• Title/Summary/Keyword: 사용자 경험

Search Result 1,919, Processing Time 0.025 seconds

Development of a System for UX Analysis of Financial Mobile App Review Data and Its Verification (금융 모바일 앱 리뷰 데이터의 UX 분석을 위한 시스템 개발 및 검증)

  • Jiye Hyeon;Yeongmin Son;Jae Wan Park
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.755-761
    • /
    • 2023
  • As digital transformation accelerates, the proportion of non-face-to-face services in financial services is also increasing. Recently, user experience has emerged to secure competitiveness in mobile services, and analysis techniques to improve user experience have emerged. User review data, one of the data used for quantitative evaluation, contains a lot of unnecessary information, which is time-consuming to derive improvement directions. Therefore, this study aims to develop a UX analysis system based on the hierarchy of UX needs by using a cosine similarity algorithm and analyze user review data of Kookmin Bank, Woori Bank, Kakao Bank, and Toss for verification. This study proved that the developed UX analysis system is a system that can effectively analyze UX through the analysis of user review data. The system of this study is expected to be easily used to identify improvement plans for the hierarchy of UX needs in an agile organization that needs to quickly reflect customer feedback.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
    • /
    • v.9 no.3
    • /
    • pp.155-161
    • /
    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

Effects of the Interaction with Computer Agents on Users' Psychological Experiences (컴퓨터 에이전트와의 상호작용이 사용자의 심리적 경험에 미치는 영향)

  • Park, Joo-Yeon
    • Science of Emotion and Sensibility
    • /
    • v.10 no.2
    • /
    • pp.155-168
    • /
    • 2007
  • Social and psychological experiences in human-agent interactions are becoming more important than the task-oriented efficiency, as the influence of computer agents increases and human-agent interaction develops similarly with interpersonal interaction. Many previous studies aimed to increase social presence in human-agent interaction, in order to derive users' positive psychological experiences, by applying the factors of interpersonal communication to verbal and non-verbal communication of the agents. This study examined the effects of the exchanges of mutual self-disclosure, one of the most important communication acts in interpersonal communication, between users and interface agents. Users' attachment styles towards the perception of social presence, the evaluations toward the agents, user experiences, and the intentions for future interaction were also studied. The mediating role of social presence in dependent variables was, also, examined in this research. The results showed that exchanging self-disclosures with an agent increased the perceptions of social experience, friendly evaluations toward the agent, positive user experience, and the intentions for future interaction. Participants' attachment styles, also, affected the perceptions of the dependent variables. The effects of the exchanges of self-disclosure and participants' attachment styles were mediated by perceived social presence toward the agent. The findings of this study imply that the social and communicational aspects need to be considered in design of the agents seriously. The results also suggest that there may be differences in the psychological effects of agents on users according to the users' personality.

  • PDF

Study of Acceptance Factor of 'JJALBANG' Broadcast Images - Focused on Audiences in Their 20s - ('짤방' 방송영상 수용요인에 관한 연구 - 20대 수용자를 중심으로 -)

  • Lee, Kyu-Hwan
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.425-438
    • /
    • 2017
  • This study investigated the impacts of the experience attributes of JJALBANG broadcast images on satisfaction with 221 viewers in their 20s and analyzed the mediation effect of flow. The results are: First, their experience attributes affected flow, not directly affecting satisfaction while flow directly affected satisfaction. Second, securing flow was an important predictor for connecting experience attributes to satisfaction through the effect resolution. Flow alone can predict satisfaction, so its impact on experience is very important. Visual attribute had the greatest influence on flow and satisfaction, followed by situation, information, and interaction, which affected satisfaction through flow. This study found the importance of full mediation effect of flow and got implications for effectively providing experience and flow in strategies for viewing JJALBANG.

A Study on Needs for Information Design Development of Civil Affair Registration Form Design by User-Experience-Perspective (Focusing on Birth Registration Form) (사용자경험 관점으로 분석한 문서양식 정보디자인의 개선점 연구: 지류 출생신고서를 중심으로)

  • Kim, Jhonghee
    • Journal of Digital Convergence
    • /
    • v.20 no.3
    • /
    • pp.447-457
    • /
    • 2022
  • Form design for information registration should consider and classify various possible cases and each user case and reflect it in the design. In this paper, I analyzed the visual and emotional factors of information design that elicit positive emotions from the user experience point of view, focusing on the birth certificate of among other public documents issued by the government. In order to derive problems and supplements from the user's overall writing experience point of view, Keller's Motivational Behavior Construction Model was used. The process of writing the birth registration form creates recognition, reasoning, relationship, establishment, achievement, expectation. In order to more actively draw an emotional point of view, it is essential to set of information and to materialize the information experience. It is hoped that this will be a good guideline in the process of presenting a new perspective on information design and improving the experience.

Mapping Experiential Context factors on the Website Use Experience : through analysis of practical use cases (웹 사용 경험의 정황 요소 매핑에 관한 연구 : 실증적 사례 분석을 중심으로)

  • 김현정
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.265-276
    • /
    • 2004
  • User experience in web site is beyond Usability, and should be understood in a context. However, the concrete contextual factors of web site experience is not systematically established enough. Therefore, the objective of this research is to establish a framework of mapping experiential context factors with analyzing real web site use cases, and to propose how it is can be applied in the process of web site contents planning. First of all, theoretical framework for the web experience and contextual factors was prepared by secondary research. Second, user experience on music casting sites was collected through web diary method, self-video recording method, and group interview. Then, collected experience was re-constructed with scenarios. Scenarios are analyzed into contextual factors and these factors are categorized, given hierarchies and located into context map. Third, the possibility of applying the context map of web site experience was discussed. The systematical and concrete sample of context map based on practical use cases can be applied in the innovative and cross-genre web contents planning process.

  • PDF

A Decision Tree-based Music Recommendation System Using the user experience (사용자 경험정보를 고려한 결정트리 기반 음악 추천 시스템)

  • Kim, Yu-ri;Kim, Seong-gi;Kim, Jeong-Ho;Jo, Jae-rim;Lee, Dong-wook;Kim, Seok-Jin;Jeon, Soo-bin;Seo, Dong-mahn
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2020.11a
    • /
    • pp.655-658
    • /
    • 2020
  • 최근 IT 기술의 발달로 태블릿, 스마트폰과 같은 다양한 디바이스로 손쉽게 음악을 감상할 수 있다. 하지만 최근 이런 기술 발달과는 다르게 사용자가 원하는 음악을 검색하는 방법은 고전적인 형태에서 벗어나지 않고 있다. 기존 음악 검색 방법은 텍스트 기반, 내용 기반, 소비자 감성 기반의 음악 추천 검색 방법이 있으며 저장된 메타 데이터를 이용하여 사용자의 질의에 대한 결과만 제공할 뿐 사용자의 경험 정보를 고려하지 않는다. 그리고 기존 플랫폼들은 사용자가 최근 많이 들은 가수, 장르, 분위기를 종합하여 사용자에게 어울리는 음악을 추천을 할 뿐 사용자의 경험정보를 고려하여 음악을 추천하지는 않는다. 본 논문에서는 사용자의 경험 정보를 활용하여 사용자 맞춤형 음악 추천 시스템을 제안한다. 본 시스템은 사용자의 현재 기분 정보, 주변 날씨 정보 등을 입력 받는다. 이후, 경험 정보를 기반으로 결정 트리를 통해 사용자 요구 기반의 음악 추천 시스템을 구축하였다.

The VR Digital Storytelling Design for Users (일반 사용자를 위한 VR 디지털 스토리텔링)

  • Kim, Da-Hee;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.530-535
    • /
    • 2006
  • 본 논문에서는 가상현실기반 스토리텔링 시스템을 제작할 때 고려될 일반 사용자를 위한 디자인 방법론을 제안하고자 한다. 최근 가상현실 기술을 이용하여 시각적으로 실감성 높은 콘텐츠를 제작하는 연구에 많은 시도와 진척이 이루어지고 있다. 그러나 시각적 콘텐츠 이상의 의미를 전달하는 방법이나 이를 위한 개인화된 인터페이스에 대한 연구는 아직 미흡한 실정이다. 본 논문에서는 콘텐츠의 개인화된 체험과 그를 위한 인터페이스를 중심으로 스토리를 구성하는 방법을 제안한다. 첫째, 문화재(콘텐츠)에 대한 사용자의 관심도를 고려해 인터랙션(혹은 이벤트) 스토리라인을 구성한다. 둘째, 가상현실기반 프로젝트에 대한 사용자의 경험도를 고려하여 개인화된 인터페이스를 구축한다. 그리하여 사용자가 가상현실기반 스토리텔링을 경험할 때 관심도와 경험도에 맞는 개인별 맞춤 스토리를 경험할 수 있게 하는 것이다. 제안된 스토리텔링 기법은 디지털 에듀테인먼트 시스템에 효과적으로 활용될 것으로 기대된다.

  • PDF

A Study on the Effect of User Experience on Smartphone GUI Design Elements Research: Focused on the 20 Generation Smartphone Users in China (스마트폰 GUI 디자인 요소가 사용자경험 요인에 미치는 영향에 대한 연구 -중국 20대 사용자를 대상으로)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.10
    • /
    • pp.647-656
    • /
    • 2017
  • It is obvious that the sales of smart phones are increasing every year whereas the growth rate is decreasing year by year from 2010 through the investigation of the current situation of the smartphone market. Therefore, the GUI design of smartphones has gradually become the major design difference and selling point. In this research background, the purpose of this paper is to investigate and analyze the relationship between GUI design and user experience which takes the 20 generation smartphone users in China as the research objects, so as to understand the impact of GUI design on user experience. In this paper, five visual elements of GUI design are derived from prior study, and five essential factors of user experience are educed by using online review text analysis and KJ. Finally, this thesis makes a questionnaire survey on the 20 generation smartphone users in China, and analyzes the influence of GUI design on the user experience. Meanwhile, we put forward some suggestions for improving the user experience on the basis of the survey results.

A Study on the development of mobile system for younger generation based on the experience-based product development process (경험디자인을 적용한 모바일 상품 컨셉 개발에 관한 연구)

  • 이종호
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.421-430
    • /
    • 2004
  • The aim of this research is to develop communication model and tools that would help in incorporating user experience into information appliance product development. To do so, this research suggested three major modelling techniques, including user-experience model, design strategy model and experience product model. Using these modelling tools, any members in design teams (investigator and designers) will be able to communicate their own ideas and research results each other at any period of the product development process. Each tools have distinct factors that would help identify elements in the user research stages, idea generation stages and product development stages. To verify the efficiency of these models, the case study was conducted with final year students at their studio class. As a result, the benefit of using these tools were identified as 1) these tools accelerate the communication between user researchers, designers and engineers and 2) evaluation process of the product is much more dearer that before. and 3) various user research techniques can be explored.

  • PDF