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소비재 제품의 사용자 경험 인증 평가를 위한 평가 체계 개발 및 검증
송하승(Haseung Song),방성환(Seonghwan Bang),김정연(Jeongyeon Kim),반상우(Sangwoo Bahn) 대한인간공학회 2019 大韓人間工學會誌 Vol.38 No.2
Objective: This study aims to develop a user experience evaluation framework to enable evaluation of user experience on various customer goods. Background: Lack of resources and capabilities to improve the quality of the user experience has made it difficult for small and medium-sized businesses to develop user-centered products. An effective user experience evaluation framework is needed to effectively support small and medium-sized businesses. Method: The evaluation framework of this study was developed through the following steps. Firstly, we collected and structured product components of various product groups systematically according to user experience characteristics. Then, we gathered and organized core user experience elements based on a number of user reviews and previous related studies. And, we matched up product component with user experience element according to core user experience attributes of each product component. Additionally, we collected and selected major tasks and scenarios that is frequent and critical when using the product. Lastly, we developed user experience evaluation forms by matching product components, user experience element, major tasks, and scenarios. Results: A user experience evaluation framework and forms were developed by collecting more than 45 research studies and 4685 user experience elements. Based on the evaluation framework developed over four years, 161 users and 54 experts evaluated 143 kinds of products. Based on the evaluation results, the evaluation framework developed in this study was verified and validated its effectiveness. Conclusion: We have developed a user experience evaluation framework that can evaluate the user experience of various customer goods and it was effective in finding the factors that have a great influence on the usability and user experience of the customer goods. Application: It is expected that the user experience evaluation framework developed in this study could be applicable to the development of a certification system to effectively reflect and improve the user experience quality of consumer goods.
다기준 의사결정 방법을 활용한 사용자 경험의 평가 방법
이예진,홍주표,정광태 대한인간공학회 2022 大韓人間工學會誌 Vol.41 No.2
Objective: This study was conducted for the purpose of proposing a method to evaluate user experience for a system using a multi-criteria decision making model based on the evaluation factors of user experience. Background: User experience refers to a direct or indirect experience that a user obtains in the process of using a product or service. As various digital products and services become popular and competition intensifies in modern life, user experience is becoming more and more important. Various studies have been attempted to evaluate user experience according to such necessity. Since the user experience that an individual has for the same system can be different, it is important how the user experience evaluation of the system incorporates this subjectivity. Method: In this study, a method to obtain the user experience score was proposed by using importance weights of the user experience evaluation criteria and averaging the scores for each evaluation criterion of the system. To this end, we first determined the criteria for evaluating user experience based on the honeycomb model. AHP was used as a method to derive the relative importance weight of evaluation criteria. In addition, a Likert scale from 1 to 5 was used to give a rating for the user experience evaluation criteria. Results: In order to examine the applicability of the method proposed in this study, it was applied to the user experience evaluation problem for car rental websites. In this study, 'useful, usable, findable, credible, desirable, accessible, and valuable' presented in the honeycomb model were used as user experience evaluation criteria. Both the UX score and the SUS score showed a statistically significant difference at the significance level of 0.05 for each of the three car rental websites. A similar pattern was also observed in the average score. And the UX score showed a significant correlation with the SUS score of 0.509. Conclusion: User experience evaluation using the multi-criteria decision-making method showed a high correlation with SUS, which has been used as an effective usability evaluation method in many studies. From this fact, it can be seen that the user experience evaluation method proposed in this study can be effectively applied to the user experience evaluation problem of a system. Application: The results of this study could be used as a method to evaluate user experience on a digital system.
사용자 중심 공간 경험 개선을 위한 경험 매핑 방법론 연구
이해인,정유담,구유리 한국디자인학회 2024 디자인학연구 Vol.37 No.2
연구배경 공간 및 건축 분야에서 사용자의 역할이 수용자에서 참여자로 확대되면서, 공간 사용자 경험(User Experience)의 중요성이 증대되고 있다. 공간 경험은 공간 자체의 물리성 외 사용자와의 상호작용 또한 포괄하기에 객관성과 주관성을 모두 갖추고 있다. 그러나 기존의 건축적 공간 분석 방법은 공간의 수치와 구조적 상관관계에 기반하여 공간 내부에서 발생하는 사용자의 세부적 경험을 파악하기 어려운 실정이다. 사용자 주변의 환경적 측면에 대한 연구나, 공간 개선을 위해 사용자 관점을 도입하는 체계적 과정에 대한 연구 또한 부족하다. 따라서 본 연구는 공간 내부의 거시적, 미시적 경험을 관찰을 통해 객관적으로 파악하고, 이를 시공간에 매핑(mapping)하여 분석하는 구조적인 방법을 제시하고자 한다. 연구방법 연구는 4단계로 나누어 진행되었다. 첫째, 문헌 연구를 통해 공간 경험과 공간 경험의 구성 요소를사용자, 행동, 상호작용, 이동, 상황, 환경, 사물 7가지로 정의하고, 공간 경험 데이터 수집을 위한 사용자 행동 관찰법 유형을 파악했다. 둘째, 공간 경험 구성 요소를 중심으로 사용자 경험을 수집할 수 있는 별도의 체계와 틀을수립하였다. 셋째, 실제 관찰 기반 사용자 조사를 진행하여 해당 체계를 검증하고 구체화했다. 마지막으로 공간내 사용자의 동선, 공간 활용도, 이용 여정 3가지 방식의 경험 매핑으로 공간 경험을 구조화하고, 이를 통합하여하나의 방법론으로 제안하였다. 연구결과 본 연구는 공간 경험에 대해 공간 중심의 물리적이고 거시적인 측면과, 내부 사용자와 주변 환경 사이의 관계에 기반한 미시적인 측면이 상호적 영향 관계 내에서 공존한다고 정의했다. 또한 경험 분석을 위해 공간 경험 구성 요소를 사용자, 행동, 상호작용, 이동, 상황, 환경, 사물 7가지로 도출하고 각 요소의 하위 구성 요소를 분류했다. 각 공간 경험 요소는 맥락 중심 직/간접관찰, 사건 중심 직/간접 관찰을 통해 수집했으며, 경험 요소를 중심으로 수집한 공간 경험 데이터는 3가지 경험 매핑의 형태로 구조화했다. 3가지 경험 매핑은 첫째, 공간 내사용자의 동선 매핑, 둘째, 사용자의 공간 활용 매핑, 셋째, 사용자의 공간 이용 여정 매핑으로 구분되며 동선 매핑은 공간 경험의 거시적 측면을, 이용 여정 매핑은 공간 경험의 미시적 측면을, 공간 활용 매핑은 복합적 측면을이해하는 데 사용된다. 이를 바탕으로 공간 경험 데이터 수집 및 분석을 위한 프로세스와 3가지 경험 매핑을 구조화한 통합된 공간 경험 매핑을 제시하였다. 결론 본 연구는 공간 경험과 경험의 구성 요소를 재정의하고, 이에 기반하여 공간 경험 데이터를 사용자행동 관찰을 통해 객관적으로 수집하였으며, 경험 매핑의 방식으로 체계적인 분석을 수행하였다. 종합하여 공간경험 개선을 위한 경험 데이터 수집 및 분석의 프로세스와, 공간 경험 매핑 방식을 별도의 방법론으로 제안하였다. 본 연구를 통해 구체화된 공간 경험 매핑 방법론은 향후 관련 분야에서 보다 명확한 프로세스와 분석의 틀을토대로 사용자 관점의 경험을 파악할 수 있도록 기반을 제공할 수 있다. Background As user roles in architecture evolve from mere occupants to active participants, the significance of user experience in the related fields grow. Spatial experience involves the physicality of space and user interactions, blending objectivity and subjectivity. However, existing architectural spatial analysis struggles to capture detailed user experiences, relying heavily on numerical correlations. Additionally, there is a current research gap in environmental aspects and systematic processes for the user perspective in spatial improvement. This study aims to present a structured methodology for objectively capturing macroscopic and microscopic user experiences through observation, mapping them onto the spatiotemporal domain for thorough analysis. Methods This study is comprised of four phases. First, a literature review defined spatial experience and its elements into seven categories, identifying various user behavior observation methods for collecting spatial experience data. Second, a systematic framework was established for collecting user experiences, with a focus on the elements of spatial experience. Third, actual observation research was conducted to validate and refine this framework. Fourth, spatial experiences were structured through three types of experience mapping: user movement flow, spatial utility, and user journey within the space. These mappings were then integrated. Results This study defined spatial experience as the coexistence of spatial-centric physical and macroscopic aspects and micro-level aspects, driven by the interactive relationship between internal users and the surrounding environment. Elements of spatial experience, such as Actor, Activity, Interaction, Movement, Scene, Environment, and Object, were identified, and subcomponents for each were classified. Spatial experience data, collected through context-centered direct/indirect and event-centered direct/ indirect observation, were structured into three experience mappings: user movement flow, spatial utility, and user journeys. User movement flow mapping focused on macroscopic aspects, user journey mapping on microscopic aspects, and spatial utility mapping aimed at a composite perspective. The study proposed a process for collecting and analyzing spatial experience data, along with a unified spatial experience mapping that integrates the three types of mappings. Conclusions This study redefines spatial experience and its elements, objectively collecting spatial experience data through user behavior observation, and systematically analyzes them through experience mapping. In conclusion, a process for data collection and analysis of spatial experience and a spatial experience mapping methodology are proposed. The refined spatial experience mapping methodology presented in this study can serve as a foundation for understanding user perspectives in related fields by providing a clearer framework and process for data collection and analysis.
A Study about User Experience Model
Beom Suk Jin,Ji Yeon Kim,Yong Gu Ji 대한인간공학회 2011 대한인간공학회 학술대회논문집 Vol.2011 No.5
Objective: The aim of this study is to understand the user experience and to establish user experience model depending on the product use stage. Background: Many researches about user experience have been conducted in various academic areas. However, the definition of user experience is not clear. One of these reasons, the user experience is complex and fuzzy concept. Also, the concept of user experience is varied depending on the flow of time. In other words, user experience is difficult to predict or measure. Therefore, the model of user experience to measure and predict is one of the major issues. Method: For this, we reviewed researches and papers related user experience in various areas(social science, psychology, cognitive science, behavioral science and engineering science). Based on this, we extracted the main factors affecting on user experience. Results: The model of user experience is suggested. This model consisted of four concept; 1) user characteristics, 2) product quality, 3) product use stage, and 4) interaction. Conclusion: Through this model, we will be able to identify the major factors influencing user experience depending on the product use stag. Application: The results of this research might help to understand the user experience for smart phone users.
서유미,선섭희 한국인더스트리얼디자인학회 2024 산업디자인학연구 Vol.18 No.1
Background This paper aims to examine the evolution of the User Experience (UX) paradigm since the 1950s. Research on user experience has been actively conducted in various fields for a long time, and its concepts and scope have evolved with changes in the industry. Despite numerous attempts to define the concept, scope, and elements of user experience, criticism persists that the concept of UX is still used ambiguously, akin to a kind of colloquial term without a clear definition. Methods Firstly, this paper reviews the evolution of user experience (UX) concepts from the 1950s to the 2000s. Secondly, the pivotal principles of the "Principle of Continuity" and "Principle of Interaction" from John Dewey's "Theory of Experience" are visualized. Thirdly, distinctive characteristics of user experience across generations are defined, and an alignment with the visualized axes of the 'Theory of Experience' is established. Results In the 1950s, the focus was on 'frictionless design' between products and humans, embodying the 'Principle of Interaction' and 'Principle of Continuity' in user experiences. The 1960s emphasized surprising experiences, prioritizing the 'Principle of Interaction.' The 1970s criticized friction in machine-centric design, promoting 'user-centered design.' The 1980s aimed to design machines to 'induce user behavior.' The In the 1990s, developers and designers emphasized interactive experiences targeting the same persona to ensure seamless user interaction with technologically advanced products. On the management side, the commodification of the 'experience' itself emerged, introducing the concept of user experience for distinctive experiences. Post-2000, user experience evolved with a focus on designing 'experience activities' to offer novel interactions. There was a noticeable shift towards prioritizing 'emotional responses' aligned with user sentiments, emphasizing 'pleasure' over mere convenience, rather than just convenient tools. Conclusion In the context of design, user experience design goes beyond simply designing the current experience. It involves leveraging past experiences based on various physical elements to address issues, ensuring users can interact unconsciously and seamlessly. Furthermore, it aims to create new experiences that will result in positive experiences in the future.
다인 동시 초실감 메타버스의 사례 분석을 통한 체험 특성 연구 -콘텐츠 체험, 콘텐츠 개발, 체험 운영을 중심으로-
최지용,한정엽,이하은 한국공간디자인학회 2022 한국공간디자인학회논문집 Vol.17 No.8
(Background and Purpose) With the advent of VR devices in the 21st century, the VR content industry that users can enjoy alone has grown, and as it has recently been fused with metaverse, a keyword of the era, the direction of development is oriented towards the network-combined simultaneous multi-user access in ultra-realistic metaverse. Accordingly, demand for contents and experience facilities for the simultaneous multi-user access in ultra-realistic metaverse is also increasing in art galleries, museums, and science museums. Currently, experience activities in the ultra-realistic metaverse for simultaneous multi-user access are not active due to lack of research on content experience, development, and operation related to approaches to issues such as low technology readiness and real operation. Therefore, this study intends to derive experiential characteristics through case analysis of experience activities in the ultra-realistic metaverse for simultaneous multi-user access in the same space. (Method) In this study, it prepared a standard for classifying each type of case through a theoretical review with literature research, established an analysis framework for representative cases using it and conducted case analysis research. The scope of analysis was limited to content experience, content development, and experience operation. (Results) Therefore, in this study, the following three characteristics of ultra-realistic metaverse were derived by the analysis of representative cases in which there is a marked difference in content experience, content development, and experience operation of experience activities in the ultra-realistic metaverse for simultaneous multi-user access. The characteristic of content experience is that social presence felt in the virtual space is high enough to easily lose the direction and position if mutual recognition and interaction between users are included in the connected virtual space. The characteristic of content development is that an avatar needs to be assigned to each participating user for user safety. Lastly, the characteristic of experience operation is that it has high place extension because movement and extension are not limited by the size of the facility or place constructed. (Conclusions) In this study, it derived the experiential characteristics of simultaneous multi-user access in ultra-realistic metaverse, focusing on content experience, content development, and experience operation, suggesting the need for a direction in which users' avatars are designed to fit the situation within a content, the need to mark avatars in location tracking content, and the possibility of deriving representative characteristics other than location extension, which doubled the value of the experiential characteristics of the simultaneous multi-user access in ultra-realistic metaverse.
An Empirical Study of User Experience (UX) Factors Affecting Continued Usage Intention of Smartphone
Xue Ning,김기수 아시아.유럽미래학회 2012 유라시아연구 Vol.9 No.4
Smartphone is a new generation of mobile phones and it is a good example of ubiquitous computing technology. Users can surf the internet anytime and anywhere through the easy touch-screen interface. Also users can connect with their friends in more efficient ways than calling or texting messages. Besides, its prominent hardware and software support all kinds of applications for work and entertainment (Charlesworth, 2009). Verkasalo et al. (2010) pointed that Smartphone is a device that can be used as a mobile phone as well as a handheld computer, they also argued that it is the user rather than the device who controls the Smartphone. When users interact with Smartphone, their experience of using Smartphone is derived from such interactions. Goto, K. defines User Experience (UX) as "the overall perception and comprehensive interaction an individual has with a company, service or product" (Wang et al., 2008). Experience is an intangible process of interaction between people and the world that exists in humans' minds and is triggered by new interactions. These may create different types of experiences such as physical, sensual, cognitive, emotional, and aesthetic (Davis, 1992). From this aspect, after using Smartphone, users' experience on the functions of it and their social experiences with it might be very important in deciding if they continue to use Smartphones. Given the growth of the number of Smartphone users and the competition among Smartphone manufacturers and service providers, it is important to understand the dynamics that govern the continued usage intention of Smartphone. However, previous researches on this topic have mostly focused on problems such as creating efficient interfaces, developing usable systems, and establishing technologies, which paid more attention to the facet of functions of the Smartphone itself rather than studying from users' psychological perspective (Lin and Ye, 2009; Abowd et al., 2005; Verstockt et al., 2009). On the other hand, over the last few years there have been various attempts to provide a comprehensive theory or framework of user experience (Swallow et al., 2005; Wang et al., 2008; Oza et al., 2010; Deng and Li, 2008). Since people spend more and more time with Smartphones, the experience users have with Smartphones is likely to be a key factor in the cognitive process users experience in developing their continued usage intention. Upon this basis, in contrast to previous researches, we employ the concept of User Experience (UX) as the antecedents in this study to explain the continued usage intention of Smartphone, Therefore, this study focuses on users' experience to assess their further attitudes and behaviors. Users’ experience is represented in two aspects, one is functional experience which includes usability and security, and the other is social experience which includes sociability and social identity. A research model was developed to conceptualize the relationships between these UX factors as antecedent variables and continued usage intention of Smartphons as consequent variables with two intermediary variables. Specifically, we considered perceived enjoyment (PE) and perceived usefulness (PU) as mediating factors between UX factors and the continued usage intention of Smartphone (CUI) since it is widely used not only for functional purposes but for entertainment and social relations. Then our research model was tested empirically by using a survey data collected from diverse Smartphone users. Our results suggest that experience about functional factors and social factors of Smartphone after using Smartphones can influence the perceived usefulness and perceived enjoyment of their usage, which, in turn, influence users' continued usage intention of Smartphones. More specifically, we found that usability has a significant positive impact on both PU and PE, while security has a strong effect on PE, although no such significant impact was observed on PU. Some previou...
브랜드 경험의 매개역할에 따른 스마트폰 사용자 경험(UX)이 사용자 만족과 태도에 미치는 영향
장성복 ( Chang Sung Bok ) 한국상품문화디자인학회 2018 상품문화디자인학연구 Vol.55 No.-
The smartphone manufacturing brands are differentiating their own products from competitors' by showing the upgraded UI(User Interface) whenever new smartphones are released every year. Thus, the users accumulate diverse experiences in the process of performing the purposes through new smartphone UI. The user experience plays a crucial role in the cognitive process in accordance with the consumers' stimulation. Through new experiences, the experience of used brands is formed, which could have effects on users' attitude in accordance with the degree of satisfaction after use. Thus, this study aimed to verify the relations of smartphone user experience, user satisfaction and attitude, and also to verify the effects of user experience on the user satisfaction and user attitude with the mediation of brand experience. The research hypothesis was verified by regression analysis. In the results of this study, first, all the user experience factors such as user satisfactory experience, useful experience, design satisfactory experience, and A/S satisfactory experience had positive(+) effects on the user satisfaction and user attitude. Second, the smartphone user satisfaction had positive(+) effects on the user attitude. Third, the smartphone user experience had effects on the user satisfaction and user attitude with the mediation of brand experience. The results of this study imply the necessity of strategies considering the smartphone user experience factors for the design of smartphone UI in the future, and the importance of providing the brand experience differentiated from other brands to increase the smartphone users' satisfaction, and also establishing the marketing strategies and researches on users' experience for increasing the user satisfaction to raise users' positive attitude.
실내 주차 공간 시각 정보 요소가 주차 공간 사용 만족도에 미치는 영향 -사용자 경험의 매개 효과를 중심으로-
이혜인,이정교 한국공간디자인학회 2025 한국공간디자인학회논문집 Vol.20 No.3
(Background and Purpose) With the rapid increase in car ownership and urban densification, the efficient and systematic management of parking spaces has become a critical issue. In particular, providing safe and convenient parking environments in residential complexes and commercial facilities is essential. Visual information elements in parking spaces play a crucial role as they help drivers easily identify parking locations and safely complete parking. This study aims to analyze how visual information elements in parking spaces contribute to user experience as a mediating factor of parking space use satisfaction. Through this, the study seeks to provide foundational data for designing better parking spaces that apply smart design in physical spaces. (Methods) This study explores the relationships between visual information elements in parking spaces, user experience, and parking space use satisfaction through theoretical considerations and empirical analysis. First, based on a review of previous studies, the visual information elements of parking spaces were categorized as color, signage, and lighting, and the characteristics of user experience and parking space use satisfaction were analyzed. Second, a research model and hypotheses were established by setting visual information elements as the independent variable, user experience as the mediating variable, and parking space use satisfaction as the dependent variable. Third, a survey was developed, and the reliability and validity of the questions were verified through two preliminary surveys. Final data were collected through the main survey. Finally, SPSS 26.0 and PROCESS macro were utilized for linear regression analysis and simple mediation analysis to empirically examine the relationships between visual information elements, user experience, and parking space use satisfaction. (Results) The results showed that visual information elements significantly influenced both user experience and parking space use satisfaction. User experience served as a critical mediating factor in the relationship between the two variables. The indirect effect of visual information elements on parking space use satisfaction through user experience was found to outweigh the direct effect, highlighting user experience as a key determinant of parking space use satisfaction. (Conclusion) This study empirically demonstrated that visual information elements in parking spaces significantly affect parking space use satisfaction through user experience. These findings suggest that incorporating user experience into parking space design plays a vital role in improving the efficiency and safety of parking environments. Additionally, intuitive and user-friendly parking space designs can enhance user satisfaction. This research provides practical and specific foundational data for future parking space design and improvement strategies.
사용자 만족과 감정적 애착의 이론적 통합 모형에 관한 실증적 연구
이인성(In Seong Lee),이기호(Ki Ho Lee),최지웅(Gi Woong Choi),양승화(Seung Hwa Yang),임성택(Seong Taek Lim),전석원(Seok Won Jeon),김진우(Jin Woo Kim),홍세준(Se Joon Hong) 한국경영학회 2008 경영학연구 Vol.37 No.5
Recently, studies on user experience have become popular within the field of new product development, marketing, and information systems. Most of these studies on user experience hypothesize that user satisfaction is enhanced when users have good experience with a certain device or a system and that enhanced user satisfaction can explain and predict user loyalty effectively. However, since user experience is a broad concept which comprises both the cognitive and the affective elements, whether existing theoretical models of user satisfaction can accurately reflect user experience is questionable. Moreover, it is also not clear whether user satisfaction can effectively explain user loyalty. For example, user`s cognitive appraisal plays a major role in building up user satisfaction with the product; this means that user satisfaction model only focuses on the cognitive aspect of user experience. Thus, the existing theoretical models focusing on user satisfaction cannot reflect the emotional aspect of user experience. Moreover, user satisfaction can be developed even with only a short period of usage; therefore, user satisfaction cannot fully explain the whole aspect of user experience which is developed through the long-term interaction with the product. Moreover, since users who are only satisfied with the product can always move on when there is a better alternative, there is a limitation of maintaining and promoting user loyalty by merely enhancing user satisfaction. This study was conducted to overcome the limitations of such existing theoretical models of user satisfaction by including a new concept known as emotional attachment in order to complement theoretical and practical limitations of the current user satisfaction model. Emotional attachment is an emotional bond between a person and the specific object; this research hypothesizes that the concept of emotional attachment could overcome the limitations of the theoretical model focusing on user satisfaction. Such hypothesis is based on the research results which argue that emotional attachment is formed based on the affective experience through the long-term interaction with a certain object and that the person with emotional attachment toward the object is less likely to be influenced by the existence of more attractive alternatives. In this study, a new theoretical model of emotional attachment based on the perspective of user experience was developed through literature review and was theoretically expanded the user experience model by integrating the emotional attachment and the user satisfaction model. Survey studies have been conducted to empirically validate the theoretically integrated model with users of four digital products (cell phone, MP3 player, TV, and refrigerator). The survey results indicate that our integrated model does indeed explain the relationship between user experience and user Loyalty more faithfully than the existing models. This paper ends with certain limitations as well as implications of the study results.