• Title/Summary/Keyword: User Experience Methodology

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Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

User Interface Design through the User Experience and Understanding of Desire (사용자 경험, 욕구파악을 통한 유저인터페이스 디자인)

  • Kim, Jin-Kon;Baek, Yong-Jae
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.59-63
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    • 2006
  • This study aims to emphasize the need for the in-depth experience and understanding of desire as to the User Interface Design through the introduction of the methodology which was developed by mixing quantitative utilization analysis and qualitative utilization analysis and to propose the active use of that. The methodology of this study is significant in that it tries to identify the latent experience and desire of user and reflect them in the User Interface Design through the repetition of 3 staged circular process and exploratory process related to the investigation category of people, prototype and product.

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A study on the effect of user experience of fitness APP on product trust and purchase intention

  • Zhoua, Huizhuo;Xing, Xiaoyu;Lu, Zifan
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.1-18
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    • 2022
  • Purpose - The purpose of this study is to take fitness APP users as the research object from the perspective of user experience to explore the influence of fitness APP user experience factors on product trust and purchase intention. Design/methodology/approach - The study collected data on 275 customers who had experience buying and using fitness apps. To test the hypothesis, SPSS 27.0 and AMOS 26.0 statistical packages were used based on the collected data. Findings - The results showed that the user experience factors (usefulness, ease to use, enjoyment, interaction) of fitness APP and the relationship between product trust had a positive effect, and product trust had a positive effect on purchase intention. In addition, exercise experience, showed a moderating effect in the relationship between the usefulness, easy to use of user experience and product trust. Research implications or Originality - This study provided research model among user experience factors of fitness APP, product trust and purchase intention. This study can help sports and fitness companies with product optimization and marketing decisions.

User Types of Shared Mobility Services and UX Design Strategies: an application of Q Methodology (Q방법론을 적용한 공유 모빌리티 서비스의 이용자 유형 연구 및 모빌리티 서비스 UX 디자인 전략)

  • Hong, Seung-Hye;Byun, Young-Si;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.568-580
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    • 2019
  • With mobility-as-a-service(MaaS) drawing attention to its influence and ripple effect around the world, the mobility service market is currently growing rapidly mainly focusing on mobility sharing. In order to preemptively dominate the mobility service market following the full-scale spread of MaaS, it is important to first identify the recognition and experience of users in personal mobility sharing services, which are currently in the early stages of diffusion, and through which to understand the characteristics of potential consumers of the extended mobility service market. Therefore, the study aims to classify the user types of mobility service and establish a future user experience-oriented mobility service strategy using a subjectivity study method, Q methodology.

The Effects of User Experience-Based Design Innovativeness on User-Metaverse Platform Channel Relationships in South Korea

  • JEON, Joo-Eon
    • Journal of Distribution Science
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    • v.19 no.11
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    • pp.81-90
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    • 2021
  • Purpose: The purpose of this research is that Metaverse platforms' UXBDI can be distinguished among Metaverse platform channel types. Metaverse platform represents a collective term signifying services that include augmented reality, lifelogging, mirror worlds, and virtual worlds. User Experience-Based Design Innovativeness (UXBDI) is characterized by novelty in product design and services that satisfy user experience. This study examined the effect of Metaverse platforms' UXBDI on user-Metaverse platform relationships. Research design, data and methodology: Metaverse platform users were selected as samples, and a marketing research institution known as a panel company conducted the survey. It used multiple regression to test the impact on platform identification and commitment based on a survey of 442 South Korean respondents. Results: The research confirmed that UXBDI sub-dimensional scales of attractiveness and interaction increased user-Metaverse platform identification and commitment. Also, a Metaverse platform identity increased user-Metaverse platform identification in virtual and mirror worlds. Conclusion: This study contributes to multiple academic fields. First, the UXBDI of Metaverse platforms appears to be a key component of ongoing user-Metaverse relationships. Second, UXBDI affects relationships differently based on the Metaverse platform type.

Developing and Applying a New Methodology for Value-Centered HCI: Focusing on User Experience Structure of Mobile Data Service (가치 중심적 HCI를 위한 새로운 방법론의 개발 및 적용: 모바일 데이터 서비스의 사용자 경험 구조를 중심으로)

  • Lee, In-Seong;Choi, Bo-Reum;Kim, Jin-Woo;Lee, Ki-Ho;Jung, Seung-Ki
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.13-24
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    • 2007
  • For many years, human-computer interaction (HCI) practitioners have focused on usability in order to enhance the user experience, and companies have seen it as an area where they can gain advantages over their competitors. However, a focus on usability limits the potential of HCI research because it restricts the concept of user experience to just an implemented functionality of the information technology (IT). Therefore, it is necessary to expand the boundary of user experience research into a holistic dimension. We suggest that one of the most powerful ways to broadly understand user experience with an IT is to investigate the attributes of an IT and users' perceived values and to construct a user experience structure, a hierarchical structure between the attributes of an IT and users' perceived values. This study thus undertakes two research tasks: to develop a specific methodology, which is the visual probing, for constructing a user experience structure with the attributes of an IT and users' perceived values, and then to build a user experience structure practically by conducting a case study to a specific IT: mobile data service.

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Development Process for User Needs-based Chatbot: Focusing on Design Thinking Methodology (사용자 니즈 기반의 챗봇 개발 프로세스: 디자인 사고방법론을 중심으로)

  • Kim, Museong;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.221-238
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    • 2019
  • Recently, companies and public institutions have been actively introducing chatbot services in the field of customer counseling and response. The introduction of the chatbot service not only brings labor cost savings to companies and organizations, but also enables rapid communication with customers. Advances in data analytics and artificial intelligence are driving the growth of these chatbot services. The current chatbot can understand users' questions and offer the most appropriate answers to questions through machine learning and deep learning. The advancement of chatbot core technologies such as NLP, NLU, and NLG has made it possible to understand words, understand paragraphs, understand meanings, and understand emotions. For this reason, the value of chatbots continues to rise. However, technology-oriented chatbots can be inconsistent with what users want inherently, so chatbots need to be addressed in the area of the user experience, not just in the area of technology. The Fourth Industrial Revolution represents the importance of the User Experience as well as the advancement of artificial intelligence, big data, cloud, and IoT technologies. The development of IT technology and the importance of user experience have provided people with a variety of environments and changed lifestyles. This means that experiences in interactions with people, services(products) and the environment become very important. Therefore, it is time to develop a user needs-based services(products) that can provide new experiences and values to people. This study proposes a chatbot development process based on user needs by applying the design thinking approach, a representative methodology in the field of user experience, to chatbot development. The process proposed in this study consists of four steps. The first step is 'setting up knowledge domain' to set up the chatbot's expertise. Accumulating the information corresponding to the configured domain and deriving the insight is the second step, 'Knowledge accumulation and Insight identification'. The third step is 'Opportunity Development and Prototyping'. It is going to start full-scale development at this stage. Finally, the 'User Feedback' step is to receive feedback from users on the developed prototype. This creates a "user needs-based service (product)" that meets the process's objectives. Beginning with the fact gathering through user observation, Perform the process of abstraction to derive insights and explore opportunities. Next, it is expected to develop a chatbot that meets the user's needs through the process of materializing to structure the desired information and providing the function that fits the user's mental model. In this study, we present the actual construction examples for the domestic cosmetics market to confirm the effectiveness of the proposed process. The reason why it chose the domestic cosmetics market as its case is because it shows strong characteristics of users' experiences, so it can quickly understand responses from users. This study has a theoretical implication in that it proposed a new chatbot development process by incorporating the design thinking methodology into the chatbot development process. This research is different from the existing chatbot development research in that it focuses on user experience, not technology. It also has practical implications in that companies or institutions propose realistic methods that can be applied immediately. In particular, the process proposed in this study can be accessed and utilized by anyone, since 'user needs-based chatbots' can be developed even if they are not experts. This study suggests that further studies are needed because only one field of study was conducted. In addition to the cosmetics market, additional research should be conducted in various fields in which the user experience appears, such as the smart phone and the automotive market. Through this, it will be able to be reborn as a general process necessary for 'development of chatbots centered on user experience, not technology centered'.

User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

The Effects of User Experience Factors on Satisfaction and Repurchase Intention at Online Food Market

  • CHA, Seong Soo;LEE, Su Han
    • The Journal of Industrial Distribution & Business
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    • v.12 no.4
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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.

Design of EPG Information Architecture on Digital TV based on User's Experience (사용자 경험에 기초한 디지털 TV EPG 채널 정보구조 설계)

  • Kim, In-Soo;Jung, Kyeong-Kyun;Park, Jong-Soon;Myung, Ro-Hae;Park, Yong-Jin
    • Journal of Broadcast Engineering
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    • v.12 no.2
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    • pp.71-79
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    • 2007
  • This study is about the TV Electronic Program Guide (EPG) design to which Perceived Information Architecture (PIA) based on user-experience is applied. The function-oriented information architecture is not friendly for user to search channels, while Multi-channels of EPG system provides users with opportunities to select a variety of channels. Because the menu structure of EPG user interface system is not compatible with the user experience. Therefore, this study presented a user-experience-based methodology and proposed a new solution for the information architecture of user-centered EPG system design.