• Title/Summary/Keyword: 사용자 연구

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A Study of Process of Interaction Design on User Interface Development (사용자 인터페이스 개발을 위한 인터렉션 디자인 프로세스에 관한 연구)

  • 양승무
    • Archives of design research
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    • v.14
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    • pp.193-207
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    • 1996
  • Until recently, ind ustrial designers designed the product packaging of Eletronic Media, and userInterface designers focused primarily on software design, But as computer related technology continues to evolve, this distinction has become ambiguous, As a natural consequence of these trends, industrial designers are getting more involved in user-interface design to develop interactive objects, Moreover, In the future, the whole Information of a product whIch means product packaging, marketing, training matenals, support as weIl as hardware and software will be regarded as a product, and user's entIre expenences including the material elements of product will be taken for the factors of user interface to expand the category of user interface design. The importance of interface design and its applications within industrial design has been stressed in the recent years, However researches on practical process in interface design developments have been rarely established. This paper aims to develop the interaction design process for the useful user-interface design by theoretical study and actual analysis of user-interface design.

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The Relationship of Brand Awareness and User Experience in 3D GUI Mobile Phone (3D GUI 모바일폰의 사용자 경험과 브랜드 인지도의 상관관계)

  • Kim, Seung-In;Shin, Gwi-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.147-159
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    • 2010
  • The touch screen phone launched domestically in Korea, unlike the existing plane UI, it applied a cubic shape of 3D UI which provides three dimensional solid graphic. This study proposes to examine the correlation between the users' experience of 3D GUI, which were made by two different companies, and the brand. From this point of view, this study sets up a hypothesis about intimate correlation between individual differentiated brand and the user experience. Base on that, a model was designed. This study measured the satisfaction of user experience through the disclosure and non-disclosure of brand, focusing on 3D GUI cases which were launched so far, and it demonstrated that there was a clear difference in the degree of satisfaction. Through this examine, a brand was confirmed as one of the important element of user experience in using the 3D GUI that was launched competitively by companies. Therefore, the result of this study suggest that the designers need to establish strategies that make the brand as the core subject of design during the process of manufacturing product and service.

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.

Implementation of Social Network Services for Providing Personalized Nutritious Information on Facebook (개인화 영양정보 제공을 위한 소셜 네트워크 서비스 활용방안)

  • An, Hyojin;Choi, Jaewon
    • The Journal of Society for e-Business Studies
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    • v.19 no.4
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    • pp.21-30
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    • 2014
  • Personalized data of users at social network service can be used as a new resource for providing personalized nutrition information. Although providing personalized information for nutrition using social data, there are a few studies on providing personalized nutrition information with customized user preference based on social network service. The purpose of this study is to implement the clustering of data analysis with collected personal data of Facebook users. To find out the method for providing personalized information, this study described an effective method for providing nutrition information by analyzing web posting on Facebook that can be called a typical social network service. According to the result from clustering, sodium and sugars were important variables from diet of user. Furthermore, the importance of elements of user's diet has some differences according to vendor/manufactures.

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.

Effects of Information System Quality on the Technology Acceptance Model and User Intention (정보시스템품질이 기술수용모형과 사용자의도에 관한 연구)

  • Park, SangHyun;Lee, JeongEun
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.5
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    • pp.21-35
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    • 2021
  • In this study, in order to find out how the quality factors of information system affected the technology acceptance model and user intention, the importance of IT security which had been recently emerged by including the security in the system, information and service is considered as the factors of information system quality. To verify how the information system quality affected the technology acceptance model and user intention, the study was conducted with expanded information system by classifying the technology acceptance model with perceived usefulness and perceived ease of use and classifying user intention with acceptance and utilization whether user had only acceptance intention or both acceptance and utilization intentions. The study results are as follows. First, the hypothesis that quality factors of information system affected the technology acceptance model significantly was partially adopted. Second, the hypothesis that the technology acceptance model affected user intention significantly was adopted.

A Study on the Applicability of Facial Action Coding System for Product Design Process (제품 디자인 프로세스를 위한 표정 부호화 시스템(FACS) 적용성에 대한 연구)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.80-88
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    • 2019
  • With more emphasis on emotional communication with users in product design field, designers' clear and prompt grasp of user's emotion has become the core activity in product design research. To increase the flexibility applying emotion measurement in the process of product design, this study has used Facial Action Coding System (FACS) of behavioral emotion measurement method in product design evaluation. To select specimens, it has flexibly used the emotional product Image Map. Then this study has selected six product irritants inducing positive, negative and neutral emotions, and conducted FACS experiment with ordinary product users of 20 generations as the experimental subject, and analyzed users' emotional state in response to the irritants through their facial expressions. It also analyzes the advantages and disadvantages of FACS in the process of product design, such as "recording users' unconscious facial expressions" and puts forward some applicable schemes, such as "choosing a product stimulus with high user response". It is expected that this paper can be helpful to the flexibility of FACS as a method to predict user's emotion in advance at the trial stage of product design before launching them to the market.

Analysis of service strategies through changes in Messenger application reviews during the pandemic: focusing on topic modeling (팬데믹 기간 Messenger 애플리케이션 리뷰 변화를 통한 서비스 전략 분석 : 토픽 모델링을 중심으로)

  • YuNa Lee;Mijin Noh;YangSok Kim;MuMoungCho Han
    • Smart Media Journal
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    • v.12 no.6
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    • pp.15-26
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    • 2023
  • As face-to-face communication has become difficult due to the COVID-19 pandemic, studies have been conducted to understand the impact of non-face-to-face communication, but there is a lack of research that examines this through messenger application reviews. This study aims to identify the impact of the pandemic through Latent Dirichlet Allocation (LDA) topic modeling by collecting review data of 메신저 applications in the Google Play Store and suggest service strategies accordingly. The study categorized the data based on when the pandemic started and the ratings given by users. The analysis showed that messenger is mainly used by middle-aged and older people, and that family communication increased after the pandemic. Users expressed frustration with the application's updates and found it difficult to adapt to the changes. This calls for a development approach that adjusts the frequency of updates and actively listens to user feedback. Also, providing an intuitive and simple user interface (UI) is expected to improve user satisfaction.

Dialogue System for User Customized Lecture Recommendation (사용자 맞춤형 강의 추천을 위한 대화 시스템 연구)

  • Choi, Yerin;Yeen, Yeen-heui;Kim, Dong-Geun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.84-86
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    • 2022
  • Task-oriented chatbots prevail in various filed with the artificial intelligent dialogue system. The need for chatbots in customer services is growing, especially in education businesses given that there are many user inquiries and consultation requests. However, current dialogue systems only function as simple reactions or predetermined and frequently used actions. Meanwhile, the research about customized recommendation systems through artificial intelligence is very active with a wide variety of educational content. Although a dialogue system and a recommendation system is a core element in this domain, it has a limitation in that it is being conducted separately. Therefore, we present a study on a recommendation system that can recommend user-customized lectures combined with a dialogue system. With this combination, our system can respond to additional functions beyond these limitations. Through our research, we expect that work efficiency and user satisfaction will be improved by applying chatbots in education domains that are becoming more diversified and personalized.

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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.