• 제목/요약/키워드: User Experience Characteristics

검색결과 343건 처리시간 0.03초

경험 혁신과 경영 전략 : 신제품 개발 과정에서의 사용자 경험 디자인(Design for User Experience) (Experience Innovation and Business Strategy : Design for User Experience(UX) in New Product Development(NPD))

  • 신영수;임채린;이선화;김진우
    • 한국IT서비스학회지
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    • 제14권2호
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    • pp.231-251
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    • 2015
  • User Experience (UX) and Experience Innovation have been emphasized in the process of New Product Development (NPD). However, previous works which were conducted within the theme of UX mostly focused on the fragmentary aspects of user's experience in a specific usage-context only. For this reason, it is always hard to deal with questions on how to define the abstract concept of UX and how to apply this important keyword in actually NPD process both for satisfying potential users and for setting a market strategy. To address this issue, we focused on the fact that UX has an aspect of composition like pattern and structure. It means that we can understand the context of UX with clarifying characteristics of relations between user and experiential objects. Also, we referred to two sub-concepts of Complexity, Density and Centrality, as representative characteristics of relations in usage-context. Based on this theoretical background, we attempted to find UX design principles and concepts for NPD from the actual example cases of products and services in the real market. From these whole study process, we expect that our findings could have implications for academic and practical areas within the theme of Human-Centered Innovation.

음악 스트리밍 서비스 사용자 경험 모델에 관한 실증 연구 (An Empirical Study on the User Experience Model of Music Streaming Service)

  • 이정아;김형진;이호근
    • 정보화정책
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    • 제30권3호
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    • pp.92-121
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    • 2023
  • 음악 스트리밍 서비스는 음악 소비 과정에서 사용자와의 다양한 상호작용이 발생한다는 점에서 사용자 경험(User Experience: UX)에 대한 이해가 중요하다. 본 연구는 사용자 경험의 '구조'(Structure)를 분석한 선행연구, 음악 서비스 사용자가 중요하게 생각하는 '품질 특성'(Quality Characteristics)에 관한 선행연구를 토대로 음악 스트리밍 서비스의 사용자 경험 모델을 개발하고 그 타당성을 검증하였다. 음악 스트리밍 서비스 사용자를 대상으로 한 설문 데이터를 분석한 결과, 기능성(검색, 브라우징, 개인화된 추천), 유저 인터페이스 사용성, 콘텐츠 품질(현재성, 충분성, 관련성), 금전적 비용이 해당 서비스에 관한 사용자 경험 결과(사용자 만족)를 결정하는 주요 요인인 것으로 밝혀졌다. 또한, 국내 서비스들과 글로벌 서비스를 비교한 결과, 기능성과 콘텐츠 품질에 대해서 사용자 경험의 차이가 있는 것으로 나타났다. 본 연구에서 제안한 음악 스트리밍 서비스 사용자 경험 모델은 관련 이론 기반 연구에 새로운 토대가 될 수 있으며, 실제 플랫폼들 간의 경쟁 구도 및 그들의 경쟁 전략에 대한 의미 있는 시사점을 제공한다.

Understanding the Concept of User Experience Based on the Extended Concept of Usability

  • Lee, Dong-Hun;Chung, Min-K.
    • 대한인간공학회지
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    • 제31권2호
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    • pp.299-308
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    • 2012
  • Objective: This study presents the conceptual framework and the conceptual model to account for user experience by expanding the existing concepts of usability, in particular considering the user-interface environment in digital convergence. Background: To better understand a variety of users interacting with a converged product based on digital technologies, there seems to be a limit to consider the existing concepts of usability. All possible aspects of user's interaction with a product in a context of use need to be taken into consideration. Method: This study identifies the concept of user experience through a comprehensive literature review. Results: First, this study reviews the existing concepts of usability and user experience. And then this study describes four main components in the conceptual framework of user experience: user's internal states, user's external states, a product, and various outcomes, each of which encompasses distinct sub-components. The conceptual model of user experience accounts for how user's internal states change over time and for how different sub-components affect actual behavior of use. Conclusion: It is expected that these user experience concepts can be used in basic resources to better understand different behavioral characteristics of users and to better design interactive products in converged digital environments.

디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구 (A Study on Applied Elements fo the Extension of User Experience in Digital Space)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제23권1호
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.

The Effect of eWOM Information Characteristics and Brand Community Experience Value on Brand Trust, Conversion

  • HAN, Sang-Seol
    • 산경연구논집
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    • 제13권4호
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    • pp.35-49
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    • 2022
  • Purpose - According to the recently changing consumer smart environment and consumer decision-making process, this study investigates the structural relationship between electronic(online) WOM information characteristics and brand community experience value types on specific brand reliability and brand transformation. In particular, the characteristics of word of mouth information and the experience value of brand community users were divided into detailed fac tors and approached. Methodology - In order to proceed with this study, we review previous studies and setting hypotheses. The hypothesis was verified through a survey that was conducted for the consumers with online consumption activities in less than six months. With reference to previous studies, operational definition was made for the questionnaire design. In order to verify the hypothesis, 282 people were statistically analyzed through the survey This data were used for AMOS for confirm hypothesis established. Results - eWOM information characteristics were classified into usefulness, timeliness and un-bias, and online community experience values were classified into interaction, playfulness, and virtuality. In addition, it is to investigate the relationship between the brand reliability and user's experience value in brad community. The main results are as follows. The first result was that usefulness and un-bias, which are the eWOM information characteristics had a positive effect on forming brand reliability. However, the factor of timeliness did not affect brand reliability. Second, in terms of user experience value and brand reliability in the brand community. It was fo und that experience values such as interaction, playfulness, and vituality all had a positive influence on brand reliability. Third, it was found that brand reliability has a positive influence on the on-line conversion activity of users. Conclusions - Through this study, the field of online consumer behavior research is expanding, and this study suggested that careful management is necessary according to the type or characteristics of eWOM information. Additionally, it presents the importance of the user's empirical value in the brand community influencing brand attitude and reliability. In practice, the implementation of the marketing communication mix in digital marketing has recently been underway to enhance the conversion behavior of users. At this level, it also reveals the preceding factors that increase user conversion behavior.

A Study on the Characteristics of Interactive Fashion Through User Participation

  • Noh, Youna;Kan, Hosup
    • 패션비즈니스
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    • 제19권6호
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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 Effects of User Experience Factors on Satisfaction and Repurchase Intention at Online Food Market

  • CHA, Seong Soo;LEE, Su Han
    • 산경연구논집
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    • 제12권4호
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    • pp.7-13
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    • 2021
  • Purpose: This study aims to empirically analyze the effects of user experience on satisfaction and repurchase in the online food market and to present implications. Online food markets have rapidly dominated the grocery market since their appearance, and online food purchases by middle and seniors as well as young people are increasing rapidly. Research design, data, and methodology: The survey was conducted on 268 consumers with experience in using online food markets, and the results of the survey were analyzed using SPSS statistical program to verify reliability and feasibility, and using structural equation modelling (SEM) using AMOS. This study positively analyzed the impact of satisfaction and repurchase intent by setting system quality, product quality, brand characteristics, and economics as user experience factors in online food markets. Results: The results showed that among online food market user experience factors, the quality of the product and brand characteristics have a significant impact on satisfaction. This means that consumers decide to purchase food through online food markets by considering high-quality products and brand value together. Conclusions: This study has broadened the horizon of recent research on online food market which has been rapidly increasing in the market triggered by Covid19, providing significant implications.

VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향 (Effect of the Affordance Characteristics of VR Game UI on the User Experience)

  • 박준홍;이준상
    • 한국정보통신학회논문지
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    • 제24권2호
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    • pp.252-258
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    • 2020
  • IT 기술의 발달로 사용자에게 오감 정보를 제공하고 상호작용하는 VR 콘텐츠 기술이 발전하고 있다. 이러한 VR 콘텐츠 기술은 시간과 공간의 제약이 없을 뿐 아니라 몰입 경험을 제공함으로 사용자들에게 널리 사용되고 있다. VR 콘텐츠란 네트워크의 진화에 따른 콘텐츠 중 하나로 화면에 재생되는 영상을 시각뿐만 아니라 증강현실, 가상현실, 홀로그램 등 오감을 통해 경험할 수 있도록 만들어주는 콘텐츠이다. VR 게임은 사용자와 VR 게임의 상호작용을 위한 인터페이스도 다양해지고 있다. 본 연구는 인터페이스의 중요성에 대해 인식하고 사용자 관점에서 VR 게임 UI의 어포던스 특성이 사용자 경험과 만족에 미치는 영향을 분석하였다. 연구결과 VR 게임 UI는 사용자 경험과 만족에 상호작용하는 것으로 나타난다. 이는 VR 게임 UI를 사용하는 사람들이 UI의 특성과 기능을 얼마나 잘 이해하고 활용할 수 있는지에 따른 사용자 경험에 영향을 미치는 것으로 나타난다.

사용자 특성과 ChatGPT 신뢰의 관계 : 인구통계학적 변수와 AI 경험의 영향 (User Factors and Trust in ChatGPT: Investigating the Relationship between Demographic Variables, Experience with AI Systems, and Trust in ChatGPT)

  • 박예은;장정훈
    • 디지털산업정보학회논문지
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    • 제19권4호
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    • pp.53-71
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    • 2023
  • This study explores the relationship between various user factors and the level of trust in ChatGPT, a sophisticated language model exhibiting human-like capabilities. Specifically, we considered demographic characteristics such as age, education, gender, and major, along with factors related to previous AI experience, including duration, frequency, proficiency, perception, and familiarity. Through a survey of 140 participants, comprising 71 females and 69 males, we collected and analyzed the data to see how these user factors have a relationship with trust in ChatGPT. Both descriptive and inferential statistical methods, encompassing multiple linear regression models, were employed in our analysis. Our findings reveal significant relationships between user factors such as gender, the perception of prior AI interactions, self-evaluated proficiency, and Trust in ChatGPT. This research not only enhances our understanding of trust in artificial intelligence but also offers valuable insights for AI developers and practitioners in the field.

특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로 (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)

  • 이인성;최지웅;김소령;이기호;김진우
    • Asia pacific journal of information systems
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    • 제19권1호
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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.