• Title/Summary/Keyword: User research

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On the trends and the problems of User Studies (User study의 추이 및 문제점에 관한 고찰)

  • 권은경
    • Journal of Korean Library and Information Science Society
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    • v.11
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    • pp.19-43
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    • 1984
  • There are two broad classes of user studies, in terms of their purposes or a n.0, pplications. One class might be termed basic studies, in which the purpose is to create or obtain knowledge regarding information needs and uses with no particular a n.0, pplication. The second type of study might be termed a n.0, pplied. The aim of second type is preparing standards to evaluate and improve existing information systems or to design new systems. The trends of user study tend toward basic research from a n.0, pplied ones. Furthermore, not only the broad-based studies change with special setting up and subdivided studies, but also the scopes of user study vary social scientist, human scientist, and even common users from limited natural scientists and technologists earlier. The aims of this paper is to summarize continuously pointed problems of user studies and to survey the state of the arts by reviewing the trends of user studies. The major problems of user studies are terminology, conceptualization, and methodology. These terms are essential to this study, and very important to decide the research fields and to select a method of survey, respectively. And in order to predict the user needs, studies of 'information needs' are inevitable instead those of 'information demands' which principally studied till nowadays. On the other hand, to reduce the problems of user studies, it is needed more qualitative studies ever than before and cooperation with other areas, for example, behavioral 'science, psychology, communication science and so forth.

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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.

Authentication and Key Agreement Protocol for Secure End-to-End Communications on Mobile Networks

  • Park, Jeong-Hyun;Kim, Jin-Suk;Kim, Hae-Kyu;Yang, Jeong-Mo;Yoo, Seung-Jae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.256-259
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    • 2003
  • This paper presents mutual authentication scheme between user and network on mobile communications using public key scheme based on counter, and simultaneously shows key agreement between user and user using random number for secure communications. This is also a range of possible solutions to authentication and key agreement problem-authentication and key agreement protocol based on nonce and count, and secure end-to-end protocol based on the function Y=f(.)$\^$1/, C$\^$i/ is count of user I, and f(.) is one way function.

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Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • v.35 no.2
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

An Analysis of the Service Quality and Satisfaction Perceived by Users and Librarians on the Foreign Research Information Center (이용자와 상호대차담당자가 인식하는 외국학술지지원센터(FRIC)의 서비스품질과 고객만족도 분석)

  • Oh, Dong-Geun;Hwang, Jae-Young;Yeo, Ji-Suk
    • Journal of Information Management
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    • v.43 no.2
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    • pp.23-42
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    • 2012
  • This study is to investigate and analyze the service quality and satisfaction perceived by users and librarians of the Foreign Research Information Center (FRIC). The survey results reveal that three groups of in-campus (internal) user group, external user group and interlibrary loan librarian group has highly perceived the service quality and satisfaction of the FRIC. Two user groups have statistically significant different perceptions on the service quality, loyalty, and satisfaction. Internal user group perceived more highly than external user group, in 6 items of satisfaction, 1 item of loyalty, and 7 items of service quality. Structural equation models of satisfaction and loyalty on two user groups were proved to be appropriate. Material factor including success rate of copied text and general physical status of the copy influences significantly on the user satisfaction in both groups.

The effects of the usability of products on user's emotions - with emphasis on suggestion of methods for measuring user's emotions expressed while using a product -

  • Jeong, Sang-Hoon
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.5-16
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    • 2007
  • The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this study we have extracted some emotional words that can come up during user interaction with a product and reveal emotional changes through three methods. Finally, we extracted 88 emotional words for measuring user's emotions expressed while using products. And we categorized the 88 words to form 6 groups by using factor analysis. The 6 categories that were extracted as a result of this study were found to be user's representative emotions expressed while using products. It is expected that emotional words and user's representative emotions extracted in this study will be used as subjective evaluation data that is required to measure user's emotional changes while using a product. Also, we proposed the effective methods for measuring user's emotion expressed while using a product in the environment which is natural and accessible for the field of design, by using the emotion mouse and the Eyegaze. An examinee performs several tasks with the emotion mouse through the mobile phone simulator on the computer monitor connected to the Eyegaze. While testing, the emotion mouse senses user's EDA and PPG and transmits the data to the computer. In addition, the Eyegaze can observe the change of pupil size. And a video camera records user's facial expression while testing. After each testing, a subjective evaluation on the emotional changes expressed by the user is performed by the user him/herself using the emotional words extracted from the above study. We aim to evaluate the satisfaction level of usability of the product and compare it with the actual experiment results. Through continuous studies based on these researches, we hope to supply a basic framework for the development of interface with consideration to the user's emotions.

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Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

Factors Affecting User´s Satisfaction in Development of Natural Recreation Forest (자휴양림의 개발요소가 이용만족도에 미치는 영향)

  • 장병문
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.3
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    • pp.19-28
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    • 2001
  • The purpose of this paper is to examine factors affecting user´s satisfaction in development of natural recreation forest(NRF) in order to answer the research question: What is the magnitude of factors affecting user´s satisfaction in development of NRF. After reviewing the literature, mechanism of outdoor recreation, and development factors in NRF, we constructed the conceptual framework and have formulated the hypothesis of this research. we have obtained data through a questionnaire, which surveyed 625 visitors at 10 of the 72 natural recreation forests in Korea in 1999, We have analyzed the data using the mean difference test, Pearson´s correlation analysis, and multiple linear regression method. We found that 1) all the development factors except recreational resources affecting user´s satisfaction have turned out to be statistically significant at one percent level. The direction of relationship between independent variable and dependent variable is the same as that of dependent variable. 2) in bivariate analysis, the relationships between user´s satisfaction and all the development factors are fairly high and statistically significant. The higher the value of development factors, the higher the degree of user´s satisfaction. 3 in multivariate analysis, such variables as the suitability of activities level of services, atmosphere, and facility have been statistically significant at one percent level, and 4) Their relative contribution of the suitability of various recreational activities, level of atmosphere, and service on dependent variable have been turned out to have 8.167, 4.889, 3.333, and 1.611 times more importance than that of the suitabity of recreational resources, respectively. The research results suggest that a guideline for the creation of marketable NFR and development of use-programs and recreational atmosphere be recommended in the planning and development process of NRF, and excessive investment on facilities is not desirable. The approach and analysis method adopted by this research is highly useful for an evaluation criterion of NRF and development of devices for increasing user´s satisfaction in NRF. It is recommended that more empirical study on individual factors affecting user´s satisfaction be performed in the future.

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Typology of the Scope of Generalization in User Behavior Study (이용자 행태 연구방법론상의 일반화 영역 유형에 관한 연구)

  • Kim Yang-Woo
    • Journal of the Korean Society for Library and Information Science
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    • v.40 no.2
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    • pp.435-455
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    • 2006
  • While numerous studies have empirically investigated user behavior in LIS research community, less research has attempted to examine such studies in methodological perspective. Reflecting this, relevant studies have suggested the need to develop methodological framework for such studies. This study conducted content analyses of user behavior studies recently published in JASIST and analyzed factors which affect the external validity of result of such researches. The findings revealed various types and cases related to the generalization of the study results. Based on these, a methodological framework for user behavior studies were suggested.