• Title/Summary/Keyword: 사용자요인

Search Result 1,932, Processing Time 0.036 seconds

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
    • /
    • v.18 no.6
    • /
    • pp.187-196
    • /
    • 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.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
    • /
    • v.22 no.4
    • /
    • pp.157-176
    • /
    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Analysis of the key Factors that Influence Emotional Web Design and its Effects on Brand Attitude - focus on Fastfood WebSites - (웹에서의 감성디자인이 브랜드태도에 미치는 효과와 영향요인 분석 - 패스트푸드 사이트를 중심으로 -)

  • 윤다연;이현주
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.153-162
    • /
    • 2004
  • This paper focused on the effect of Kansei design on the web in branding as well as its influence factors. As a key of this research, it classified web users' Kansei into five categories; 1) functional Kansei, 2) sensoryKansei, 3) psychological Kansei, 4) relational Kansei and 5) cultural Kansei, and organized relevant factors. Online surveys were conducted on seven websites of the fast food brands in Korea (Lotteria, Mcdonald, BurgerKing, Popeyes, KFC, Pizza Hut, Domino's) which are targeting 463 male and females in 20s. As a result, an average of 58% responded that they had a positive Kansei experience and could enhanceits brand preference. Of the sensory Kansei, visual design factors were the one that gave the greatest effect on brand preference enhancement. Regarding the functional Kansei satisfaction, such as user convenience and access speed were also one of the most crucial variables for the whole Kansei satisfaction. Moreover, the preference enhancement brought not only a positive effect on its reliability but also its brand image and consumers' purchasing desire. Based on the survey results, the additional FGI (Focus Group Interview) had been conducted and determined \circled1 what kind of major Kansei that users wanted to have satisfied, \circled2 what type of design can give strong Kansei appeal to its users, and \circled3what design factors gave an effect on sensory emotion. In the course of this research, Itried to renew the awareness of the web importance as a major channel in non-mass interactive marketing, and suggest the effect and its possibility of emotional branding through Kansei design in the web as well as design principles of strategic Kansei design.

  • PDF

Determinants of Hospital Nurses' Satisfaction on Hospital Information System(HIS): Focused on Perceived HIS Quality, Individual and Organizational Characteristics (간호사의 병원정보시스템(HIS) 만족도 영향요인 -지각된 HIS 품질과 개인 및 조직특성을 중심으로-)

  • Ryu, Young-Mee;Ryu, Il;Kim, Sora
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.6
    • /
    • pp.438-449
    • /
    • 2013
  • The objectives of the study were to explore the effects of personal factors, organizational factors, and system factors on satisfaction on hospital information system among hospital nurses, and to provide suggestions for improving usability of information system and promoting business efficiency and system satisfaction by evaluating hospital information system. The study sample group consisted of 233 nurses from general hospitals. The collected data were analyzed using the Hierarchical Regression. The results suggested that system quality, information quality, and service quality showed positive and significant effects on hospital nurses' satisfaction. The organizational factors and personal factors were not statistically significant controlling for the system factors. This study was significant in that direct relationships between sub-dimensions of hospital information system and organization's performance, measured in nurses' perceived evaluation were empirically explored. Accordingly, the application of hospital information system could provide a direction for establishing a systematic strategy to improve the work performance of hospital nurses.

A Study on Web-Site Evaluation Factors Affecting Students' Satisfaction Level in Science Class (사용자 중심의 웹사이트 구축을 위한 주요 평가요인에 관한 실증 연구 : 과학관련 사이트를 중심으로)

  • Han, Kwang-Hyun;Ahn, Jung Lyel;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.3
    • /
    • pp.67-78
    • /
    • 2004
  • Since the 7th National Curriculum was established, ICT has emerged as an indispensable tool for teaching a variety of subjects in K-12 education systems. This paper develops the model for explaining the factors affecting students' satisfaction level in using web contents for science class. Based on data collected from a questionnaire survey from the students who evaluated the web sites providing the information related to the science subject, the structural equation model is presented. From this model, a following conclusion is provided : credibility and understandability/motivation are the most important factors affecting the level of satisfaction, but the presentation method, the screen design as well as contents itself has indirect impact on user satisfaction through understandability/motivation. Other interesting results are also provided. This result might provide the useful guidelines for designing the web-contents for science class in high school.

  • PDF

The Effect of Electronic Trade's Web Site Usability on the User Satisfaction and Customer Royalty (전자무역 사이트의 웹사용성 요인이 고객만족과 고객충성도에 미치는 영향)

  • Jung, Lee-Sang
    • Management & Information Systems Review
    • /
    • v.31 no.3
    • /
    • pp.75-95
    • /
    • 2012
  • The purpose of this study is to examine the effect of electronic trade's web site usability on the user satisfaction and customer royalty. In order to accomplish the purpose of this study, a research model was established and obtained the results as follows, First, navigation, information structure characteristic, communication has statistically significant effect on user satisfaction. It means users think more important the convenience, approachableness than web site design, visually menu to the information. Also, it represent communication with user is important factor to use web site. Second, user satisfaction has significant influence on customer royalty. This result signifies the user satisfaction of e-trade site is enhanced by support for convenience, reliability, smoothly communication and eventually affect thr revisiting intention of web site

  • PDF

Factors Affecting the User Resistance to Mobile Easy Payment Services (간편결제서비스 수용저항에 영향을 미치는 요인)

  • Kim, Soo-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.254-261
    • /
    • 2019
  • Electronic payment is a very crucial function in electronic commerce. As electronic commercial transactions develop on a mobile basis, a variety of electronic payment services that can be conveniently used are appearing. In particular, mobile easy payment services improve the user's convenience of payment and give a positive effect on activating online transactions. In this study we investigate empirically the factors influencing the user resistance to mobile easy payment services. Especially, we compares the main acceptance factors of the mobile easy payment services with the main acceptance resistance factors of the services. By doing that, we derive the implications that could contribute to the vitalizations of the mobile easy payment service market. The research model includes "perceived risk" as a main acceptance resistance factor, and "easy of use" and "usefulness" as the main acceptance factors. The relationship among these three factors, "use conflict", and "user resistance" is expressed in the model. We analyze the model by Structural Equation Model. The results proves that all the research hypotheses are adopted except for the impact of "ease of use" on "use conflict", and that users of mobile easy payment services think of "usefulness" more important than "risk".

A Sentiment Analysis of Customer Reviews on the Connected Car using Text Mining: Focusing on the Comparison of UX Factors between Domestic-Overseas Brands (텍스트 마이닝을 활용한 커넥티드 카 고객 리뷰의 감성 분석: 국내-해외 브랜드간 UX 요인 비교를 중심으로)

  • Youjung Shin;Junho Choi;Sung Woo Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.517-528
    • /
    • 2023
  • The purpose of this study is to analyze and compare UX factors of connectivity systems of domestic and overseas car brands. Using a text mining analysis, UX factors of domestic and overseas brands were compared through positive-negative sentiment index. After collecting 120,000 reviews on Hyundai Motor Group (Hyundai, Kia, Genesis) and 190,000 on Tesla, BMW, and Mercedes, pre-processing was performed. Keywords were classified into 11 UX factors in 3 dimensions of the system connection, information, and service. For domestic brands, sentiment index for 'safety' was the highest. For overseas brands, 'entertainment' was the most positive UX factor.

Factor Analysis for Improving Adults' Internet Addiction Diagnosis (성인 인터넷 중독진단 개선을 위한 요인분석)

  • Kim, Jong-Wan;Kim, Hee-Jae
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.21 no.3
    • /
    • pp.317-322
    • /
    • 2011
  • Korean adults' internet addiction diagnosis measure, K-scale developed by Korea National Information Society Agency (NIA), has composed of 4 categories including 20 items. This scale can diagnose user's internet addiction with individual's questionnaire items. Most of previous research works were tried to know reasons of internet addiction and to judge whether adolescents are addicted or not with their samples. In this research, it is the goal to find the key component to judge individual's internet addiction by using a decision tree in the data mining field and a principal component analysis in statistics. From the experimental results, we would discover that tolerance and preoccupation factor is the most important one to affect adult's internet addiction.