• Title/Summary/Keyword: Digital Media Experience

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A Study on Spatial Co-experience through Social Data (소셜 데이터를 통한 공간적 공동경험에 관한 연구)

  • Cha, Min-Geum;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.851-859
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    • 2017
  • Today, with the advent and development of Social Network Service (SNS), various types of information that have been difficult to observe have been pouring out. Recently, Vertical Social Networking Service (SNS), a service that shares specific interests with users' Vertical Social Networking Service) is emerging as a major research area. Especially, various human, social and spatial characteristics can be observed through geolocation data and social data collected through mobile GPS, and it is used in various studies. In this study, we analyze the social data collected through the image - based vertical SNS Instagram, and measure the user 's experience based on the social media based on the user' s spatial context. Therefore, in this study, we investigate what types of spatial patterns exist between experiential elements of sharing experiences and geographical characteristics through social data, and examine a new model of shared experience structure through extracted data.

Methodology for Designing Inter-device Connectivity by Classifying User Experience Step (사용자 경험단계의 분류를 통한 기기간 연결성디자인 방법론)

  • Hong, Sung-Soo;Yoo, Soung-Min;Ahn, Hyo-In;Ko, Chang-Suk
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.456-459
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    • 2008
  • We are now in the era of digital convergence with CE products and PC at the center, but product diversification occurs in the same breath. Each device may perform its own functions itself independently, but proportion of the inter-device usage is increasing gradually by concept of a home network and ubiquitous widely prevailed. The consumer's need of inter-device connection will take the dominative position of the market. Therefore, we can easily forecast that diversification of the products may inevitably lead connectivity patterns complicated considering recent market situation and trends. In this paper, we propose the methodology for designing inter-device connectivity which covers issues such like segmenting numerous number of connectivity pattern, and establishing their structure of control. Our methodology also supports the inter-device connection with extensive latitudes and a multi-device simultaneous control. In order to present inter-device connectivity guideline, we define four stages of a user experience - Connection, Configuration, Use, Disconnection. Based on the 4 user experience stages, we suggest a specific connectivity designing guideline for each step.

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A Comparative Study on User Experience of Contactless Retail Services between Chinese and Korean Users (비대면 소매 서비스에서 중국인과 한국인의 사용자 경험 비교 연구)

  • Yang, Chen-Yue;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.381-387
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    • 2020
  • In order to study the similarities and differences of user experience of contactless retail services between Chinese and Korean users, this study focuses on E-mart 24 Self Convenience Store Gimpo DC Branch, Conducted in-depth interviews with Chinese and Korean users who have experience. The interviews are based on the 7 principles of Peter Morville's Honeycomb Model. As a result, the satisfaction of Chinese users is higher than that of Korean users. Human touch, and the desire for a faster society made Korean users more resistant to E-mart 24 Self Convenience Store. Chinese users raised concerns about the inconvenience of the system with little consideration for foreign users. It is expected that this study will help E-mart 24 Self Convenience Store to satisfy users from more cultural backgrounds.

A Study on the User Experience of Smart Speaker in China - Focused on Tmall Genie and Mi AI Speaker - (중국 인공지능 스피커 사용자 경험에 관한 연구 - 티몰 지니와 샤오미 스마트 스피커를 중심으로 -)

  • Xiao, Xin-Ting;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.409-414
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    • 2018
  • In China, the usage of smart speaker is continuously increasing. In this study, it is aimed to research on the user experience of the Chinese smart speaker. Therefore, we did literature research followed with theoretical background of smart speaker, and did case study of worldwide popular smart speaker brands. On this basis, we conducted in-depth interview with 8 users who have experienced with the top-selling Chinese smart speaker product "Tmall Genie" and "Mi AI speaker". The interview is based on 7 principles named Honeycomb model, which created by Peter Morville. As a result, users' discomfort was found in the functional part and the usability part of the smart speaker. Furthermore, the users were highly unsatisfied with the smart speaker in the credibility part. Accordingly, Chinese smart speaker should consider the user experience aspects to complement functional and usability parts for user.

A study on User experience of Fintech Application Service -Focused on Toss and Kakaobank- (핀테크 애플리케이션의 사용자 경험 연구 -토스와 카카오뱅크를 중심으로-)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.287-293
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    • 2020
  • This study is about comparing and analyzing the representative fintech application service, Toss, and Kakaobank from the user's point of view and suggest development according to the main factors of user experience. The experimental group who have used both mobile application was recruited to do a task about deposit and withdrawal service. After the task, an in-depth interview was conducted by reorganizing the "Creating Pleasurable Interface model" by Stephen P. Anderson. Interview questionnaire is based on propensity and feature of generation 2030. As a result of the experiment, the user showed satisfaction with usability and showed different application usage experience depend on financial transaction propensity and money management. Therefore, the application needs features that could grasp the propensity and also service to manage money in everyday life. Based on this study, it is expected to develop be user-based fintech application service in related fields.

According to Sign Design of the Theme Park User Experience Research -Mainly with Analysis on 'Lotte-World' and 'Ever-Land'- (테마파크 사인 디자인의 사용자 경험 연구 -롯데월드와 에버랜드를 중심으로-)

  • Kim, Ha-Gyeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.401-406
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    • 2017
  • This study compares and analyzes the users' perspectives based on Sign Design, focusing on Lotte World and Ever-Land, which are representative theme parks, There is a purpose. Consider various design elements of sign design. And how they affect the user experience. First, theoretical backgrounds of theme park and sign design were examined through literature review, and the elements of sign design were compared and analyzed. Secondly, the questionnaire was reconstructed based on Peter Morville's Honeycomb Model. As a result, it was necessary to improve the accessibility and location of sign design. Based on this study, I hope that it will be used as a reference material to improve the user experience according to sign design in the future.

Evaluation for User Experience about Service of Fintech -Mainly with Analysis on 'Kakaopay' and 'Naverpay'- (국내 핀테크 시장 사용자 경험에 따른 서비스 분석 -카카오페이와 네이버페이를 중심으로-)

  • Lee, Yoon-Jeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.387-393
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    • 2017
  • This study sought to improve the mobile easy payment services available in Korea by conducting a comparison analysis of Kakaopay, the front-runner of the mobile easy payment services in Korea's FinTech industry, compared to Naverpay, the relative newcomer in the industry. The services were compared by analysing users' experience. First, a literature review on the theoretical background of the FinTech and its characteristics was performed. Secondly, a survey created by reframing the six elements of the "Creating Pleasurable interfaces Model" by Stephen Anderson was conducted. In result, Kakaopay showed limited applicability caused by the lack of affiliated stores and it also showed the lack of reliability due to errors and cancellations related to the payments. It was shown that Naverpay also needs to make an effort to improve the reliability by minimizing errors in the use of the program and payments. This current study aimed to contribute as a resource which can be used, in the future, to improve the users' experience in FinTech services offered in Korea and also to invigorate the Fintech industry.

A Study on User Experience on Ant Insurance Claims China's Mobile Insurance Platform -Focused on Alipay- (중국 모바일 보험 플랫폼 개미 보험청구에 관한 사용자 경험 연구 -알리페이 중심으로-)

  • Son, Young-Ho;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.317-322
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    • 2021
  • This study focuses on user experience of Ant Insurance Platform(insurance product of Alibaba) and provides insights and improvement advises based on the survey conducted. Given that insurance claim is the most controversial part during the whole process, it is essential to conduct corresponding research from users' prospective. Some Chinese users between their 20's and 40's, who are major users of mobile insurance platforms, were selected as a sample group. Questionaire survey, which was made based on measurement items from Information systems success model, as well as in-depth interview was conducted within the group. According to the result, health, among all kinds, is the most difficult insurance to claim, which was mainly cause by security and information concerns. In order to enhance security, more options should be given to users. As for information, complains should be delt carefully and transparently. This study is expected to be used as referential material for mobile insurance platforms and user experience of insurance claims.

Guideline for Improvement of Unmanned Shopping Experience - Focusing on Seven Eleven Signature - (국내 무인매장 쇼핑경험 개선을 위한 가이드라인 - 세븐일레븐 시그니처 매장을 중심으로 -)

  • Lee, Eun-Joo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.389-394
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    • 2019
  • The purpose of this study is to suggest guideline for better user experience of unmanned store focusing on the Seven Eleven signature. The case study was conducted to investigate the characteristics of unmanned stores in the US and China, and to conduct comparative studies with the Seven Eleven Signature Store. As a result, I was able to derive 7 items, Easy, Simplified, Accessible, Findable, Informative, Flexible, Credible that help to improve the shopping experience. We hope that the follow up study will help to improve the unmanned store in Korea and improve the experience.

Comparative Analysis of User Experience with Delivery Applications -Focused on BaeMin, Yogiyo, Baedaltong- (배달 애플리케이션을 통한 사용자 경험 비교분석 -배달의 민족, 요기요, 배달통을 중심으로-)

  • Ko, Eun-Sung;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.393-399
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    • 2019
  • This study is to compare and analyze three leading delivery applications in Korea. As using of mobile Phone increases, the frequency of delivery applications is increasing. Nevertheless, there are still problems in usabilities. So the usability of three Applications were analyzed through an in-depth interview. Factors affecting user experience's satisfaction were identified through a 7-point scale based on Honeycomb, and the results were similar with in-depth interview, indicating what and why users overwhelmingly preferred delivery applications. This study is intended to enhance usability of all applications by analyzing the user experience of delivery applications, deriving the strengths of each vendor, applying them to all applications, and further applying the new technological ideas gained from interviews.