• Title/Summary/Keyword: Ease-of-Use

Search Result 1,792, Processing Time 0.026 seconds

Consumers' perceptions of interactive digital signage in a fashion store - An application of the technology acceptance model - (패션매장에서의 인터랙티브 디지털 사이니지에 대한 소비자 인식 - 기술수용모델을 중심으로 -)

  • Yoon, Do-Yeon;Park, Ga-Hyeon;Lee, Hyun-Hwa
    • The Research Journal of the Costume Culture
    • /
    • v.26 no.6
    • /
    • pp.836-851
    • /
    • 2018
  • Digital signage in a smart store would engage and invoke responses from consumers because good in-store experiences are more important than ever. Thus, the present study investigates consumer perceptions of interactive digital signage integrating technology acceptance model. Specifically, the current study examined 1) the effects of personal and fashion innovativeness on interactivity; 2) the effect of interactivity on perceived usefulness, ease of use, and enjoyment; and 3) the effects of perceived usefulness, ease of use, and enjoyment on intentions to use the products and the store, visit the store, and engage in word-of-mouth. As a pre-study, two researchers visited the smart stores of six brands in Seoul, all of which integrate various technologies in the fashion field. A video clip was developed as a stimulus to the study. A total of 214 responses were gathered and analyzed. The results were as follows. Personal innovativeness has a significantly positive effect on interactivity, whereas fashion innovativeness has no significant effect. Interactivity had positive effects on the perceived usefulness, ease of use, and enjoyment. Consumer responses (i.e., intentions to use, visit, and engage in word-of-mouth) were predicted by usefulness and enjoyment, but not by ease of use. The findings of this study could provide the fashion industry and retailers practical and valuable insights into enhancing consumers' in-store experiences through the use of interactive digital signage.

A Study on the Effects of the Online Community Flow : Mediating Satisfaction and Community Trust (온라인 커뮤니티 몰입에 미치는 영향 연구 : 만족과 커뮤니티 신뢰를 매개로)

  • Mun, Young-Ju;Lee, Jong-Ho
    • The Journal of Information Systems
    • /
    • v.16 no.1
    • /
    • pp.23-45
    • /
    • 2007
  • Today, most companies are building up and using online communities on their websites. But there are few studies on forming and operating online communities. This study shows the influence of social presence on these factors like usefulness, ease of use, playfulness, satisfaction community trust, and its ultimate contribution to community flow. An Empirical results suggest as follows. (1) social presence has stronger effect on usefulness, ease of use, playfulness, (2) usefulness and playfulness has a positive influence on satisfaction, (3) ease of use doesn't have a significant impact on flow, (4) satisfaction is positively influences on community trust and flow, (5) community trust influences on flow. It is necessary to succeed with next studies following this one about online community in spite of its limitation. Finally, we present contribution and propose future research directions.

  • PDF

Study On Factors Affecting Intention to Use AR Tourism Application (AR관광 어플리케이션 사용의도에 영향을 미치는 요인에 관한 연구)

  • Ryu, Junghye
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.14 no.4
    • /
    • pp.135-148
    • /
    • 2018
  • The purpose of this study is to investigate the effect of perceived interactivity on intention to use augmented reality tourism application in mobile environment. The analysis results revealed that perceived interactivity has a positive (+) effect on perceived usefulness and ease, perceived ease has a significant effect on perceived usefulness, perceived usefulness and perceived ease are related to perceived ease of use (+) Effect on the growth rate. This study attempted to expand the theoretical aspects from an integrated point of view as the existing interactions studies have been studied with an intolerant perspective in the online or mobile environment. The results of this study can be summarized as follows: First, the constructivist factors of perceived interactivity are derived through a comprehensive study of previous studies, and the second-order and reflective constructs are measured to confirm that the perceived interactivity consists of five sub-dimensions. Through such verification, the structure of perceived interactivity was systemized by clarifying the relationship between the factors. In addition, the four components of the perceived interactivity derived from the present study have differentiated effects on the TAM, respectively.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
    • /
    • v.14 no.1
    • /
    • pp.379-386
    • /
    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

Factors affecting adoption of Internet Banking: A case study from India

  • Malhotra, Pooja;Kassim, Normalini Md;Ramayah, T.
    • Asia-Pacific Journal of Business
    • /
    • v.5 no.2
    • /
    • pp.13-24
    • /
    • 2014
  • The objective of this research is to find out the factors affecting adoption of Internet banking in India. The data is based upon a survey of 150 bank customers using a convenience sampling technique with the aid of a structured self-administered questionnaire. The research model was analyzed using Partial Least Squares (PLS) analysis. The recommended procedures have been tested which is measurement model and structural model. Perceived Usefulness, Perceived Ease of Use, Perceived Risk, Image, Results Demonstrability, Perceived Behavioral Control and Subjective Norm were influence intention to use Internet banking. However, Perceived Ease of Use, Perceived Credibility and Computer Self Efficacy were not influence intention to use Internet banking. The findings of this study are expected to be of great use to the bank marketers. An understanding of the factors identified in this study allows bank managers to direct efforts and resources in the most effective and efficient way to increase bank business in the long run and encourage their bank customer's to adopt Internet banking. Moreover, this paper contributes to the empirical literature of diffusion of financial innovations, particularly Internet banking in a developing country, such as India.

  • PDF

A Study on the User Acceptance of O2O Services : Mediating Effect of Customer Attitude

  • CHUNG, Ji Bok;NAM, Sung Jip
    • East Asian Journal of Business Economics (EAJBE)
    • /
    • v.8 no.3
    • /
    • pp.15-24
    • /
    • 2020
  • Purpose - New technologies allow service providers to integrate all the customer information within and between contact channels so that they can offer individualized services. The availability of new mobile devices enables retailers to interact with customers through countless channels (Rigby, 2011). The objective of this research is to examine customers' attitudes toward O2O (on-line to off-line) services and their intention to use based on the Technology Acceptance Model (TAM). Research design, data, and methodology - Utilizing the TAM model, the mediating effect of the users' attitudes toward O2O services on the relationship among perceived ease of use, perceived usefulness, perceived risks and intention to use are to be investigated. Results - The result shows that the perceived ease of use, perceived usefulness, perceived risks have a significant effect on customers' attitudes toward O2O services. It is also revealed that the attitude toward O2O services has a mediating effect among perceived ease of use, perceived usefulness, perceived risks and intention to use. Conclusions - The boundary between on-line and off-line is eroding and various services based on the O2O platform are growing. The results of this study and managerial implications can be applied to O2O platform operators or enterprises planning to sharp on their competitiveness edge through offering variations of service channels.

Empirical Study on the Ubiquitous Computing Characteristics Affecting the Use of U-Service (U-서비스 이용에 영향을 미치는 유비쿼터스 특성에 관한 실증연구)

  • Jang, Ki-Sup;Kim, Chang-Su;Kim, Ki-Su
    • The Journal of Information Systems
    • /
    • v.16 no.4
    • /
    • pp.51-73
    • /
    • 2007
  • Ubiquitous computing is enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the user. To facilitate the successful adoption and diffusion of ubiquitous computing, it is necessary to figure out the factors affecting the use of U-service. Though the research related to ubiquitous computing has been vigorously conducted from the aspect of system and service provider, there have been very few studies that focus on the user's perspective. Therefore, this study attempts to figure out major factors which are dedicated to the development of ubiquitous computing and u-service, and that ultimately influence the u-business outcome. This study derived the factors that characterize u-service, such as ubiquity, contextual offer, reliability, invisibility, and confidentiality, which are then combined in the TAM model and carry out the path analysis. The research findings indicate that ubiquity affects both the perceived usefulness and perceived ease of use. The reliability and confidentiality were found to affect the perceived usefulness, whereas the contextual offer and invisibility turned out to influence the perceived ease of use. Finally, the relationship among the perceived usefulness, perceived ease of use, and the attitude toward using are identical with the previous research findings related to the technology acceptance model(TAM).

  • PDF

A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
    • /
    • v.6 no.4
    • /
    • pp.79-87
    • /
    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.

A Study on the Apple Watch Satisfaction and Continuous Use Intention : Evidence from the Chinese Market (애플워치 만족도와 지속적 사용의도에 대한 실증연구 : 중국시장을 중심으로)

  • Ruan, Jing-kun;Song, Hyo-jung;Kim, Tae-ha
    • Journal of Venture Innovation
    • /
    • v.6 no.3
    • /
    • pp.73-93
    • /
    • 2023
  • This study provides a prospect for the fast growing the smartwatch market by investigating the relationship between the satisfaction and the continuous use intention of Apple watch users, as well as the factors influencing their satisfaction. Based on the TAM, this study uses system quality, information quality, and self-efficacy as independent variables, perceived usefulness, perceived ease of use, and satisfaction as mediators, and continuous use intention as the dependent variable. We analyze the data of 256 individuals who completed an online survey with SPSS 26.0 and AMOS 26.0 software. This study conducts several tests and analyses to empirically evaluate the data including reliability analysis, factor analysis, feasibility analysis, path analysis, hypothesis verification, and mediation analysis. Our results investigate which factors may influence consumers' intention to continuously using Apple Watch devices in the future. In summary, satisfaction has a positive effect on the intention to continuously use smartwatchs. Perceived usefulness and perceived ease of use have a positive effect on satisfaction. Among the three factors (system quality, information quality, and self-efficacy), only self-efficacy has no significant impact on perceived usefulness but had a positive effect on perceived ease of use. In addition, system quality and information quality positively affect perceived usefulness, perceived ease of use, satisfaction, and continuous intention to use an Apple Watch. Taking the Apple Watch as the subject of our research topic, this study provides theoretical value by exploring the impact of user's satisfaction with their smartwatch on their continuous usage intention. This study further explains the influence of system quality, information quality, and self-efficacy on user satisfaction. Additionally, this research offers valuable insight to practitioners by confirming that information quality, system quality, and self-efficacy are important features for enhancing satisfactory user experiences which in turn may increase users' intention to continued using smartwatches.

A Study on Vendor Managed Inventory to Apply Technology Acceptance Model (기술수용이론을 적용한 공급자 재고관리 의도에 관한 연구)

  • Yang, Jong-Gon;Kang, Kyong-Su;Yu, Yung-Mok
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.21 no.2
    • /
    • pp.45-57
    • /
    • 2016
  • The purpose of this study applies Technology Acceptance Model(TAM) to better understand the role of antecedents leading to intention of VMI use. The findings are as follows. First, the model that applied VMI, a SCM information technology, to TAM is appropriate for measuring and analyzing the acceptance intention of organizational members, VMI users. Second, higher satisfaction in VMI system factors led to a greater level of perceived usefulness and perceived ease of use of VMI. Third, higher satisfaction in VMI cooperation factors led to a greater level of perceived ease of use of VMI. Fourth, the perceived ease of use of VMI had an impact on the perceived usefulness of VMI, similar to the findings of other studies. Fifth, the perceived ease of use of VMI had a positive impact on intention of the continuous VMI use.