• Title/Summary/Keyword: User experience design

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Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

A Study on User Experience on Ant Insurance Claims China's Mobile Insurance Platform -Focused on Alipay- (중국 모바일 보험 플랫폼 개미 보험청구에 관한 사용자 경험 연구 -알리페이 중심으로-)

  • Son, Young-Ho;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.317-322
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    • 2021
  • This study focuses on user experience of Ant Insurance Platform(insurance product of Alibaba) and provides insights and improvement advises based on the survey conducted. Given that insurance claim is the most controversial part during the whole process, it is essential to conduct corresponding research from users' prospective. Some Chinese users between their 20's and 40's, who are major users of mobile insurance platforms, were selected as a sample group. Questionaire survey, which was made based on measurement items from Information systems success model, as well as in-depth interview was conducted within the group. According to the result, health, among all kinds, is the most difficult insurance to claim, which was mainly cause by security and information concerns. In order to enhance security, more options should be given to users. As for information, complains should be delt carefully and transparently. This study is expected to be used as referential material for mobile insurance platforms and user experience of insurance claims.

Comparative Analysis of User Experience with Delivery Applications -Focused on BaeMin, Yogiyo, Baedaltong- (배달 애플리케이션을 통한 사용자 경험 비교분석 -배달의 민족, 요기요, 배달통을 중심으로-)

  • Ko, Eun-Sung;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.393-399
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    • 2019
  • This study is to compare and analyze three leading delivery applications in Korea. As using of mobile Phone increases, the frequency of delivery applications is increasing. Nevertheless, there are still problems in usabilities. So the usability of three Applications were analyzed through an in-depth interview. Factors affecting user experience's satisfaction were identified through a 7-point scale based on Honeycomb, and the results were similar with in-depth interview, indicating what and why users overwhelmingly preferred delivery applications. This study is intended to enhance usability of all applications by analyzing the user experience of delivery applications, deriving the strengths of each vendor, applying them to all applications, and further applying the new technological ideas gained from interviews.

A study on video conferencing program user experience -Focused on Zoom and MS Teams- (화상회의 플랫폼 서비스의 사용자 경험 연구 -줌, MS 팀즈를 중심으로-)

  • Hwangbo, Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.339-344
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    • 2021
  • The purpose of this study is to present measures to enhance non-face-to-face communication platform services by measuring the user experience elements of major videoconferencing platforms in the non-face-to-face era. As a method of research, the platform of Zoom and MS Teams was selected, and the factors affecting the user experience were evaluated in combination with task and Think Aloud, and seven Honeycomb models of Peter Mobil were reconstructed to be analyzed through surveys and in-depth interviews for each paragraph. Studies have shown that Zoom has high usability, usability, accessibility and searchability, and MS Teams have excellent attractiveness. Therefore, based on the results of this study, the guidelines for video conferencing platform services and the improvement of the interface were presented. Based on this study, we hope that the usability of videoconferencing will be improved, and that various related studies will proceed as follow-up studies.

A Study on the User Experience of Online Concert -Focusing on the case of KPOP Online Concert- (온라인 콘서트의 사용자 경험 연구 -KPOP 온라인 콘서트 사례를 중심으로-)

  • Hong, Hyun-Ju;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.349-354
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    • 2021
  • The purpose of the project is to study the factors affecting the new user experience and satisfaction as the concert market of K-POP is moved to the online stage by the Corona 19. The study conducted a survey and in-depth interviews with men and women in their 20s and 30s who participated in the K-POP online concert, consisting of proposed by Stephen P. Anderson. The study found that participants' propensity, concert composition, platform-supported technology, and quality factors affect user experience satisfaction. It was also noticed that while the grafting of new technology did not have a significant effect on the part of Pleasurable, the satisfaction level was significantly reduced if the quality was poor. Hopefully, this study becomes a reference to the future direction of online concert development.

Research on Application of Service Design Methodology in IOT Environment

  • Kim, Byung-Taek;Cho, Yun-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.3
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    • pp.53-60
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    • 2017
  • The purpose of this study is to provide empirical and quantitative analysis on user's perceived privacy, security, and user satisfaction when providing visualization information about objects and service provider behaviors that users can not perceive in internet service process. Through previous research, we have examined the importance of privacy and security factors as a key factor to be considered for the characteristics of the Internet of things and the Internet of things. In addition, service blueprint, which is one of the service design methodologies to examine the flow of service usage in providing Internet service of things, was examined. In the flow of things internet service utilization, it is found that the things that are out of the user's cognitive area and the behavior of the service provider take up a large part. Therefore, the hypothesis that the trust of the Internet service security and the satisfaction of the user experience can be improved by providing the security visualization information about the behavior of the object and the invisible service provider in the non-contact aspect of the user and the object. In order to verify the hypothesis, we conducted experiments and questionnaires on the use of virtual objects' internet environment and conducted statistical analysis based on them. As a result, it was analyzed that visual information feedback on non - contact and invisible objects and service provider's behaviors had a positive effect on user's perceived privacy, security, and satisfaction. In addition, we conclude that it can be used as a service design evaluation tool to eliminate psychological anxiety about security and to improve satisfaction in internet service design. We hope that this research will be a great help for the research on application method of service design method in Internet environment of objects.

Elements for Evaluating the Usability of the Web-Based Infographic Design (웹 기반 인포그래픽 디자인을 위한 사용성 평가 요소)

  • Kwon, Hyo-Jeong
    • Journal of Korea Multimedia Society
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    • v.16 no.7
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    • pp.879-887
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    • 2013
  • In the recently diversified web environment, the existing methodologies for studying and evaluating the usability of infographics have limit in being applied to new user experience environment. To ensure effective web design that considers various user environments, research needs to be done for such usability of infographics that executes 'simplification and compression of information'. The purpose of this study is to understand the expandability of web-based infographic design, re-establish its concept, and produce the elements involved in the usability evaluation to come up with effective data on user experience. It is expected that this study will be used as a basic research for elucidating the connection to type-based or experienced-based data through convergence of various areas of information technology in the continuously transforming smart media environment.

A Study on Perception of Light and Space Experience in Contemporary Space Design (현대공간디자인에서 빛의 지각방식과 공간경험효과에 관한 연구)

  • Hong, Yu-Ran;Kwon, Young-Gull
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.339-346
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    • 2007
  • This thesis has purpose of explaining that light is not only appreciated but also physically percepted in contemporary space design and examining effects of space experience through the physical perception. In keeping with such developments, light has been perceived as the object of another architectural tool in modern space design and has provided men with new experience by providing space image and function different from previous ones. With the expansion of the area of light, light has changed a space that is not a simple architectural factor into the essential concept that gives the architectural space image ! by combining it with architectural space, structure, form and materials throughout the whole process from the beginning to the completion. Through phenomenological approach, light is percepted and experienced by body movement, intervention of senses and memories, and passing of time. The percepted and experienced light brings increase of mutual understanding in space, activation and continuance of user's sensation, recreational experience by event occurrence and space experience effect thorough information from media.

Qualitative User Research Method for Design for the Elderly (고령자 대상 디자인을 위한 정성적 사용자 조사 방법)

  • Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.80-87
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    • 2021
  • Aging is rapidly progressing around the world. This study explore and propose a qualitative user research method to specifically understand the needs and desires of the elderly based on a human-centered design philosophy for design targeting the increasing elderly. In particular, the purpose of this study is to propose a user research method that can be easily used when designing products used by the elderly in the actual design site. For this purpose, this study examined the use and implications of using shadowing, interviews, and direct experience while actually proceeding with the walking stick design. The shadowing was organized through the AEIOU frame, and the interview was conducted by adding a significance category to reflect the recent trend of the silver generation. For the direct experience, design implications were derived by setting up four user behavior scenarios, each indoors and outdoors, and experiencing them directly by designers. This study is expected to be an important user research guideline in the current situation where the demand for design for the elderly is diversifying and increasing.

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

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.252-258
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    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.