• Title/Summary/Keyword: 사용자 심층 인터뷰

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A User Experience Study In Blockchain Based Social Platform -Focused on a Steemit- (블록체인 기반 소셜 플랫폼 사용자 경험 연구 -스팀잇을 중심으로-)

  • Han, Sang-Wook;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.135-141
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    • 2018
  • The purpose of this study is to analyze the user experience and suggest the necessary improvements, in the blockchain based social platform Steemit. First, I investigated what is the blockchain and the characteristic of social platforms based on blockchain system. The honeycomb model was used to investigate and analyze the Steemit user experience, and the quantitative and qualitative data were analyzed through questionnaires and in-depth interviews. As a result of the research, the voting function, which is core function of the service in use, has high usefulness. Improvements suggestion that the editing tools and the abuse of voting function should be improved. I hope that this study will be used as a basic research material to improve the user experience of blockchain based social platforms.

A Study on the User Experience through Analysis of Earphones Use Behavior of Generation Z (Z세대의 이어폰 사용 행태 분석을 통한 사용자 경험 연구)

  • Koo, Eun-Seo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.317-323
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    • 2020
  • This research is based on product development that improves user experience such as design and function by analyzing the usage behavior of elements experienced by generation Z as customers and users in the process leading to disposal of earphones even before purchase. The behavior of earphones in Generation Z was analyzed through in-depth interview and surveys of the customer experience and user experience of earphones. The results of the study were common or characteristic. They are user experience based on brand dependency, sharing experiences and seeking simplified design and convenience, which is related with the lifestyle of the generation Z. This study is expected to be a fundamental study of product research and marketing strategies that will take advantage of the characteristics of Generation Z, who will be the main player of the market in the future.

A Study on User Experience of OTT Service -Focused on Netflix, Watcha and Wavve- (국내외 OTT서비스의 사용자 경험 연구 -넷플릭스와 왓챠, 웨이브를 중심으로-)

  • Choi, Hye-Sun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.425-431
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    • 2020
  • The purpose of this study is to measure the user experience of Netflix which is a representative global OTT service, Watcha and Wavve which is a representative service of Korea. Using mobile applications, qualitative research and quantitative research on user experience of OTT service were conducted with task test, in-depth interviews and surveys. As a result of the study, The usefulness and accessible of the OTT service has not shown much difference between OTT services. Rather, contents based on personal preferences has a significant impact on OTT service selection. The study found that Netflix needs to secure contents, Watcha needs to improve interface and recast categories, Wavve needs to present contents that are focused on and improve interface of main screen. The study expects to help a build a differentiate user experience in the face of growing OTT platform competition.

A Study on User Experience of Online Education Programs with Elementary Schools and Art Museums in Non-Face-to-Face Era (비대면 시대 미술관 학교 연계 온라인 교육프로그램 사용자 경험 연구)

  • Kim, Na Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.311-317
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    • 2021
  • This study aims to propose an effective user experience of online class in the non-face-to-face through case analysis, focusing on school-linked education programs with art museums for elementary classes. To analysis domestic and international cases of school-liked education programs with art museum and to measure user experience, we were conducted with task test, in-depth interviews and surveys with experts. As a result, there were the pros and cons about the programs. Based on this, we propose a better method to increase the satisfaction of user experience for children. This study is significant in activating digital technology-based online education. This study expected to used as data on the user experience of a non-face-to-face online art education program in elementary schools in the future.

A Study on Ways to Relieve User's Anxiety Caused by Simplification of Easy Money Transfer Service (간편송금 서비스 간소화에 따른 사용자의 불안감 해소방안 연구)

  • Kim, So-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.293-299
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    • 2022
  • The purpose of study is to relieve the users' anxiety caused by the simplification of the easy money transfer service. With the development of technology, financial services are being simplified, but on the contrary, the chasm occurs. The study was conducted in two rounds. First, based on UTAUT, the perception of the service and the willingness to accept the technology were investigated through a questionnaire. Second, after presenting the tracking function of the remittance situation derived through the heuristic method, in-depth interviews were conducted on reliability and intention to continue using it. As the result, it was found that the clear feedback had a positive effect on relieving users' anxiety. It is expected that studies approaching the chasm from the point of view of design will be actively conducted.

Suggestions for Advanced YouTube E-learning Service for MZ Generation (MZ세대를 위한 유튜브 이러닝의 고도화 서비스 제안)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.309-316
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    • 2022
  • This study is a study on the YouTube e-learning advanced service plan in the non-face-to-face era. The trends in education change were examined through literature research and prior research, and improvement measures were suggested through online surveys and in-depth interviews. As for the research method, the first online survey was conducted based on the Honeycomb model and the Likert 5-point scale targeting 90 MZ generation who have experience learning on YouTube for a total of 14 days from October 15 to 28, 2021. A second in-depth interview was conducted with 6 people who answered that the frequency of learning through YouTube is high. As a result of the experiment, users thought that there was an improvement point according to the purpose of learning, and they were able to derive elements that felt a problem in common. In addition, I proposed a new YouTube learning platform through additional questions. Through this study, it is expected that YouTube e-learning service reference materials can be used to respond to the post-non-face-to-face era.

A Qualitative Study on Social Relationship among Social Media Users : Focusing on the Weak-tie Formation of Social Network Theory (소셜미디어 사용자의 사회적 관계에 대한 연구 : 사회 연결망 이론의 약한 관계 형성 중심으로)

  • Park, Cha-La;Lim, Seong-Taek;Cha, Sang-Yun;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1321-1329
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    • 2009
  • Web technology has allowed the rise of services such as blogs or YouTube that make possible the sharing of opinions, perspectives, and experiences with other users through contents. Online services that promote such sharing of information and communication are known as social media. Recently, the explosive growth of these services displays the carry-over of the natural sociality that all humans possess as social creatures. This study took an exploratory approach in investigating what influential relationships are involved in forming new relationships through sharing and participation, as sharing and participation are core keywords of social media. In order to do this, relationship formations were observed in actual usage environments with the use of the diary study method and in-depth interviews. This study sought to deduce necessary elements in relationship formations and examine the influences of weak ties on participation and sharing.

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A study on User Experience for Home Appliances Experience Service Design (가전제품 체험 서비스 디자인을 위한 사용자 경험 연구)

  • Shim, Soo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.439-445
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    • 2020
  • This is a user experience study of factors that should be considered in designing home appliances experience service. Untact services are emerging, but the development of home appliances sector is in early stage. Based on the six factors of Stephen P. Anderson's Creating Pleasurable Interface Model, this study conducted surveys, 1:1 in-depth interviews, and participation observations to measure and analyze user experience. In this study, I compared 4060s and 2030s's user experience in that the untact services raise the digital alienation among middle-senior-aged. As a result, there were significant differences between the two, including the opposite satisfaction in terms of reliable, usable and pleasurable factors. I hope that this study will be of strategic help in designing future home appliance experience services.

A Study on Naver and Google's Eventful Brand Experience Design (네이버와 구글의 이벤트성 브랜드 경험 디자인에 관한 연구)

  • Jeong, Yeong-Gyeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.355-361
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    • 2019
  • The purpose of this study is to analyze how brands are perceived to be most positive when they are presented to users in brand experience design, and to help them communicate more effectively. Originally, brands changed their logos periodically with the aim of communicating anniversaries. These days, not only this information but also emotional communication with users. As a research method, two major portal sites were selected for use in Korea, and a preference survey and in-depth interview were conducted based on the case of the event logos. From the results of the study, we were able to obtain results that the event logos act as a more positive factor when they provide users with various emotional motivations. In the future, we anticipate that users will be given higher value if they have a design approach that will elicit more diverse emotions from the brand experience.

A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.