• Title/Summary/Keyword: onboarding

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A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

The Effects of Mobile Onboarding Narrative Motion on the Application User Attitude (모바일 온보딩의 네러티브 모션이 애플리케이션의 사용자 태도에 미치는 영향)

  • Cho, Yun-Sung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.301-304
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    • 2017
  • 본 논문에서는 모바일 애플리케이션의 사용자 잔존율 향상을 위한 방안으로써 내러티브 모션을 기반한 온보딩을 제안한다. 모바일 기술의 발전과 새로운 미디어에 대응하는 디지털콘텐츠 애플리케이션에 대한 관심이 증가하고 있는 가운데 사용자에게 외면받아 사라지는 애플리케이션의 증가가 가속화되고 있다. 이에 따라 사용자의 긍정적 경험 제공을 위한 사용성 향상 연구는 빠르게 진행되고 있으나 애플리케이션의 첫인상과 지속적인 사용을 결정하는 온보딩에 대한 연구는 아직 미비하다. 경쟁이 가속화 될수록 보다 효과적인 사용자경험을 제공하기 위한 온보딩 개발의 중요성은 증대되어 갈 것이며, 결국 온보딩 개발의 핵심 쟁점은 사용자의 긍정적인 인지적 반응과 태도를 이끌어낼 수 있는 요인인 모션이 될 것으로 예측된다. 따라서 본 논문에서는 모바일 온보드에서 제공되는 애플리케이션의 다양한 특성을 표현하기 위한 요인으로서 내러티브 모션을 제시하고 애플리케이션 지속사용 여부에 영향을 미치는 요인을 도출하여 둘의 상관관계를 실증적으로 분석함으로써 앞으로 등장할 새로운 서비스 및 플랫폼의 애플리케이션 개발 필요한 모션요소를 도출하고자 한다.

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Looking at Organizational Socialization from the Developmental Network Perspective

  • Chang, Jihyun;Kim, Taesung
    • The Journal of Asian Finance, Economics and Business
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    • v.5 no.3
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    • pp.195-206
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    • 2018
  • Paying close attention to those new to an organization, whether fresh or experienced, whose primary interest is in (re)socialization, the current study intends to (1) further the concept of mentoring from a bilateral relationship to a community and culture fostered by developmental networks, (2) propose an integrated conceptual framework for organizational socialization, and (3) suggest implications for practice and future research. This study reviews, analyzes, and integrates research assets and subsequently re-conceptualizes the aggregate information as valid propositions and a conceptual framework. The findings include (1) 11 propositions regarding the relationships among network characteristics (embeddedness, diversity), developmental functions (career support, psychosocial support, and role modeling), and socialization outcomes (learning and attitudinal outcomes); and (2) an integrated conceptual framework that depicts a comprehensive mechanism through which developmental networks conduce to organizational socialization of newcomers. Implications are that developmental networking must be an individual's fundamental competency and an essential part of organizational onboarding processes, and imperative for both members' career development and innovative organizational culture. By integrating research assets on the developmental phenomenon into conceptualizations, this study furthers the concept of mentoring to organizational culture and stimulates a substantive discourse for theory-building towards organizational socialization from the developmental network perspective.

E-learning in India and Sri Lanka: A Cross-Cultural Study

  • Simmy Kurian;Hareesh N. Ramanathan;Chamaru De Alwis
    • Asia pacific journal of information systems
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    • v.31 no.1
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    • pp.102-120
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    • 2021
  • E-learning is a planned effort towards providing interactive and experiential learning having flexibility in terms of time, place, pace, participation and accessibility. Globalization has set the stage for a social transformation of the world economy driven by technological innovation, emphasizing knowledge-based processes. While the tertiary education enrolments in wealthy nations have gone up incrementally, the same cannot be said to be right about developing economies. E-Learning can streamline enrolments to higher education, in developing nations by being a cost-effective and flexible alternative. The objective of this paper is to draw attention to the similarities in the national culture of these two countries and compare students' perception on e-learning in India and Sri Lanka along eight dimensions viz., viability, dependability, flexibility, inclusivity, power, pertinence, challenge and equitability. The results reveal that e-learning is equally popular among students from both countries, and they have a high perception score towards e-learning on each of the measured eight dimensions. Hence results are indicative of an opportunity of tapping the potential of e-learning in reaching out to a broader audience of underprivileged students and onboarding them into the knowledge economy.

Software Defined Perimeter(SDP) Authentication Mechanism for Zero Trust and Implementation of ECC Cryptoraphy (제로 트러스트를 위한 소프트웨어 정의 경계(SDP) 인증 메커니즘 제안 및 ECC 암호 구현)

  • Lee, Yun-kyung;Kim, Jeong-nyeo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.6
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    • pp.1069-1080
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    • 2022
  • Zero trust, which means never trust anything before verifying it, is emerging as a hot issue in security field. After authenticating users, zero trust establishes network boundaries so that only networks in the trusted range can be accessed. This concept is also consistent with the concept of SDP, which performs pre-verification and creates a network boundary with a dynamic firewall so that clients can access only as many as they have permission to connect. Therefore, we recommend the SDP model as an example of how zero trust can be achieved in a zero trust architecture. In this paper, we point out the areas where SDP needs to be modified for zero trust and suggest ways to overcome them. In addition, we propose an onboarding method, which is one of the processes for becoming an SDP entity, and present performance measurement results.