• Title/Summary/Keyword: User's Participation

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The Effect of Participation and Attitude in the Process of System Development on the Implementation of Information System (시스템 개발시 사용자 참여와 태도가 시스템의 실행 성과에 미치는 영향)

  • Kim, Jun-Seok;Lee, Hae-Seung
    • Asia pacific journal of information systems
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    • v.4 no.2
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    • pp.247-263
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    • 1994
  • This paper reports the results of a field study investigating the effect of user participation and attitude on the success of information system implementation during the system development process. The theoretical framework for this research is based on the organizational change theory, in which the attitude affects the effects of user's participation. User participation and attitude were defined as independent variables and the performance of system implementation as dependent variable. User participation was defined as a direct participation by end users in the process of the new information system development. This was measured by user's participation/non-participation. User attitude refers to user's opinions or feelings before a new system is developed. This was measured by user's favor toward a system. The performance of system implementation was measured by the surrogate variable, the degree of individual satisfaction on developed system. To achieve the objective of this research, a field research method utilizing questionnaires were employed. They were distributed to 221 users present during and/or after system development. Among 185 questionnaires returned, 175 questionnaires were used for analysis. The major findings can be summarized as follows: First, there was no significant effect of user participation on user satisfaction. Second, there was a significant effect of user attitude on user satisfaction. Third, there was no significant interaction effect of user participation and attitude on user satisfaction. It is worth to note that the user's participation did not have any significant effect on the user's satisfaction. It seems the reason for the above result is due to user's involuntary participation. In fact, the user does not have much leverage in the process of system development, which may result in poor performance of user participation. Since user attitude is an important factor in the success of system implementation, however, a method to overcome unfavorable attitude of user should proceed all others.

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Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.3
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

A study on the relationship between user's participation and MIS performance (이용자의 참여와 MIS 성과간의 관계에 관한 연구)

  • 유병우;김찬희
    • Korean Management Science Review
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    • v.5 no.1
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    • pp.29-44
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    • 1988
  • In spite of user's participation affecting the success of the MIS project, many empirical studies, however have led to inconsistent results. This research was conducted to find the factors affecting user's participation, and the relationships between user's participation and MIS performance. To identify these problems, 43 systems operated with MIS among industries were surveyed based upon questionnaires and the personal interviews. The major findings of this study are as follows: First, the main factors affecting the user's participation out to be the MIS manager's attitude, the user manager's expectation, the MIS education and the character of user's task among 28 factors and these factors are different from stage to stage in MIS development. Second, each MIS development stage shows the different relationship between user's participation and MIS performance.

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A Study on the Significance and the Types of User's Participation in Space Design (현대 공간디자인에 있어 사용자 참여디자인의 의의와 유형에 관한 연구)

  • Lee, Jeong-Min;Hong, Eui-Taek
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.89-100
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    • 2006
  • This paper researched social, cultural background, psychological bases, design method and design types with regard to user's participation in space design. This issue of user's participation became one of major paradigms of 21st century not only for space design but also for every other cultural phenomenon. First chapter is an introduction. Second chapter tried to assert the fact that user's participation will be the important aspect for future space design by proving the correlation between user's participation in space design and the important social changes. It also tried to prove the psychological reasons why the users' participations affect the level of user satisfaction. It can be explained by Behaviorism which insisted that our outer behaviors affect our inner attitudes and preferences. Third chapter explained the affordances in design which works as a means of inducing user's participatory behaviors. Fourth chapter proposed the types of participatory space designs classified by the users' behavioral features and their characteristics, intending that they will verify the realization of the theories which we discussed in the former chapters regarding the users' participation in space design. The fifth chapter is a conclusion which says that outwardly, those participations are simply making external changes in design. but actually, they are reflecting more profound social changes and making important psychological effects on users.

A Study on the Effects of User Participation on Stickiness and Continued Use on Internet Community (인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향)

  • Ko, Mi-Hyun;Kwon, Sun-Dong
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.41-72
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    • 2008
  • The purpose of this study is the investigation of the effects of user participation, network effect, social influence, and usefulness on stickiness and continued use on Internet communities. In this research, stickiness refers to repeat visit and visit duration to an Internet community. Continued use means the willingness to continue to use an Internet community in the future. Internet community-based companies can earn money through selling the digital contents such as game, music, and avatar, advertizing on internet site, or offering an affiliate marketing. For such money making, stickiness and continued use of Internet users is much more important than the number of Internet users. We tried to answer following three questions. Fist, what is the effects of user participation on stickiness and continued use on Internet communities? Second, by what is user participation formed? Third, are network effect, social influence, and usefulness that was significant at prior research about technology acceptance model(TAM) still significant on internet communities? In this study, user participation, network effect, social influence, and usefulness are independent variables, stickiness is mediating variable, and continued use is dependent variable. Among independent variables, we are focused on user participation. User participation means that Internet user participates in the development of Internet community site (called mini-hompy or blog in Korea). User participation was studied from 1970 to 1997 at the research area of information system. But since 1997 when Internet started to spread to the public, user participation has hardly been studied. Given the importance of user participation at the success of Internet-based companies, it is very meaningful to study the research topic of user participation. To test the proposed model, we used a data set generated from the survey. The survey instrument was designed on the basis of a comprehensive literature review and interviews of experts, and was refined through several rounds of pretests, revisions, and pilot tests. The respondents of survey were the undergraduates and the graduate students who mainly used Internet communities. Data analysis was conducted using 217 respondents(response rate, 97.7 percent). We used structural equation modeling(SEM) implemented in partial least square(PLS). We chose PLS for two reason. First, our model has formative constructs. PLS uses components-based algorithm and can estimated formative constructs. Second, PLS is more appropriate when the research model is in an early stage of development. A review of the literature suggests that empirical tests of user participation is still sparse. The test of model was executed in the order of three research questions. First user participation had the direct effects on stickiness(${\beta}$=0.150, p<0.01) and continued use (${\beta}$=0.119, p<0.05). And user participation, as a partial mediation model, had a indirect effect on continued use mediated through stickiness (${\beta}$=0.007, p<0.05). Second, optional participation and prosuming participation significantly formed user participation. Optional participation, with a path magnitude as high as 0.986 (p<0.001), is a key determinant for the strength of user participation. Third, Network effect (${\beta}$=0.236, p<0.001). social influence (${\beta}$=0.135, p<0.05), and usefulness (${\beta}$=0.343, p<0.001) had directly significant impacts on stickiness. But network effect and social influence, as a full mediation model, had both indirectly significant impacts on continued use mediated through stickiness (${\beta}$=0.11, p<0.001, and ${\beta}$=0.063, p<0.05, respectively). Compared with this result, usefulness, as a partial mediation model, had a direct impact on continued use and a indirect impact on continued use mediated through stickiness. This study has three contributions. First this is the first empirical study showing that user participation is the significant driver of continued use. The researchers of information system have hardly studies user participation since late 1990s. And the researchers of marketing have studied a few lately. Second, this study enhanced the understanding of user participation. Up to recently, user participation has been studied from the bipolar viewpoint of participation v.s non-participation. Also, even the study on participation has been studied from the point of limited optional participation. But, this study proved the existence of prosuming participation to design and produce products or services, besides optional participation. And this study empirically proved that optional participation and prosuming participation were the key determinant for user participation. Third, our study compliments traditional studies of TAM. According prior literature about of TAM, the constructs of network effect, social influence, and usefulness had effects on the technology adoption. This study proved that these constructs still are significant on Internet communities.

A Study on the Process of the Housing by User's Participation - A case of Hakmaeul in Taebaek City - (이용자(利用者) 참여(參與)에 의한 주택단지(住宅團地)의 건축과정(建築過程) 연구(硏究) - 태백시 학마을을 중심으로 -)

  • Lee, Seung-Joon;Oh, Young-Sik
    • Journal of the Korean Institute of Rural Architecture
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    • v.8 no.3
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    • pp.35-42
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    • 2006
  • There are some studies about user's participation to reflect their desire and value on the planning of house by this time. These were constitution of unit space focused on the apartments, which is mostly theoretical. In architectural planning process, it takes time for continuous discussion and revision between architects and users. Also changes of plan must of necessity be so because of in or outside conditions. So, user's participation has its meaning that they take part in each step and portion of process faithfully on whole architectural processes. In this case, tenants of single houses were decided and they already buy building site and lay out rules jointly. With this circumstance I've researched a kind of test the reflection on various desires and its acceptance in each steps through completion of a construction work, which is based on their participation.

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A Study on the Housing Development Building by User's Participation (사용자(使用者) 참여(參與)에 의한 주거단지(住居團地) 건축(建築)에 대(對)한 조사(調査) 연구(硏究))

  • Oh, Young-Sik;Choi, Hyo-Seung
    • Journal of the Korean Institute of Rural Architecture
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    • v.4 no.1
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    • pp.37-44
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    • 2002
  • There are some studies about user's participation to reflect their desire and value on the planning of house by this time. These were constitution of unit space focused on the apartments, which is mostly theoretical. However, till completion of a construction work, it goes through various processes of some steps such as, buying building site, site planning, architectural planning and construction. In architectural planning process, it takes time for continuous discussion and revision between architects and users. Also changes of plan must of necessity be so because of in or outside conditions. So, right user's participation has its meaning that they take part in each step and portion of process faithfully on whole architectural processes. In this case, tenants of single house were decided and they already buy building site and lay out rules jointly. With this circumstance I've researched a kind of test the reflection on various desires and its acceptance in each steps through completion of a construction work, which is based on their participation.

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A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.42-57
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    • 2015
  • The purpose of this study is to examine a user-centered and interactivity-based user-participatory design that could be completed by users by helping them to better understand a diverse experience and be involved in a design process. The aspects of expression that were marked by direct user participation and subsequent interactivity in the areas of design, the arts and fashion were investigated to determine their characteristics. The kind of fashion that is characterized by interactivity is of significance in that it is variable according to the purpose of the users, it's possible to have sustained communication with them through their direct participation, and that the designer is consequently able to build a new, communicative relationship with the users as co-creators. This study found that the characteristics of interactivity through direct user participation are classified into four characteristics; One is playfulness. which offers a new experience and way to create fun and vale. Another is variability, which is changeability of form; the third is the convergence of technology and function. Lastly, the fourth is virtuality. This is to embody images in virtual space.

The Influence of Social Media's Environmental Characteristics on Users' Active Participation and the Types of Message Diffusion: Government's Communication Messages and Public Responses during the MERS Outbreak (소셜 미디어의 매체 환경적 특성이 이용자의 능동적 참여 및 메시지 확산 유형에 미치는 영향 : 메르스 사태에 대한 정부 대응 및 국민들의 반응을 중심으로)

  • Hong, Juhyun;Lee, Mina
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.89-103
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    • 2017
  • This paper analyzed the influence of government-owned social media's environmental characteristics on the level of users' active participation and types of message diffusion during government's crisis. The social media environment was categorized based on human interactivity and media interactivity. Users' active participation was measured based on amount of like/dislike and number of comments. User's comments were categorized through network analysis. This study found that the level of user's active participation was high on the information-provider participation type and the relationship-oriented participation type. The level of user's active participation was low on the information-provider type and the limited platform. The analysis of message diffusion type showed that a restrictive rational opinion type was found for the limited platform and diffusive or restrictive emotional opinion types were found for other types of social media environment. This study found that during MERS crisis, the government did not provide messages suitable for the social media environment, and the media environment influenced users' participation and comments. The government should provide user friendly social media environment by increasing interaction with users and should make efforts to communicate with users in crisis situation.