• Title/Summary/Keyword: user attitude

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The development of a mobile u-Health program and evaluation for self-diet management for diabetic patients

  • Ahn, Yun;Bae, Jeahurn;Kim, Hee-Seon
    • Nutrition Research and Practice
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    • v.10 no.3
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    • pp.342-351
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    • 2016
  • BACKGROUND/OBJECTIVES: This study aims to develop a mobile nutritional management program for integration into the already developed web-based program, Diabetes Mellitus Dietary Management Guide (DMDMG) for diabetic patients. Further, we aim to evaluate the amended DMDMG program. SUBJECTS/METHODS: The mobile application based on an Android operating system includes three parts: 1) record of diet intake, which allows users to take pictures of the meal and save to later add diet records into DMDMG; 2) an alarm system that rings at each meal time, which reminds users to input the data; 3) displays the diet record and the results of nutrient intake, which can be also viewed through the web program. All three parts are linked to the web-based program. A survey was conducted to evaluate the program in terms of nutrition knowledge, dietary attitude, eating behavior and diet intake by non-equivalent control group design among diabetic patients with 14 DMDMG users and 12 non-user controls after a one-month trial of DMDMG. RESULTS: Non-users did not use the program, but participated in the weekly off-line nutrition classes for one month. The program users showed increased healthful dietary behavior (P < 0.01) and dietary attitude scores (P < 0.05). More DMDMG users had higher nutrition knowledge scores after one-month trial than non-users. However, dietary intake significantly increased in non-user group for calcium and sodium (P < 0.05) while the user group did not show significant changes. CONCLUSIONS: The program has created positive changes in patients' dietary life. All the users were satisfied with the program, although some expressed minor difficulties with an unfamiliar mobile app.

Analyzing Users' Perception and Attitude Associated with Usage of Signage (사이니지에 대한 이용자 인식 및 태도에 관한 연구)

  • Kim, Hang Sub;Kim, Hyung Joon;Lee, Bong Gyou
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.4
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    • pp.291-302
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    • 2013
  • Signage can be defined as the media device that provides specific information to many unspecified users in public places. Recently applied context-aware technology, signage provides personal on-demand information services in a way that can continue to evolve. The purpose of this study is to analyze characteristics of types which users identify signage on the perceptions and attitudes about consideration of the perspective of the experts in the fields. The research is carried out by applying Q methodology with in-depth interview. First, interviews are conducted to determine the perceptions and attitudes of experts and practitioners on signage. Thereafter users' perceptions and attitudes toward signage are classified by each types using Q methodology. The first type is named as 'signage as smart media', the second type is named as 'signage as passive media', and the third type is named as 'signage as interactive media' is named. The results of this study will be useful guidelines for conducting further academic researches and R&D.

A Study of the Influence of Online Digital Character Experience on Offline Related Products Purchasing Intention -Focused on Kakao Friends O4O(Online for Offline) Product Portfolio (온라인 디지털 캐릭터 경험이 오프라인 연관상품 구매의도에 미치는 영향에 관한 연구 -카카오프렌즈의 O4O(Online for Offline) 제품 포트폴리오를 중심으로)

  • Son, Jae-young
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.296-304
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    • 2019
  • The Amazon Go was the catalyst of O4O era. O4O is an advanced business model from O2O, which is the integration of offline service to online, especially through smart phone network. We also find the O2O strategy of digital contents companies such as Kakao and Line. This study examined the relation between online character experience and offline purchasing intention on related character products. The SEM was designed on the former study that based on the theory of user experience and brand attitude. The result of this study shows that the users' online experience have influence on the purchasing intention of offline related products and there exist the mediating routes of satisfaction of user experience, brand preference and brand reliability. There are no statistical support to the relation between satisfaction of user experience and purchasing intention. These points illustrate what marketers better to focus on transmedia strategies.

A Study on the Possibility of User Classification by Web-Using Types (웹 이용행태에 따른 사용자분류 가능성에 관한 연구)

  • Shin, Mok-Young;Kim, Byoung-Uk
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.317-328
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    • 2006
  • So far, the behaviors of Web users have been predicted or analyzed mostly by their demographic characteristics or by considering in which context they gain access to that. But now there is a question about whether those characteristics are the only factors to trigger their use of Web. If the answer is not affirmative, what types of additional factors could cause such an action and how they characterize it should be discussed. User profile information has been considered one of the crucial elements to define user characteristics in user-centered UI design sector, and in order to apply it to UI design, it's needed to meditate on the above-mentioned questions. In this study, it's first attempted to have a good understanding of the users of different media and to review existing user classification methods. Next, user classification variables and relevant scales were prepared to sort out users according to their type of using Web, and case study was conducted to identify the behavioral characteristics of users and classify them according to their behavioral features. Finally, the user profile features of individual user groups were figured out based on data that were gathered by making an experiment, and data mapping was fulfilled between the behavioral characteristics and user profile characteristics to find out what types of behaviors were caused by the characteristics of user profile. As a result, it's found that user characteristics could have an impact on not only their general information and relevant contexts but their attitude of using different media and personality type. There were some problems with the experimental design, but more accurate information on the relationship of user behaviors to user profile characteristics will be obtained if those problems are eliminated. As user behaviors could be predicted only by user profile characteristics, user classification is expected to make a contribution to enhancing the efficiency of UI design.

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A Study on the Mechanism of Social Robot Attitude Formation through Consumer Gaze Analysis: Focusing on the Robot's Face (소비자 시선 분석을 통한 소셜로봇 태도 형성 메커니즘 연구: 로봇의 얼굴을 중심으로)

  • Ha, Sangjip;Yi, Eunju;Yoo, In-jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.243-262
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    • 2022
  • In this study, eye tracking was used for the appearance of the robot during the social robot design study. During the research, each part of the social robot was designated as AOI (Areas of Interests), and the user's attitude was measured through a design evaluation questionnaire to construct a design research model of the social robot. The data used in this study are Fixation, First Visit, Total Viewed, and Revisits as eye tracking indicators, and AOI (Areas of Interests) was designed with the face, eyes, lips, and body of the social robot. And as design evaluation questionnaire questions, consumer beliefs such as Face-highlighted, Human-like, and Expressive of social robots were collected and as a dependent variable was attitude toward robots. Through this, we tried to discover the mechanism that specifically forms the user's attitude toward the robot, and to discover specific insights that can be referenced when designing the robot.

What happens after IT adoption?: Role of habits, confirmation, and computer self-efficacy formed by the experiences of use (정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할)

  • Kim, Yong-Young;Oh, Sang-Jo;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.25-51
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    • 2008
  • Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based 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 in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be different from those of the pre-adoption period. The results of this study partly demonstrate that the beliefs shaped by the behaviors, those are the experiences of IT use, influence users' attitudes and intention. The results also suggest that behaviors (experiences) also change attitudes while attitudes shape behaviors. If we combine the findings of this study with the results of the previous research on IT adoption, we can propose a cycle of IT adoption and use where behavior shapes attitude, the attitude forms new behavior, and that behavior shapes new attitude. Different from the previous research, the study focused on the user experience after IT adoption and empirically demonstrated the strong influence of the subjective beliefs formed in the post-adoption period on the continued use. This partly confirms the differences between attitudes in the pre-adoption and in the post-adoption period. Users continuously change their attitudes and intentions while experiencing (using) IT. Therefore, to make users adopt IT and to make them use IT after adoption is a different problem. To encourage users to use IT after adoption, experiential variables such as perceived habit, confirmation, and computer self-efficacy should be managed properly.

A Study on the Key Factors in User Acceptance of the Smart Clothing (스마트웨어의 수용 요인에 대한 연구)

  • Hong, Ji-Young;Chae, Haeng-Suk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.235-241
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    • 2006
  • This paper predict user acceptance of smart clothing. The present research develops and validates new products for smart clothing. Studies suggest that further analysis of the process be undertaken to better establish properties for smart clothing, underlying structures and stability over innovative technologies. The findings reported in this paper should be useful methods which identify user needs. such findings in now provide a way to explain technology acceptance. Both of qualitative and quantitative methods, were applied to this study in order to find out user needs for smart clothing. We are writing scenarios and conducting both focused group interviews and a survey to assess the user's interest. The purpose of the survey is to evaluate the importance of the functions and to evaluate the degree of the participant's feeling and attitude. Furthermore, we explore the nature and specific influences of factors that may affect the user perception and usage.

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User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

Analyses of Public Library User Experiences using Customer Experience Management (CEM) Perspective: Focused a Public Library in Goyang City (고객 경험 관리(CEM)를 활용한 공공도서관의 이용자 경험 분석 - 고양시립도서관을 중심으로 -)

  • Lee, Go-Eun;Park, Ji-Hong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.4
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    • pp.135-159
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    • 2021
  • This study aims to analyze communication and experiences between public libraries and to identify these factors affect user satisfaction. Customer experience management (CEM), which is currently used in various fields of management and marketing, was applied to segment and analyze user experiences. After reviewing CEM research in marketing and management to derive user experience points, set physical environment, human factors, communication, and service as independent variables, emotional pleasure as parameters, and user satisfaction as dependent variables. Based on this, questionnaire items were constructed. The survey method was conducted in two ways, online and offline (face-to-face), and statistical analysis was performed based on a total of 60 questionnaires collected. The results indicate the higher the user's experience with the physical environment and convenience, the higher the satisfaction level, but library accessibility had no significant effect. In addition, library staff attitude and problem-solving ability had a great influence on user satisfaction, and problem-solving ability had a more important influence than kindness and emotional pleasure was found to have an mediating effect.

A Study on the Factors Influencing the Use of Social Networking Services in China (중국의 사회 연결망 서비스 이용에 영향을 미치는 요인에 관한 연구)

  • Fang, Hualong;Kwon, Sun-Dong
    • Journal of Information Technology Applications and Management
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    • v.16 no.2
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    • pp.45-63
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    • 2009
  • China has the largest number of the user of web 2.0 such as messengers and blogs, as of 2008 year. Chinese Internet digital market will grow from $85 billion in 2007 to $264 billion in 2015. The importance of Chinese Internet business is increasing, because of its size and growth potential. This research is focused on following two questions. First, what are the major characteristics of social networking services in China? In order to find out the answer about this question, the case study on Tencent QQ and Sina Poco, the most representative social networking services company in China, was done. And the reason of the use of social networking services, their contents, and the attitude toward the paid service were identified. Second, what are the major factors influencing the use of social networking services in China. User participation, network effect, usefulness, and system quality were inferred as the factors influencing the use. These factors were based on motivation theory, technology acceptance model, and the related research papers. This research model was proved by data analysis using Partial Least Square. As results, the use of social networking services was influenced by usefulness, network effect, user participation, and system quality. But social influence was not significant of the use of social networking services.

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