• Title/Summary/Keyword: 사용자 니즈

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Online Fitting service Study -Focusing on Interface design (온라인 피팅서비스 디자인 연구 -인터페이스 디자인을 중심으로)

  • Kim, Ryu-Hee;Yang, Sung-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.147-154
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    • 2021
  • This study focused on the fitting window structure provided by the virtual fitting service web page. We analyzed the current cases and identified the user's needs for the service through usability assessment, survey, and FGI experiments. As a result of the design, the fitting window of the existing web page was opened at the same time as the site was accessed to improve the hassle of using the icons due to their small size and poor visibility. In the case of fitting windows, the problem of information delivery was supplemented so that even the initial user could understand the fitting map of the existing method, and additional items needed for user propensity were provided so that the service could be used accurately and easily. As a result of this study, it can be used as a basic research material in future virtual fitting service studies and is expected to provide good implications to fashion marketers.

UX Elements and Effects of Fashion Shopping Apps Based on Multipersona Characteristics of MZ generation (MZ세대의 멀티퍼소나 특성을 반영한 패션 쇼핑 앱의 UX 요소에 대한 연구)

  • Lee, Se-Yeon;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.123-129
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    • 2021
  • MZ Generation has multipersona and characteristics that create various egos depending on the situation, and fashion styling is also expressed differently by each persona. Thus, this study investigates how to provide a multipersona or characteristic user experience to fashion shopping applications. Traditional fashion shopping apps, which focus on items, colors, and advertisements, have difficulty solving the problems of MZ generation fashion, so it is necessary to actively utilize their characteristics. We investigate the definitions and characteristics of multipersona and generation MZ, and identify the shopping behavior of generation MZ through prior research. We also analyze cases and improvements that indirectly utilize multipersona in fashion shopping apps. Four UX elements were derived through user interviews to identify needs and It was possible to derive positive effects, such as providing a shopping experience by forming one's own fashion characters in a personalized fashion beyond the existing fashion recommendation frame, which helps to worry about styling and gives a different experience.

Design of the emotion expression in multimodal conversation interaction of companion robot (컴패니언 로봇의 멀티 모달 대화 인터랙션에서의 감정 표현 디자인 연구)

  • Lee, Seul Bi;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.137-152
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    • 2017
  • This research aims to develop the companion robot experience design for elderly in korea based on needs-function deploy matrix of robot and emotion expression research of robot in multimodal interaction. First, Elder users' main needs were categorized into 4 groups based on ethnographic research. Second, the functional elements and physical actuators of robot were mapped to user needs in function- needs deploy matrix. The final UX design prototype was implemented with a robot type that has a verbal non-touch multi modal interface with emotional facial expression based on Ekman's Facial Action Coding System (FACS). The proposed robot prototype was validated through a user test session to analyze the influence of the robot interaction on the cognition and emotion of users by Story Recall Test and face emotion analysis software; Emotion API when the robot changes facial expression corresponds to the emotion of the delivered information by the robot and when the robot initiated interaction cycle voluntarily. The group with emotional robot showed a relatively high recall rate in the delayed recall test and In the facial expression analysis, the facial expression and the interaction initiation of the robot affected on emotion and preference of the elderly participants.

Understanding Over The Top(OTT) and Continuance Intention to Use OTT: Impacts of OTT Characteristics and Price Fairness (Over The Top(OTT)의 지속이용의도에 대한 이해: OTT 특성과 가격공정성의 영향)

  • Park, Hyunsun;Kim, Sanghyun;Sohn, Changyong
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.203-225
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    • 2022
  • Competition in the OTT (Over the Top) service market is getting fiercer since global OTT services enter the domestic market and existing platforms are actively reorganized. As powerful competitors with ultra-luxurious content continue to enter the marke with diversity required by users, various efforts are required for OTT service platforms to prevent subscriber churn in order to generate continuous revenue. Thus, this study tried to examine the effect of OTT service characteristics on continuous use intention through an empirical analysis based on Expectation-Confirmation Model(ECM). A total of 386 responses were collected from individuals who have experience or are currently using OTT service and analyzed using AMOS 24. Results show that content curation, content richness, and audience activity had a significant effect on expectation confirmation. Also, expectation confirmation had a significant effect on perceived usefulness and user satisfaction while perceived usefulness had a significant effect on user satisfaction, significantly influencing continuous intention to use OTT. Finally, price fairness was found to strengthen all proposed relationships. The findings are expected to provide useful information for service and content development for subscriber retention, which has the most direct impact on revenue generation of OTT service providers.

Exploring User Perceived Usability Characteristics of Applications on Smart Phones: A Grounded Theory Analysis of User Reviews (사용자 관점에서 본 스마트폰 애플리케이션의 특성에 관한 연구)

  • Lee, Jung-Woo;Im, Hun-Hyouk;Kim, Joo-Hyung;Kang, Sun-Ju;Kim, Min-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.615-627
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    • 2012
  • The market penetration of the smart phones has brought significant changes to the related industries. As the mobile phone market as well as the smart phone application market are growing rapidly, competition among small-size application developers has become severe. However, due to the severe competition and expensive market entry costs, the developers argue that it is necessary to develope the applications from the perspective of the users. However, studies on application development from the users' perspectives are still in the early stages and they have not provided various approaches. Therefore, based on the Open Coding method of Ground Theory, this study collected data on applications review from related communities and blogs of Korean web portal sites, and identified indices which users consider important when they use the applications. In addition, we conduct a comparative analysis between those indices by calculating their frequency of exposure. As a result, a total of 30 sub-categories of indicators such as amusement, controllability, versatility and ease of use appeared to be predominant to users and those lower categories were grouped into five categories; sensibility, design, technology, price, and social skills. The results of this study suggest to the application developers the guidelines of user oriented design and development. It can be used to develop the evaluation tool for application usability.

A Study on the Economic Value of Knowledge Information Service - Focused on UI / UX Field of IT Service (지식정보서비스의 경제적 가치측정 연구 -IT서비스 분야 UI/UX를 중심으로-)

  • Ahn, Jinho;Lee, Jeungsun;Lee, Pildo
    • Journal of Service Research and Studies
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    • v.9 no.1
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    • pp.87-97
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    • 2019
  • The key to the success of IT services is to ensure user-oriented strategic planning and system design capabilities to accurately read the user's mind. In order to establish a stable UI/UX strategy that provides user-oriented service, estimating the size of the relevant market and predicting the growth potential should be given priority, but there is no research on this. Therefore, this study estimated the relevant market based on the 'SW market size (IDC Worldwide Blackbook.') As a result of estimating the amount and the number of cases, the planning and design area of UI/UX is lower than that of overseas market The results of this study suggest that it is necessary to systemize the establishment of UI/UX strategy that depends on individual competence so far, It is possible to make economic value judgments by standardization and quantification of UI/UX by establishing an opportunity to access the interface. From the technical viewpoint of application of the user's viewpoint on the existing interface, We expect to be able to lead the UX strategy management through the occasion of access to UI/UX. Identify needs and to demonstrate the value of UX strategy applied is significant.

User Needs-Based Technology Opportunities in Heterogeneous Fields Using Opinion Mining and Patent Analysis (오피니언 마이닝 및 특허분석을 통한 사용자 니즈기반 이종영역 기술기회 탐색)

  • Jang, Hyejin;Roh, Taeyeoun;Yoon, Byungun
    • Journal of Korean Institute of Industrial Engineers
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    • v.43 no.1
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    • pp.39-48
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    • 2017
  • In a digital economy, users actively express their needs in many ways. Thus, many researchers analyze what users need and whether they are satisfied or not through opinion mining. In addition, they begin to find technology opportunities in heterogeneous technology fields. But they did not connect users' opinion to technology development process, only focused on natural language processing or marketing or manufacturing area. Also, heterogeneous technology fields are focused on fusion technology. Thus, this study suggests a novel approach that is based on sentimental value and can be applied to exploring technology opportunities in heterogeneous fields. Sentimental value is calculated from users' opinion through sLDA. The heterogeneous technology opportunity is explored by patent analysis. This research contributes to suggesting a hybrid methodology through patent and users' opinion. In addition, it can provide managerial efficiency by suggesting base data onto decision making.

An Exploratory Study For the Social Feasibility Of the Dredging the Water-Depth of Busan Port (부산항 컨테이너터미널의 증심준설에 관한 사회적 타당성 분석을 위한 탐색적 연구)

  • Kim, Chul-Min;Hong, Han-Gook
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.5
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    • pp.29-43
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    • 2008
  • As the containership has been large-sized, it is important to analyze the social feasibility for the dredging the water-depth of Busan port. We tries to do an exploratory study to analyze the needs of the core port user group by using the survey methodology. We did the survey for the ocean carriers, terminal operating companies, ship pilots respectively. Collected data was analyzed by frequency and cross tabulation method. Result suggests that the Busan North Port should be dredged to the 16 meter depth and Busan New Port should be dredged to the 17 meter depth. And the priority of the depth dredging is ranked as Gamman pier, Sinsundae pier, New Port and Jasungdae pier.

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A study on the suitability of CFRP CNT and bicycle through service design process (서비스디자인방법론을 통해 분석한 CFRP CNT와 자전거의 적합성에 관한 연구)

  • Park, Sung-Hee;Song, Sung-Il;Kang, Seung-Min
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.28 no.6
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    • pp.271-276
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    • 2018
  • Based on the service design processes, we examined the market conditions and the criteria to be considered in selecting materials and selected CFRP CNT materials in the development of bicycle design. This material was used to develop frame design among the bicycle parts. The bicycle frame, designed with CFRP CNT material through vibration attenuation testing, tensile strength testing, and stiffness test results before prototype production, shows better results than the bicycle frame manufactured with conventional CNT materials in terms of function.

non-face-to-face after rehabilitation care service without time and space constraints (시간과 공간에 제약받지 않는 비대면 After 재활 케어 서비스)

  • Kim, Yeong-Jin;Koo, Bon-Il;Nam, Do-Hyeon;Ahn, Seong-Soo;Lee, Seong-Jin;Shin, Dae-Hoon;Yoon, Jin-Hyun;Kim, Byeong-Wan;Lee, Byeong-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.285-287
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    • 2021
  • 현재 코로나19로 인한 비대면 상황이 지속되고 있고, 재활 환자들은 병원 치료 후 올바른 방향의 재활활동과 케어를 받고자 하는 욕구를 충족하고 싶어 한다. 이에 본 논문은, 어플리케이션의 활용과 영상 장치를 통해 사용자의 재활 케어에 도움을 주는 서비스, 시스템 구축해봄으로써 앞에서 제기된 환자들의 니즈를 해결하고자 한다. 구현은 HTML5, CSS3, Javascript를 사용하여 이용자 간의 상호작용이 가능한 멀티서비스를 제공하며, 이로써 누구나 쉽게 저비용으로 해당 서비스를 접근과 이용이 가능하도록 도움을 줄 수 있다.

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