• Title/Summary/Keyword: 사용자 심층 인터뷰

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A study on video conferencing program user experience -Focused on Zoom and MS Teams- (화상회의 플랫폼 서비스의 사용자 경험 연구 -줌, MS 팀즈를 중심으로-)

  • Hwangbo, Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.339-344
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    • 2021
  • The purpose of this study is to present measures to enhance non-face-to-face communication platform services by measuring the user experience elements of major videoconferencing platforms in the non-face-to-face era. As a method of research, the platform of Zoom and MS Teams was selected, and the factors affecting the user experience were evaluated in combination with task and Think Aloud, and seven Honeycomb models of Peter Mobil were reconstructed to be analyzed through surveys and in-depth interviews for each paragraph. Studies have shown that Zoom has high usability, usability, accessibility and searchability, and MS Teams have excellent attractiveness. Therefore, based on the results of this study, the guidelines for video conferencing platform services and the improvement of the interface were presented. Based on this study, we hope that the usability of videoconferencing will be improved, and that various related studies will proceed as follow-up studies.

A Study on the User Experience of Online Concert -Focusing on the case of KPOP Online Concert- (온라인 콘서트의 사용자 경험 연구 -KPOP 온라인 콘서트 사례를 중심으로-)

  • Hong, Hyun-Ju;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.349-354
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    • 2021
  • The purpose of the project is to study the factors affecting the new user experience and satisfaction as the concert market of K-POP is moved to the online stage by the Corona 19. The study conducted a survey and in-depth interviews with men and women in their 20s and 30s who participated in the K-POP online concert, consisting of proposed by Stephen P. Anderson. The study found that participants' propensity, concert composition, platform-supported technology, and quality factors affect user experience satisfaction. It was also noticed that while the grafting of new technology did not have a significant effect on the part of Pleasurable, the satisfaction level was significantly reduced if the quality was poor. Hopefully, this study becomes a reference to the future direction of online concert development.

Research on the Innovation Service of Garage Storage in High-end Community - focused Fuzhou Oak Bay (고급 지역사회 차고 저장 서비스 혁신 연구 - 광저우 썅수만에 초점을 맞추어)

  • Zhang, Muxin;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.157-166
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    • 2021
  • With the rising of the middle-class in China, the garage reserve has become an important element considered by the high-end community in improving user's experience. Taking Oak Bay, China as an example, this study aims to present a new system of storage service that can help companies achieve sustainable development of storage services. In order to achieve this goal, a customized service process is made by investigating user's need with sample visits and in-depth interviews, and finding user's key points with journey maps. The final analysis shows that this storage service system helps to expand the space and improve user's satisfaction. Therefore, this paper provides theoretical support and practical basis of garage services for other construction companies, and greatly improves the service system of community.

A Study on the Usability of the OTT Service's Mobile App UI Design - Focused on Users in Their 20s - (OTT 서비스의 모바일 앱 UI 디자인 사용성 연구 - 20대 사용자를 중심으로 -)

  • Shin, Sae-Mi;Kim, Tae-Kyun
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.125-135
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    • 2022
  • The number of domestic users of OTT services is gradually increasing, and users can consume content more freely through OTT services that can consume content in various ways unlike existing broadcasting systems. As the service utilization rate increases and consumption patterns diversify, useful and convenient UI design and usability should be considered from the user's point of view, but research on the app UI design of OTT service is still insufficient. Therefore, in this study, UI design components were compared and analyzed for the top five mobile apps in Korea's OTT platform utilization rate, and usability evaluation was conducted through surveys and in-depth interviews with 10 people in their 20s. Based on the analysis results, the direction of improvement of OTT service mobile apps in the future was presented, and the results of this study are expected to be used as basic data for improving UI design and usability of OTT mobile apps in the future.

A study on user experience of Kakao Taxi (카카오택시 사용자 경험에 관한 연구)

  • Lee, Eun-Joo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.359-364
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    • 2018
  • The purpose of this study is to investigate the phenomenon of users' experience of O2O transportation service - focus on the Kakao taxi. As a research method, first case study investigated characteristics of taxi app service in Korea and overseas O2O transportation service. Secondly, we conducted an in - depth interview with eight Kakao taxi users to understand the experience of using the taxi. As a result, we were able to derive two points that needed improvement. Firstly, the imbalance between supply and demand should be improved. Secondly, users should not be disadvantaged by the location disclosure. It is significant that this study suggests ways to improve domestic O2O transportation service through a taxi. It is expected that the follow up study will help improve the domestic O2O transportation service and improve the user experience.

User Experience Evaluation of VR Service Platform -Focused on Oculus and NOON VR- (VR 서비스 플랫폼의 사용자 경험 평가 -Oculus와 NOON을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.143-148
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    • 2018
  • This study focused on the difference between Oculus Store of Oculus and FXGEARs. NOON VR Stores service platform. First the literature study considered the current status and prospect of the VR market and conducted a case study on the VR service platform. In addition, this study conducts the platform strategies of Andrei Hakgu and Hirano AtsushI. After that Interviewers were interviewed to investigate the usability of the VR service platforms. The result of this study is expected to be used as a design guideline to form a VR service platform in the future, and as a user experience study.

User Preference for the Personification of Public Service Robot (공공서비스 로봇의 의인화에 관한 사용자 선호)

  • Kim, Ban-Seok;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.361-366
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    • 2020
  • The purpose of this study is to find out user preference on personification of the public service robot. Public service robot services in public places is increasing, which is expected to continue to increase. Proper anthropomorphism of robots has positive effect on user experience. On the other hand, when the level of likeness exceeds a certain point, it provokes strangeness and a sense of unease. Therefore, it is necessary to prepare standards for anthropomorphism required for public service robots. In order to find it, a survey and an in-depth interview were conducted. According to the analysis, people prefer verbal interaction with the robot, and the proper age for the voice is in their 20s and 30s. It is recommended that no biological signals appear on the robot and there is a need for personalized services. Through this research, it is expected that it will contribute to design of public service robots that enhance user experience.

A Study on Inflow of Information by Majors Reflecting Car Lifestyle -Focused on User Experience of Design Major and Engineering Major- (자동차 라이프스타일을 반영한 전공별 정보 유입에 관한 연구 -디자인 전공자와 공학 전공자의 사용자 경험을 중심으로-)

  • Ahn, Jung-Hyun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.163-168
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    • 2019
  • The purpose of this study is to find out latent needs of users through the difference of information inflow between design major and engineering major reflecting car lifestyle and to complement them. Although those two relationship deepens due to the development of industrialization, collaboration is still a difficult situation. To find out lifestyle of between those two majors, experiments were carried out quantitatively by conducting in-depth interviews and additionally survey were conducted concurrently. The results showd clearly difference in meaning and value of the automobile. This phenomenon is related to identity. The designers expressed themselves by car, and others differed by using their cars as a means of mobility.

A Study on Meal Kit User Experience Design (밀키트(Meal Kit) 제품의 사용자 경험 디자인 연구)

  • Park, Seo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.373-378
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    • 2021
  • This study is a study on user experience design of Meal Kit product information. The purpose of this study is to derive the product information necessary for the purchaser and the necessity for the convenience of use, and to propose an improvement plan. When purchasing Meal Kit products, two types of domestic Meal Kit brands, Peacock and Fresheasy, were compared and analyzed for information on nutrition intake, package design, and environmental issues. As a research method, a questionnaire survey was conducted by deriving 7 factors for purchasing Meal Kit products through literature research and prior research. Proceeded. As a result of the study, the factors that satisfy buyers were in the order of cooking process, food, taste/nutrition, package, convenience, price, and information, and overpacking was also revealed as a problem. Through this, it was possible to derive improvements and develop plans for the Meal Kit product. It is expected that this study will help improve the dietary life of One person households and develop Meal Kit products in the future.

Nurse and Patient's Experiences Regarding the Use of Electronic Informed Consent in Hospital: A Qualitative Study (의료기관에서 간호사와 환자의 전자동의서 사용 경험: 질적 연구)

  • Kim, Sun Hee;Kang, Hee Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.619-628
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    • 2020
  • This study examined the experiences of users regarding their use of electronic informed consent in hospital. A qualitative descriptive study was conducted using focus groups and in-depth interviews with 30 Korean nurses and 27 patients. Data were collected from one university hospital. The responses were analyzed by qualitative content analysis. Most participants perceived the use of electronic informed consent as convenient and straightforward, as well as saving space and money. On the other hand, the participants stated that the system was unsatisfactory in part because of the occasional unexpected machinery error or malfunction. Some patients wished for function improvements related to the e-signature, making it more comparable to a handwritten signature, and the adjustability of the font size. The nurses wanted a wider implementation of electronic informed consent because it was not being used for all informed consent cases, resulting in confusion and an additional workload. For the use of an electronic informed consent system, it is important to minimize the inconvenience and to maximize the satisfaction of the users, including nurses and patients.