• Title/Summary/Keyword: user context factors

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A Study on the Determinants of Continuance Intention in Mobile Internet Service: A Relationship Development Perspective

  • Kim, Hee-Woong;Kwahk, Kee-Young
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2007.11a
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    • pp.273-287
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    • 2007
  • The mobile Internet (M-Internet) service is a form of subscription-based information Systems (IS) services in which usage continuance is essential for the eventual success of the service providers. However, previous research on IS continuance has focused mainly on the technology user aspects despite the fact that the user plays a dual role of being a technology user and service consumer in many IS usage contexts. This study thus aims to examine IS continuance based on the theoretical foundation of dedication-based and constraint-based customer relationship development in the context of M-Internet service. Four customer relationship development factors (satisfaction, perceived value, familiarity, and switching costs) are identified and tested on how they affect continuance intention from a survey conducted on M-Internet service users. Then, the results of this study are discussed along with its limitations and implications.

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An Empirical Study on the Determinants of Logistics Information Systems Success (물류정보시스템의 성공요인에 관한 연구)

  • Ok, Seok-Jae
    • International Commerce and Information Review
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    • v.7 no.3
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    • pp.159-175
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    • 2005
  • The purpose of the present study is to empirically and theoretically assess the logistics information systems (LIS) success in a quasi-voluntary IS use context. It is important to understand what factors impact the successful use of LIS. The research model is basically based on the framework of IS success proposed by DeLone & McLean(1992) and Seddon(1997). Structural modeling techniques were applied to data collected by questionnaire from 203 LIS users. The results show that user satisfaction play a significant role in influencing the system dependency. The results also revealed that user characteristics is directly affected by perceived usefulness, system quality and information quality, and indirectly influenced by user characteristics.

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A Method to Select Humane-System Interfaces for Nuclear Power Plants

  • Hugo, Jacques V.;Gertman, David I.
    • Nuclear Engineering and Technology
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    • v.48 no.1
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    • pp.87-97
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    • 2016
  • The new generation of nuclear power plants (NPPs) will likely make use of state-of-the-art technologies in many areas of the plant. The analysis, design, and selection of advanced human-system interfaces (HSIs) constitute an important part of power plant engineering. Designers need to consider the new capabilities afforded by these technologies in the context of current regulations and new operational concepts, which is why they need a more rigorous method by which to plan the introduction of advanced HSIs in NPP work areas. Much of current human factors research stops at the user interface and fails to provide a definitive process for integration of end user devices with instrumentation and control and operational concepts. The current lack of a clear definition of HSI technology, including the process for integration, makes characterization and implementation of new and advanced HSIs difficult. This paper describes how new design concepts in the nuclear industry can be analyzed and how HSI technologies associated with new industrial processes might be considered. It also describes a basis for an understanding of human as well as technology characteristics that could be incorporated into a prioritization scheme for technology selection and deployment plans.

Determinants of E-invoice Adoption: Empirical Evidence from Vietnam

  • NGUYEN, Anh Huu;NGUYEN, Thao Phuong;DANG, Giang Tra Thi
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.7
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    • pp.311-321
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    • 2020
  • This paper aims to investigate the effect of the factors on the e-invoice at its infant stage of adoption in the context of Vietnam. Data were collected by using a questionnaire delivered to 318 participants who are managers and accountants of companies in Vietnam from June to September 2019. The statistical methods approaches are employed to address the research issues including Cronbach's Alpha testing, Explanatory Factor Analysis (EFA), and Confirmation Factor Analysis (CFA). Then, Structural Equation Modeling (SEM) is employed to assess the proposed hypotheses model of e-invoice adoption in Vietnam. The research findings showed that direct factors have a statistically significant impact on the e-invoice adoption towards behavior, and perceived behavioral control. Perceived usefulness and perceived ease-of-use positively affect attitude towards the behavior. These factors, in turn, are impacted by perceived compatibility. Based on the research results, some practicable suggestions are proposed in order to boost the number of Vietnamese enterprises voluntarily adopting e-invoice. This study indicates the important impacts of the user's attitude and perception about control ability on intention to use. In addition, some key intuitive recommendations were proposed aiming to improve the success of the e-invoice adoption of enterprises in the context of Vietnam.

An Exploratory Study Examining the Effects of Place Creativity and Workplace Attire on Consumer Trust, Attitude, and Purchase Intention in the Virtual E-Commerce Environment (가상현실 쇼핑 경험 시 공간 창의성과 판매원 아바타 의상의 격식성이 소비자의 상품 구매의사에 미치는 영향)

  • Song, Stephen W.;Shin, Mincheol;Lee, Sanguk;Chung, Donghun
    • Journal of Information Technology Services
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    • v.19 no.3
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    • pp.75-87
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    • 2020
  • This study empirically investigates the design factors that could engender positive impacts on consumers' user experiences with respect to trust, attitude, and intent to purchase a product promoted in the virtual reality (VR) e-commerce environment. Guided by previous literature, we specifically test the role of schema congruity due to the design of the space and virtual agent on trust, attitude, and purchase intention in the context of VR e-commerce. To test the effect of the congruency between user's schema and virtual environment design on user intentions, a 2 × 2 mixed ANOVA design experiment was conducted with place creativity (Low vs. High) as a within factor and workplace attire (Casual vs. Formal) as a between factor. The result showed support for the effect of schema congruity on trust, in that interaction of the two factors were found. Significant positive relationship between trust, attitude, and purchase intention was found. Further implications are discussed based on results.

Governance of A Public Platform Project in the Context of Digital Transformation Focusing on the 'Special Delivery' (공공플랫폼 구축사업의 거버넌스: 경기도 배달플랫폼 '배달특급'의 사례를 중심으로)

  • Seo, Jeongone
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.15-28
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    • 2022
  • Recently, government agencies are actively adopting the platform model as a means of public policy. However, existing studies on the public platform are minimal and have focused on user experiences or the possibility of public usage of the platform model. Now the research concerning building governance structure and utilizing network effects of the platform after adopting the platform model in the public sector is keenly required. This study intended to ignite academic dialogue on the governance of public platforms in the context of digital transformation. This study focused on a case of the 'Special delivery,' a public delivery app established by Gyeonggi-do. In order to analyze the characteristics of the public platform and its governance structure, data were collected from press releases, policy reports, and news articles. Data was analyzed using the frame of Hagui's platform design factors and Ansell & Gash's collaborative governance model. The results of the public platform analyses showed 1) incompleteness in the value trade-off accounting, which was designed for platform business based on general cost-benefit analysis, and 2) a closed governance structure that limits direct participation of diverse user groups(i.e., service provider, customer) in order to enhance providers' utility by preventing customers' excessive online activities. The results of this study provided theoretical and policy implications regarding designing the strategy for accounting for value trade-offs and functioning governance structure for public platforms.

Effects of Emotion on User Loyalty in a Mobile Messenger Service (모바일 메신저 서비스 충성도 형성에 있어 감정이 미치는 영향)

  • Kim, Byoungsoo;Kang, Young Sik
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.287-296
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    • 2014
  • Given rapid growth of mobile messenger services (MMSs) such as KakaoTalk, Line, and Wechat, it has become critical to understand the mechanisms that lead to user loyalty in the MMS context. In this regard, this study examined key factors of user loyalty in the MMS environment. We posit attitudinal loyalty and IT expertise as key drivers of behavioral loyalty. In addition, the impacts of perceived usefulness and emotion on attitudinal loyalty were examined. Data collected from 235 KakaoTalk users who have used more than 1 year were empirically tested against a research model using partial least squares. The analysis results found that both attitudinal loyalty and IT expertise play an important role in enhancing behavioral loyalty in the MMS context. The findings of this study indicate that perceived usefulness and positive emotion significantly influence attitudinal loyalty, whereas negative emotion negatively affects it. The analysis results provide several insights that can help MMS providers understand the role of emotion in enhancing user loyalty.

The Effect of Interjection in Conversational Interaction with the AI Agent: In the Context of Self-Driving Car (인공지능 에이전트 대화형 인터랙션에서의 감탄사 효과: 자율주행 맥락에서)

  • Lee, Sooji;Seo, Jeeyoon;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.551-563
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    • 2022
  • This study aims to identify the effect on the user experiences when the embodied agent in a self-driving car interacts with emotional expressions by using 'interjection'. An experimental study was designed with two conditions: the inclusion of injections in the agent's conversation feedbacks (with interjections vs. without interjections) and the type of conversation (task-oriented conversation vs. social-oriented conversation). The online experiment was conducted with the four video clips of conversation scenario treatments and measured intimacy, likability, trust, social presence, perceived anthropomorphism, and future intention to use. The result showed that when the agent used interjection, the main effect on social presence was found in both conversation types. When the agent did not use interjection in the task-oriented conversation, trust and future intention to use were higher than when the agent talked with emotional expressions. In the context of the conversation with the AI agent in a self-driving car, we found only the effect of adding emotional expression by using interjection on the enhancing social presence, but no effect on the other user experience factors.

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 Development of the User Behavior Simulation Technology Using a Perceived Action Possibilities (내제된 행위 유발 가능성을 활용하는 사용자 행동 시뮬레이션 기술의 개발에 관한 연구)

  • Lee, Yun-Gil;Park, Chang-Hoon;Im, Dong-Hyuk
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1335-1344
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    • 2014
  • In architectural design, the user is one of the most important factors for the design task as well as the standard for evaluating the value of the built environment after its construction. Recently, accidents, such as fires and breakdowns, in huge and complicated buildings have increased the importance of user behavior simulation. The Korean government has tried to establish a regulation for the prevention of accidents in the built environment. This is regarded as a significant step forward for providing a safer and more appropriate environment for users. However, the existing technologies related to analyzing user behavior only simulate simplified situations. Such simulations are not enough to evaluate accurately the designed alternatives because buildings and spaces contain more complicated information than what we have conventionally considered. Thus, we propose that the advanced agent can interact with the architectural context. It can understand not only the physical situation but also how the users affect this situation. In order to realize this, we adopted the concept of affordances as the perceived action possibilities for the simulation environment.