• Title/Summary/Keyword: Usage experience

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An Analysis of the Roles of Experience in Information System Continuance (정보시스템의 지속적 사용에서 경험의 역할에 대한 분석)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.21 no.4
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    • pp.45-62
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    • 2011
  • The notion of information systems (IS) continuance has recently emerged as one of the most important research issues in the field of IS. A great deal of research has been conducted thus far on the basis of theories adapted from various disciplines including consumer behaviors and social psychology, in addition to theories regarding information technology (IT) acceptance. This previous body of knowledge provides a robust research framework that can already account for the determination of IS continuance; however, this research points to other, thus-far-unelucidated determinant factors such as habit, which were not included in traditional IT acceptance frameworks, and also re-emphasizes the importance of emotion-related constructs such as satisfaction in addition to conscious intention with rational beliefs such as usefulness. Experiences should also be considered one of the most important factors determining the characteristics of information system (IS) continuance and the features distinct from those determining IS acceptance, because more experienced users may have more opportunities for IS use, which would allow them more frequent use than would be available to less experienced or non-experienced users. Interestingly, experience has dual features that may contradictorily influence IS use. On one hand, attitudes predicated on direct experience have been shown to predict behavior better than attitudes from indirect experience or without experience; as more information is available, direct experience may render IS use a more salient behavior, and may also make IS use more accessible via memory. Therefore, experience may serve to intensify the relationship between IS use and conscious intention with evaluations, On the other hand, experience may culminate in the formation of habits: greater experience may also imply more frequent performance of the behavior, which may lead to the formation of habits, Hence, like experience, users' activation of an IS may be more dependent on habit-that is, unconscious automatic use without deliberation regarding the IS-and less dependent on conscious intentions, Furthermore, experiences can provide basic information necessary for satisfaction with the use of a specific IS, thus spurring the formation of both conscious intentions and unconscious habits, Whereas IT adoption Is a one-time decision, IS continuance may be a series of users' decisions and evaluations based on satisfaction with IS use. Moreover. habits also cannot be formed without satisfaction, even when a behavior is carried out repeatedly. Thus, experiences also play a critical role in satisfaction, as satisfaction is the consequence of direct experiences of actual behaviors. In particular, emotional experiences such as enjoyment can become as influential on IS use as are utilitarian experiences such as usefulness; this is especially true in light of the modern increase in membership-based hedonic systems - including online games, web-based social network services (SNS), blogs, and portals-all of which attempt to provide users with self-fulfilling value. Therefore, in order to understand more clearly the role of experiences in IS continuance, analysis must be conducted under a research framework that includes intentions, habits, and satisfaction, as experience may not only have duration-based moderating effects on the relationship between both intention and habit and the activation of IS use, but may also have content-based positive effects on satisfaction. This is consistent with the basic assumptions regarding the determining factors in IS continuance as suggested by Oritz de Guinea and Markus: consciousness, emotion, and habit. The principal objective of this study was to explore and assess the effects of experiences in IS continuance, with special consideration given to conscious intentions and unconscious habits, as well as satisfaction. IN service of this goal, along with a review of the relevant literature regarding the effects of experiences and habit on continuous IS use, this study suggested a research model that represents the roles of experience: its moderating role in the relationships of IS continuance with both conscious intention and unconscious habit, and its antecedent role in the development of satisfaction. For the validation of this research model. Korean university student users of 'Cyworld', one of the most influential social network services in South Korea, were surveyed, and the data were analyzed via partial least square (PLS) analysis to assess the implications of this study. In result most hypotheses in our research model were statistically supported with the exception of one. Although one hypothesis was not supported, the study's findings provide us with some important implications. First the role of experience in IS continuance differs from its role in IS acceptance. Second, the use of IS was explained by the dynamic balance between habit and intention. Third, the importance of satisfaction was confirmed from the perspective of IS continuance with experience.

The Effect of Paid YouTube Channel Membership Motivation on Usage Satisfaction and Continuance Intention: Based on Consumption Value Theory (유료 유튜브 채널멤버십 이용동기가 이용만족과 지속이용의도에 미치는 영향: 소비가치이론을 기반으로)

  • Chengnan Jiang;Ji Yoon Kwon;Sung-Byung Yang
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.181-203
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    • 2023
  • YouTube exhibits a hybrid personality, incorporating traits of both over-the-top (OTT) and personal broadcasting platforms. However, limited research has investigated these hybrid characteristics, particularly in the context of paid YouTube channel memberships. Therefore, building upon consumption value theory and prior literature, this study examines the influence of consumption value factors associated with paid YouTube channel memberships on usage satisfaction and continuance intention. Specifically, the study identifies four perceived consumption value factors (functional, social, emotional, and epistemic values) within the paid YouTube channel membership context and assesses their impact on usage satisfaction and continuance intention. Additionally, the study explores the moderating role of conditional value (the experience of watching live streams on paid YouTube channels) in these relationships. Data was collected via an online survey from Korean adults who subscribed to multiple paid YouTube channel memberships, resulting in 274 responses. The proposed hypotheses were tested using structural equation modeling (SEM). The SEM results indicate that all four consumption value factors significantly influence usage satisfaction, with usage satisfaction in turn positively affecting continuance intention. Furthermore, the study reveals that conditional value moderates the relationships between functional/emotional values and usage satisfaction, as well as between usage satisfaction and continuance intention. This study is the first to focus on YouTube channel paid memberships, which encompass characteristics from both OTT and personal broadcasting platforms. It is anticipated that this research will offer insights to personal broadcasters and stakeholders regarding the motivational factors that impact user satisfaction and encourage subscriptions to channel memberships.

A Study on the Information Usage Behavior of Researchers in the Field of Ocean Science and Technology (해양과학기술 분야 연구자의 정보이용행태에 관한 연구)

  • Han, Jong Yup;Seo, Man Deok
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.163-187
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    • 2014
  • The purpose of this study is to explain information usage behavior of researchers in the field of ocean science and technology. The study mainly collected primary data for advancement of special library services as well as establishment of personalized information services based on personal characteristics such as age, education level, and area of research. The data collection was conducted for two weeks during January 2014, through a web survey to 348 researchers in national ocean research institutions in South Korea. Total of 115 researchers replied. The analysis showed that the most preferred type of information medium was a scholarly journal. Researchers used more foreign published journals compared to Korean ones, while favoring digital formats rather than printed ones. The top channels for information collection were 'web search' and 'affiliated libraries.' Most pointed out difficulties of data collection were 'lack of variety of digital resources in affiliated libraries' and 'reluctance to use charged information.' Key elements for satisfactory user experience were ranked in the order of 'digital library system,' 'library staff,' and 'library collection' and so on;which proves the close relationship between library service and information usage service satisfaction. The result of an assessment for demands in special libraries showed that 'personalized information search service,' 'project support service,' and 'research direction analysis service' should be implemented in the future.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • 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, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

A Study on the Effect of Delivery App Usage Properties of Food service Franchisee on the Satisfaction, Business Performance and Intention of Reusing

  • Song, Ji-Hyun;Jo, Gye-Beom
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.305-313
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    • 2020
  • In this paper, We Propose a ways how franchise service of delivery app should be made by analyzing the effect of delivery app usage properties of food service franchisee on satisfaction, business performance and intention of reusing, and suggest support plan of delivery app for franchise by food service franchisee. This study conducted survey on 212 franchises that have experience using delivery app among food service franchisees. To verify the hypothesis of the study, single regression and multiple regression analysis were conducted for verifying the relationship between variables. Key results of the study are as follows. First, it was found that the delivery app usage properties of food service franchisee had a positive relationship with satisfaction. Second, it was found that the delivery app usage properties of food service franchisee had positive relationship with business performance. Third, the satisfaction was found to affect business performance. Fourth, it was found that the satisfaction didn't affect the intention of reusing, and business performance was found to have a positive effect on the intention of reusing. It is necessary to increase the satisfaction of using of franchises through continuous management and reasonable pricing policies, and the headquarter of franchisee should be able to contribute to energetic sales of franchises through effective cooperation with delivery app companies.

A Study on Influencing Factors of Elderly Consumers' Self-Efficacy in Internet Banking Usage: Exploring Moderating Effect of 60s and 70s (고령 소비자의 인터넷 뱅킹 사용 자기효능감의 영향요인에 관한 연구: 60대와 70대의 비교)

  • Ku, Yoonhye;Yang, Su Jin
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.77-92
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    • 2022
  • Recently, digital transformation in the financial industry has been accelerated, and it has become an important task to improve the level of utilization of Internet banking by elderly consumers, who are vulnerable to Internet use. Accordingly, this study analyzed 3,101 respondents in their 60s or older from the 11th year of the Media Panel Survey to identify demographic, experiential, and psychological factors that affect the self-efficacy of elderly consumers' usage of Internet banking. The main research findings are as follows. First, gender, education, occupation, and income were identified as demographic variables. Second, the Internet shopping experience was identified as an experiential factor. Also, concerns about information security, digital literacy, and high will for problem-solving were identified as psychological factors. Third, as a result of the moderating effect analysis on whether the experiential and psychological factors have different influences according to the group divided into the 60s and 70s, the effect on self-efficacy in the usage of the Internet was classified by age. The results of this study will be able to enrich the discussions related to the intention to utilize technology among elderly consumers by empirically revealing that there are characteristics that cause differences in financial behavior even within one group called the elderly.

Packaging Criterion for Mid-Size Sedan Based on Users' Daily-Life Scenario

  • Chung, Sung-Moon;Lee, Seung-Hwan;Kim, Su-Whan
    • Industrial Engineering and Management Systems
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    • v.11 no.2
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    • pp.196-201
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    • 2012
  • This study has developed a packaging criterion to minimize the level of discomfort which drivers using their vehicles for daily life purposes may experience due to ill designed vehicle packaging of mid-size sedan based on users' daily-life scenario. To find out optimal range of packaging dimension criterion, discomfort levels the test participants with different physical conditions suffer while performing various activities were analyzed. One hundred two test participants were carefully selected to represent entire Korean mid-size sedan owner-drivers. They were directed to test drive on the course designed to simulate mid-size sedan daily-usage scenario. At pre-designed locations, each of questions was asked to the test participants to be answered in the form of 10 point discomfort level score. By analyzing the test results, the optimal range for packaging dimensions was defined to be used as a packaging criterion.

A Method and Tool for Identifying Domain Components Using Object Usage Information

  • Lee, Woo-Jin;Kwon, Oh-Cheon;Kim, Min-Jung;Shin, Gyu-Sang
    • ETRI Journal
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    • v.25 no.2
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    • pp.121-132
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    • 2003
  • To enhance the productivity of software development and accelerate time to market, software developers have recently paid more attention to a component-based development (CBD) approach due to the benefits of component reuse. Among CBD processes, the identification of reusable components is a key but difficult process. Currently, component identification depends mainly on the intuition and experience of domain experts. In addition, there are few systematic methods or tools for component identification that enable domain experts to identify reusable components. This paper presents a systematic method and its tool called a component identifier that identifies software components by using object-oriented domain information, namely, use case models, domain object models, and sequence diagrams. To illustrate our method, we use the component identifier to identify candidates of reusable components from the object-oriented domain models of a banking system. The component identifier enables domain experts to easily identify reusable components by assisting and automating identification processes in an earlier development phase.

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Instructor Factors and Media Richness Affecting Distance Learning Student's Intention to Use and Performance (교수자 요인과 매체풍부성이 원격교육 학습자의 이용의도와 학습성과에 미치는 영향)

  • Ryu In;Shin Seon-Jin
    • The Journal of Information Systems
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    • v.15 no.3
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    • pp.35-53
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    • 2006
  • Distance teaming systems have become popular tools for teaching and learning. The purpose of this study is to analyze influence of instructor factors and media richness on student's intention th use and performance in distance teaming. We used TAM as a theoretical foundation to explain student's behavior. The model was tested using LISREL analysis on the sample of 246 users rho have experience with the distance teaming systems. The results show that instructor factors such as luぉ style and attitude have partial effects on perceived usefulness, ease of use and media richness. In addition, results also show that both TAM variables and media richness strongly predict intention In use of the distance loaming system Finally, the usage intention has a positive effect on teaming performance. Implications of these findings are discussed for researchers and practitioners.

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How Technology Appropriateness Affects Its Usage and Outcomes : The Korea's National Single Window Experience

  • Kim, Sung Kun;Kim, Chang Bong
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.295-308
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    • 2014
  • Global trading is an intrinsically complex endeavor with a number of parties involved. World-trading related international organizations have suggested that Single Window (SW) be used as a means to make the trading process simpler and smoother. However, since each firm has its own requirements and objectives with SW, yet there is no consensus as to what traits of 'good' Single Window are. This study uses IT appropriateness as a determinant to explain an impact on information systems success. Historically, IS success was understood as multi-dimensional constructs such as use and performance. In this study we propose another dimension, continuance, and investigate the relationships among these outcome constructs.