• Title/Summary/Keyword: target audience

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Developing Health Education Programs for Health Promotion: Development of a Training Guide on Prevention of Smoking and Excessive Drinking

  • Bae, Kyung-Hee;Nam, Jung-Ja
    • Korean Journal of Health Education and Promotion
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    • v.3 no.1
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    • pp.55-70
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    • 2001
  • Background: Alcohol and tobacco use are two major behavioral risk factors implicated in increased morbidity and mortality. Since both substances are widely used in Korea, a concerted effort is currently underway to reduce the use of tobacco and alcohol in Korea. Objectives: Efforts directed toward preparing health promotion planners and health educators from local health departments to organize and implement community-wide interventions to reduce the proportion of people smoking and reduce the average level of alcohol consumption in the community. Methods: Comprehensive multi-media health promotion materials were developed based on health behavior theories and strategies. The materials were developed to introduce a user-oriented developmental approach by making messages more persuasive and organizing content in a user-friendly manner. Health educators from all local health departments in the country were trained in the use of the materials, to enable them to develop community interventions to reduce smoking and drinking. Implications for Practitioners: The process followed in developing the health intervention materials is described in detail to assist practitioners who need to develop effective programs to reduce the use of tobacco and alcohol. Sections of the report explain health intervention theories, specific program activities to include in an intervention, development, organization, evaluation, choosing a target audience, choosing goals of an intervention, and methods of making program content vivid and persuasive.

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Analysis of Library Website Users' Behavior to Optimize Virtual Information and Library Services

  • Shevchenko, Lyudmila
    • Journal of Information Science Theory and Practice
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    • v.8 no.1
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    • pp.45-55
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    • 2020
  • The purpose of this work was to study library website users' actions by tracking their behavior, determining popular content, and identifying browsing patterns and subsequent improvement of access to popular content. The study of behavior models and the use of web analytics has led to the emergence of solutions that improve the usability and functionality of the State Public Scientific-Technological Library of the Siberian Branch of the Russian Academy of Sciences (SPSTL SB RAS) website. These are: identifying user tasks as they are developed, conducting user testing to better understand the event. tracking data and collecting additional data to verify the effectiveness of the changes made. Examining data on the duration of the session and the number of visits will help determine the goals of user visits and develop new recommendations. Usability analysis and testing will make it possible to compare the data obtained using web analytics and the perception of the library site by the users themselves. Recommendations are offered to libraries on the use of data on the real behavior of the target audience of the library website to improve access to library resources and services, increase their relevance and improve information services.

Functional Requirements to Increase Acceptance of M-Learning Applications among University Students in the Kingdom of Saudi Arabia (KSA)

  • Badwelan, Alaa;Bahaddad, Adel A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.21-39
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    • 2021
  • The acceptance of smartphone applications in the learning field is one of the most significant challenges for higher education institutions in Saudi Arabia. These institutions serve large and varied sectors of society and have a tremendous impact on the knowledge gained by student segments at various ages. M-learning is of great importance because it provides access to learning through a wide range of mobile networks and allows students to learn at any time and in any place. There is a lack of quality requirements for M-learning applications in Saudi societies partly because of mandates for high levels of privacy and gender segregation in education (Garg, 2013; Sarrab et al., 2014). According to the Saudi Arabian education ministry policy, gender segregation in education reflects the country's religious and traditional values (Ministry of Education, 2013, No. 155). The opportunity of many applications would help the Saudi target audience more easily accept M-learning applications and expand their knowledge while maintaining government policy related to religious values and gender segregation in the educational environment. In addition, students can share information through the online framework without breaking religious restrictions. This study uses a quantitative perspective to focus on defining the technical aspects and learning requirements for distributing knowledge among students within the digital environment. Additionally, the framework of the unified theory of acceptance and use of technology (UTAUT) is used to modify new constructs, called application quality requirements, that consist of quality requirements for systems, information, and interfaces.

Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.4
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    • pp.109-120
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    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

Qualitative Approach: Business Scenarios for Sustainable Smart Cities Development

  • JEONG, Taehoon;WON, Jaewoong
    • The Journal of Industrial Distribution & Business
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    • v.13 no.10
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    • pp.31-39
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    • 2022
  • Purpose: Smart city has been observed to benefit most urban areas in different nations. Despite its advantages in the promotion of environmental sustainability and improving business competency in the current context, various literature review papers should be introduced to analyze its drawbacks. The present research aims to provide valuable suggestions for sustainable smart cities development. Research design, data and methodology: Using the qualitative content analysis (QCA), the current author could understand the target audience's motivations and habits by gathering data. This implies that the author may predict the kinds of future initiatives. As a result, the current researcher could ensure developed pertinent research questions and a well-planned method for analyzing the replies. Results: The implementation of green city development suggests encouraging the greening of public spaces and reducing heat from the atmosphere caused by the emission of gases from vehicles and companies. Smart cities are offering a new industrial paradigm that is based on the convergence of information technology. Conclusions: The projection illustrates that most people are migrating to the cities, which calls for an immediate transformation to overcome the immense pressure of making the city accessible, sustainable, prosperous, and safer. Therefore, implementing smart cities within the current world promotes efficiency and increases business sustainability.

Qualitative Research Design: How Visual Design Marketing Strategy Can Increase Product Brand Value

  • Jae-Seong SEOL
    • The Journal of Industrial Distribution & Business
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    • v.14 no.5
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    • pp.1-9
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    • 2023
  • Purpose: Visual design has many prospective applications, including attaining business, social, educational, and political goals. The purpose of this study is to gain an understanding of how visual design influences consumer-facing brand values and marketing messages. In order to be successful in marketing, one must promptly attract the attention of the clients one is attempting to sell to. Research design, data and methodology: In order for the research to provide useful information, it will be necessary to sort the findings in descending order of importance and construct an integrated whole out of the knowledge gleaned from various books, papers, and other sources. This method is essential for establishing the degree of objectivity present in each piece of research and combining the results of those studies. Results: Visual marketing promotes a product or service through moving or still images, illustrations, logos, and other forms of digital content. The audience may comprehend your message better if you include visuals. Even if people only scan your content, they may be more likely to notice it if it is presented appealingly. Conclusions: In conclusion, this study found that visual design substantially influences both the demand for products and the awareness of brand values within their target audiences

An Evaluative Study on the Websites Providing Culture Related Contents in Korea (국내 문화콘텐츠 제공 웹사이트에 관한 평가)

  • Yoo, Jae-Ok
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.17 no.2
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    • pp.43-64
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    • 2006
  • Five cultural websites are evaluated on their content, interface, design. system, and service elements. The Culture Portal of Korea, Korea Culture Content, Culture Arts, Korea National Heritage Online, and Culture Heritage Information Center are chosen for this study. Most websites do not have a purpose or target audience. Their focuses are not on the content they provide but on the function of interfaces and interface design. However, interfaces do not function well for users to quickly access information they want. Suggestions are made to facilitate a system's search function and interactive users' feedback.

Development of Upcycling Fashion Design through Demolition and Recombination of Waste Clothing (폐의류의 해체와 재조합을 통한 업사이클링 패션디자인 개발)

  • Jeong Huigyeong;Huh Jungsun
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.605-611
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    • 2024
  • The study explores the growing interest in up-cycling within the fashion industry, driven by concerns over environmental degradation caused by mass production and fast fashion. Emphasizing the ethical dimension, the research focuses on recombination processes. Departing from traditional up-cycling concepts, the study introduces new expression methods by altering the position, function, and role of clothes. The target audience is women in their 20s and 30s, with the designs incorporating various materials and re-purposing frequently discarded items like jackets, suits, jeans, and bags. The goal is to offer diverse expressions of uphigh-dimensional clothing designs using waste material dismantling and recycled clothing while addressing environmental responsibility in fashion design.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

A case study on active aging policies and programs of middle-aged and elderly people at The Seoul50Plus Foundation (중장년층의 활동적 노화 정책 및 사업 연구: 서울특별시50플러스 사례를 중심으로)

  • Joo, Yong-kook;Shin, Min-ju
    • 한국노년학
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    • v.40 no.2
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    • pp.269-289
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    • 2020
  • The purpose of this study was to analyze the policy and programs of the Seoul50Plus Foundation and to propose policies and programs to promote active aging of middle-aged and elderly people. A single case study was utilized as a research method. The analysis framework of case was approached with four frameworks: the context of policy and program, ideology-goal analysis of policy and program, supplier and customer analysis of policy and program, and process and domain analysis of policy and program. The analysis data included the homepage content of the Seoul50Plus Foundation, related 50+ policy and program data, active aging research papers at home and abroad, and presentation and meeting materials. The results of the research showed that the policy and program background and environment were essential elements for responding to environmental changes in the aging society. In terms of the philosophy-goal, job creation, social participation, and approach to life design were systematically carried out for the ideology of 'creating a new life vision' and promoting active aging. In terms of subject-target, the subject of policy implementation is systematically composed of three stages: 50+ foundation, 50+ campus, and 50+ center. The target was limited to 50+ generations(age 50~64) and had a problem that is limited to applicants. In the process-area analysis, programs such as educational support, work and entrepreneurship support, counseling information, and new-age cultural creation activities were designed to increase added value according to the characteristics of the middle-aged people. In conclusion, the future Seoul50Plus Foundation's policy and lifelong learning programs need to be systematically promoted through cooperation with businesses and universities, expanding the target audience, matching the characteristics of the middle-aged and elderly, and linkage among programs.