• Title/Summary/Keyword: App user stage

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A Longitudinal Study on the Effect of the Application Usage Period on the Change of Digital Shadow Work Type: Focused on LBS-based Help Apps Service (애플리케이션 사용자의 사용기간이 디지털그림자노동의 유형 변화에 미치는 영향에 대한 종단 연구: LBS 기반 도와줘 앱 서비스를 중심으로)

  • Jung-Sik, Song;Woong-Kyu, Lee;Byeong Hoon, Lee;Joon, Koh
    • Journal of Information Technology Services
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    • v.21 no.6
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    • pp.91-116
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    • 2022
  • This research shows how the perception of digital shadow work varies depending on the user's period of use of digital services in applications, which are key areas of digital services. The purpose of this research is to investigate how the digital shadow work type changes over time. This research adopted a qualitative research method for location-based service "help application" users and examined the change in perception from the app service acceptance stage to the app service continuous use stage with two-times interviews of ten users by a longitudinal research design. This study conducted a longitudinal analysis focusing on how digital shadow work occurs in the application subscription process, exploring phenomenologically how the type changes throughout the process over time.

Mobile App Privacy Checklist for Consumer (모바일 앱 프라이버시 보호를 위한 소비자 체크리스트)

  • Li, Hua-Yu;Kim, Lin-Ah;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.1-12
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    • 2015
  • In recent years, the privacy concern for mobile consumers is emerging as the use of mobile application(apps) is growing according to the rapid spread of mobile devices such as smart phones and tablet PCs. To improve privacy protections in the mobile communications and apps, overseas organizations are announcing guidelines and/or checklists for stake holders. Although personal information protection guidelines for application developers have been prepared in the country, efforts to improve consumer privacy capability is insufficient. Thus, in this paper we first scope the app privacy related guidelines in both domestic and foreign affairs, then present the risk factors of privacy invasion by the stage of mobile application use based on the "Privacy Protection Act", offering privacy checklists for consumers. This checklist will enhance the self-management capability of consumer privacy and create virtuous cycle in the mobile ecosystem.

A Study on the Development of Home Humanity Education Mobile Application (밥상머리교육 모바일 애플리케이션 개발 연구)

  • Kim, Jung-Jin
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This study was conducted with the aim of developing a mobile app so that parents and children can provide questions and conversation-based Home Humanity Education. App development was developed in four stages: analysis, design, development, and evaluation by modifying the ADDIE model. In the analysis stage, education goals were set and seven core competencies were extracted for the app. In the design stage, 15 menus, including character to implement seven core competencies, were selected for learning contents. In the development stage, questions were asked based on 1,000 photos, and parents and children naturally talked to strengthen their core competencies. In the evaluation stage, the user's evaluation interview was followed by a reflux process that produced and reflected improvements. Based on research results, it is going to suggest follow-up research on developing apps for home humanity education. First, it is necessary to verify the learning experiences and changes that occur when parents and children use apps for a long time through longitudinal research. Second, a follow-up study is needed on how to use the home humanity education app by age and how to improve it accordingly. Third, as the number of cases in which grandparents raise their grandchildren increases, it is necessary to study the process and learning effects of grandparents and grandchildren using the app.

Remote Multi-control Smart Farm with Deep Learning Growth Diagnosis Function

  • Kim, Mi-jin;Kim, Ji-ho;Lee, Dong-hyeon;Han, Jung-hoon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.49-57
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    • 2022
  • Currently, the problem of food shortage is emerging in our society due to climate problems and an increase population in the world. As a solution to this problem, we propose a multi-remote control smart farm that combines artificial intelligence (AI) and information and communication technology (ICT) technologies. The proposed smart farm integrates ICT technology to remotely control and manage crops without restrictions in space and time, and to multi-control the growing environment of crops. In addition, using Arduino and deep-learning technology, a smart farm capable of multiple control through a smart-phone application (APP) was proposed, and Ai technology with various data securing and diagnosis functions while observing crop growth in real-time was included. Various sensors in the smart farm are controlled by using the Arduino, and the data values of the sensors are stored in the built database, so that the user can check the stored data with the APP. For multiple control for multiple crops, each LED, COOLING FAN, and WATER PUMP for two or more growing environments were applied so that the user could control it conveniently. And by implementing an APP that diagnoses the growth stage through the Tensor-Flow framework using deep-learning technology, we developed an application that helps users to easily diagnose the growth status of the current crop.

Design and Implementation of Web Apps that Automatically Convert Floor Plan by Detecting Geometric Shapes (도형 검출을 통한 건축 평면도 자동 변환 웹앱 설계 및 구현)

  • Son, Dayeon;Kim, Doyeong;Shin, Dongho;Wang, Tae-su;Jang, Jongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.225-228
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    • 2022
  • The method of calculating the architectural design cost of the Korean Society of Architecture Policy considers the time spent during the design period. Therefore, faster design times can reduce design costs. As a result of a survey of students majoring in architecture, they felt tiredness from repeated floor plan drawings and difficulties in that there were many things to consider when floor plan drawing. In this paper, we implement a program that can automatically convert sketches into standardized floor plans during the architectural design process and a web app for user convenience. In the proposed method, when a user registers a sketch image through a web app, the program separates the space in the drawing through geometric shapes detection. Based on the dimensions and spatial information shown in the sketch, the outer and inner walls are displayed and the appropriate furniture is placed in the space. Through the proposed method, the design cost can be expected to be reduced by reducing the time of the drawing process in the architectural design stage, and 95.2% of architectural students expressed their intention to use the program.

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An Explorative Study on Development Direction of a Mobile Fitness App Game Associated with Smart Fitness Wear (스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색)

  • Park, Su Youn;Lee, Joo Hyeon
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1225-1235
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    • 2018
  • In this study, as a part of practical and customized smart contents development planning research related to smart fitness contents associated with smart wear that can monitor physical activity, we investigated the potential needs for smart fitness contents through research. As a result, the potential needs for smart fitness contents is 'accessibility to use', 'inducement of interest', 'diverse story line' were derived at the stage of 'before exercise', 'Real - time voice coaching', 'accurate exercise posture monitoring', and 'personalized exercise prescription' were derived at the stage of 'during exercise'. At the stage of 'after exercise', 'substantial reward system', 'grading system', 'body figure change monitoring' and 'everyday life monitoring' were derived. At the stage of 'connection to the next exercise', 'triggering exercise motivation', 'high sustainability' wear derived.

UX design strategy for Education Mobile app based on User Value (사용자 가치 기반에 의한 교육용 모바일 앱의 UX디자인 설계전략)

  • Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1386-1392
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    • 2017
  • With the active usage of digital media, the importance of and the interest in User Interface (UI)/User Experience (UX) have been increasing. This study proposes the development of design evaluation model to utilize the quality analysis model as a basis if there were to be a development of mobile education application. Main factors of the design evaluation model, which is based on User Value analysis, influence users' attitudes and intentions in continuing their uses of a mobile education application. The employment of the design evaluation factors onto the existing agile method's development stage, therefore, would provide an optimal UX environment for the application. This application not only will increase the satisfactions of consumers, but also will have positive impacts on their intentions in continuing their uses of a mobile education application.

Analysis of the First Time User Experience of the online memorial platform and suggestion of service developments (온라인 장례 플랫폼의 초기 사용자 경험 분석및서비스 개발 제안)

  • Jueun Lee;Jindo Hwang
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.44-62
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    • 2024
  • The development of online funeral services and social issues of eco-friendly funeral culture have raised awareness of the new need for online funeral culture. There have been several attempts to revitalize online funeral services in domestic institutions and companies, but the effect is weak. The purpose of this study is to propose a design that can improve the accessibility and usability of online memorial services by analyzing the usability problem factors through a First Time User Experience analysis of the online memorial platform. Therefore, in this study, in order to identify the problem factors of the online memorial platform, a literature review on the UX, OOBE, and FTUE theories was conducted. The subject of the study was the app 'Memorial'. Before analyzing the First-Time User-Experience, IA was compared and analyzed with other similar services to understand the characteristics of the UX service of the app 'Memorial', which is the subject of the study. In addition, tasks corresponding to the Unpack-Setup/Configure-First Use stage were performed on 10 subjects who had no experience using the online memorial platform. The experimental process was expressed as the UX Curve to identify factors that caused negative experiences. As a result, the major problem factors included unnecessary UI elements, the need for sensitive personal information at the membership stage, and lack of immersion in the service. The improvements included strengthening community functions to facilitate the sharing of emotions and promote smooth communication between users. We proposed UI/UX service developments that enhanced the app by incorporating these insights. In order to verify the effectiveness, serviceability, and value of the developed prototype, an interview with a expert was conducted. The interviewes consisted of three service design experts. This study was conducted to contribute to the quality improvement and activation of the recently emerging online funeral services. The study is significant as it aims to understand the current status of these services and identify the factors necessary to improve service accessibility and usability. Subsequent studies require in-depth user verification of how much the proposed improvement plan affects the actual user experience.

An Empirical Study on Intentions to Use of Smart TV (스마트 TV 이용의도에 관한 실증 연구)

  • Lee, Dong-Gun;Lee, Sang-Joon;Choi, Beom-Jin
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.107-118
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    • 2012
  • Smart TV is expected to take the center stage of the recent "smartization" trend in IT and consumer electronics as it performs a hub for various smart IT devices, such as smart phone, smart pad, PC, etc. It is distinct from traditional TVs or even IPTVs in the sense that it provides immersive and interactive experiences via apps downloaded through TV app store. Smart TV could serve as a new intermediary device between other smart devices and the Internet. While it started experiencing a rapid growth, little research has been conducted to understand this emerging technology in terms of its user acceptance and adoption by users. The current research attempts to fill the gap in the field by examining factors and processes for this new technology to be adopted by users. This paper draws on theories of IT acceptance and use, such as the "Unified Theory of Acceptance and Use of Technology", to investigate factors affecting "intention to use" of smart TV. The proposed research model is analyzed using the structural equation modeling approach. Findings show that such factors as innovativeness, switching cost, switching benefit, service interface, and user interface affect users' intention to use smart TV, through effort expectation, performance expectation, and social influence. Theoretical and managerial implications are discussed.

Research on the Uses and Gratifications of Tiktok (Douyin short video)

  • Yaqi, Zhou;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.17 no.1
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    • pp.37-53
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    • 2021
  • With the advent of the 5G era, smart phones and communications network technology have progressed, and mobile short video of people's life can be made, Of the new tools of communication, at present, China's social short video industry has shown rapid development, and the most representative of the short video app is Douyin (international version: Tiktok). Under the background of Uses and Gratifications Theory, this study discusse the relationship between Douyin users' preference degree, use motivation, use satisfaction and attention intention. This study divides the content of Douyin video into 10 categories, selects the form of an online questionnaire survey, uses SPSS software to conduct quantitative analysis of 202 questionnaires after screening, and finally draws the following conclusions: (1) The content preference degree of Douyin short video (the high group and low group) is different in users' use motivation, users' satisfaction degree and users' attention intention. ALL results are within the range of statistical significance.(2) Douyin users' video content preference degree has a positive impact on users' use motivation, users' satisfaction degree, and users' attention intention. (3) Douyin users' motivation has a positive impact on users' satisfaction and user' attention intention. (4) Douyin users' satisfaction degree has a positive impact on users' attention intention. Based on the research results, we suggest that Douyin platform pushes videos according to users' preferences. In addition, as the preference degree has an impact on users' motivation, satisfaction degree and attention intention of using the platform, it is important that the platform's focus should to pay attention to the preference degree of users. Collecting users' preferences at the early stage of users' entering the platform is a good way to learn from, and doing a good job of big data collection and management in the later operation.