• Title/Summary/Keyword: Digital Media Experience

Search Result 395, Processing Time 0.026 seconds

The Effect of the Experience Factors of New Media Art on the Motivation (뉴미디어아트의 경험요소가 이용동기에 미치는 영향에 관한 연구)

  • Yoon, Yeosun;Ahn, Byeonghoon
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.4
    • /
    • pp.279-285
    • /
    • 2022
  • The development of various media and technologies as a digital paradigm brought about a change in perception of the times along with the culture and art industry, and the innovative influence of new media accelerated the change in the environment for experiencing art. Technological and art converge and emerge due to changes in the digital environment, and New Media Art centered on interaction and participation enables two-way communication. As research on the interaction between domestic and foreign digital paradigms and New Media Art continues, this study also focused on this. In this study, the elements of experience in New Media Art were defined and their effects on motivation to use them were verified. In New Media Art, based on the theoretical basis of the existing experience factors and applying and analyzing the factors of motivation, it was verified that the factors of experience were applied as very useful variables, and it was confirmed that they actually affect usage motivation. The conclusion and significance of this study were discussed in that it was an early study that was used as a path on the use motives of experienced users according to the interaction characteristics in New Media Art.

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.3
    • /
    • pp.97-104
    • /
    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

A study on user experience of Kakao Taxi (카카오택시 사용자 경험에 관한 연구)

  • Lee, Eun-Joo;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.16 no.9
    • /
    • pp.359-364
    • /
    • 2018
  • The purpose of this study is to investigate the phenomenon of users' experience of O2O transportation service - focus on the Kakao taxi. As a research method, first case study investigated characteristics of taxi app service in Korea and overseas O2O transportation service. Secondly, we conducted an in - depth interview with eight Kakao taxi users to understand the experience of using the taxi. As a result, we were able to derive two points that needed improvement. Firstly, the imbalance between supply and demand should be improved. Secondly, users should not be disadvantaged by the location disclosure. It is significant that this study suggests ways to improve domestic O2O transportation service through a taxi. It is expected that the follow up study will help improve the domestic O2O transportation service and improve the user experience.

Study of Stock Information Applications' User Experience -Focused on Finance Expert Users of Kakao Stock and JeungGwon Tong- (주식 정보 애플리케이션 사용자 경험 연구 -카카오증권과 증권통의 금융 전문가 사용자 중심으로-)

  • Park, Joo-Young;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.14 no.10
    • /
    • pp.393-398
    • /
    • 2016
  • Stock information applications allow users to look up and find current stock information whenever and wherever. This study researched what kind of user experience the finance experts get when using these applications and what they suggest. The research was conducted through an in-depth interview of 8 finance experts, who worked minimum of three years, and used both Kakao Stock and JeungGwon Tong, the most used stock information applications, for a minimum duration of six months. The results show the user experience of Kakao Stock rated a bit higher than JeungGwon Tong. Since the objective of such applications are to show stock informations, the experts all rated the pleasurable and meaningful aspects rather low. They suggested, the developers should provide a more advanced and accurate information. They also suggested user interest recognized content be presented along with more convenient user interface to elevate usability. Hopefully, this study becomes a base to further study of user experience of various on and offline stock information services and they become a reference to develop a service with great user experience.

Research on the correlation between public design and user experience (공공디자인과 사용자 경험의 상관관계에 관한 연구)

  • Kwak, GiHea;Kim, BoYeun
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.353-359
    • /
    • 2017
  • Diverse public institutions from Republic of Korea currently hold various policies regarding public design with close attentions. Thus, the primary goal of this study relies on analyzing relation between public design and user experience. In accordance with comprehensive understanding from literature researches, and the evaluation criteria of public design could be identified through diverse pilot researches and existing relative researches. Analysis regarding Shedroff's experiential elements and user-experience factors had been conducted based on an instance mentioned by Korea Association of Public Design. The field test was conducted among experienced users (100 individuals) through survey. The research could detect significant correlation between public design(accessibility, regionalism) and user experience(pleasurable, meaningful). The overall user satisfaction level has been remarked as 2.64 out of 5.0 despite vigorous policies. Even though the importance of esthetic aspects should not be disregarded, the priority of study should rely on identifying 'who' are the actual users and 'the way' they understand.

A Case Study of Brand Experience through Credit Card Design (신용카드 디자인을 통한 브랜드 경험 사례 연구)

  • Kim, Gi-Lim;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.11
    • /
    • pp.477-483
    • /
    • 2020
  • Credit cards are becoming an important marketing tool that reveals brand identity beyond payment methods. The purpose of this study is to suggest an effective design strategy plan by analyzing credit card design case that provided a positive brand experience among the cases of implementing the brand identity of a domestic credit card. The design of a representative credit card brand in Korea was analyzed according to Schmidt's experience type. As a result of analysis, when designing a credit card, it maximizes the visual effect with colors suitable for each theme, presents a multi-faceted experience that stimulates the five senses of the consumer, and provides an active brand experience that can reminisce the benefits of a credit card. It was found to be effective in revealing the brand identity. This study is meaningful in that local credit card companies offer design directions that can positively imprint brands on consumers through credit card designs.

Evaluation for User Experience about GUI of Design of Educational application -Mainly with Analysis on 'The Cast exams on the EBS lectures'- (교육용 애플리케이션 GUI에 따른 사용자 경험 연구 -EBS 수능강의를 중심으로-)

  • Kim, Ha-Gyeong;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.15 no.3
    • /
    • pp.295-300
    • /
    • 2017
  • The purpose of this study is to analyze the EBS special lecture, which is an educational application, from a user 's point of view and to propose a direction for improvement of the user experience according to the GUI design. Firstly, we surveyed the theoretical background and service situation through literature review, and secondly, we surveyed the user experience questionnaire based on 7 principles of honeycomb model of Peter Morville. As a result, the EBS special lecture showed improvement of GUI due to lack of visual part in addition to its use. Based on this research, I hope that the service for improvement of the user experience of the education application will be improved in the future and it will be helpful to study the educational application user experience to be conducted in the future.

A study on User experience Satisfaction Factors of Subscription Service (구독 서비스의 사용자 경험 만족도 요인에 관한 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.9
    • /
    • pp.331-336
    • /
    • 2020
  • The purpose of this study is to measure the satisfaction factors of user experience of 'Unlimited subscription service' among subscription services and analyze them based on economic and cultural perspectives. By recruiting the '20-'30s who had experienced using service, they attended a survey which was based on the reconstructed honeycomb model of Peter Morville. As a result of the survey, in terms of economic perspective, cost of service, and the ease of subscription inflow were the main satisfaction factors. From a cultural perspective, the familiarity with service and belief and experience of sharing content with people around them were the main satisfaction factors. Therefore, it can be inferred that the satisfaction of the user experience of the subscription service should be firstly satisfied with economic satisfaction, which leads to cultural satisfaction. This study is expected to be used as research data on user experience and satisfaction factors of unlimited subscription service.

A Study on the Factors Influencing the User Experience of Mobile Payment Services in China -Centered on people in their 20s and 30s- (중국의 모바일 결제 서비스의 사용자 경험에 영향을 미치는 요인에 관한 연구 -20,30대 중심으로-)

  • Du, Jian;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.19 no.9
    • /
    • pp.271-276
    • /
    • 2021
  • This study is about finding factors affecting user experience in China's mobile payment. The recen development of 5G networks and the spread of phones provide the basis for the development of mobile payment, and the development of mobile payment is showing a rapid upward trend. Because of the simplicity and mobility, it is appealing to people, especially young people. Therefore, this study conducted a survey on mobile payment users in 20s and 30s and confirmed the factors affecting the user experience through regression analysis. Unlike previous studies on mobile payment technology, this study focused on user experience and identified factors affecting user experience, so it is expected to be helpful in the development of mobile payment in China.

A Study on User Experience that Provides Psychological Stability during Mobile E-commerce One-touch Payment (모바일 이커머스 페이 원터치 결제 시 심리적 안정감을 제공하는 사용자 경험 연구)

  • Chang, Dah-Hee;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.20 no.1
    • /
    • pp.277-283
    • /
    • 2022
  • The purpose of this study is to study the user experience that provides psychological stability when paying for mobile e-commerce pay one-touch. Through literature and case studies, e-commerce pay one-touch payments were identified, and user experiences were investigated through surveys and in-depth interviews. The survey based on Aaron Walter's model of user needs received a high average of functionality and usability for one-touch payments, but reliability and stability were somewhat low. Afterwards, four design improvement plans were presented to supplement psychological stability by analyzing in-depth interviews conducted based on the User's Eye View of User Experience Design model. This study is expected to be helpful in basic research on the payment experience where you can feel stable when taking one-touch payments.