations related to the payments. It was shown that Naverpay also needs to make an effort to improve the reliability by minimizing errors in the use of the program and payments. This current study aimed to contribute as a resource which can be used, in the future, to improve the users' experience in FinTech services offered in Korea and also to invigorate the Fintech industry.

Exploring Factors to Minimize Hallucination Phenomena in Generative AI - Focusing on Consumer Emotion and Experience Analysis - (생성형AI의 환각현상 최소화를 위한 요인 탐색 연구 - 소비자의 감성·경험 분석을 중심으로-)

  • Jinho Ahn;Wookwhan Jung
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.77-90
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    • 2024
  • This research aims to investigate methods of leveraging generative artificial intelligence in service sectors where consumer sentiment and experience are paramount, focusing on minimizing hallucination phenomena during usage and developing strategic services tailored to consumer sentiment and experiences. To this end, the study examined both mechanical approaches and user-generated prompts, experimenting with factors such as business item definition, provision of persona characteristics, examples and context-specific imperative verbs, and the specification of output formats and tone concepts. The research explores how generative AI can contribute to enhancing the accuracy of personalized content and user satisfaction. Moreover, these approaches play a crucial role in addressing issues related to hallucination phenomena that may arise when applying generative AI in real services, contributing to consumer service innovation through generative AI. The findings demonstrate the significant role generative AI can play in richly interpreting consumer sentiment and experiences, broadening the potential for application across various industry sectors and suggesting new directions for consumer sentiment and experience strategies beyond technological advancements. However, as this research is based on the relatively novel field of generative AI technology, there are many areas where it falls short. Future studies need to explore the generalizability of research factors and the conditional effects in more diverse industrial settings. Additionally, with the rapid advancement of AI technology, continuous research into new forms of hallucination symptoms and the development of new strategies to address them will be necessary.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

차세대 이동통신 시스템을 위한 이동 개인셀

  • Chae, Seung-Yeop;Im, Min-Jung;Gang, Chung-Gu
    • Information and Communications Magazine
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    • v.32 no.4
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    • pp.64-71
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    • 2015
  • 고정 기지국 및 셀룰러 환경을 기반으로 하는 4G 네트워크 모델이 사용자가 네트워크 커버리지 안에 존재해야 서비스가 가능한 네트워크 중심인데 반해서, 5G 시스템에서는 사용자의 위치에 상관 없이 최적의 경험이 사용자를 따라 다니는 사용자 중심의 네트워크 모델이 제공되는 것을 목표로 하고 있다. 이동 개인셀 기술은 사용자 중심의 네트워크를 실현하기 위하여 사용자와 함께 이동하는 무선 백홀 기반의 초소형 기지국 및 이를 이용한 다양한 서비스를 제공하는 기술이다. 본 고에서는 이동 개인셀 기술의 여러 가지 용도와 이동 개인셀로 인한 성능 향상에 대해 논한다.

Effects of Abuse Experiences on Psychological and Social Adaptation of Out-of-House Protection Service Youth : Focused on the Mediation Effect of Self-Adjusting Capacity (학대경험이 가정 외 보호 서비스 청소년의 심리사회적 적응에 미치는 영향 : 자기조절능력의 매개효과 중심으로)

  • Lee, Hwa-Myung;Kim, Yeoung-Mi
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.539-552
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    • 2020
  • The purpose of this study was to examine the abuse experience of adolescents in out-of-home care on their psychosocial adjustment and the mediating effects of self-regulation skills. A survey was conducted on the adolescents who resided in the city of Busan and received out-of-home care service. The findings of the study were as follows: First, abuse experience was found to have exerted a negative influence on self-regulation skills. Second, abuse experience was found to have exerted a negative influence on psychosocial adjustment. Third, self-regulation skills were found to have exercised a positive influence on psychosocial adjustment. Fourth, self-regulation skills were found to have had a mediating effect on the relationship between abuse experience and psychosocial adjustment. The findings of this study were of significance in that neglect and emotional abuse should be prevented to promote the psychosocial adjustment of teenagers with abuse experience who are in out-of-home care, and in that the importance of the intervention of counseling programs which could foster the self-regulation skills of adolescents was urged.

A Study on Intention to Use Personal Cloud Services: Focusing on Value Comparison (개인용 클라우드 서비스 사용 의도 연구: 가치 비교를 중심으로)

  • Kyunghoi Min;Chanhee Kwak;HanByeol Stella Choi;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.1-24
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    • 2020
  • Cloud computing technology is expanding its services to individual consumers through storage and applications. This study aims to compare the predisposing factors that affect the perceived value and the intention to use between users who have used or experienced services and those who have never experienced services from the perspective of benefit and sacrifice based on the value-based acceptance model. The results showed that the sacrifice factor (perceived cost) had a significant effect on perceived value and perceived value had a significant effect on intention to use, but showed a difference in perceived benefit. Perceived usefulness, ubiquity, and network effects had significant impact for experienced users' perceived value, but for inexperienced users, ubiquity did not have significant impact. In addition, usefulness was the most significant factor for experienced users while network effect was the same for inexperienced users. The results of this study suggest that consumers' intention to use personal cloud service is evaluated as a benefit and sacrifice point and a new attempt to re-examine the role of previous experience.

A Study on User Experience of OTT Service -Focused on Netflix, Watcha and Wavve- (국내외 OTT서비스의 사용자 경험 연구 -넷플릭스와 왓챠, 웨이브를 중심으로-)

  • Choi, Hye-Sun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.425-431
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    • 2020
  • The purpose of this study is to measure the user experience of Netflix which is a representative global OTT service, Watcha and Wavve which is a representative service of Korea. Using mobile applications, qualitative research and quantitative research on user experience of OTT service were conducted with task test, in-depth interviews and surveys. As a result of the study, The usefulness and accessible of the OTT service has not shown much difference between OTT services. Rather, contents based on personal preferences has a significant impact on OTT service selection. The study found that Netflix needs to secure contents, Watcha needs to improve interface and recast categories, Wavve needs to present contents that are focused on and improve interface of main screen. The study expects to help a build a differentiate user experience in the face of growing OTT platform competition.

A Study on IPTV Interaction Design through Virtual Channel Page - A Study on the way of Consuming Multimedia Contents of IPTV In User-Centered Design (가상 채널 페이지를 통한 IPTV 인터렉션 디자인 - 사용자 중심의 IPTV 멀티미디어 컨텐츠 소비 방법 연구)

  • Choi, Han-Jin;You, Hyun-Sun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.251-256
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    • 2008
  • 가상 채널을 통한 IPTV 인터렉션 디자인 -멀티미디어 컨텐트 소비를 중심으로 정해진 방송시간에 따라 일 방향적으로 프로그램 매제를 제공하던 TV 는 바야흐로 혁명의 시대를 맞고 있다. 이에 따라 사용자는 오랜 시간 기존의 TV 에서의 사용자 경험을 유지한 채, IPTV 라는 새로운 방식의 시스템을 경험하게 된다. 따라서 기존의 TV 사용자들도 이러한 새로운 형태의 TV를 거부감 없이 적극적으로 사용할 수 있도록 하기 위하여 사용자 중심의 인터렉션에 대한 연구와 인터페이스 개발의 필요성이 높아지고 있다. 본 연구에서는 현재 국내에 상용화된 IPTV 의 서비스들 중에서 주식, 쇼핑, 교통 등과 같은 양방향 서비스를 제외한 실시간 방송과 기존의 VOD 컨텐츠들을 포함한 멀티미디어 컨텐츠 소비에 대한 인터렉션 방법을 연구 범위로 정하였다. 본 연구를 위하여, 기존의 IPTV VOD 컨텐트의 소비 방식에 대해 다양한 사용자 리서치를 실시하였다. 그 결과 피 실험자들은 기존의 TV 에서 경험했던 것과 같이 단순하고 심플한 조작 방식으로 원하는 task 를 수행하여 각 목적에 맞는 결과를 얻는 것을 기대 한다는 것을 알 수 있었다. 그러나 실제 이 과정에서 피실험자들은 인터렉션 상의 여러 가지 문제점을 겪었는데, 특히 VOD 소비 방법의 accessibility 부분에서 해결해야 할 사용자 경험 요소들을 많음을 알 수 있었다. 따라서 본 연구를 통하여 현재 국내에 상용화된 IPTV 의 VOD 컨텐츠 소비 방식과 실시간 방송 컨텐츠를 소비함에 있어서 사용자가 만족하지 못하는 경험적 요소들을 집중적으로 연구하여, 기존의 TV 사용자가 더욱 적극적으로 멀티미디어 컨텐츠를 소비할 수 있는 방안으로 새로운 개념의 가상채널 인터렉션 방법을 제안하고자 한다.

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