• Title/Summary/Keyword: Analysis of User Behavior

Search Result 762, Processing Time 0.033 seconds

A Modeling of Ubiquitous Environments Reflecting User's Behaviors in the House (주택 내에서의 사용자 행위 분석을 이용한 유비쿼터스 환경 구축 - 거실공간을 중심으로 -)

  • Lee, Dong-Hwa;Park, Sung-Jun;Lee, Hyun-Soo
    • Proceeding of Spring/Autumn Annual Conference of KHA
    • /
    • 2005.11a
    • /
    • pp.63-66
    • /
    • 2005
  • The purpose of this study is to suggest the modeling of ubiquitous environments according to the analysis of user's behaviors focused on the living area within the house. Recently, with appearing 'Ubiquitous environments', the applications of ubiquitous technologies on the our environment adopt a new paradigm. This new paradigm leads to the possibility of creating more intellectual dwelling environment according to user's behaviors. This paper suggests to change our dwelling by considering both engineering technology and the character of dwelling, because the house should provide causes humans with comfortability. Therefore, we need to understand user's behaviors in the dwelling, towards user friendly environment. Also, it very important for us to configure proper sensors and technologies by the priority based on user's behaviors. To sum up, this study is aimed to analyze user's behaviors and then, to suggest the guideline for users offering optimal ubiquitous environments.

  • PDF

A Study on the Outdoor Space of Campus in Paichai University (배재대학교 캠퍼스 외부 공간에 관한 연구)

  • Lee, Shi-Young
    • The Journal of Natural Sciences
    • /
    • v.15 no.1
    • /
    • pp.111-125
    • /
    • 2005
  • This study aims at reconsidering the spacial structure and suggesting guidelines for campus planning and design with spatial reference to the Campus of PaiChai university, area $208,499m^2$, Taejon. This study is mainly based on user's behavior and physical traces and questionnaire survey. User's behavior and physical traces were carefully observed by 20 students of dept. of landscape architecture at each alloted zone, 6 zones in Campus. Questionnaire survey, consisted of user attitudes, use satisfaction factors and personal items was carried out to 320 persons. As a result, the item of 'rest' shows the highest mean and the item of 'chatting' and 'meeting' follows to utilization purpose. The length of stay is generally 30minute to 1hour. The factor analysis, on the object of 32 items except 4 item, appeared 8 factors: visual elements, activity, vehicle, plants, practicality of street furniture, bench, spacial use and shade.

  • PDF

Study on the effects of digital contents traits on the relationship quality and continuous intention of using (디지털콘텐츠 특성이 관계품질, 지속적인 이용에 미치는 영향에 관한 연구)

  • Sung, Tae-Kyong;Hong, Sang-Jin;Yoon, Ji-Eun
    • Management & Information Systems Review
    • /
    • v.26
    • /
    • pp.91-116
    • /
    • 2008
  • This study demonstrates some major traits of digital contents as information, playfulness, individuality, as satisfaction and commitment, user behavior as use intention. To make an empirical analysis the study, it is hypothesized that traits of digital contents, relationship quality, and user behavior. The major finding of this study can be summarized as follows, traits of digital contents are positively affected by satisfaction in relationship quality and use intention. Theoretical implication of this study are as follows. First, users wanted to choice only needed information. Second, users recognized digital contents as a part of life. So, user's ability is very important in this environment. According to this, business related with or interested in digital contents must have developed digital contents in variety aspect. Users must have concerned using digital contents, also.

  • PDF

Factors Influencing Customers to Use Digital Banking Application in Yogyakarta, Indonesia

  • MUFARIH, Muhammad;JAYADI, Riyanto;SUGANDI, Yovin
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.10
    • /
    • pp.897-907
    • /
    • 2020
  • The development of information technology and the demands of society on an application in an operating system, as well as increasing the specifications and sophistication of smartphones, require banks to make changes to their mobile banking applications. The transformation of the mobile banking application into a digital banking application conducted by banks has made users re-evaluate based on their preferences. This study presents the behavior of users of digital banking applications in Yogyakarta, Indonesia. The hypothesis model is based on Technology Acceptance Model (TAM) with additional factors of the social image, perceived risk and perceived trust adopted from Muñoz-Leiva et al. (2017). The methodology in this study includes data collection through questionnaires distributed online and data analysis using the Structural Equation Model. The results of this study illustrate that the perceived trust and perceived risk have a more dominant part in influencing user attitude and user intention to use digital banking. Meanwhile, social image, perceived ease-of-use and perceived usefulness are not significant in influencing user attitude and user intention to use digital banking. The implication of this research helps to determine the right communication and strategy so that more users with more benefits can utilize this digital banking application.

An Extension of Theory of Planned Behavior for in-App Advertisements: The Case of Vietnamese Young Mobile Users

  • Tapanainen, Tommi;Dao, Trung Kien;Nguyen, Thi Thanh Hai;Pham, Thi Anh Duong;Nguyen, Danh Nguyen
    • Journal of Information Technology Applications and Management
    • /
    • v.27 no.1
    • /
    • pp.147-171
    • /
    • 2020
  • In-app advertisement is a fast-growing trend in mobile advertising, where user acceptance of ads is facilitated by the fact that users have voluntarily downloaded the app through which the ad is served. However, research in this ad category is limited. This study applies an extended version of the theory of planned behavior. Analysis results from 412 young mobile users in Vietnam using structural equation modeling showed that while localization and perceived enjoyment affected user intention to watch in-app ads as expected, perceived behavioral control and trust did not. Such results may be due to embedding the ads to applications, confusing users' behavioral intentions. The results underline the need for more future research in the area. In practical terms, companies should improve localization and entertainment aspects of ads to create more relevant and engaging advertisements.

A Study on the Development of Digital Space Design Process Using User′s Motion Data (사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구)

  • 안신욱;박혜경
    • Korean Institute of Interior Design Journal
    • /
    • v.13 no.3
    • /
    • pp.187-196
    • /
    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

Improvement of usability of the refrigerator through behavioral analysis (사용행태 분석에 의한 냉장고 사용편의성 개선)

  • 변재형
    • Archives of design research
    • /
    • v.14 no.2
    • /
    • pp.245-252
    • /
    • 2001
  • On the assumption that the layout of refrigerator for domestic market does not match with the eating habits of the Korean, this study suggests a way of improvement for usability of the refrigerator by re-arranging layout of inner shelves through behavioral analysis with the video ethnography. On the result of analysis, it can be found that the layout of inner shelves of the most refrigerators differs from the habits of cooking and preparing meals of Korean food, so the author propose a new layout to exchange the usage of the 3rd shelf with the vegetable box of the bottom level. It can be effective method to improve the usability by assigning appropriate usage for each shelf. To extract internal design factors of product, which is related to the specific living habits such as a refrigerator, understanding of user behavior must be accomplished at the first stage. The author found that the analysis of user behavior using the video ethnography is useful for this purpose, because it can be used to explore unpredictable design factors from user's real life.

  • PDF

An Analysis on the Impact of KS-SQI Service Quality on Customer Behavior and User Experience : Focusing on OTT Service (KS-SQI 서비스 품질이 고객 행태에 미치는 영향과 사용자 경험 평가 분석 : OTT 서비스를 중심으로)

  • Lee, Chae-Hoon
    • Journal of Information Technology Services
    • /
    • v.19 no.5
    • /
    • pp.125-136
    • /
    • 2020
  • The subject of this study is user experience analysis for OTT mobile app services. Application service quality was quantitatively measured by utilizing KS-eSQI evaluation model from a service quality perspective. The purpose of this analysis is to analyze how service reuse and other people's intention to recommend services are affected by service quality. In addition, further analysis of user experience will qualitatively look at what efforts are needed to improve OTT service quality and provide a user-friendly environment. According to the survey, the higher the level of KS-eSQI service quality, the higher the reuse of OTT services and recommendation of others. In particular, the dimensions of primary services and unexpected additional services had a higher impact on customer loyalty and recommendation of others than in other industries. Moreover, the following three implications were found to improve app services from a customer experience perspective. First, images and video thumbnails that highlight the strength of the content they provide should be actively utilized. Second, it is necessary to provide service companies with evidence for data-based work recommendations. Third, it should provide a viewing environment in which users can respond more intelligently to the various situations and conditions when they actually watch.

Factors Influencing the Post Acceptance Behavior of User in the Internet Banking (인터넷 뱅킹 사용자의 수용 후 행동에 영향을 미치는 요인)

  • Chung, Young-Soo;Jung, Chul-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.6
    • /
    • pp.404-414
    • /
    • 2010
  • The primary purpose of this paper is to identify the influencing factors on the post acceptance behavior of user in internet banking. For this purpose, a research model and hypotheses are developed based on the relevant literature reviews. Data have been collected from 248 users who have used internet banking and the research hypotheses were tested by covariance structural model analysis. The results of this empirical study are summarized as follows. First, security, confirmation, and perceived ease of use have positive influence upon user's perceived usefulness. Second, security, economy efficiency, and confirmation have positive influence upon user's satisfaction. Third, loyalty incentives have positive influence upon continuance intention. Lastly, user's perceived usefulness have positive effect on the satisfaction, and user's perceived usefulness and satisfaction positively related to continuance intention in internet banking. The findings have significant implications for internet banking service providers.

A Study on the Post Occupancy Evaluation of Urban Grand Park with Reference to the Perception of Residents -Focused on Ulsan Grand Park's Efficiency and User's Satisfaction- (주민의식에 기초한 도시 대공원의 이용후 평가 -울산 대공원의 공원효율성 및 이용 만족도를 중심으로-)

  • 성백진;최종희;이재근;권오복
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.32 no.2
    • /
    • pp.11-24
    • /
    • 2004
  • The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.