• Title/Summary/Keyword: 앱 사용성 분석

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An Explorative Study on the Difference between Smartphone Application Selection Factors and Purchase Factors (스마트폰 앱 선택요인과 구매요인의 차이에 대한 탐색적 연구)

  • Oh, Sunju
    • The Journal of Society for e-Business Studies
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    • v.18 no.4
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    • pp.129-144
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    • 2013
  • This research focuses on the relationship between influencing factors of users' smartphone application download and consumers' purchase. The results show that there is some difference between them. The factors influencing mobile application download include word of mouth, usability, ease of use, functionality, enjoyment, interoperability, design, and experience while the factors influencing purchase are word of mouth, usability, ease of use, cost, functionality, enjoyment, interoperability, design, experience. An experience factor impacts on both download and purchase. Specially, enjoyment, usability, and functionality have strong effects on purchase. We also found out that mobile application type such as hedonic or utilitarian application also impacts on purchasing application. For utilitarian application, functionality impacts on purchase intension. Therefore this fact suggests that it is very important to understand the accurate purchasing influence of its consumer when setting up the marketing strategy of mobile application.

A Study on Effects of the Service Quality and the Usage Review Characteristics of Smartphone Majib App on Satisfaction and Reuse Intention of Majib App (스마트폰 맛집 앱 서비스품질과 사용후기 특성이 앱만족 및 재이용의도에 미치는 영향에 관한 연구)

  • Han, Ji-Soo
    • Culinary science and hospitality research
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    • v.22 no.2
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    • pp.234-251
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    • 2016
  • The purpose of this study is to verify the effects of service quality and usage review of smartphone Maiib application(apps) on satisfaction, and reuse intention, convenience sampling method was employed and survey was conducted during the 15th of September, 2015 to the 30th on October as perceived by smartphone Maiib app users. Total of 312 responses were collected, and 295 usable data were used for statistical analysis excluding missing data. Descriptive analysis, factor analysis, and SEM were used to verify the hypothesis. The results from this study are as follows: first, reliability, empathy, usefulness of service quality significantly impact on Majib app satisfaction except informativeness and mobility; second, review assentation of the usage review characteristics significantly impact on Majib app satisfaction but review usefulness of the usage review characteristics significantly did not influence on Majib app satisfaction; third, smartphone Majib app satisfaction critically influences on reuse intention. Based on these results, current study can contribute to verify useful information is very important antecedent to construct the effective marketing strategy by smartphone app.

A Study on the Development of Mobile App Log Analysis Platform (모바일 앱 로그 분석 플랫폼 개발에 관한 연구)

  • Yang, Kuk-Mo;Choo, Jae-Gul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.105-108
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    • 2019
  • 미국 애플사의 아이폰 발표 이후 스마트폰은 PC 웹 기반 서비스를 빠르게 대체하며 산업 전반에 혁신을 가져왔다. 모바일 앱(이하 앱) 기술은 네이티브, 웹 방식이 융합된 하이브리드 방식으로 진화 되었다. 앱의 확산으로 디지털 마케팅, 사용성 분석에 대한 필요성이 증대 되었으나 시장에서 활용되는 분석 도구가 모든 기술 요소를 지원하지 못하여 분석가가 여러 도구를 번갈아 가며 사용하는 불편함이 발생하였다. 본 연구에서는 모바일 앱 네이티브, 웹 로그 데이터 통합 수집을 지원하는 로그 분석 플랫폼을 제안하고자 한다.

A Design and Implementation of Bigdata App Container Structure (빅데이터 앱 컨테이너 구조의 설계 및 구현)

  • Kim, Jumin;Lim, Byeongdon;Jang, Byeongcheol;Kim, Yelim;Yoo, Dakeum;Jung, Euihyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.470-471
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    • 2018
  • 기존의 빅데이터 분석은 코드주도(code-driven) 방식과 쿼리주도(query-driven) 방식의 두 가지 방식만이 있었다. 코드주도 방식은 분석력을 극대화할 수 있지만 사용성이 떨어지고, 쿼리주도 방식은 그 반대로 사용성이 좋지만 분석력에 한계가 있었다. 본 연구에서는 이 두 가지 방식의 장단점을 혼합하여, 분석력을 극대화하면서도 사용성이 높은 방식인 앱 컨테이너 구조를 제안하고 구현하였다. 제안된 앱컨테이너는 독립된 형태로 운용이 가능하여 여러 형태의 스파크(Spark) 시스템에서 활용이 가능하다.

Differences in Finding Smartphone Apps across User Types Categorized by App Icon Arrangement Style (스마트폰 사용자의 앱정리 유형에 따른 앱아이콘 탐색의 차이 연구 -아이폰 사용자 중심으로-)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.143-155
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    • 2017
  • In the mobile-first era, plenty of mobile apps have been created so that the number of apps owned in a smartphone have been increasing as well. However, users spend most of time with only a few apps and the rest of apps are just kept in their smartphones for future usage. Thus, in order to help users find the apps quickly it is important to study how users arrange apps in a mobile phone screen and find an app. In the literature, we extracted 5 user types to organize mobile apps. We further conducted user survey with 30 subjects and finalized major 3 user types categorized by relatedness(A), aesthetic(B), and external concepts(C). We found that most of subjects took less than 2 minutes when finding frequently-used-apps. However we identified difference in times taken to find a barely-used-apps across three user types; while A type users turns out to be the most effective in finding barely-used-apps, the B type uses tend to be the least effective among three types. For the A type users, an app's name is more important than an icon image because they tend to guess the functionality from the name of the app. The B type users use the color of app icon to find the app in the smartphone. For the C type users who tend to remain the original position of an app when first downloading it in the smartphone, the visibility of an app icon is important to catch users' eyes while they scan a page. The results of this study is expected to be useful for UX designers who improve the usability of app icon usage considering the user types.

App Design Style and Usability Analysis for Smartphone Application -Focusing on the iPhone and Appstore- (스마트폰 앱 디자인 스타일 및 사용성 분석 -아이폰과 앱스토어를 중심으로-)

  • Oh, Hyoung-Yong;Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.129-136
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    • 2010
  • Smartphone used to be an it item for only business people and early adaptors. However, the public interest towards Smartphone has been rapidly increased and now is spreading to the everyday life in general people. Variety of applications are introduced and registered in a day, but there are not enough apps with simple and useable interface. This is because that the applications are developed only in a view from developer and designer to match the splendor design and technical skills of apps not concerning the users. Therefore this study will analyze the value in use and design trend of registered apps in apps store to recognize the importance in use and also to discuss about a plan to apply this into the apps more effectively. In order to improve the mobile app usability, this study suggest that using intuitional icon, designing easy to use app navigation. This will lead to produce clear instruction for app developers and designers with more reliable effects in the future of Smartphone world.

A Study on Building an Integrated Model of App Performance Analysis and App Review Sentiment Analysis (앱 이용실적과 앱 리뷰 감성분석의 통합적 모델 구축에 관한 연구)

  • Kim, Dongwook;Kim, Sungbum
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.58-73
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    • 2022
  • The purpose of this study is to construct a predictable estimation model that reflects the relationship between the variables of mobile app performance and to verify how app reviews affect app performance. In study 1 and 2, the relationship between app performance indicators was derived using correlation analysis and random forest regression estimation of machine learning, and app performance estimation modeling was performed. In study 3, sentiment scores for app reviews were by using sentiment analysis of text mining, and it was found that app review sentiment scores have an effect one lag ahead of the number of daily installations of apps when using multivariate time series analysis. By analyzing the dissatisfaction and needs raised by app performance indicators and reviews of apps, companies can improve their apps in a timely manner and derive the timing and direction of marketing promotions.

Influence of Big Data Based Majib Apps' Service Quality on Use Satisfaction and Reuse Intention of Majib Apps - Moderating Effect of Review Informativity - (빅데이터 기반 맛집 어플리케이션의 서비스품질이 앱 이용만족과 재이용의도에 미치는 영향 - 사용후기 정보성의 조절효과 -)

  • Lee, Shin-Woo;Jeon, Hyeon-Mo
    • Culinary science and hospitality research
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    • v.22 no.5
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    • pp.64-81
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    • 2016
  • The study, based on existing studies, explored influencing relationship, suggesting app service quality and user reviews as previous elements to affect use satisfaction about users' comments based on big data and reuse intention. The study includes a comparative analysis of existing studies. Based on such analysis results, the authors looked into app service quality elements perceived by gourmet restaurant app users and the role of user reviews, and suggested practical implications that can help the development and operation of gourmet restaurant app contents. The study subjects were male and female consumers who over 20 years old throughout Korea who had not a searched smartphone gourmet restaurant app in the three months preceding the survey. The subjects were selected from consumers who search the restaurantsby using restaurant apps like Mango plate, Dining code, Hot place, and selecting restaurants. Among them, consumers with experience using restaurants were finally selected for the survey. According to the results, reliability, informativity, and system capability, among service quality, had positive influences on app use satisfaction, while design and mobility had no effect. App use satisfaction had positive influences on app reuse intention. User comment informativity played a controlling role. The study explored the importance of app service quality and user review informativity as elements that affect continued use of gourmet restaurant apps by dining-out consumers.

A Study on the Development of Mobile APP Usability Evaluation Tool for Time Management (시간관리 모바일 앱 사용성 평가도구 개발에 관한 연구)

  • Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.19-29
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    • 2021
  • Although several industrial revolutions and technological developments have provided time for modern people, more than 75% of modern people are currently suffering from the problem of "lack of time". Therefore, in this paper, it was judged that it was necessary to improve the mobile APP service for efficient time management of modern people, and a study was conducted on the development of usability evaluation tools. First, the current status was analyzed through case studies of six time management apps with different purposes, and then usability studies were conducted to establish a total of five evaluation principles with operability, cognition, user suitability, minimization of work errors, and sharing. Based on this, a draft of the time management mobile app usability evaluation item was prepared, and a total of 44 usability evaluation tool items were derived through three Delphi surveys of design experts over 5 years and less than 10 years. As a result, intuitive screen and menu composition and user's perception of content were evaluated as the most important factors, and conclusions such as the need to improve the structure and function of the main content screen for user error prevention and usability were drawn. This study will not only contribute to improving the usability of existing time management mobile apps, but will also be used as a material for designing an integrated time management platform for efficient time management and purpose promotion in the future, and is expected to be used as an academic reference.

Exploring the Effect of Gamification and Privacy Concerns upon Behavioural Intention to Use Fitness Apps (게임화 및 개인정보 염려가 피트니스 앱 사용의도에 미치는 영향)

  • Melisa Gunhan;Hyojung Song;Taeha Kim
    • Information Systems Review
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    • v.26 no.2
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    • pp.185-203
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    • 2024
  • This study empirically explores the influence of gamification elements and privacy concerns on users' intention to use fitness apps, based on the technology acceptance model (TAM). This research classifies gamification in fitness apps into three categories: achievement-related elements, social-related elements, and immersion-related elements. Although previous research investigated the gamification of fitness apps, few studies combined the impact of gamification with privacy concerns. Considering the significant amount of sensitive personal data collected by fitness apps, we recognize the importance of data privacy and aim to address this gap in research. To achieve this goal, we collected and analyzed data from 187 Korean fitness app users through an online questionnaire. The results confirm the highly significant influence of perceived ease of use, perceived usefulness, and achievement-related gamification elements. Social-related gamification elements, immersion-related gamification elements, and privacy concerns however show insignificant results for the intention to use fitness apps in the Korean market. Location and time limit the generalizability of this study; however, the findings of this study nonetheless offer valuable insights for practitioners and developers to enhance the design and development of their applications.