• Title/Summary/Keyword: 사용자요인

Search Result 1,937, Processing Time 0.076 seconds

What Determines the Emotional Quality of Homepage\ulcorner - from the emotion, users and designers perspectives (무엇이 홈페이지의 감성 품질을 결정하는가\ulcorner -감성 측면과 디자이너의 측면 그리고 사용자 측면을 중심으로)

  • 박수이;최동성;김진우
    • Archives of design research
    • /
    • v.15 no.4
    • /
    • pp.97-110
    • /
    • 2002
  • As users environments change, users primary needs for homepages also change more complicatedly. Today, users do not only want usability for homepages, but also to feel appropriate emotional experiences. Despite users needs, users do not always experience appropriate emotions that are conveyed by designers through homepage. I In this research paper, we analyzed the related factors with the emotional quality, which means the degree that users feel target emotions intended by designers. For analyzing factors related with the emotional quality, three hypotheses were verified; the factor of an emotion, the factor of users and the factor of designers. As the factor of emotions, the first hypothesis is that unclear emotional dimensions in users minds are related with the emotional quality. The second hypothesis, as the factor of users, is that the diversity of users experiences by same homepage is related with the emotional quality. The third hypothesis, as the factor of designers, is that the appropriate selection of design elements is related with the emotional quality. In the previous research, we selected the basic 13 emotional dimensions and 30 representative emotional words based on the statistical results and evaluations by professional designers. For this research, we conducted an experiment and user survey. In the experiment, we asked 30 designers to design homepages focusing on the typical emotion that was presented by a researcher. Based on the designing process and user evaluation, we performed statistical analyses: ANOVA with Tukey post hoc method and Factor Analysis. We found the discrepancy between the emotions that designers intend and the actual emotions that users experienced from homepages. From the result of analysis, we know that the factor of users and the factor of designers related with the emotional qualities, but the factor of emotions did not. The definiteness of emotions did not relate with the emotional quality. However, the diversity of emotions that users feel seeing the same homepages and design elements that designers chose for conveying target emotion related with the emotional quality.

  • PDF

The Effect of Users' Individual characteristics and Social Influence on Cyberethics and Usage in Web 2.0 - Comparing South Korea and U.S.A. - (웹 2.0 환경에서 사용자의 개인특성과 사회적 영향이 사이버윤리성과 사용성에 미치는 영향 - 한국과 미국의 비교연구 -)

  • Moon, Yun-Ji
    • Management & Information Systems Review
    • /
    • v.33 no.2
    • /
    • pp.101-118
    • /
    • 2014
  • In the mid-2000s, Web 2.0 appears and is becoming a general cultural code with the keyword of participation, sharing, and openness. Web 2.0, in which consumption is being transformed by the participatory web culture, has evolved. However, associated with the evolution of Web 2.0, several significant concerns appears in a society. Among them, this study will focuses on the cyber-ethics issues. There are limitations to solve the cyber-ethics problems only in the technical and legal approaches. Therefore, the current article intends to consider comprehensively the antecedents of cyber-ethics such as individual characteristics, social influence, and cultural characteristics. Specifically, (1) Do individual characteristics(i.e., self-efficacy, locus of control) affect cyber-ethics in the Web 2.0 environment?, (2) Do social influence(i.e., subjective norm) have an effect on cyber-ethics?, (3) Do cyber -ethics have an impact on user participation in the Web 2.0 services(i.e., retrieval and creation)?, finally (4) Do international cultural difference have a moderation effect on the relationship between cyber-ethics and user participation? For testing empirically the hypothesized research model, this study collected questionnaires in South Korea as well as U.S.A. The results showed that individual characteristics and social influence affect cyber-ethics toward user's creative activities in Web 2.0 sites.

  • PDF

Classification of Representative Emotions to Measure Emotions Expressed by Traditional Korean-style house (한국 전통가옥에서 느껴지는 감성 측정을 위한 대표 감성 분류)

  • Park, Eun Jung;Seo, Jong Hwan;Jeong, Sang Hoon
    • Smart Media Journal
    • /
    • v.7 no.3
    • /
    • pp.43-50
    • /
    • 2018
  • Hanok (a traditional Korean-style house) has recently become a popular attraction for tourists all over the world. Jeonju Hanok Village, for example, attracted about 10 million visitors for 2 consecutive years. Observing Hanok's popularity, many local governments drew up plans to improve tourism dynamics by strengthening the advantages of Hanok. Emotionally rich experience is required to offer a greater satisfying experience that meets the demands of tourists. However, very few studies yet have addressed how to measure those emotions felt by users while experiencing Hanok. As an attempt to improve this situation, 182 emotional words were collected from earlier studies and classified into 33 groups with the Delphi method. Among the emotional words in each of the 33 groups, those of overlapping concepts on the characteristics of Hanok were re-grouped, and extracted the most appropriate 68 words. Additionally, a survey was conducted with 325 people who had experienced Hanok to gather 30-most representative emotions for measuring emotions felt from Hanok. The factor analysis of the 30 representative emotions resulted in classified 6 factors based on common features of emotional words: senses of aesthetics, happiness, novelty, ownership, balance and relaxation. The 30 representative emotions and six emotion categories found out by this study can help measure how much people feel certain emotions while experiencing hanoks. Further study will explore the degree of emotions hanok users feel about objects of hanok, such as roof materials and shapes, and body shapes.

The Influencing Mechanism of Manufacturing SMEs' Smart Factory Advancement Acceptance Intention: Based on the Information Systems Success Model (중소제조기업의 스마트팩토리 고도화수용의도 영향 메커니즘: 정보시스템 성공모형을 기반으로)

  • Yoon Jae Kim;Chang-Geun Jeong;Sung-Byung Yang
    • Information Systems Review
    • /
    • v.25 no.3
    • /
    • pp.199-220
    • /
    • 2023
  • Projects to deploy and diffuse smart factories in South Korea are aimed at enhancing national manufacturing competitiveness. However, a significant portion of deployed companies remain at the basic stage and struggle to utilize smart factories regularly. Existing studies have primarily focused on the technical aspects of smart factories, using data analytics and case studies, leading to a gap in empirical research on continuous use and upgrade intentions. This study identifies key factors influencing smart factory usage and user satisfaction, drawing on the Information Systems Success Model (ISSM) and previous research. It empirically examines the impact of these factors on continuous use intention, management performance, and advancement acceptance intention through smart factory usage and user satisfaction. A structural equation model is employed to validate the research hypotheses, using survey data from 287 small and medium-sized manufacturing enterprises (SMEs) that have adopted smart factories. Results demonstrate that system quality, information quality, service quality, and government support significantly affect smart factory usage, while service quality and government support influence user satisfaction. Furthermore, smart factory usage and user satisfaction have positive effects on management performance, continuous use intention, and subsequently advancement acceptance intention. This study provides novel insights by demonstrating the specific impact mechanisms of smart factory user satisfaction on the business and the intentions of manufacturing SMEs regarding continuous use and advancement acceptance, leveraging the ISSM.

The Study on the Difference of Information Security Awareness between PC and Smartphone (사용자의 PC와 스마트폰에 대한 정보보안 인식 차이에 관한 연구)

  • Piao Zhengxian;Sungmin Kang
    • Information Systems Review
    • /
    • v.19 no.3
    • /
    • pp.69-89
    • /
    • 2017
  • In the information age, the rapid development of information technology provides people with an enriching experience yet also causes them harm because of information security (IS) issues. The IS of smartphones faces great challenges. Although many studies on IS awareness have been conducted, most of them have focused on PCs and do not consider the security issues of smartphones. In this study, we focus on those factors that affect IS awareness for both PCs and smartphones. We also analyze the differences in the impacts of certain factors on PCs and smartphones based on the proposed research model. The results are summarized as follows. First, the understanding of security technique, understanding of IS threat, and IS education have significant impacts on IS awareness for PCs and smartphones, while IS intention has a significant impact on IS awareness for PCs but not for smartphones. Moreover, IS policy has no significant impact on IS awareness. Second, PCs and smartphones show no significant differences in IS awareness, IS threat, and IS intention, but show significant differences in understanding of security technique, IS education, and IS policy.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
    • /
    • v.12 no.3
    • /
    • pp.11-24
    • /
    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

Influence Factors of Effectively Executing NCW by User's Point of View (사용자 관점에서 본 효과적인 NCW 수행을 위한 영향요인)

  • Ou, Won-Suk;Chae, Myung-Sin;Yeum, Dae-Sung
    • Journal of Internet Computing and Services
    • /
    • v.11 no.2
    • /
    • pp.109-127
    • /
    • 2010
  • The Network Centric Warfare(NCW) is based on the linkage of forces by network to employ them as they are centralized, even though they are scattered. Also it can be used to overcome spatiotemporal obstacles. Under the concept of NCW, cognitive and social areas are getting more weight than information technology and physical ones. In this study we tried to investigate the affecting factors to execute NCW effectively by user's point of view to place the focus on cognitive and social aspects. We obtained some affirmative results that affect to conduct NCW in Korea. The advanced western NCW can be applicable in theoretically in Korea, however to employ NCW more effectively we need Korean style NCW which portrays the Korean realities and circumstances.

The impact of flow on learning performance in the e-Learning systems (e-Learning 플로우가 학습성과에 미치는 영향)

  • Lee, Moon-Bong
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.15 no.1
    • /
    • pp.85-94
    • /
    • 2010
  • One of the most significant changes is the paradigm shift from teacher-centered learning to learner-centered learning. Along with this paradigm shift, understanding of characteristics of e-learners who are both system users and learners is needed. Before suggesting a comprehensive framework, this study proposes research model that can improve a learning performance using the flow theory. The results show that intrinsic interest and focused attention are significant predictors of learning performance. Especially, intrinsic interest is more important on learning performance than focused attention. Information quality and skill are found to be strong predictors of the intrinsic interest. Also, perceived ease of use, skill and computer self-efficacy are strong predictors of the focused attention.

Effects of Feedback Types on Users' Subjective Responses in a Voice User Interface (음성 사용자 인터페이스 내 피드백 유형이 사용자의 주관적 반응에 미치는)

  • Lee, Dasom;Lee, Sangwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.219-222
    • /
    • 2017
  • This study aimed to demonstrate the effect of feedback type on users' subjective responses in a voice user interface. Feedback type is classified depend on information characteristic it involves; verification feedback and elaboration feedback. Error type is categorized as recognition error and performance error. Users' subjective assessment about system, feedback acceptance, and intention to use were measured as dependent variables. The results of experiment showed that feedback type has impacts on the subjective assessment(likeability, habitability, system response accuracy) of VUI, feedback acceptance, and intention to use. the results also demonstrated an interaction effect of feedback type and error type on the feedback acceptance. It leads to the conclusion that VUI should be designed with the elaboration feedback about error situation.

  • PDF

Sensory Evaluation of Face Powder and Application for Product Development (페이스파우더의 관능적 특성 평가와 제품개발에 대한 응용)

  • 선보경;정수정;최경호;문성준;장이섭
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2001.05a
    • /
    • pp.298-303
    • /
    • 2001
  • 화장품은 그 어떤 제품보다도 소비자가 사용 시 느끼는 관능특성 및 그에 대한 만족도가 중요한 제품이다. 자연스러우면서도 가벼운 메이컵이 유행함에 따라 페이스 파우더를 사용하는 소비자의 비중이 높아지고 그에 따라 다양한 관능특성을 가진 페이스 파우더들이 개발되고 있다. 사전 조사에 따르면 페이스 파우더 사용자들의 사용이유는 자연스러운 화장 및 가벼운 화장, 화사해 보임(블루밍 효과) 등이 주를 이루며 페이스 파우더 사용 시에 주요하게 느끼는 관능특성으로는 파우더 입자에 관한 사항과 화장상태에 관한 사항이 동시에 고려되는 것으로 나타났다. 이에 평상시에 페이스파우더를 주로 사용하는 여성들을 대상으로 다양한 페이스파우더들을 실제 화장단계에 따라 사용하면서 인지되는 페이스 파우더의 관능특성들을 도출하게 한 결과 중 19가지 관능특성 평가 용어가 도출되었으며 이 용어들은 다시 입자 및 도포 요인/촉촉함 및 매트함 요인/색상 및 블루밍 요인의 세가지 요인으로 분류되었다. 이러한 페이스파우더의 주요 관능특징요인과 소비자들이 중요하게 생각하는 관능특성을 적절히 조합하여 각각의 소비자군들이 선호하는 관능속성의 제품을 설계하고 평가할 수 있는 평가방법을 개발하였고 주후 제품개발에 활용하고자 한다.

  • PDF