• Title/Summary/Keyword: Ease-of-Use

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Effect of Brand Extension on Parent Brand in Mobile Service (모바일 서비스에서 브랜드 확장이 모 브랜드에 미치는 영향)

  • Park, Seong-Joon;Kim, Geon-Ha;Han, Woong-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.399-417
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    • 2015
  • The purpose of this research is to investigate the effects of brand extension on original brand in mobile market. TAM (Technology Acceptance Model) was used in current research to verify the 'intention to use of mobile service', and 'perceived usefulness', 'perceived ease of use', and the effect of 'extended brand's intention to use' on continuous 'intention to use in original brand' are verified in the process. According to the results, TAM was found to be appropriate to verify the intention to use of mobile service. Also by verifying the effect of decision factor, it is found that perceived ease of use have positive(+) influence on continuous intention to use of original brand. According th this finding, marketers will be able to understand better in performing strategies in mobile service environment.

A Study on the Influencing Factors of Fashion Beauty Magazine Curation Service Usage Intention: Focused on the Extended Technology Acceptance Model (패션뷰티 매거진 큐레이션 서비스 이용의도 영향요인: 확장된 기술수용모델을 중심으로)

  • Lee, JongSook
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.373-381
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    • 2021
  • This study attempted to present a strategic direction that helps in vitalizing the domestic fashion and beauty magazine industry by examining the factors that influence the intention to use the fashion beauty magazine curation service. A survey was conducted on 314 college students in Korea, and the results were derived through a series of analysis processes using the SPSS 21.0 and AMOS 21.0 programs. Technology self-efficacy had a positive effect on perceived ease of use and perceived usefulness, perceived value had a positive effect on perceived usefulness. Technology self-efficacy and perceived value had a positive effect on intention to use, perceived ease of use had a positive effect on perceived usefulness. Perceived ease of use did not have a significant effect on intention to use, but perceived usefulness had a positive effect on intention to use. In order to increase the intention of using the mobile-based fashion beauty magazine curation service for college students, it is necessary to clearly understand the value and usefulness of the curation service.

A Study of Factors Influencing the Intention to Use Smartphone (스마트폰 사용 의도에 영향을 미치는 요인 연구)

  • Lee, Moon-Bong
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.4
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    • pp.139-149
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    • 2011
  • Smartphone is a new information technology that converges PDA into a mobile phone. Based on the Technology Acceptance Model, this study examines factors influencing the intention to use smartphone. Independent variables of this research are composed of the subjective norm, innovativeness, perceived usefulness, perceived ease of use, perceived enjoyment, cost relevance. Questionnaires are collected from 289 students who are using a smartphone. The results are following: first, the subjective norm, innovativeness, perceived usefulness, the perceived enjoyment, and cost relevance have positive effect on the intention to use smartphone, but the perceived ease of use has not. Second, the perceived enjoyment is found to be the strongest predictor of the intention to use.

An analysis of the impact of cyber university students' self-efficacy, subjective norms on the behavioral intention to use mobile web service (사이버대학생의 모바일자기효능감, 주관적 규범이 모바일웹서비스 수용의도에 미치는 영향 분석)

  • Joo, Young-Ju;Seol, Hyun-Nam;Yoo, Na-Yeon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.1-12
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    • 2013
  • The purpose of this study is to examine a structural relationship among mobile self-efficacy, subjective norm, perceived usefulness, perceived ease of use and behavioral intention of mobile web service using technology acceptance model (TAM). 144 cyber university students enrolled in a course with mobile web service participated for this study. The result revealed that 1) mobile self-efficacy (${\beta}$ = .43, p<.05), subjective norm (${\beta}$ = .30, p<.05), perceived ease of use (${\beta}$ = .25, p<.05) had a direct effect on perceived usefulness. Second, mobile self-efficacy (${\beta}$ = .36, p<.05), subjective norm (${\beta}$ = .44, p<.05) had a direct effect on perceived ease of use. Third, perceived usefulness (${\beta}$ = .94, p<.05) had a direct effect on behavioral intention of mobile web service. However, perceived ease of use did not have a direct effect on behavioral intention of mobile web service significantly. Results of this study emphasize the role of an extended TAM including mobile self-efficacy and subjective norm in a mobile web service course at a cyber university.

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Intention to Use Mobile Delivery Application Services, Depending on Personal Innovativeness and Self-Efficacy (개인혁신성과 자기효능감이 모바일 배달 어플리케이션 서비스 이용의도에 미치는 영향)

  • Park, Min-Hee;Kwon, Mahnwoo
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.440-448
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    • 2017
  • This study aims to determine the factors affecting people's intention to use mobile delivery application services. The technology acceptance model (TAM) was employed and a survey was conducted on 300 delivery application users. As a result, personal innovativeness was found to have a positive effect on perceived ease of use and perceived playfulness. Self-efficacy turned out to have a positive influence on perceived ease of use and perceived playfulness. Next, perceived ease of use was found to positively affect both perceived usefulness and perceived playfulness, and perceived usefulness and playfulness had a positive effect on the intention to use the service as well. Lastly, personal innovativeness and self-efficacy were found to have a significant indirect influence on the intention to use the service. This study suggests users can be induced to voluntarily and continuously use the service, if their personal characteristics and perception of the service are considered in the future development of the service.

Preceding Factors in the Effect of QR Code Characteristics on Consumer's Purchasing Intention for Mobile Marketing in Fashion Business (패션비즈니스 모바일 마케팅의 QR Code 속성이 소비자 구매의도에 영향을 미치는 선행변수연구)

  • Shin, Sangmoo;Lee, Eunjung
    • Journal of Fashion Business
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    • v.18 no.2
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    • pp.80-94
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    • 2014
  • The utilization of QR code for mobile marketing in fashion business has been receiving growing attention with the increasing smart phone users and wireless internet environment. The purpose of this study was to investigate the effects of utilizing QR code for mobile marketing on consumer's purchasing intention based upon TAM model. This research was conducted by questionnaire method, in which the questionnaire was distributed to the consumers in Seoul. Among the questionnaire returned from the consumers, 196 were selected to be included in the analysis by developing descriptive statistics, factor analysis, cronbach's alpha, and regression analysis using SPSS15.0. The results of this study were as follows: There was a significant effect of QR code characteristics such as usability, mobility, aesthetics of design on perceived ease of use. The factors of individuality, interactivity, and aesthetics of design significantly affected on the perceived usefulness of QR code. The ease of use and usefulness significantly affected the consumers' enjoyment which positively affected on purchasing intention.

Investigating Repurchase Intention on Sharia Shares: An Empirical Evidence of the Sharia Stock Market in Indonesia

  • MURHADI, Thasrif;AZIZ, Nasir;UTAMI, Sorayanti;MAJID, M. Shabri Abd
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.5
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    • pp.761-768
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    • 2021
  • The Islamic capital market in Indonesia is currently developing rapidly marked by the massive growth of sharia stock investors. It is followed by the development of an online sharia trading platform by stock brokerage companies so that investors can transact online sharia shares. From the number of existing stock investors, however, there are still very few Islamic stock investors who repurchase shares after the previous purchase. This really attracted the attention of researchers to investigate the repurchase intention of sharia share in the Indonesia stock market. 415 samples who are Islamic stock investors in the Indonesia stock market have filled out distributed questionnaires. Then, the data was processed using SEM Amos. The results of this study found that perceived enjoyment, perceived ease to use, and expectation have a positive and significant effect on investor satisfaction. Then, perceived enjoyment and expectation have a positive and significant effect on repurchase intention, while perceived ease to use has a negative and insignificant effect on repurchase intention, but has a positive effect through the mediating variable investor satisfaction. Investor satisfaction has a positive and significant effect on repurchase intention, and investor satisfaction is a good mediator for the exogenous variables in this study.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Investigating the Recommendation Intention of Customers on the Mobile App and KIOSK: Focused on the Mediating Effect of Untact Service Image (모바일 앱 및 키오스크 사용자의 추천의도에 관한 연구 ; 비대면서비스 이미지의 매개효과를 중심으로)

  • Park Jongsoon;Kim Chang-Sik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.2
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    • pp.177-186
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    • 2023
  • This study investigates customers' perceptions of untack services in the hospitality and foodservice industries based on the Technology Acceptance Model (TAM). The study first identifies Perceived Ease of Use, Perceived Usefulness, and Image as antecedents of customers' Behavioral Intention and Recommendation Intention. Second, the structural relationships among them are established and tested. The study adopts a self-administered survey method, uses SmartPLS 4.0, and applies a two-stage approach. After testing the reliability and validity of customers' 429 data on hospitality and foodservice, hypotheses were tested. The results showed that Perceived Ease of Use significantly affects Perceived Usefulness and Image. Perceived Usefulness significantly also affects Image and Behavioral Intention. The Image of untact services also significantly affects Behavioral Intention and Recommendation Intention. And Behavioral Intention significantly affects Recommendation Intention. Finally, the mediation effects are also all significant. The study's findings suggest that researchers and practitioners should consider the management of Image and Recommendation Intention in the untact service environment.

Effects of perceived interactivity on purchase intention of mobile fashion shopping malls (지각된 상호작용성이 모바일 패션 쇼핑몰 구매의도에 미치는 영향)

  • Kim, Minjung;Shin, Suyun
    • The Research Journal of the Costume Culture
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    • v.21 no.6
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    • pp.891-906
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    • 2013
  • In this study, we identified the factors of perceived interactivity and verified the path model of effects of these factors on mobile fashion shopping purchase intention through perceived usefulness and perceived ease of use. To develop the conceptual model, we consulted the related precedent studies and searched various kinds of literatures. To verify the conceptual model, we conducted the survey targeting smartphone users in their 20s~30s and analyzed the structural equation model using AMOS 16.0. The results were as follows. Control, responsiveness and two-way communication, and contextual offer were identified as the factors of perceived interactivity. Perceived interactivity and perceived ease of use had positive effect on perceived usefulness. Perceived usefulness affected attitude toward purchase, and attitude toward purchase influenced positively on purchase intention. Perceived usefulness affected purchase intention directly as well as indirectly through attitude toward purchase. Based on the results, we proposed the marketing strategies for mobile fashion shopping businesses.