• Title/Summary/Keyword: 사용자요인

Search Result 1,944, Processing Time 0.028 seconds

Effect of Web-services' Technological Interactivity on User-generated Contents' Perceived Efficiency and Quality (웹서비스의 기술적 상호작용성이 사용자 콘텐츠 생산 효율성과 품질 인식에 미치는 영향 연구)

  • Lee, Yoon-Jae
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.9
    • /
    • pp.380-388
    • /
    • 2012
  • One of the key factors for success in fostering web-service is the supply of user-generated contents(UGCs). Technological interactivity is an environmental factor which stimulates user-content interaction, and reflects the system's capability for supporting various interactions that are allowed by a medium. The present study uses a structural equation model to investigate the influence of three components of technological interactivity-user control, synchronicity, and responsiveness-on web-services' perceived content performance. The results show that web-services' user control and synchronicity exhibited a positive relationship with the perceived efficiency of content generation; further, perceived efficiency boosts perceptions of content quality, which means that the user control and synchronicity of a web-service also have an indirect effect on perceived content quality. Additionally, responsiveness has a positive effect on perceived content quality. These findings are important for marketers and operators seeking to make their web-service successful.

The Study on the Underlying Mechanism for Project Success via Online Collaboration Tool : Focusing on Individual, Relational, and Systematic Characteristics of Collaboration Project (온라인 협업 툴을 통한 프로젝트 성과 창출 메커니즘 연구 : 개인 특성, 관계적 특성, 시스템 특성을 중심으로)

  • Park, Jun-Young;Seo, Bong-Goon;Park, Do-Hyung
    • Proceedings of the Korea Technology Innovation Society Conference
    • /
    • 2017.11a
    • /
    • pp.481-481
    • /
    • 2017
  • IT 발전은 프로젝트를 수행함에 있어서 직접 대면하여 공동으로 작업을 진행하던 협업 방식을 웹 기반 툴을 활용한 온라인 협업 방식으로 변화시키고 있다. 따라서 다양한 온라인 협업 툴이 개발 및 상용화되고 있으며, 그 중 온라인 오피스로 불리는 Google Docs도 이에 해당한다. 사용자들은 Google Docs를 통해 온라인상에서 무료로 문서 작업을 할 수 있을 뿐만 아니라 다른 사용자들과 문서를 공유할 수 있으며, 해당 문서작업을 동시에 하는 것도 가능하다. 따라서 최근에는 기업뿐만 아니라 교육 기관에서도 협업이 필요한 과제 및 프로젝트를 진행할 때 Google Docs를 활용하고 있는 추세이다. 기존의 면대면 공동프로젝트 방식에 있어서도 성공적인 성과물을 만들어 내기 위해서 여러 중요한 요인들이 제시되어 왔다. 마찬가지로 온라인 협업 툴을 활용하여 창출할 프로젝트 성과물의 품질에도 여러 요인들이 영향을 미칠 것이다. 따라서 높은 품질의 프로젝트 성과물을 창출하기 위해 영향을 미치는 요인들을 확인할 필요가 있다. 하지만 아직까지 온라인 협업 툴을 통한 성과 품질 혹은 결과물에 대한 사용자들의 만족에 대해 검증한 실증적 연구가 부족한 실정이다. 따라서 본 연구는 프로젝트 수행 주체의 개인적 특성, 프로젝트 멤버들간의 관계적인 특성, 협업 툴이 지니고 있는 시스템적 특성을 고려하여 프로젝트 성과물의 품질과 결과물에 대한 만족도를 높일 수 있는 매커니즘에 대해 연구해보고자 한다. 본 연구의 결과를 기반으로 점차적으로 중요시되고 있는 협업 툴의 발전 방향과 사용자들의 활용도 및 만족도를 높일 수 있는 방안을 제시할 수 있을 것으로 기대된다.

  • PDF

A Study on Antecedents of User Addiction in Mobile Messenger Services (모바일 메신저 중독에 영향을 미치는 선행 요인에 관한 연구)

  • Kim, Byoungsoo
    • Journal of Digital Convergence
    • /
    • v.12 no.3
    • /
    • pp.95-103
    • /
    • 2014
  • Given social problems of technology addiction such as games and mobile messenger services (MMSs), it have become important to understand theoretical mechanisms to generate technology addiction. In this vein, this study examined key antecedents of technology addiction in the MMS environment. We posit technology habit and user satisfaction as key predictors of technology addiction. In addition, the impacts of social interaction and flow on use's technology addition formation were investigated The research framework was tested by using survey data collected from 278 Kakaotalk users who have used more than 6 months. The analysis results found that both technology habit and user satisfaction play an important role in generating technology addiction in the MMS context. The findings of this study indicate that social interaction and flow significantly affects technology habit and user satisfaction. The analysis results help government and MMS providers establish policies or strategies to induce healthy MMS use.

Strategy development through Quality Assessments of Mobile Banking Service (모바일 뱅킹 서비스 품질 측정을 통한 전략 도출)

  • Yang, Ji-Youn;Yeo, Kyu-Hun
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.13 no.2
    • /
    • pp.35-46
    • /
    • 2008
  • This research developed a strategy for mobile banking services based on the important factors deduced from quality assessment of mobile banking service that is experiencing rapid growth of user. SERVQUAL model and importance-performance tool were used. First, SERVQUAL model uses the important factors of mobile banking service selected from literature reviews. As a result, four dimensions that affect user satisfaction are found; assurance, customer orientation, tangibility, and reliability. Second, importance-performance analysis is to develop the strategy using the four factors. The final results revealed that assurance dimension had the strongest influence on user satisfaction. Assurance dimension of high expectation and yet low real performance needs immediate improvement. Customer orientation dimension of low expectation and performance should be reconsidered definition of satisfaction. On the other hand, tangibility dimension of higher performance than expectation is simply to maintain current level. Reliability dimension of high expectation and performance is recommended consistent management.

  • PDF

Semantic Network of User Experience in Automotive Connectivity Systems: Comparative Analysis of Korean and the US Automakers (전기차 커넥티비티 시스템의 사용자 경험 의미연결망: 한국과 미국의 비교를 중심으로)

  • Choi, Bo-Mi;Lee, Da-Young;Choi, Junho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.537-544
    • /
    • 2022
  • As the penetration of electric vehicles and development of new models, user experience factors are getting more important in designing connectivity systems for car infotainment services. The primary object of this study is to identify commonalities and differences by comparing user experience factors in the Korean and US electric vehicle markets. This study derived connectivity keywords by text mining the vehicle introduction on the market in each country, and performed centrality, cluster analysis and visualization mapping using the semantic network analysis. As a result, the Korean new electric vehicle connectivity service mainly focused on driving functions such as driving, parking assistance, and charging, while US focused on device connection, convenience function control, app use, entertainment viewing. Based on the analysis, this study presented the practical implications in marketing, system design, and HMI design.

The Study on the Factors Affecting Discontinuance Intention of FinTech Payment Service: Focusing on Y University Students (핀테크 지급결제 서비스 사용중단의도 영향요인 연구: Y대학 재학생을 중심으로)

  • Chang, Eun-Jin;Hwang, Sin-Hae;Kim, Jeoung-Kun
    • Journal of Digital Convergence
    • /
    • v.20 no.3
    • /
    • pp.117-129
    • /
    • 2022
  • In the perspective of value-based adoption mode, this study empirically examined the factors that affect the intention of users of Fintech payment services to stop using them. A survey of college students who are familiar with digital devices, have no objection to payment and settlement services, and have high service access. A total of 148 questionnaires were analyzed using SPSS and SmartPLS. The study results show that perceived benefits, complexity, and security concerns are significant factors influencing the discontinue intention of Fintech payment services. Among them, the perceived benefit showed the most significant influence. Based on the results of this study, Fintech providers will be able to build a service environment to provide continuous benefits for maintaining long-term relationships with users, improve systems to secure various uses, and reduce users' negative perceptions of security. Recently, the use of services by the elderly has increased, so it is necessary to expand the scope of this study to target various age groups in future research.

The Effect of Barge-in Function of In-Vehicle Voice Conversational Interface on Driving Experience - Focus on Car Navigation and Music Services - (차량용 음성대화 인터페이스의 Barge-in 기능이 주행 경험에 미치는 효과 연구 - 내비게이션 및 음악서비스 중심으로 -)

  • Kim, Taek Soo;Kim, Ji Hyun;Choi, Jun Ho
    • Design Convergence Study
    • /
    • v.17 no.1
    • /
    • pp.17-28
    • /
    • 2018
  • The manipulation of the device by hand while driving is a major factor to increase the risk of accidents, and the design of in-vehicle voice conversational interface that can compensate for this is being actively researched. The purpose of this study is to investigate the effect of the use of the barge-in function of in-vehicle voice interface on user experience. Participants were asked to carry out two tasks, one for navigation and one for music play. We conducted a survey to measure the functional user 's experience after each participant' s tasks, and measured usefulness, usability, satisfaction, and emotion as user experience factors. As a result, Barge-in has been rated as the better choice for most experience factors. There was a significant effect on usability dimension in navigation task and significant effects on usability dimension and emotional dimension in music play task. So it was found that barge-in function had a positive effect on actual user's usability and emotional dimension.

Practical Study on Learning Effects of University e-Learning (대학 e-러닝 학습효과에 관한 실증연구)

  • Kim, Joon-Ho
    • Information Systems Review
    • /
    • v.12 no.3
    • /
    • pp.19-48
    • /
    • 2010
  • This study focused on characterizing various factors in order for learners to maintain their interests in learning and to maximize learning effects as the top priority purpose of university e-Learning, on the basis of results of conceptual studies on existing e-Learning and practical studies, and then on examining them practically. It also analyzed which factors would have greater influence on learning effects of e-Learning in general. Moreover, in comparison with existing numerous studies which examined only factor such as learning effects of e-Learning, it analyzed such things in detail according to division into three items such as learning satisfaction, learning transfer and learning recommendation. To achieve such purposes of the study, it characterized and set 3 factors such as learning contents, instructional design and user convenience on the assumption that such factors have a significant influence on learning effects of e-Learning. Moreover, the factor of learning contents includes 3 detailed elements, i.e., learning issue and objective, knowledge information, and consistency and propriety, and the factor of instructional design includes 4 detailed elements, i.e., interest and sympathy, interaction, contents presentation and explanatory strategy. Lastly, the factor of user convenience includes 2 detailed elements such as screen configuration, and check-up of contents and teaching schedule. According to analytical results, it showed all 3 factors such as learning contents, instructional design and user convenience have a significant influence on learning effects of e-Learning(i.e., learning satisfaction, learning transfer and learning recommendation). In more detail, it showed the learning issue and objective from the factor of learning contents have the greatest influence on learning satisfaction of e-Learning. Then, it is the most important to set the learning issue and objective with given priority to learners and set the learning objective estimable, in order to raise the learning satisfaction. It showed the contents presentation from the factor of instructional design on the learning transfer. Therefore, it is the most important to structuralize mutual relation and presentation orders to promote learning systematically and to let learners access to such things, for the purpose of raising the learning transfer. Moreover, it showed the interest and sympathy from the factor of instructional design has the greatest influence on the learning recommendation. Thus, it is the most important to promote learners' interests to the maximum using well-timed media, and to give a lecture enough to arouse learners' sympathy.