• Title/Summary/Keyword: Developer perception

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Perception difference between developer and user on information system (개발자와 사용자의 정보시스템에 대한 인지차이 연구)

  • Yeo, Hyun-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.347-348
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    • 2014
  • 정보시스템 성공 모형은 1992년 DeLone and McLean의 D&M 모형이 2003년 개선모형에 이르기 까지 이커머스, 교육시스템등과 같이 다양한 분야에 적용되어 사용되어왔으며, 메타분석이 이루어 질 정도로 그 적용 연구의 수 또한 많지만, 이는 최종사용자(End-user)기준으로 이루어졌으며 사용자가 어떠한 요인들을 정보시스템의 성공 선행요인으로 인지하는지에 대한 결론을 줄 수 있으나 개발자(Developer)가 이를 적용하기에는 자신들의 인지하는 품질과 양적인 비교가 불가능하기 때문에 어떤 부분을 얼마나 노력해야 하는지에 대한 연구가 필요하다. 그러므로 본 연구에서는 A은행의 정보시스템 개발자와 사용자를 대상으로 D&M 정보시스템 성공 모형을 적용하고, 다중집단 구조방정식모델을 사용하여 그 차이를 설명하고자 한다.

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An Explorative Study of the Perception on the Role of Medical Social Workers Using Q Methodology (Q방법론을 활용한 의료사회복지사의 역할인식에 대한 탐색적 연구)

  • Jang, Soo-Mi;Whang, Young-Ok
    • Korean Journal of Social Welfare
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    • v.59 no.2
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    • pp.223-249
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    • 2007
  • In the health care setting which social work services are provided by interdisciplinary team approach, understanding the perception and expectation on the role of social workers worked with medical team is important for social workers to play their role effectively. This study is focused on the medical team members such as doctors, nurses, nutritionists and administrative staffs by researching the type of perception and each characteristics through using the Q methodology. It is concluded that perception on medical social workers is categorized into three types : psycho-social counselor, coordinator/developer of resources, multiple function player. Finding for this study suggest that the implications on social work practice in health care setting.

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A Cognitive and Emotional Strategy for Computer Game Design (인간의 인지 및 감성을 고려한 게임 디자인 전략)

  • Choi, Dong-Seong;Kim, Ho-Young;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.10 no.1
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    • pp.165-187
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    • 2000
  • The computer game market has grown rapidly with numerous games produced all over the world. Most games have been developed to make gamers have fun while playing the games. However, there has been little research to address the elements of games that create the perception of being fun. The objectives of this research are to focus on which features provide fun, and then analyze these aspects both qualitatively and quantitatively. This study, through surveys with game players and developers, provides several inputs regarding what it is, that makes certain computer games fun. There are many common characteristics which fun games share, and through grouping and organizing these traits, then compiling the data for use in an AHP(Analytic Hierarchy Process), we measured the disparity in the 'fun' perception between game developer and game user.

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IS Success Research focused on Difference between Developer and User (개발자와 사용자 차이를 중심으로 한 정보시스템 성공요인 연구)

  • Yeo, Hyun-Jin;Jung, Jong-Duk;Kim, Nam-Hee;Suh, Yung-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.904-910
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    • 2014
  • The D&M(DeLone and McLean) IS(Information System) Success model has been widely studied in various criteria such as e-commerce and education, and many empirical research has been performed enough to execute meta-analysis from original model developed in 1992 to updated model in 2003. However, almost all researches have been validated end-user point of view those could lead IS success factors perceived by users but not applicable to developers because developers could not recognize from those result that how much gap exist between one's perception and users. Therefore, in this research, we apply D&M IS success model to A bank developers and users and compare perceptions by multi-group structural equation model.

A Developer Support Tool for Efficient Testing of IoT Applications (IoT 애플리케이션의 효율적인 테스팅을 위한 개발자 지원 도구)

  • Lee, Euihyeok;Kim, Dongwoo;Kang, Seungwoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.10
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    • pp.1216-1227
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    • 2019
  • We propose TITAN (Tool for IoT ApplicatioN testing), a developer support tool that enables efficient testing of IoT applications. TITAN is designed to allow IoT application developers to run their applications under the development environment without being restricted by physical environments and users' behaviors required to test application logic being developed. Using TITAN, IoT application developers can save the time and effort needed to repeatedly perform the testing of application logic while they develop their applications. In this paper, we present the system architecture of TITAN and its current prototype implementation. We evaluate the usefulness and usability of TITAN through a small user study with two example IoT applications. The study participants show their positive perception about the usefulness of TITAN. We further discuss the limitations of the current study and future research directions.

A Potential Value of Noise Control in Construction Sites for Real Estate Developers

  • Zheng, Guo;Kim, Youngchul
    • KIEAE Journal
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    • v.14 no.4
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    • pp.5-10
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    • 2014
  • Since construction work is an indispensable part of daily lives, complaints of noise are unavoidable. Noise control in construction sites is normally known as a regulation by a government and self-motivated noise controls rarely occur. In this paper, a marketing strategy is proposed to provide a potential value of noise control for real estate developer. First, people's perception to construction noise was examined in means of collecting and analyzing media reports between 2005 to 2011. Then decibel test was done in order to test noise generated by different devices in a construction site in various distances. According to the theory of core competency, a conceptual model was raised to illustrate profit and loss situation of the real estate developers in the case they invest more in noise control. The construction noise is discussed that it will ruin people's perception to the company's brand image and reputation. Also, the investment in the creation of silent site is discussed that it will not only bring benefit to the brand image work but also have value of profit in the market.

Analyses of Factors Affecting Accessible Website Design (웹 접근성을 준수한 웹 사이트 제작에 영향을 미치는 요인)

  • Kang, Young-Moo;Hong, Soon-Goo;Kim, Dong-Wan;Cha, Yoon-Sook
    • Journal of Information Technology Services
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    • v.11 no.1
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    • pp.1-14
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    • 2012
  • The Web accessibility compliance rate of public organizations and private enterprises is still low due to the lack of awareness of Web accessibility by website developers and managers in spite of the fact that web accessibility compliance became mandatory in 2008. Web developers and managers think the website visual quality might be compromised or the website requires more development time and budget in order to comply with the web accessibility guidelines. Therefore, this paper has analyzed whether developers with various training in web accessibility or experience on website development have different perception on time, cost and design issues for developing accessible websites. For this purpose, 72 Web developers with hand-on experience working for website development companies in Korea were sent to the questionaries. The results have indicated that the group of developers with many hours of training in web accessibility and rich experience on website development perceives that they can develop accessible website without additional cost and time or compromising design quality. The contributions of this paper are following: (1) proving the widely recognized perception on budget, time, and design for developing accessible website is incorrect and (2) motivating further research on this subject in the future.

Engaging pre-service English teachers in the rubric development and the evaluation of a creative English poetry (예비 영어교사 주도에 의한 영미시 평가표 제작 및 평가 수행에 관한 연구)

  • Lee, Ho;Jun, So-Yeon
    • English Language & Literature Teaching
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    • v.17 no.4
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    • pp.339-356
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    • 2011
  • This study explored pre-service English teachers' participation in the development of a rubric and examined evaluation of their own English poetry. The current study would investigate: 1) the pre-service English teachers' perception as a rubric developer and self-evaluator, 2) the number of analytic area that the participants included in their rubrics and the scoring scheme that they designed in their rubrics, and 3) the inter-rater differences between self-assessemnt and expert-assessment across analytic areas. Twenty-four EFL learners participated in the current study. The researchers analyzed the learners' own English poetry, their field notes which contained the process of their writing, their rubrics, scores of self-assessment, and expert raters' scores. The results revealed that learners showed positive responses on learner-directed assessment, that 'content' is the most important area, and that inter-rater difference is small across all analytic areas.

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Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

Elicitation of User-Centered Usability Attributes and Comparison of Attributes between User Group and Developer Group: Focus on Mobile Trading System (사용자 중심의 사용성 속성 도출과 사용자 그룹과 개발자 그룹 간의 속성 비교: 모바일 트레이딩 시스템 중심)

  • Lee, Woon-Kyo;Kim, Ja-Hee
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.53-79
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    • 2021
  • With the revitalization of non-face-to-face transactions, the difference between the size of branches and transaction costs among securities firms has decreased, and the importance of the stock trading system has increased. In particular, the mobile trading system has become more important due to the increase in the proportion of transactions in the mobile trading system, which is widely used by individual investors, and the increase in the number of individual investors after COVID-19. However, user-centered usability studies are insufficient as usability studies on mobile trading systems are conducted through literature surveys or survey methods. Therefore, in this study, a repertory grid technique that finds user's empirical perception was used to find out user-centered usability attributes. The usability attributes of the mobile trading system from the user's point of view were elicited, and the difference in the usability attributes in terms of frequency and importance between the user group and the developer group was identified.