• Title/Summary/Keyword: 사용자 심층 인터뷰

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A study on User experience of Fintech Application Service -Focused on Toss and Kakaobank- (핀테크 애플리케이션의 사용자 경험 연구 -토스와 카카오뱅크를 중심으로-)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.287-293
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    • 2020
  • This study is about comparing and analyzing the representative fintech application service, Toss, and Kakaobank from the user's point of view and suggest development according to the main factors of user experience. The experimental group who have used both mobile application was recruited to do a task about deposit and withdrawal service. After the task, an in-depth interview was conducted by reorganizing the "Creating Pleasurable Interface model" by Stephen P. Anderson. Interview questionnaire is based on propensity and feature of generation 2030. As a result of the experiment, the user showed satisfaction with usability and showed different application usage experience depend on financial transaction propensity and money management. Therefore, the application needs features that could grasp the propensity and also service to manage money in everyday life. Based on this study, it is expected to develop be user-based fintech application service in related fields.

Evaluation on the Usability of Chatbot Intelligent Messenger Mobile Services -Focusing on Google(Allo) and Facebook(M messenger) (메신저 기반의 모바일 챗봇 서비스 사용자 경험 평가 -구글(Allo)과 페이스북(M messenger)을 중심으로-)

  • Kang, Hee Ju;Kim, Seung In
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.271-276
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    • 2017
  • This project has been conducted to improve the usability of Chatbot Services such as Google(Allo) and Facebook M(Messenger. Based on the evaluation, this study aims to suggest the solutions to improve the usability of domestic Chatbot services and future directions for their development. It provides the overall understanding of the AI Chatbot service and the feature of Chatbot service through literature search. Furthermore, we summarized the current standing and the prospect of domestic messenger-based assistant Chatbot services. For conducting user evaluation, Peter Morville's honeycomb model is applied to in-depth user interviews. The followings are elements that could be amended to improve the service. The service should be incorporated by intuitive elements for users' understanding its functions and eliminate any elements that interfere with usability. The accuracy should be increased to improve the user satisfaction. This research will provide the future guidelines to improve the usability of Chabot services through continuous evaluation by users.

A Study on the User Experience of Handmade Market Applications -Focused on Etsy and Idus- (핸드메이드 마켓 앱의 사용자 경험 연구 -Etsy와 idus를 중심으로-)

  • An, Jisun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.389-395
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    • 2021
  • This study aims to evaluate the user experience of leading handmade product market service applications, Etsy and idus. A survey about the apps was developed based on Peter Morville's user experience factors. The survey was conducted with eleven users from their 20s to 50s. In addition, problems were discovered through an in-depth interview and the resulting user experience problems were analyzed according to the five levels of Jesse James Garrett's user experience element framework. Our primary results for both apps suggest applying a universally accepted visual interface to improve the user experience, providing brief text to improve readability, avoiding repetitive delivery of similar functions in different information structures, and applying design patterns that are considerate of customers' culture and country. This study provides meaningful data to elevate handmade product platforms into global platforms by analyzing and providing improvements to their shopping experiences.

A Study on User Experience on Ant Insurance Claims China's Mobile Insurance Platform -Focused on Alipay- (중국 모바일 보험 플랫폼 개미 보험청구에 관한 사용자 경험 연구 -알리페이 중심으로-)

  • Son, Young-Ho;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.317-322
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    • 2021
  • This study focuses on user experience of Ant Insurance Platform(insurance product of Alibaba) and provides insights and improvement advises based on the survey conducted. Given that insurance claim is the most controversial part during the whole process, it is essential to conduct corresponding research from users' prospective. Some Chinese users between their 20's and 40's, who are major users of mobile insurance platforms, were selected as a sample group. Questionaire survey, which was made based on measurement items from Information systems success model, as well as in-depth interview was conducted within the group. According to the result, health, among all kinds, is the most difficult insurance to claim, which was mainly cause by security and information concerns. In order to enhance security, more options should be given to users. As for information, complains should be delt carefully and transparently. This study is expected to be used as referential material for mobile insurance platforms and user experience of insurance claims.

User-friendly Improved Prototype Development on Web-based Diagnostic-supplement Learning System for Basic Academic Skills (웹기반 기초학력 진단-보정학습 시스템의 사용자 친화적인 개선 프로토타입 개발)

  • Hwang, Yunja;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.63-78
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    • 2019
  • This study aims to improve User eXperience (UX) of the diagnostic-supplement learning system for Basic academic skills which has been utilized by teachers nationwide since 2015 in order to provide a consistent and systematic support on students' basic academic skills in K-12 school contexts. To achieve the research objective, usability evaluations such as basic questionnaire about UX/UI of the system according to user types, user testing, in-depth interview, expert heuristics were conducted. In addition, user-centered system was suggested through developing and iteratively evaluating the prototypes based on the user requirements drawn from the findings of such quantitative and qualitative usability evaluations. This study has an implication in suggesting the user-friendly design through the UX/UI improvements of the diagnostic-supplement learning system for Basic academic skills.

A study on online survey user experience -Focused on Google and Naver form- (온라인 설문조사 사용자 경험 연구 -구글과 네이버 폼을 중심으로-)

  • Hwangbo, Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.379-384
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    • 2019
  • This study is an online survey user experience study. The purpose of this research is user experience research to make use and development of online surveys. In-depth interviews were conducted with 8 native Koreans who were not experienced with Naver and Google, and were surveyed using Peter Morville's Honeycomb model. In addition, we performed evaluation through tasks and think-aloud. Naver is highly useful, usable, desirable and findable, and Google can confirm its superior accessible and flexible. Research has shown that improvements in usability and ease of functioning are needed by reclassifying and moving menu categories. Online survey user experience that has not been studied previously can predict the direction of usability improvement and can help the user side. We hope that this research will improve the usability of online surveys, and will lead to various related research.

A Comparative Study on User Experience of Secondhand Marketplace Platform -Focusing on Bungae Jangter and Danggeun Market- (중고거래 플랫폼의 사용자 경험 비교 연구 -번개장터와 당근마켓을 중심으로-)

  • Lee, Gyeong-Mi;Ryu, Jin-ju;Kim, Min-jung;Jung, Da-Young
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.423-429
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    • 2022
  • The survey was conducted on the Bungae Jangter and Danggeun Market, which provide mobile used market services. The goal is to investigate factors that affect the user experience of used market platforms and to compare usability. Based on Peter Morville's Honeycomb Model, a survey and In-depth interviews were conducted to users with experience in secondhand transactions. And we qualitatively analyze the factors that affect the user experience. As a result, there were differences in usability depending on the age of the user. (reliability, how to find things, purpose of using used trading services, etc.) This study focused on actual user experience, so it will help you find a way to develop to user-centered secondhand marketplace services.

A Study on the Snack Culture Phenomenon in YouTube Shorts : Focused on Users' Perceived Value (유튜브 쇼츠(Youtube Shorts)의 스낵컬처(Snack Culture)현상 요인 분석: 사용자의 인지된 가치를 중심으로)

  • Won Jin Hong;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.193-203
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    • 2024
  • This study analyzes user behavior on YouTube Shorts within snack culture and proposes short-form video production strategies by identifying key value factors. Prior research identified seven characteristics (playfulness, time killing, information provision, social presence, interactivity, escapism, conciseness) and criteria based on the 5W1H principles. Surveys and interviews revealed that key user values are playfulness, time killing, conciseness, and interactivity. Users engage without specific purposes, watch 10-20 consecutive pieces selectively, and use it in comfortable environments. This research provides insights for understanding user behavior and short-form video production strategies.

IoT model to improve parent-child interaction -Focus on smart watch for kids- (부모-자녀 상호작용을 증진하는 IoT 모델 -유아용 스마트워치를 중심으로-)

  • Yee, Young-Hwan
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.209-218
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    • 2017
  • To propose a contents model for children's smart watch, this study interview 15mothers who have a child using smart watches. Most mothers purchase smart watches for children to warrant their security and manage their schedules, and they use them for sending a call or text to their children, tracking or managing children's location and schedule. Mothers were satisfied with a smart watch's function of communication and safety management, but dissatisfied learning-oriented contents and worrried about bad influenced on children development. Through in-depth interviews, this study propose a persona model for children's smart watch for enhancing parent-child interaction and physical cognitive language socioemotional convergence play contents.

Formation of Weak Ties in Social Media (소셜미디어에서 약한 유대관계의 형성)

  • Park, Chala;Lim, Seongtaek;Yun, Sang;Lee, Inseong;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.97-109
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    • 2014
  • Social media is a general term for online services by which users share opinions, perspectives, and experiences. It supports interactions between users in sharing contents on it and weak ties among them play an important role in the process. This exploratory study attempts to identify crucial factors of establishing weak ties between social media users in the perspective of social network theory and uncertainty reduction theory. We collected data through diary study and in-depth interview and analyzed it following grounded theory approach. As a result, social media users more actively interacted each other or shared contents based on weak ties, compared to strong ties. In addition, similarity, self-disclosure, and relevance appeared to facilitate establishment of weak ties, by reducing psychological distance between social media users and perceived uncertainty of them.