• Title/Summary/Keyword: Perceived Usability

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Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

Exploring Determinants of Smartwatch Diffusion Using a Value Adoption Model (가치수용 모델을 활용한 스마트워치 확산 결정요인 분석)

  • Song, Geunhye;Park, Jong-Hyun;Lee, Seungmin
    • Journal of Korea Technology Innovation Society
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    • v.21 no.2
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    • pp.684-714
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    • 2018
  • Contrary to predictions, the market diffusion of smartwatch is proceeding slowly. Smartwatch companies should pursue new strategies to overcome this so-called chasm; however, little is known about smartwatch attributes valuable for target consumers. This study investigates beneficial and sacrificial features influencing overall perceived value of smartwatch, which in turn affects usage intention, and considers moderating effect of personal innovativeness. A total of 323 usable data were analysed using partial least squares. The results show that two benefits (utilitarian and hedonic) and three sacrifices (usability, performance, and finance) significantly impact on usage intention via perceived value. A significant effect of personal innovativeness as a moderator is also observed. Interestingly, the influence of social benefits on perceived value is not supported, which means strengthening image improvement strategies might not be appropriate for the diffusion. In order to overcome the chasm, suitable strategies should be used, and focusing on consumers who are highly innovative are strongly recommended.

An Empirical Analysis on the UX in VR Application of Artworks: A Case Study on

  • Kang, Jisu;No, Hanna;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.31-38
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    • 2021
  • This study empirically investigated the user's experience with based on the Technology Acceptance Model. According to the frequency analysis results, the usability for learning was evaluated relatively higher than that for appreciation from the perspective of perceived usefulness and the technical factors such as graphics and modeling raised the issue for the quality improvement. According to the results of the correlation analysis, the usability for learning correlated with the degree of satisfaction. In addition, all detailed factors of perceived ease of use positively influenced on the degree of satisfaction and the impact of the environmental factor on the degree of satisfaction was greatest. The degree of satisfaction with the VR application significantly correlated with the degree of immersion and behavioral intention to the VR application. Therefore, this study proved the suitability for the Technology Acceptance Model as a tool for evaluating a VR application.

Determinants of User Acceptance of Internet Shopping: An Empirical Study of Trust and Information Systems Quality (인터넷 쇼핑의 사용자 수용 결정요인: 신뢰와 정보시스템 품질에 관한 실증 연구)

  • Heo Myung-Sook;Cheon Myun-Joong
    • The Journal of Information Systems
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    • v.14 no.2
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    • pp.101-132
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    • 2005
  • There is a need for research to identify the integrated, rather than fragmented, factors that determine users' acceptance of Internet shopping. Using the newly revised technology acceptance model (TAM) as a theoretical framework, this study investigates the effect of a set of information systems quality (information quality and system quality) and trust on intention to use Internet showing through perceived ease of use and perceived usefulness. Using structural equation modeling, the results strongly support the utilization of TAM in predicting users' intention to use Internet shopping, and demonstrates the effects of critical external variables on behavior intention through perceived ease of use and perceived usefulness. Systems quality such as response time, accessibility, and usability has significant effects on perceived ease of use of Internet shopping. Futhermore, trust has also a significant effect on perceived usefulness, perceived ease of use, intention to use Internet shopping, and actual usage of Internet shopping. Based on these results, this study suggests managerial implications of new Internet shopping strategies, focusing on the integration of information systems quality and trust in order to achieve sustainable competitive advantage in Internet shopping.

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An Empirical Study of Customers' Satisfaction and Repurchase Intention on Online Shopping in Vietnam

  • NGUYEN, Lan;NGUYEN, Thu Ha;TAN, Thi Khanh Phuong
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.1
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    • pp.971-983
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    • 2021
  • This study aims to examine the factors that affect customer satisfaction and repurchase intention of online shoppers in Vietnam. We used the anklet method to collect information by sending the online questionnaire to Vietnamese people via social media like Facebook, Zalo, and instructed participants to fill out the survey. This study collected data randomly from 597 Vietnamese individuals who have experienced online shopping. Applying both qualitative and quantitative methods, we investigated the impacts of factors (responsiveness, trust, convenience, delivery, information quality and perceived website usability) on customer satisfaction and repurchase intention. The results revealed that: (1) Information quality, delivery, convenience, and perceived website usability have the most significant impacts on customer satisfaction and intention, (2) Trust moderately affects satisfaction and repurchase intention, (3) Responsiveness has no significant influence on repurchase intention and (4) Control variables, included gender and marital status also impacted satisfaction and repurchase intention because the study found that male customers are more satisfied than female customers and single people tend to repurchase at familiar websites more than the other people. The findings suggested that six mentioned factors have different levels of impacts on customer satisfaction and repurchase intention; moreover, the demographic factors also affect satisfaction and intention to repurchase.

The Hedonic Effects of Smartphone Vibrations in Mobile Gaming for Male Users

  • Choe, Pilsung;Liao, Chen;Schumacher, Dennis
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.4
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    • pp.363-370
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    • 2013
  • Objective: This study investigates the influences of vibrations on hedonic satisfaction based on four kinds of perceptions (perceived ease of use, perceived usefulness, perceived enjoyment, cognitive concentration) when mobile gaming. Background: As mobile gaming is becoming more and more popular for smartphone users, they might want to have more hedonic satisfaction instead of focusing on traditional usability criteria such as efficiency, effectiveness, and satisfaction. Method: We conducted a human-factors experiment with 35 male subjects to evaluate hedonic satisfaction in the mobile game configured by 7 vibration types having different levels of intensity and length. Results: The results revealed that the use of vibration significantly increases the perceived ease of use, perceived usefulness, and cognitive concentration. In addition, the intensity of vibration makes differences of perceived usefulness and cognitive concentration. Conclusion: Vibration can be effectively used to improve hedonic satisfaction of smartphone users in mobile gaming when they are not allowed to turn the sound effects on. Application: This study helps game designers effectively provide vibration feedback of mobile games for smartphone users.

A Study on User Willingness of Intelligent Music Platform Based on TAM Model

  • Li, Jingrong
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.43-50
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    • 2020
  • In this paper, we propose to study the factors affecting the user's intention to use smart music platform, and on the basis of studying the impact of service quality on the user's intention to use, such as perceived usability, perceived ease, perceived entertainment and perceived cost, respectively. Based on this, the impact factors model on the usage intention of smart music platform users was presented, and 398 questionnaires were collected through a survey of university students majoring in Chinese music, and the collected data were obtained by conducting frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and structural equation model analysis using spss20.0 and amos20.0. The results show that: Quality of service has a positive effect on perceived usefulness, perceived ease of use, perceived entertainment and perceived cost. A study found that perceived usefulness, perceived ease of use, and perceived entertainment have a positive effect on users' intention of use and perceived cost has a negative effect on their intention of use. Through this conclusion, the entrepreneur presented an important meaning in promoting sustainable development of smart music platforms by improving the operation and profit model of smart music platforms.

An Empirical Effect of the Belief Variables on Recommendation Intention for Using Kiosk Service (키오스크 서비스의 추천의도에 영향을 미치는 신념변수에 관한 실증적 분석)

  • Lee, Eun Mi
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.113-121
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    • 2019
  • The purpose of this study is to identify belief variables of kiosk that affect satisfaction and recommendation intention by applying vertically extended technology acceptance model (TAM). As results of this study are as follows. Firstly, the perceived usefulness and perceived ease of use have an impact on satisfaction statistically. Second, the perceived usefulness and perceived enjoyment of the kiosk showed a positive(+) influence on the recommendation intention. Third, users who satisfied with kiosk service have strong recommendation intention to their friends, family and colleagues so on. These findings support that the usefulness and usability of the new information technology identified in the existing technology acceptance model is a key variable affecting user reactions (satisfaction and recommendation intention). Additionally, the perceived enjoyment is an important factor as new belief variable for explaining the formation of recommendation intention through satisfaction of kiosk service. The results of this study contribute to verifying the empirical model between the belief variables(perceived usefulness, perceived ease of use, perceived enjoyment) and the recommendation intention.

A Study on Dental Hospital Staff's Acceptance toward the Dental Institutions Accreditation System - A Study of Infection Management Part - (치과의료기관 종사자의 치과의료기관 평가제도에 대한 수용에 관한 연구 - 감염관리 부문을 중심으로 -)

  • Song, Young-Chae;Kim, Sang-Man;Um, Ki-Hyun;Jang, Sung-Il
    • Korea Journal of Hospital Management
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    • v.15 no.3
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    • pp.123-142
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    • 2010
  • The Government is going to enforce assessment of dental institutions in addition to assessment of medical institutions so that it can provide good-quality medical service to people having much interest in quality of medical service. But the empirical research on the assessment of dental institutions which is still in a model assessment stage, is insufficient. Accordingly, the present research aims to help dental institutions preparing the main assessment by researching an acceptance level of workers of dental institutions in a process performing assessment of dental institutions, based on the preceding researches that the perceived utility has influence on implementation intention. The present research proved the influence that job relevance, result demonstration, usability and education & training of workers and manager's leadership of an infection management part affects perceived utility and implementation intention. As a research result, all the job relevance, result demonstration, usability have a positive(+) influence on perceived utility and implementation intention, and the influence of job relevance most affects especially. The leadership and education & training have influence on what workers get to have implementation intention after perception of utility of infection management according to the order. According to the above results, it can be understood that medical institutions preparing for assessment of dental institutions take charge of the assessment part having high relevance with work of workers and need to make a manager ordering performance of its assessment be able to foster a leadership for improving effectiveness of assessment performance.

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The Effects of Expertise Level on Task Load and Easy-to-use in Virtual Reality Based Dental Clinical Simulation (치과임상용 가상현실 시뮬레이션에서 사용자의 숙련도 수준이 과제부하와 사용용이성에 미치는 영향)

  • Jeong, Museok;Lim, Taehyeong;Ryu, Jeeheon
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.258-270
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    • 2021
  • This study aimed to investigate the effects of the virtual reality simulation for malocclusion examination for dental education. A 4-step modeling procedure was applied to develop a tooth model with a realistic level in order to be held and observed in detail. Eighty-six participants used HMDs to examine the developed virtual dental simulation to identify their perception according to expertise levels. The independent variable, expertise group, included three levels: 29 juniors, 29 seniors, and 28 dentists, respectively. The dependent variables, that were task-load and usability, were measured through two cases. Results showed that the junior group perceived a higher level of mental demands and embarrassment than the dentist group. It indicated that the perceived task load varies according to the expertise levels in the simulation task. However, the senior group perceived a higher level of ease of use than the dentist group. This study presented the implications for the development of virtual reality simulation in detail.