• Title/Summary/Keyword: user-research

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Exploration on Possibility of the Disciplinary Convergence of the User Studies and the Research in Practice (이용자연구와 실용연구 분야의 학제적 융합 가능성 도출 연구)

  • Lee, Jee Yeon;Kam, Miah
    • Journal of the Korean Society for information Management
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    • v.35 no.1
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    • pp.129-155
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    • 2018
  • This research aims to discover various aspects of the user studies and the research in practice and also to propose collaboration methods by empirical analysis of the data. To determine the application applicability of the user studies in other subject areas, the degree of keyword overlap between the user studies and the User Experience (UX), one of the research in practice discipline, was measured. The quantitative information science methods including simple frequency analysis were applied to more than ten thousand published papers to generate the network mapping and ranking as well as comparative analysis by time. The analysis result showed that there were slightly lesser overlap between the user studies and the UX in the domestically published articles than the international ones. It also revealed that there is a relationship between the actual occurrences of collaboration and the keyword overlap. The temporal analysis showed that there is increasingly more keyword overlap between two disciplines and thus it is possible to predict the active convergence in the future.

User Experience Research on TV Multiview Feature (TV 멀티뷰 기능에 관한 사용자 경험 연구)

  • Kim, Hee-soo Esther;Kim, Jae-Yeop
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.415-424
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    • 2022
  • This study is a user experience research on the current usage of TV multiview and evaluating the usability. From traditional TV viewing to connecting laptop or mobile devices, the scope of using TV has expanded and evolved to multipurpose. Utilizing the multiview feature offers new TV experiences, but research on its usability has not been actively conducted yet. In this research, a case study and survey were held prior to usability testing to identify user needs and behavior of TV multiview. After reviewing the results, we ran a task-based usability testing and in-depth interview. As a result, users preferred different ways of accessing and using multiview based on their situation, and the current user interface needed improvement for easier, intuitive use. This study is expected to contribute to the development of improving user experience in TV multiview.

Metaverse Platform Customer Review Analysis Using Text Mining Techniques (텍스트 마이닝 기법을 활용한 메타버스 플랫폼 고객 리뷰 분석)

  • Hye Jin Kim;Jung Seung Lee;Soo Kyung Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.113-122
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    • 2024
  • This comprehensive study delves into the analysis of user review data across various metaverse platforms, employing advanced text mining techniques such as TF-IDF and Word2Vec to gain insights into user perceptions. The primary objective is to uncover the factors that contribute to user satisfaction and dissatisfaction, thereby providing a nuanced understanding of user experiences in the metaverse. Through TF-IDF analysis, the research identifies key words and phrases frequently mentioned in user reviews, highlighting aspects that resonate positively with users, such as the ability to engage in creative activities and social interactions within these virtual environments. Word2Vec analysis further enriches this understanding by revealing the contextual relationships between words, offering a deeper insight into user sentiments and the specific features that enhance their engagement with the platforms. A significant finding of this study is the identification of common grievances among users, particularly related to the processes of refunds and login, which point to broader issues within payment systems and user interface designs across platforms. These insights are critical for developers and operators of metaverse platforms, suggesting a focused approach towards enhancing user experiences by amplifying positive aspects. The research underscores the importance of continuous improvement in user interface design and the transparency of payment systems to foster a loyal user base. By providing a comprehensive analysis of user reviews, this study offers valuable guidance for the strategic development and optimization of metaverse platforms, ensuring they remain responsive to user needs and continue to evolve as vibrant, engaging virtual environments.

A Study on the Effect of Public Library Service Quality on User Satisfaction and User Loyalty according to Brady & Cronin's Three-Dimensional Service Quality Model (3차원 서비스품질 모형을 적용한 공공도서관 서비스품질이 이용자 만족도와 이용자 충성도에 미치는 영향)

  • Mi Ok Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.2
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    • pp.289-316
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    • 2024
  • This study aimed to develop and validate a research model to investigate how the service quality of public libraries, where a 3-dimensional service quality model was applied, impacts user satisfaction and loyalty. We collected 353 valid responses through a survey targeting public library users across 21 locations, considering various regional and library-specific characteristics. Our analysis revealed that physical environment quality (PQ), interaction quality (IQ), and outcome quality (OQ) of service quality influence user satisfaction (US). Additionally, outcome quality (OQ) of service quality impacts user loyalty (UL), and user satisfaction (US) affects user loyalty (UL). We also found that quality improvement is a leading factor for user satisfaction, user satisfaction is the primary factor of user loyalty, and the perception of service quality directly and indirectly affects user satisfaction and loyalty. We concluded that continuous research should be actively conducted to respond to the evolving needs of public library users.

The Effect of Congruency between User Participation and Producer Response on User Generated Content (컨텐츠 유통 플랫폼에서 이용자 참여와 생산자 반응의 적합성 효과에 관한 연구)

  • Son, Jung-Min;Lee, Jun-Seop
    • Journal of Distribution Science
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    • v.13 no.8
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    • pp.73-80
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    • 2015
  • Purpose - This study's objective is to analyze the content of the communications between users and producers based on the construal level theory. User generated content refers to content created in an online-based service where users and producers communicate interactively with each other. In a user generated content platform, the messages sent and received between the many players, the users and producers who use the content, may be analyzed at the psychological level based on construal level theory. Research design, data, and methodology - This study gathered user and producer participation through a snow-bowling sampling method. The data analyzed includes 125 video clips and 2,912 comments. The period of the data collection was from September 2014 to December 2014. The collected data was analyzed using a t-test and two-way ANOVA. Results - This study obtained the following research results. First, users who were a short social distance from producers responded to user participatory activities stated in concrete language rather than abstract language. In contrast, users who were at a longer social distance from producers tended to respond to the content requesting user participation through abstract language. Second, if users and producers were at a short social distance from each other, user preference increased more when a producer response to user participation was expressed concretely rather than when it was expressed abstractly. In contrast, if the users were at a longer social distance, users' preferences increased more when producer response was expressed abstractly rather than when it was expressed concretely. Conclusion - This study found that the effect of suitability, in which the social distance and the content were in congruence at the construal level, could be observed. Therefore, based on this, academic and practical implications were drawn. The three main insights of the study are as follows. First, firms can use psychological factors to analyze the message content of users in their distribution platforms. This study reveals managerial implications for marketing managers who want to take make use of this analysis of user and producer communications. This study indicates that the main factors include the concrete and abstract scores and social distance between users and producers. Second, we also provide the strategic guidelines to maximizing user preferences and other outcomes. The main dependent variable in this study is the user preference shift; the variable increases through the congruence effect; and the construal level is determined by the social distance between the users and producers and the type of producer response. The outcomes here from users can be utilized to develop several systemic strategies. One process to use the outcomes could be: (1) firms could measure the users and producers social distance; (2) calculate the concreteness or abstractness of the messages; and, (3) predict the user preference outcomes by the congruence between user and producer social distance and the abstractness or concreteness of the message content.

Development of Graphical User Interface for MANPAD Missile Performance Evaluation (휴대용 미사일의 성능평가를 위한 시각화모델의 개발)

  • 황흥석
    • Journal of the military operations research society of Korea
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    • v.26 no.2
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    • pp.28-38
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    • 2000
  • This research investigates a kill probability model for the performance evaluation of guided missile system, and also develops graphical user interface for the input and output of the model based on the visual object-oriented programming application. The major simulation events used in this research are missile guidance homing point, burst points, and kill mechanism(direct kill, blast kill and fragment kill). For the user interface, we also design and implement the visualization system that can show the graphic style of the kill probability attained by the model. The results of sample run are shown, but these could be improved to be better with visual simulation which can visulaize all the simulation process of the model.

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An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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Intelligent information filtering using rough sets

  • Ratanapakdee, Tithiwat;Pinngern, Ouen
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1302-1306
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    • 2004
  • This paper proposes a model for information filtering (IF) on the Web. The user information need is described into two levels in this model: profiles on category level, and Boolean queries on document level. To efficiently estimate the relevance between the user information need and documents by fuzzy, the user information need is treated as a rough set on the space of documents. The rough set decision theory is used to classify the new documents according to the user information need. In return for this, the new documents are divided into three parts: positive region, boundary region, and negative region. We modified user profile by the user's relevance feedback and discerning words in the documents. In experimental we compared the results of three methods, firstly is to search documents that are not passed the filtering system. Second, search documents that passed the filtering system. Lastly, search documents after modified user profile. The result from using these techniques can obtain higher precision.

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Separation of Kernel Space and User Space in Zephyr Kernel (Zephyr 커널에서 커널 공간과 사용자 공간의 분리 구현)

  • Kim, Eunyoung;Shin, Dongha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.13 no.4
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    • pp.187-194
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    • 2018
  • The operating system for IoT should have a small memory footprint and provide low power state, real-time, multitasking, various network protocols, and security. Although the Zephyr kernel, an operating system for IoT, released by the Linux Foundation in February 2016, has these features but errors generated by the user code can generate fatal problems in the system because the Zephyr kernel adopts a single-space method that both the user code and kernel code execute in the same space. In this research, we propose a space separation method, which separates kernel space and user space, to solve this problem. The space separation that we propose consists of three modifications in Zephyr kernel. The first is the code separation that kernel code and user code execute in each space while using different stacks. The second is the kernel space protection that generates an exception by using the MPU (Memory Protection Unit) when the user code accesses the kernel space. The third is the SVC based system call that executes the system call using the SVC instruction that generates the exception. In this research, we implemented the space separation in Zephyr v1.8.0 and evaluated safety through abnormal execution of the user code. As the result, the kernel was not crashed by the errors generated by the user code and was normally executed.

Development of FSR Sensor Suits Controlling Walking Assist System for Paraplegic Patients (하반신 마비환자의 보행보조시스템 제어를 위한 저항 센서 슈트 개발)

  • Jang, E.H.;Chi, S.Y.;Lee, J.Y.;Cho, Y.J.;Chun, B.T.
    • Journal of Biomedical Engineering Research
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    • v.31 no.4
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    • pp.269-274
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    • 2010
  • The purpose of this study was to develop the FSR sensor suit that controls walking assist device for paraplegic patients. The FSR sensor suit was to detect user's intent and patterns for walking by measuring pressure on the palm and the sole of user's foot. It consisted of four modules: sensing pressure from palm, changing modes and detecting pressure on the palm/at the wrist, sensing pressure from the soles of user's foot, and host module that transmit FSR data obtained from sensing modules to PC. Sensing modules were connected to sensing pads which detect analog signals obtained from the palm or the sole of foot. These collect signals from the target regions, convert analog signals into digital signals, and transmit the final signals to host module via zigbee modules. Finally, host modules transmit the signals to host PC via zigbee modules. The study findings showed that forces measured at the palm when using a stick reflected user's intent to walk and forces at the sole of the user's foot revealed signals detecting walking state.