• Title/Summary/Keyword: Users' behaviors

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The Study on Service Design Development for Pharmacy Users: Using Smart Phone Application

  • Lee, Dong-Min;Park, Hye-Jung;Lee, Dong-In
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.93-100
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    • 2012
  • Objective: This study is to review the current state of services offered to pharmacy users, and develop a service design converging a prescription service and a smart phone application service in order to enhance patients' experience at pharmacies and home. Background: Under the new medical system; separation of prescribing and dispensing drugs, a doctor writes a prescription to their patients and patients have their prescription filled at the pharmacy. As the number of flue, allergy and atopy patients has increased, waiting lines have been longer at pharmacies. Besides, the current medical service system lacks of providing proper information on prescribed pills to patients. There are already services offered during waiting times such as offering free drinks, magazines or suggesting general drugs which you can buy without prescription, however they neither cover the current medical service's shorts nor shorten the waiting time. Method: I researched objective and perceived waiting times reduction methods, the current service status at pharmacies, and the government's policy direction in a medical service. Also, I observed a patient's journey from the hospital to pharmacy and then home. I examined the circumstance at pharmacies, patients' behaviors and their thoughts during their journey, and extracted three main goals to design a service in order to help patients have positive perception during the waiting time; (1) to reduce the perceived time by the way of visualizing time and offering readings about what patients consider necessary, (2) to educate patients what they are into and how to get through, (3) to establish trust among patients, doctors and pharmacists. Based on three goals, I designed a structure and a wireframe for a new service application of smart phones. Results: With a new service design for pharmacy users, users can track their medical record and visit the information about their current medical treatments anytime. Also the service helps patients build reliable relationships with doctors and pharmacists. Conclusion: Experience is not just an activity but series of multiple activities. The serving range of a medical service should not be determined by stakeholders but user's holistic experience. By approaching a service design with a holistic vision, it can enrich not only a temporary experience but also a whole life well being. Application: Since there are already many service applications advising patients about their illness and finding right doctors, this service design is focused on the experience from getting a prescription till feeling better. The next move is to combine those two parts medical services and design an integrated service application. As a prescription is going to be coded in numbers, we might consider to design an un-attended pharmacy which can shorten huge amount of time for filling prescriptions.

Effect of Emotional Elements in Personal Relationships on Multiple Personas from the Perspective of Teenage SNS Users (SNS 상의 대인관계에서 나타나는 감정적 요소와 청소년의 온라인 다중정체성 간의 영향관계)

  • Choi, Bomi;Park, Minjung;Chai, Sangmi
    • Information Systems Review
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    • v.18 no.2
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    • pp.199-223
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    • 2016
  • As social networking services (SNS) become widely used tools for maintaining social relationships, people use SNS to express themselves online. Users are free to form multiple characters in SNS because of online anonymity. This phenomenon causes SNS users to easily demonstrate multiple personas that are different from their identities in the real world. Therefore, this study focuses on online multi-personas that establish multiple fake identities in the SNS environment. The main objective of this study is to investigate factors that affect online multi-personas. Fake online identities can have various negative consequences such as cyber bullying, cyber vandalism, or antisocial behavior. Since the boundary between the online and offline worlds is fading fast, these negative aspects of online behavior may influence offline behaviors as well. This study focuses on teenagers who often create multi-personas online. According to previous studies, personal identities are usually established during a person's youth. Based on data on 664 teenage users, this study identifies four emotional factors, namely, closeness with others, relative deprivation, peer pressure and social norms. According to data analysis results, three factors (except closeness with others) have positive correlations with users' multi-personas. This study contributes to the literature by identifying the factors that cause young people to form online multi-personas, an issue that has not been fully discussed in previous studies. From a practical perspective, this study provides a basis for a safe online environment by explaining the reasons for creating fake SNS identities.

The Impact of Users' Satisfaction and Habits in Customer Loyalty to Continue the Mobile Social Network Service (모바일 SNS 이용만족과 습관이 충성도에 미치는 영향)

  • Yoon, Young-Sun;Lee, Kook-Yong
    • The Journal of Society for e-Business Studies
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    • v.15 no.4
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    • pp.123-142
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    • 2010
  • Generally speaking, user behavior in the post-adoption period is different from that in the pre-adoption period. Users come to make on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs such as familiarity, satisfaction and habits in the post-adoption period and examine how they affect user's intention to continue in using Mobile Social Network Service. Through literature reviews, we proposed the conceptual model to explain the role of users' habits in continuance of IT post-adoption stage. Then, we examine the impact of the constructs to affect the intention to continue using the Mobile SNS. The results show that the intention to continue to use Mobile SNS is strongly influenced by users' habits, satisfaction and familiarity; users' habits is strongly influenced by satisfaction and familiarity; satisfaction is strongly influenced by familiarity.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Flow-Based Admission Control Algorithm in the DiffServ-Aware ATM-Based MPLS Network

  • Lee, Gyu-Myoung;Choi, Jun-Kyun;Choi, Mun-Kee;Lee, Man-Seop;Jong, Sang-Gug
    • ETRI Journal
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    • v.24 no.1
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    • pp.43-55
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    • 2002
  • This paper proposes a flow-based admission control algorithm through an Asynchronous Transfer Mode (ATM) based Multi-Protocol Label Switching (MPLS) network for multiple service class environments of Integrated Service (IntServ) and Differentiated Service (DiffServ). We propose the Integrated Packet Scheduler to accommodate IntServ and Best Effort traffic through the DiffServ-aware MPLS core network. The numerical results of the proposed algorithm achieve reliable delay-bounded Quality of Service (QoS) performance and reduce the blocking probability of high priority service in the DiffServ model. We show the performance behaviors of IntServ traffic negotiated by end users when their packets are delivered through the DiffServ-aware MPLS core network. We also show that ATM shortcut connections are well tuned with guaranteed QoS service. We validate the proposed method by numerical analysis of its performance in such areas as throughput, end-to-end delay and path utilization.

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Understanding User Continuance of Stock Investment Information in an Online Trading Environment (온라인 거래 환경에서 주식 투자 정보의 지속 사용에 대한 이해)

  • Kim, Hye Min;Chung, Sunghun;Han, Ingoo;Kim, Byoungsoo
    • Knowledge Management Research
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    • v.12 no.4
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    • pp.41-54
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    • 2011
  • Given the prevalence of home trading systems, it has become important to examine user behaviors in a stock investment environment. In this vein, this paper developed an integrated model to deeply understand the key determinants of user's continuance intention to use investment information through constructs prescribed by incorporating trust and perceived risk into expectation-confirmation model. The proposed research model was tested by using survey data collected from 160 users who have experience with stock investment. PLS (partial least squares) was employed for the analysis of the data. The findings of this study showed that the proposed framework provides a statistically significant explanation of the variation in continuance intention to search investment information. The findings revealed that trust and perceived risk are more prevalent predictors of continuance intention to use investment information compared to perceived usefulness. It was also found that user satisfaction serves as the salient antecedents of continuance intention to use investment information. The theoretical and practical implications of the findings were described.

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A Study on the Influence of Human Behaviors and Affections on the Flow of Mobile Applications (모바일 애플리케이션의 플로우에 영향을 미치는 요인에 관한 연구)

  • Jo, Hyeon;Kwak, Kiho
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.111-128
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    • 2015
  • In this paper, we examined the effects of emotional and individual variables on flow in the usage of mobile application. We selected four relevant emotional and individual factors such as positive affect, negative affect, addiction and habituation. We also attempted to figure out the moderating role of communication in the effect of positive affect, negative affect, and addiction on the flow. For empirical analysis, we surveyed real users of mobile application and applied PLS (Partial Least Square) methodology for SEM (Structural Equation Modeling). As a result, we found that positive affect, addiction, and habituation have significant and positive impact on the flow. Furthermore, we also found that the moderating effects of communication on the relationships between positive/negative affect and communication are significant. Our findings provide important theoretical grounds for the effects of human behavior and emotion on the flow of mobile applications. Lastly, we also suggest significant managerial implications for the development mobile applications industry.

What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • Lee, Bo-Gyeong;Jeon, Seong-Min
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.51-51
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    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

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The Differential Effect of PC vs. Mobile on User Behavior : An Empirical Study based on Construal Level Theory(CLT) (데스크톱과 모바일 기기의 차이가 사용자의 행위에 미치는 영향 : 해석수준 이론을 적용한 실증 연구)

  • Suh, Kil-Soo;Kang, Hyunjeong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.31-51
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    • 2019
  • Construal level theory (CLT) have been researched in wide range of disciplines such as marketing, organizational study, psychology, or education. Current study asserts that CLT would explain the effect of different devices of PC and smartphone on interaction between human-computer interfaces and information systems use. In CLT, those who are far from an object in terms of physical, temporal, social or psychological distance, they construe their understanding as abstract (high level) and vice versa. We hypothesized different size of digital device will increase psychological distance and result in behaviors that correspond to present construal level. The analysis result shows that users of PC recognized that they are socially distant from the device and those of smartphone felt that they are socially close to the device. However, the device did not have significant effect on attention to essential information, advertisement preference, and immediacy. The implication to academia, practice and future research and limitations are also discussed.

Generation of Emergent Game Character′s Behavior with Evolution Engine

  • Hong, Jin-Hyuk;Cho, Sung-Bae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.698-701
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    • 2003
  • In recent years, various digital characters, which are automatic and intelligent, are attempted with the introduction of artificial intelligence or artificial life. Since the style of a character's behavior is usually designed by a developer, the style is very static and simple. So such a simple pattern of the character cannot satisfy various users and easily makes them feel tedious. A game should maintain various and complex styles of a character's behavior, but it is very difficult for a developer to design various and complex behaviors of it. In this paper, we adopt the genetic algorithm to produce various and excellent behavior-styles of a character especially focusing on Robocode which is one of promising simulators for artificial intelligence.

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