• Title/Summary/Keyword: user-experience

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User Experience Factors in Connected Car Infotainment Applications : Focusing on Text Mining Analysis in the Android Auto Reviews (커넥티드카 인포테인먼트 애플리케이션의 사용자 경험 요인 : 안드로이드 오토 리뷰의 텍스트마이닝 분석을 중심으로)

  • Jung Yong Kim;Su-Eun Bae;Junho Choi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.4
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    • pp.211-225
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    • 2023
  • In the future, infotainment systems are expected to play a pivotal role in mobility ecosystems connecting users and vehicles. This study draws user-experience factors from reviews of Android Auto, a car infotainment application, and analyzes factors that affect satisfaction. The user-experience factors of infotainment have been redefined based on previous studies. To analyze actual user-experience factors, topics are obtained, applied, and interpreted from user discourse through topic modeling. Sentiment analysis and logistic regression are used to determine positive and negative user-experience factors that affect satisfaction. Results of the empirical analysis show that Ease of Use and Understandability are factors that have the greatest impact on satisfaction, and Flexibility, Safety, and Playfulness are factors that have the most critical effect on dissatisfaction. Therefore, this paper suggests ways to improve the satisfaction level of the infotainment system, and establishes a strategy accordingly.

A Comparative Study on User Experience of Secondhand Marketplace Platform -Focusing on Bungae Jangter and Danggeun Market- (중고거래 플랫폼의 사용자 경험 비교 연구 -번개장터와 당근마켓을 중심으로-)

  • Lee, Gyeong-Mi;Ryu, Jin-ju;Kim, Min-jung;Jung, Da-Young
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.423-429
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    • 2022
  • The survey was conducted on the Bungae Jangter and Danggeun Market, which provide mobile used market services. The goal is to investigate factors that affect the user experience of used market platforms and to compare usability. Based on Peter Morville's Honeycomb Model, a survey and In-depth interviews were conducted to users with experience in secondhand transactions. And we qualitatively analyze the factors that affect the user experience. As a result, there were differences in usability depending on the age of the user. (reliability, how to find things, purpose of using used trading services, etc.) This study focused on actual user experience, so it will help you find a way to develop to user-centered secondhand marketplace services.

An Analysis on the Impact of KS-SQI Service Quality on Customer Behavior and User Experience : Focusing on OTT Service (KS-SQI 서비스 품질이 고객 행태에 미치는 영향과 사용자 경험 평가 분석 : OTT 서비스를 중심으로)

  • Lee, Chae-Hoon
    • Journal of Information Technology Services
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    • v.19 no.5
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    • pp.125-136
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    • 2020
  • The subject of this study is user experience analysis for OTT mobile app services. Application service quality was quantitatively measured by utilizing KS-eSQI evaluation model from a service quality perspective. The purpose of this analysis is to analyze how service reuse and other people's intention to recommend services are affected by service quality. In addition, further analysis of user experience will qualitatively look at what efforts are needed to improve OTT service quality and provide a user-friendly environment. According to the survey, the higher the level of KS-eSQI service quality, the higher the reuse of OTT services and recommendation of others. In particular, the dimensions of primary services and unexpected additional services had a higher impact on customer loyalty and recommendation of others than in other industries. Moreover, the following three implications were found to improve app services from a customer experience perspective. First, images and video thumbnails that highlight the strength of the content they provide should be actively utilized. Second, it is necessary to provide service companies with evidence for data-based work recommendations. Third, it should provide a viewing environment in which users can respond more intelligently to the various situations and conditions when they actually watch.

Comparing User Experience-based Design and Minimalism (사용자 경험 디자인과 미니멀리즘 비교)

  • Jo, Dong-Hee;Lim, Byung-Woo;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.145-154
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    • 2008
  • Minimalism, which started with the subtle distinction between the end of modernism and beginning of post-modernism, was not limited to the fine arts but also spread through architecture, fashion, and the rest of the design industries. this historical study is considered a logical, user experience-based design process, the latest issue derived from the collision between minimalism and the digital environment is not limited to practical industrial design processes, but also their theoretical study. the results show that user experience-based design process and minimalism share many of the same qualities. based on these similarities, minimalism and user experience-based design process can be grouped together both academically and theoretically for establishing a future academic template for the digital designing process.

A study on User Experience of Monthly Magazine Subscription Service (월간 <디자인> 잡지 구독 서비스의 사용자 경험 연구)

  • Choi, So-Yeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.337-343
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    • 2021
  • This study researched the user experience of the monthly magazine subscription service, focusing on design students and designers. The revenue of magazine industry has been declined since 2012 and some magazines stop publishing or cease to publish. That is why this studied the user experience of magazine subscription services of monthly to increase magazine sales revenue, the largest portion of whole revenue. A survey and in-depth interviews with subscribers and non-subscribers was conducted to suggest improvements for the monthly . Since this study focused on user experience of magazine subscription, it could be a future reference for studying magazine subscription service.

A study on the user experience according to place branding -Focused on the experience store of Samsung and Apple- (장소 브랜딩에 따른 사용자 경험 연구 -삼성, 애플의 체험 매장을 중심으로-)

  • Chung, Seung-Jae;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.293-298
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    • 2019
  • This study is a user experience study based on location branding at mobile experience stores. As mobile devices have recently become saturated beyond the penetration, the IT industry is encouraging users to buy through experience and can be competitive by increasing brand loyalty through experience stores. The purpose of this study is to analyze the effect of place branding among experience stores through qualitative and quantitative measurements and analyze the user experience factors related to the location branding to present a future direction. A total of eight subjects were given tasks and then experimented with participatory observations and conducted in-depth interviews. The experiment showed that the experience had a significant effect on users, but the difference between each brand was obvious. Since this study has identified the experience-oriented elements, we expect to provide better service and experience for future users.

FinTech in Saudi Arabia: A User Experience Aanalysis of FinTech Platforms

  • Abdulhadi M. Eidaroos
    • International Journal of Computer Science & Network Security
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    • v.23 no.9
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    • pp.177-185
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    • 2023
  • The global FinTech industry has experienced significant growth, with key projects developing the financial sector. In Saudi Arabia, startups have used technology to offer FinTech services. In this area, it is important to investigate the usability of platforms that offer FinTech services. This research aims to examine the usability of samples of Saudi FinTech websites and identify design issues impacting user experience. Usability testing was conducted on the websites of two FinTech firms identified design issues, including navigation problems on the homepage and a lack of transparency in displaying investment details, negatively impacting end users. Employing usability methods can assist in enhancing the development of FinTech platforms and addressing these issues. This study contributes to a deeper understanding of FinTech usability problems and the user experience, enabling advancements in the industry.

A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface (TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.341-348
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    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.

A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

Research on the touch points of city brand users based on M-ICT (M-ICT시대의 도시 브랜드 사용자의 터치포인트에 관한 연구)

  • Yao, Xiao-Dong;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.289-296
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    • 2019
  • In the era of M-ICT (mobile information communication technology), it is becoming more and more important to establish a city brand image that is "user-centered" and creates a new experience of "interaction between people, people and things, and people and space". The experience of city users on the brand image of a city is the key factor to determine the competitiveness of the city, among which the user's research on the touch point of the city brand is particularly important. The purpose of this study is to enhance the user's brand experience and enhance the city's brand competitiveness. The research methods of this paper are literature review and investigation. Firstly, the background and purpose of the study are expounded, then the characteristics and ways of user experience touch points are defined through the document review, and the multi-latitude composition model of city brand touch points is proposed. By means of user investigation, the structural characteristics of high frequency touch points between digital touch points and physical touch points are obtained. According to the problems found in the investigation, the optimal design strategy of touch point is put forward in combination with the case. The innovation of this study is to study the relationship between the city brand and the touch point of user experience from the perspective of user experience, and propose a multi-latitude model of the touch point of city brand.