• Title/Summary/Keyword: Usage experience

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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.

A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout- (효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로-)

  • Chung, Seung-Jae;Lee, Younjoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.395-401
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    • 2021
  • In the digital era, Korean universities are using real-time remote lecture platforms as a tool for learning. However, it is confusing due to low usage experience problems, and usability studies are needed. The purpose of this study is to measure, analyze, and propose gaze tracking and learning experiences according to the UI design layout of ZOOM. A total of 30 subjects were selected to conduct eye tracking and survey when learning. The experiment showed that grid layouts have a higher emotional realism and learning satisfaction than other layouts. Furthermore, it turns out that participants focused the most attention on grid layouts. Therefore, for high learning experience, grid layouts and layouts that visually highlight participants and induce communication are needed.

A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.519-528
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    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.

User Experience Research on TV Multiview Feature (TV 멀티뷰 기능에 관한 사용자 경험 연구)

  • Kim, Hee-soo Esther;Kim, Jae-Yeop
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.415-424
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    • 2022
  • This study is a user experience research on the current usage of TV multiview and evaluating the usability. From traditional TV viewing to connecting laptop or mobile devices, the scope of using TV has expanded and evolved to multipurpose. Utilizing the multiview feature offers new TV experiences, but research on its usability has not been actively conducted yet. In this research, a case study and survey were held prior to usability testing to identify user needs and behavior of TV multiview. After reviewing the results, we ran a task-based usability testing and in-depth interview. As a result, users preferred different ways of accessing and using multiview based on their situation, and the current user interface needed improvement for easier, intuitive use. This study is expected to contribute to the development of improving user experience in TV multiview.

A study on Factors that Influence the Usage of Mobile Apps - Based on Flow Theory and Unified Theory of Acceptance and Use of Technology - (모바일 앱 이용에 영향을 미치는 요인 : - 플로우 이론과 통합기술수용모형을 바탕으로 -)

  • Kim, Young-Chae;Jeong, Seung Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.73-84
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    • 2013
  • This study, based on flow theory and unified theory of acceptance and use of technology (UTAUT), examines various factors that influence the continuous use of mobile applications, particularly those providing users with satisfaction and pleasure as well as useful information. This study extends the previous studies that have been based on technology acceptance model, in which usefulness and ease of use are key determinants of use of new technology, by introducing flow theory in explaining the use of various technologies in mobile environment. For this purpose, this study employes a survey based field study and collects data from individuals who use fashion mobile apps since these are considered to provide fun and pleasures. This study finds that flow theory is a proper framework to understand the use of mobile technology, indicating flow experience is an important variable to determine the usage of fashion apps. In addition, performance expectation, effort expectation, social influence, and facilitation condition are found to be significant in influencing use of mobile apps, suggesting UTAUT still plays an important role in understanding the use of mobile technology.

A Study on the Determinants of the Perceived Value and Preference toward the Private Brand of the Discount Store (할인점 PB제품에 대한 소비자의 지각적 가치와 선호도의 선행요인에 관한 연구)

  • Kim, Chong-Eui;Han, Dong-Yeo;Kim, So-Ree
    • Proceedings of the Korean DIstribution Association Conference
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    • 2006.05a
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    • pp.35-56
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    • 2006
  • The objective of this research is to identify the factors affecting the quality perception of consumer about the private brand and to investigate how the monetary utility of the private brand affects the consumer's preference. The main finding can be summarized in three points. The consumer's usage experience with PB have a positive but store image has no significant effect on the quality perception of PB. The perceived quality and monetary utility of PB has a significant effect on the quality perception while the perceived quality has stronger effect. The competitiveness of the national brand in the same store, post-usage attitude, the perceived quality, and perceived value have significant effect on the preference toward PB but monetary utility does not. The perceived effect has the strongest effect. This result suggests that even the value-seeking consumers prefer PB only when the perceived quality exceeds a certain limits. This study provides the strategic implications for retail managers and theoretical implication for the researcher studying PB.

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A Study on EC Acceptance of Virtual Community Users (가상 공동체 사용자의 전자상거래 수용에 대한 연구)

  • Lee, Hyoung-Yong;Ahn, Hyun-Chul
    • Asia pacific journal of information systems
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    • v.19 no.1
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    • pp.147-165
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    • 2009
  • Virtual community(VC) will increasingly be organized as commercial enterprises, with the objective of earning an attractive financial return by providing members with valuable resources and environment. For example, Cyworld.com in Korea uses several community services to enable customers of Cyworld to take control of their own value as potential purchasers of products and services. Although initial adoption is important for online network service success, it does not necessarily result in the desired managerial performance unless the initial usage is continuously related to the continuous usage and purchase. Particularly, the customer who receives relevant online services and is well equipped with online network services, will trust the online service provider and perceive less risk and experience more activities such as continuous usage and purchase. Thus, how to promote continued online service usage or, alternatively, how to prevent discontinuance is a critical issue for VC service providers to consider. By aggregating a wide range of information and online environments for customers and providing trust to its members, the service providers of virtual communities help to reduce the perceived risk of continuous usage and purchase. Drill down, online service managers realize that achieving strong and sustained customers who continuously use online service and purchase on it is crucial. Therefore, the research into this online service continuance will identify the relationship between the initial usage and the continuous usage and purchase. The research of continuous usage or post adoption has recently emerged as an important issue in the IS literature. Individuals' information systems(IS) continuous usage decisions are congruent with consumers' repeat purchase decisions. The TAM(Technology Acceptance Model) paradigm has been strongly confirmed across a wide range from product purchase on EC to online service usage contexts. The analysis of IS usage based on TAM has proven to be successful across almost online service contexts. However, most of previous studies have focused on only an area (i.e., VC or EC). Just little research has tried to analyze the relationship between VC and EC. The effect of some factors on user intention, captured through several theories such as TAM, has been demonstrated. Yet, few studies have explored the salient relationships of VC users' EC acceptance. To fill this gap between VC and EC research, this paper attempts to develop a research model that extends the TAM perspective in view of the additional contributions of trust in the service provider and trust in members on some factors that affect EC and VC adoption. In this extension, we applied the TAM-to-TAM(T2T) model, and analyzed the transfer effect of trust between these two TAMs. The research model was empirically tested on the context of a social network service. The model was to extend TAM with the trust concept for the virtual community environment from the perspective of tasks. By building an extended model of TAM and examining the relationships between trust and the existing variables of TAM, it is aimed to explain a user's continuous intention to use VC and purchase on EC. The unit of analysis in this paper is an individual user of a virtual community. The population of interest is the individual with the experiences in virtual community. The data for this paper was made available via a Web survey of VC users. In total, 281 cases were gathered for about one week, but there were some missing values in the sample and there were some inappropriate cases. Thus, only 248 cases were finally analyzed. We chose the structural equation analysis to test the hypotheses and it is better suited for explaining complex relationships than the other methods. In this test, AMOS was used to test the Structural Equation Model (SEM). Noticeable results have been found in the T2T model regarding the factors affecting the intention to use of virtual community and loyalty. Our result showed that trust transfer plays a key role in forming the two adoption beliefs. Overall, this study preliminarily confirms the salience of trust transfer in online service.

An Empirical Study on How the Moderating Effects of Individual Cultural Characteristics towards a Specific Target Affects User Experience: Based on the Survey Results of Four Types of Digital Device Users in the US, Germany, and Russia (특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로)

  • Lee, In-Seong;Choi, Gi-Woong;Kim, So-Lyung;Lee, Ki-Ho;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.1
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    • pp.113-145
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    • 2009
  • Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased interest on cross-cultural, or cross-national, research within the IT area. However, as the IT market is becoming bigger and more globalized, a great number of IT practitioners are having difficulty in designing and developing devices or systems which can provide optimal experience. This is because not only tangible factors such as language and a country's economic or industrial power affect the user experience of a certain device or system but also invisible and intangible factors as well. Among such invisible and intangible factors, the cultural characteristics of users from different countries may affect the user experience of certain devices or systems because cultural characteristics affect how they understand and interpret the devices or systems. In other words, when users evaluate the quality of overall user experience, the cultural characteristics of each user act as a perceptual lens that leads the user to focus on a certain elements of experience. Therefore, there is a need within the IT field to consider cultural characteristics when designing or developing certain devices or systems and plan a strategy for localization. In such an environment, existing IS studies identify the culture with the country, emphasize the importance of culture in a national level perspective, and hypothesize that users within the same country have same cultural characteristics. Under such assumptions, these studies focus on the moderating effects of cultural characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede(1980) in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies. However, such national level culture has its limitations in forecasting and explaining individual-level behaviors such as voluntary device or system usage. This is because individual cultural characteristics are the outcome of not only the national culture but also the culture of a race, company, local area, family, and other groups that are formulated through interaction within the group. Therefore, national or nationally dominant cultural characteristics may have its limitations in forecasting and explaining the cultural characteristics of an individual. Moreover, past studies in psychology suggest a possibility that there exist different cultural characteristics within a single individual depending on the subject being measured or its context. For example, in relation to individual vs. collective characteristics, which is one of the major cultural characteristics, an individual may show collectivistic characteristics when he or she is with family or friends but show individualistic characteristics in his or her workplace. Therefore, this study acknowledged such limitations of past studies and conducted a research within the framework of 'theoretically integrated model of user satisfaction and emotional attachment', which was developed through a former study, on how the effects of different experience elements on emotional attachment or user satisfaction are differentiated depending on the individual cultural characteristics related to a system or device usage. In order to do this, this study hypothesized the moderating effects of four cultural dimensions (uncertainty avoidance, individualism vs, collectivism, masculinity vs. femininity, and power distance) as suggested by Hofstede(1980) within the theoretically integrated model of emotional attachment and user satisfaction. Statistical tests were then implemented on these moderating effects through conducting surveys with users of four digital devices (mobile phone, MP3 player, LCD TV, and refrigerator) in three countries (US, Germany, and Russia). In order to explain and forecast the behavior of personal device or system users, individual cultural characteristics must be measured, and depending on the target device or system, measurements must be measured independently. Through this suggestion, this study hopes to provide new and useful perspectives for future IS research.

Effect of User Experience of Smart Learning App on Intention to Continuous Use (스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향)

  • Park, Joong-Hee;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.416-434
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    • 2022
  • This study, for learners using online and offline tools, understood the structural relationship of user experience of smart learning app on continuous use intention through the technology acceptance model, and classified the learning type characteristics. In addition, based on the experience of using the smart learning app, we explored ways to improve the design of the user experience design for learning tools and contents. For this purpose, the usage perception of 84 middle and high school students of the developed smart learning learning app was investigated after using it for 2 months, and the data were analyzed using the PLS structural equation technique. The main results of this study are as follows. First, system and content user experience had a significant effect on perceived usability and perceived ease of use, and the effect on continued use intention through attitude was significant. Second, there was a significant difference in the effect of system user experience on perceived usefulness in multi-group comparative analysis and gender group. In the preferred learning group, it was the path from perceived ease of use and perceived usefulness to attitude and intention to continue using that showed a significant path difference. Third, as a result of classifying the most commonly used learning types by the multidimensional scale method, the types separated into low dimensions were found to be four types: offline sync type, online sync type, ubiquitous learning type, and self-direct learning type.