• 제목/요약/키워드: User Survey

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학교건축 디자인 지표의 사용자 참여설계 적용에 관한 연구 (A Study on the Efficient Application of Design Indicators to User Participatory Design for School Facilities)

  • 조창희;오형석;이화룡
    • 교육시설 논문지
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    • 제20권3호
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    • pp.3-12
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    • 2013
  • The study explored empirically user participatory design methods for realizing user demand efficiently and evaluating alternatives systematically by using design indicators such as the design quality indicators system of the UK. In the empirical exploratory process utilizing design indicators, the study selected design indicators, and conducted a survey of design realization methods, evaluation methods, and user participatory design utilizing design indicators. Also, concerning the empirical exploratory process, it can be classified into a preliminary survey aimed at those majoring in architecture; a user group survey aimed at elementary school students, parents, and teachers; and a professional group survey aimed at professionals in architecture. In particular, the study carried out the survey for the empirical exploratory process of user participatory design by combining on-line and off-line methods.

군용 침낭 사용자 요구에 맞춘 설문조사와 결과 분석 (A Study on Result Analysis and Survey of User Requirements for Military Sleeping Bag)

  • 이정문
    • 품질경영학회지
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    • 제42권3호
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    • pp.339-360
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    • 2014
  • Purpose: The objective of this paper was to analyze the requirements of the end-users by class after carrying out a survey on the user requirements for sleeping bags and utilize the result for effective product development. Methods: The test for difference in means by class was conducted through one sample analysis and one-way ANOVA after the survey result has gone through a reliability verification, and an LSD (Least Significant Difference) test was conducted as a post-mortem method. Results: A significant result was derived from the survey on the user requirements for sleeping bags by method of use, use of combination of sleeping bag components or a sleeping bag alone. Conclusion: The significant result derived from the survey of this paper on the user requirements for sleeping bags can be utilized for effective development of sleeping bags.

IT업계에서의 사용성 및 사용자 중심설계에 관한 현황조사 (A Survey of Usability and User-Centered Design Practice in IT industry)

  • 지용구
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2003년도 추계학술대회 논문집
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    • pp.1231-1232
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    • 2003
  • This paper reports results of a recent survey of 184 Information Technology(IT) development practitioners and 90 User Interface (UI)/usability practitioners. This survey covered a broad range of issues including the respondents' profile, current development environment, usability and user-centered design (UCD) adoption issues in development, overall assessment of usability/UCD in Korea, and the most widely used methods and techniques. The results of this study are expected to provide an empirical basis for usability and UCD planning, training, adoption and execution in IT industry of Korea.

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전통시장 아케이드 공간의 리모델링을 위한 이용자 태도에 관한 연구 - 대구서문시장 이용자 설문을 바탕으로 - (User Preference for Improved Remodeling of Arcade in Traditional Market - Based on user surveys in Daegu Seomun Market -)

  • 김경임;이정호
    • 대한건축학회논문집:계획계
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    • 제36권1호
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    • pp.27-36
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    • 2020
  • Fifteen years after the modernization of traditional markets, commercial facilities and some 1,000 markets across the country contacted arcade operators, there are no specific guidelines on installation standards, exact guidelines for public facilities, and guidelines on law, maintenance and management yet. Therefore, it is necessary to derive a plan that reflects the mindset of the market project and the users as basic planning data for making arcade remodeling of traditional markets more advanced. As a research method, case studies and surveys were conducted and the details are as follows. Through the case study, this study drew suggestions that were available and needed in Korea on the planning plan of arcade space in the developed traditional market and conducted user preference. The survey participants are 150 users of Daegu seomun market. In addition, the survey contents are approached with the concept of remodeling remuneration, so the total number of questions is 47 including 'accessibility', 'comfort', 'openness', 'safety' and 'integrity', which are five elements of the arcade plan. The survey method assessed the importance and satisfaction of each questionnaire on a 5-point scale, and the survey results were compared with technical statistics and means using the SPSS statistics package. The results of user awareness and image survey, in which the installation and remodeling of the ventilation system of the crosshairs are mentioned in the event of fire or in the case of daily ventilation, are important factors in safety. The user-conscious survey, analyzed in 'integrity', indicates that the use of multi-purpose space is required, and that the layout of street stalls and parking and user movements should be integrated. Mac of this study is going to present direction of remodeling plan and behavior analysis by analyzing user preference data for advanced remodeling of arcade in traditional markets.

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

  • JEON, Joo-Eon
    • 유통과학연구
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    • 제19권11호
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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.

IT 개발환경에서의 사용성 및 사용자 중심 설계의 전략적 접근을 위한 현황연구 (A Survey of Usability and User-Centered Design Practice in IT Industry for Strategic Usability)

  • 지용구
    • 산업공학
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    • 제17권4호
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    • pp.490-498
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    • 2004
  • This paper reports results of a recent survey of 184 Information Technology (IT) development practitioners and 90 User Interface (UI)/usability practitioners. This survey covered a broad range of issues including the respondents' profile, current development environment, usability and user-centered design (UCD) adoption issues in IT development practice, overall assessment of usability/UCD, and the most widely used usability/UCD methods and techniques. The results of this study are expected to provide an empirical basis for usability and UCD planning, training, adoption and execution in IT industry.

SNS 프로슈머활동 특성과 관계품질이 이용자만족과 충성의도에 미치는 영향 (The Effect of SNS Prosumer Activity Characteristics and Relationship Quality on User Satisfaction and Loyalty Intention)

  • 권도희;조철호
    • 품질경영학회지
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    • 제47권1호
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    • pp.125-138
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    • 2019
  • Purpose: The present research was designed to explore a causal relationship among SNS prosumer characteristics, relationship quality, user satisfaction, and loyalty intention, and we intended to explore mediating role of relationship quality in the causal relationship. Methods: As survey tool, questionnaire that had obtained validity and reliability through literature survey and pretest survey, and sample 214 was analyzed using SEM analysis method. Results: All theoretical relationships, except the relationship between information provision and relational quality, proved to be significant. The relationship quality plays an important intermediary role in the research model. Conclusion: The characteristics of SNS prosumer activity can be summarized by interaction and informational provision. To increase user satisfaction and loyalty, it is necessary to support these characteristics and strengthen relationships with customers.

오픈소스와 상용 DBMS의 사용자 기대요인과 만족에 대한 연구 (User Expectation and Satisfaction of Open Source and Commercial DBMS)

  • 문정오;김종우
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2008년도 추계학술대회 및 정기총회
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    • pp.415-419
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    • 2008
  • In this study, an empirical research based on survey has been performed to study the influence of user expectation to user satisfaction of commercial and open source DBMSs. According to the survey results, word-of-mouth and past experiences influence significantly to user expectation, and price influences to user expectation only for commercial DBMS users. The results show that the expectancy disconfirmation influences significantly to user satisfaction. Expectation and satisfaction levels of commercial DBMS users are higher significantly than those of open source DBMS users. However, expectancy disconfirmation of open source DBMS users is higher than that of commercial DBMS users.

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이용자 연구에 관한 연구동향 분석 (An Analysis of the Research Trend on The Information User studies)

  • 한복희
    • 한국문헌정보학회지
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    • 제23권
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    • pp.107-125
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    • 1992
  • The purpose of this study is to investigate the research trend of information user studies. The following findings are made. The literature on information user studies during 1980-1990 reveals 120 titles. The faculty members of university tend to publish their results in scientific journals and university publication while non-faculty members are more likely to represent their research papers in unpublished master thesis and bulletin. Subject distribution of research were classified into ten: user studies, material use studies, information needs and uses, user education, library use pattern, citation analysis, journal use, catalog use, information system, non-use study. Survey research, literature research, survey reserch and literature research use jointly, experimental research and citation analysis were employed for information user studies.

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비교과통합관리시스템이 사용자 만족에 미치는 영향 분석 (A study on the effect of the extracurricular activity management system on user satisfaction)

  • 권영애;박혜진
    • 디지털산업정보학회논문지
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    • 제17권4호
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    • pp.121-132
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    • 2021
  • This study analyzed the effect of the extracurricular activity management system on user satisfaction. For this purpose, the effects of content, navigation, screen frame, design, interaction, and error handling factors on user satisfaction were analyzed. A survey was conducted on 321 students of K University located in Chungcheongbuk-do, and the research results based on the survey contents are as follows. First, content, navigation, screen frame, interactivity, and error handling, which are major elements of the extracurricular activity management system, showed statistically significant results. Second, interactivity and error handling were found to have the greatest influence on the factors affecting user satisfaction of the extracurricular activity management system. In this study, it was found that the interaction of the whole system including contents is important for continuous improvement of the extracurricular activity management system, and that it has a positive effect on user satisfaction when prompt error handling is possible.