• 제목/요약/키워드: Product Experience

검색결과 1,204건 처리시간 0.028초

신뢰성인증 보험제도의 개발에 관한 연구

  • 홍연웅;길종걸;이낙영;권영일;전영록;나명환
    • 대한안전경영과학회:학술대회논문집
    • /
    • 대한안전경영과학회 2001년도 춘계학술대회
    • /
    • pp.235-239
    • /
    • 2001
  • The purpose of this study is to develop an insurance system for product quality liability(PQL) by reviewing some legal issues concerning the product liability It is concluded that the purpose and the function of PQL insurance have to be considered with robust experience data for the life of product, quality system of the company, size of company, the number and amount of products produced by a company and the type of company etc. And this article reviews some problems of policy including the possibility of anti-selection and reverse selection.

  • PDF

User Experience Validation Using the Honeycomb Model in the Requirements Development Stage

  • Kim, Neung-Hoe
    • International journal of advanced smart convergence
    • /
    • 제9권3호
    • /
    • pp.227-231
    • /
    • 2020
  • Recently, the importance of user experience (UX) has been rapidly increasing. Its utilization is emphasized for development of systems, products, and services. User experience is widely used across industries including services, products, processes, society, and culture. Therefore, if it is unsatisfactory, it is likely to have a direct negative impact on the corresponding system, product, or service. The failure to analyze user experience causes significant damage to the project, which may lead to its failure or redevelopment; it is hence necessary to prioritize the verification of UX in the earliest stages of development. The requirements development stage, which is a preceding stage, is an appropriate stage for the verification of user experience because the identification of user needs is completed and prototypes can be implemented. In this paper, we proposed a systematic requirements development stage; it adds user experience verification activities to the requirements development stage, using the Honeycomb model, which is a widely used tool for verifying the overall UX. User experience verification was added to the existing requirements development activities, which consisted of three steps: model definition and requirements placement, discussions between external and internal stakeholders, and review by internal stakeholders. By easily validating the user experience through this systematic requirements development stage, we expect to minimize the damage to the project due to the failure of the user experience analysis and increase the possibility of success.

IoT기반 헬스케어 사용자 경험가치가 사용량과 지속적 사용의도에 미치는 영향에 관한연구 -중국내 샤오미 미밴드 사용자를 중심으로- (The influence of the IoT based healthcare user's experience value on the usage and continuous use intention -Focused on Xiaomi Mi band user in china-)

  • 상맹;신용호;이철우
    • 품질경영학회지
    • /
    • 제44권3호
    • /
    • pp.689-706
    • /
    • 2016
  • Purpose: This study identifies causality in IoT-based healthcare user's experience(playful experience, economical experience), trust, usage, degree of dependence and continuous use intention, especially focused on chinese case. Methods: Face to face interviews was conducted for people who has experience in the use of the Xiaomi Mi band. This study used Partial Least Square(PLS) method with the questionnaires from the interview. Results: IoT-based healthcare users taking playful experience have a strong trust in a positive economic experiences. Also, the user recognizing the experience as an economic one shows stronger intention to use continuously. Conclusion: By getting healthcare users have more economic experience, they have continuous use intention of healthcare product. The empirical findings can be applied to the related companies strategy building.

스마트폰의 UI(User Interface)에 대한 사용자 경험과 제품태도 및 재구매의도에 관한 한·중 비교 연구 (Comparative study about the user experience, product attitudes, and repurchase intention regarding smart phone UI(User Interface) in Korea and China)

  • 김나미;김효진
    • 디지털융복합연구
    • /
    • 제13권10호
    • /
    • pp.501-508
    • /
    • 2015
  • 본 연구는 한국과 중국 소비자 간 스마트폰 사용에 있어 사용자경험에 대한 인식의 차이와 함께 제품태도 및 재구매의도에 관한 인식의 차이를 알아보고자 하였다. 연구결과 첫째, 한 중 소비자 간 스마트폰에 대한 사용만족경험, 유용적경험, 디자인만족경험, 주변경험에서 차이가 있는 것으로 나타났으며, 중국 소비자가 한국 소비자에 비해 UI경험에 대한 모든 경험 요소를 높게 인식하는 것으로 나타났다. 둘째, 스마트폰의 제품태도에 대한 차이를 알아본 결과, 중국 소비자가 한국 소비자에 비해 높게 인식하는 것으로 나타났다. 셋째, 한 중 소비자 간 스마트폰의 재구매의도에 대한 차이를 알아본 결과, 통계적으로 의미 있는 차이가 없는 것으로 나타났으나 중국 소비자의 평균값이 더 높게 나타난 것으로 볼 때, 재구매의도 또한 한국 소비자에 비해 높은 것으로 해석 할 수 있다. 본 연구결과는 중국에 진출해 있는 한국 스마트폰 관련 기업들에게 중국시장에서의 경쟁력 제고를 위한 유용한 시사점과 함께 스마트폰과 관련한 사용자경험에 대한 국가 간 비교 연구의 기초자료를 제공한다는 학술적 의의를 가질 것으로 기대한다.

경험재 거래의 경험특유성, 불확실성이 선택에 주는 영향에 관한 연구 -거래비용적 관점에서- (A Study on the Effect of Experience-specificity and Uncertainty on Choice in Experiential Products -From Transaction Cost Perspective-)

  • 정윤희;박지연
    • 융합정보논문지
    • /
    • 제9권4호
    • /
    • pp.152-159
    • /
    • 2019
  • 본 연구는 거래비용이론을 경험재 선택에 적용하여 경험재의 거래특성과 거래비용에 대해 살펴보는 것을 목적으로 하였다. 경험재의 특성을 반영하여 경험특유성, 거래불확실성, 개인불확실성을 제안하고 이 변수들이 거래비용에 주는 영향, 거래비용이 선택의도에 주는 영향을 가정하였다. 경험재 선택에 관한 207부의 데이터를 분석한 결과는 다음과 같다. 첫째, 경험특유성(장소특유성, 물리적장비특유성, 지식기술특유성, 시간특유성), 거래불확실성(제품불확실성, 과정불확실성), 개인불확실성(선호불확실성, 상황불확실성)은 거래비용에 모두 긍정적 영향을 주는 것으로 나타났다. 둘째, 거래비용(탐색비용, 비교비용, 검사비용, 협상비용, 주문과지불비용, 전달비용)은 해당 경험재의 선택의도에 부정적 영향을 주는 것으로 나타났다. 본 연구의 결과는 거래비용의 증가가 경험재의 선택 가능성을 줄일 수 있고, 거래비용을 감소시키기 위해 경험특유성과 거래불확실성, 개인불확실성의 전략적 고려가 필요함을 보여주고 있다. 또한 거래와 비용적 관점에서의 접근이 부족했던 경험재 연구를 보완함으로써 이론적인 기여를 하고 있다.

모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구 (A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase)

  • 김민정
    • 문화기술의 융합
    • /
    • 제8권6호
    • /
    • pp.971-978
    • /
    • 2022
  • 본 연구는 비대면 마케팅의 한 방편으로 소비자들이 제품을 구매하기 위한 상품정보를 인지하는 과정에서 증강현실 경험이 재래적 어플리케이션을 통한 구매의도에 비해 어떠한 영향을 미치는가를 실험하여 향후 제품브랜드의 앱 개발에 필요한 증강현실 도입의 유효성에 대한 근거를 확보하고자 한다. 연구목적에 대한 검증을 위하여 문헌적 연구과 실증적 연구를 병행하였으며 이를 측정하기 위하여 증강현실 기능을 구현한 국내 테이블 웨어 브랜드 '오덴세'의 애플리케이션을 제작하여 실험도구로 사용하였다. 조사모형은 사용자 표본집단을 대상으로 애플리케이션을 이용한 후 그 경험을 설문에 응답하도록 하였다. 연구결과, 지각된 유용성과 용이성, 즐거움이 구매의도에 미치는 영향에서는 모든 요인에서 유의미한 결과가 도출되었으며, 일반적 특성에서 성별, 연령, 인터넷 쇼핑 이용시간에 따라 요인간 몇 가지 유의한 차이들이 발견되었다. 결론적으로 제품의 정보인지 단계에서 증강현실기능이 도입된 매체의 사용자 경험은 전통적인 애플리케이션의 사용자 경험에 비해서 구매에 긍정적인 효과를 미친다는 결과를 도출하였다.

소비자 혁신성향이 스마트 의류 혁신성 평가에 미치는 영향 (Influence of Consumer Innovativeness on Smart Clothing Innovativeness Evaluation)

  • 강경영
    • 한국의류산업학회지
    • /
    • 제11권3호
    • /
    • pp.409-416
    • /
    • 2009
  • Consumer Innovativeness is the level of acceptance tendency of new thinking, new product, and service without any communication with other people or experience. Product Innovativeness can be defined with the terms, newness, discontinuous, and radicalness of a product. The purpose of this research is finding if there are relationship between consumer innovativeness, consumers' product innovativeness evaluation, and attitude toward a product. The subjects were 338 male and female consumers aged from 18 to years old. The data were analyzed by regression analysis, t-test, Pearson correlation analysis, ANOVA. In conclusion, consumer's fashion innovativenes had important effects on smart clothing innovativeness evaluation, but consumer's technology innovativeness had no effect on it.

서비스접점 기반의 고객경험관리 포트폴리오 분석을 위한 방법론 설계: 코웨이의 공기청정기 사례를 중심으로 (Methodology Design for Service Encounter-based Customer Experience Management Portfolio Analysis: Focus on the Case of Coway's Air Cleaner)

  • 박근완;황승준;황의종
    • 한국IT서비스학회지
    • /
    • 제22권5호
    • /
    • pp.17-30
    • /
    • 2023
  • A company's sustainable growth is a very important goal, and for this purpose, the company's business model is changing into a convergence of products and services. The purpose of PS-Offering is to maintain a long-term relationship with customers, and customer experience management is necessary for this. This study presents a service design methodology that can support customer experience management of the PS-Offering business model. The experience management portfolio analysis methodology consists of four steps: 1. Deriving service encounter through customer journey maps; 2. Identify the service structure of each service encounter in three forms (FFC, FSC, FSE). 3. Analyze the customer's emotional variables, that is, customer experience, at each service encounter, Finally, 4. After plotting the level of customer experience at the service encounter, the analysis is conducted with a customer experience management portfolio that seeks future strategic plans for this. The methodology presented in this study will help in the service design of the service encounter unit centered on customer experience. And it will improve the financial performance of the company by raising the service level of the business model.

온라인 패션 쇼핑 시 도전감의 척도 개발 및 타당성 연구 (Perceived challenges in fashion shopping online: Scale development and validation)

  • 심수인
    • 복식문화연구
    • /
    • 제24권6호
    • /
    • pp.709-724
    • /
    • 2016
  • The purpose of this study is to develop a multi-dimensional scale measuring consumers' perceived challenge in shopping fashion products online, and to verify its validity and reliability. Relevant literature is first reviewed to identify possible dimensions of perceived challenge. Next, Study 1 is conducted in order to explore the dimensions empirically and to see whether the dimensions that emerged were consistent with prior findings. A total of 190 responses to an open-ended question was qualitatively analyzed by using content analysis. The findings of Study 1 generate 26 items reflecting four dimensions (i.e., product knowledge, previous experience, website functionality, and product availability), which correspond to the dimensions suggested in literature review. Study 2 is subsequently conducted to refine the items so that the perceived challenge scale establishes cross-validation, convergent validity, discriminant validity, reliability, and predictive validity. A total of 238 responses is quantitatively analyzed by using exploratory factor analysis, confirmatory factor analysis, and structural equation modeling. In the results of Study 2, the perceived challenge scale is found to consist of a total of 16 items reflecting three dimensions: E-commerce Challenge (corresponding to Previous Experience reported in Study 1), Retailer Challenge (corresponding to Website Functionality), and Product Challenge (corresponding to Product Knowledge); all Product Availability items have been eliminated through the item refinement process. Specifically, E-commerce Challenge and Retailer Challenge are found to predict flow, supporting flow theory, while Product Challenge fails to lead to flow significantly. Implications, limitations, and suggestions for future studies are also discussed.

혁신제품으로서의 기능성 소재 유아복의 채택 단계에 미치는 영향 요인 -제품 특성, 소비자 특성, 커뮤니케이션 특성을 중심으로- (Influential Factors on the Adoption of Performance Infants' Wear -Focusing on Product Attributes, Consumer Traits, and Communication Characteristics-)

  • 홍경희;이윤정
    • 한국의류학회지
    • /
    • 제30권1호
    • /
    • pp.146-156
    • /
    • 2006
  • The purpose of this study is to investigate the factors that influence consumers' adoption of performance infants' wear made of functional textiles. Based on Innovation Diffusion Model, product attributes, consumer traits, and communication characteristics were considered. A survey was carried out with a convenience sample of 241 housewives who have infants under 4 year-old, living in the Seoul metropolitan area. To analyze the data, SPSS 10.0 was used employing ANOVA, Duncan's post-hoc comparison, $X^2$, and f-test. The participants were classified into 4 groups based on their levels of adoption of performance infants' wear: No-Cognition, Negative Attitude, Positive Attitude, and Purchasing groups. There were significant differences among the four groups in terms of their perception of product attributes, communication characteristics, and personal traits. In terms of product attributes, the Positive Attitude group and Purchasing group showed higher perception of relative advantage, compatibility, trialability and observability than other groups. These groups were also high in terms of their tendency of actively seeking for additional product information, and particularly relied on the information from experts on TV or the Internet, personal experience posted on the Internet, or their own experience. Those who were in professional, well-educated and high income brackets were more likely to be Purchasing group than Positive Attitude group, which means once the positive attitude was formed they are likely to purchase the product.