ㆍThe Influence and Perceived Mediating Effect of the Personification Characteristics of the 'Ernie Bot' Artificial Intelligence Chatbot App on User Satisfaction
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주가오커 Zhu Gaoke , 김선철 Sunchul Kim
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JEWNR 82(0) 123-138, 2024
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Abstract
Background Anthropomorphism in artificial intelligence shows great potential in enhancing interaction and communication effectiveness. Despite the growing importance of anthropomorphism in AI chatbots, research on user interaction is lacking. Through research, we aim to explore the impact of anthropomorphic characteristics of AI chatbot apps on user satisfaction and the mediating effect of perceived anthropomorphism.
Method Targeting the 'Moonsimileon (文心一言)' AI chatbot app, four anthropomorphic characteristics were defined by combining the literature on anthropomorphism and the characteristics of AI chatbots, and the interaction between users and the chatbot app was studied. Through this, character, behavioral, cognitive, and emotional personification characteristics were observed. To explore the relationship between perceived anthropomorphism and usage satisfaction, statistical analysis was conducted using a survey and SPSS using exploratory factor analysis, reliability analysis, regression analysis, and bootstrap sampling methods.
Results First, we discovered specific expressions of the four anthropomorphic characteristics of the AI chatbot app: character, behavior, cognition, and emotion. Second, the four anthropomorphic characteristics of AI chatbots have a significant impact on perceived anthropomorphism and satisfaction with use. Third, perceived personification has a positive effect on satisfaction of use. Fourth, the mediating effect between perceived anthropomorphism and the four anthropomorphic characteristics of AI chatbots and satisfaction with use was confirmed.
Conclusion Through the study, it was confirmed that the behavioral, cognitive, and emotional characteristics of the anthropomorphic characters of the AI chatbot app play a positive role in improving user satisfaction. Therefore, it is necessary to consider its anthropomorphic characteristics in the process of designing and improving AI chatbot apps.
keyword : AI 챗봇, 의인화(擬人化) 특성, 사용 만족도, AI Chatbot, Anthropomorphic Characteristics, User Satisfaction
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ㆍInfluence of the brand's sensory experience in the mobility space on emotional value and engagement - Focusing on the sensory experience of the automobile's space -
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김태우 Tai-woo Kim
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JEWNR 82(0) 139-148, 2024
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Abstract
Background As the concept of space of mobility changes, the need for various experiences through brand communication is emerging. This study focuses on sensory experiences among these various brand experiences to investigate how brand sense (visual, auditory, tactile, olfactory) experiences in the mobility environment affect engagement and the mediating effect of emotional values on them.
Methods Through the consideration of previous studies, brand sensory experience, emotional value, and engagement factors in the mobility environment were manipulated and defined, and after selecting the subject through a preliminary survey, the collected data were verified through statistical analysis by conducting a survey after the experiment to verify the influence relationship between variables.
Result As a result of empirical research through statistical analysis, brand sensory experience had a significant effect on engagement by each sense (visual, auditory, tactile, olfactory), and the effect of sensory experience on emotional value was also found to be significant. It was confirmed that all factors such as aesthetics, symbolism, and pleasure had an effective influence relationship in the mediating effect of emotional value on the engagement of sensory experience.
Conclusion This study is a study on the application of sensory experience to the evolving mobility market, and it is meaningful to leave academic and corporate practical implications by demonstrating that individual sensory experience factors must be effectively controlled and used to elicit users' emotions and immersion in space.
keyword : 모빌리티 브랜드의 감각경험, 감성적 가치, 인게이지먼트, Sensory Experience of Mobility Space, Emotional value, Engagement
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ㆍExtracting User Experience (UX) Insights for the Design of Digital Healthcare Services for Seniors - Focus on the Ethnography Methodologies -
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고은희 Eunhee Koh , 조아라 Ara Cho , 이인호 Inho Lee , 조아라 Ara Cho , 정영진 Youngjin Chung
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JEWNR 82(0) 149-160, 2024
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Abstract
Background In light of the rapid aging phenomenon, the importance of healthcare management for the senior population has been steadily gaining prominence. Specifically, as digital healthcare services emerge as a critical means to address these demands, there is an increasing emphasis on the need for research that focuses on the user experience (UX) of the senior demographic in designing these services. Designing services tailored to the needs of the senior population has become imperative as a response to the challenges posed by the escalating aging population.
Methods This study investigated the concept of seniors and trends in the senior digital healthcare market. Additionally, it delved into the definition and methodology of User Experience research. For the ethnography research methodology, the incorporation of non-verbal observation through a Photo-Diary and verbal observation through In-Depth Interviews was employed. Finally, a Focus Group Discussion (FGD) was conducted to extract integrated insights.
Result Based on a total of 11 ethnographic research findings, a total of 60 common key factors and 15 insights were derived. The identified factors and insights were validated through a focus group discussion (FGD) involving 4 experts. The final insights were extracted in two areas, targeting seniors and senior-care workers. Finally, two insights were deducted from each set of three insights.
Conclusion Through this study, we anticipate contributing as a preliminary research endeavor to inform the formulation of policies and the development of service designs in the field of senior digital healthcare.
keyword : 시니어, 디지털 헬스케어, 사용자경험, Senior, Digital Healthcare, User Experience
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ㆍA Study on the Illustration Analysis of the Unification Textbook of South and North Korea - Focusing on the social studies textbooks of middle and high schools in South and North Korea -
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이창근 Chang-keun Lee , 안현영 Hyun-young An
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JEWNR 82(0) 161-172, 2024
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Abstract
Background Interest in the political and social aspects of South and North Korea is of significant international importance. Through North Korean social studies textbooks, this study aims to understand the flow of social and cultural communities in areas such as politics, law, and economics, and anticipates these textbooks to serve as a white paper in preparation for the upcoming era of reunification. Textbooks are a key medium in education, and the content they encapsulate can be used to gauge the consciousness structure of a society. Illustrations in textbooks are commonly referred to as 'drawings'. In North Korea, these drawings are fundamentally characterized by the artistic traits of socialist culture. While there have been numerous studies on North Korean art textbooks, research on illustrations in general textbooks remains insufficient due to limited exposure. Although text alone requires multiple statements to express an idea, a single illustration can encapsulate various meanings and effectively convey them(JimoSun, 2009). North Korean textbook illustrations demonstrate social artistic capabilities with revolutionary, conceptual elements and a preference for traditional Korean painting techniques (Unification Education Center, 2018). South Korean textbooks utilize illustrations as a supplementary tool within the characteristics of the print space, offering a positive aspect compared to traditional views and emerging as appealing visual symbols that embody certain truths, acting as a form of content embellishment.
Methods This study analyzed the content of illustrations in first-year middle school social studies textbooks from both South and North Korea. The research on North Korean materials was conducted in a controlled environment within a specific archive at the National Library, leading to a reduced scope of data. The study was based on previous research and literature reviews, examining the illustrations in textbooks from both Koreas. Based on the research hypothesis, a survey was conducted with 79 first-year middle school students in an art talent education program at B University in Busan. The survey and interview opinions of five Ph.D. experts were also gathered. The collected data was analyzed using the SPSS 22.0 statistical software, and the study presented findings on the differences and perspectives of students and experts.
Result In terms of external elements, North Korean textbook illustrations were mostly simple, creating a sense of unity. However, this simplicity resulted in a lack of sophistication and delicacy, significantly reducing comprehensibility. In color analysis, South Korean textbooks use the natural colors of objects and various color combinations, leading to higher readability. In contrast, North Korean textbooks, except for the cover, used monochrome for the entire content, which resulted in very low cognitive continuity in learning. Regarding the internal types, North Korean textbooks did not evoke interest or curiosity. They lacked elements of delight and humor, and instead, often conveyed discomfort. In expert analysis, South Korean textbook illustrations were found to be more engaging due to their diverse colors, dynamic movements, and character expressions. Exaggerated body proportions in these illustrations were linked to increased enjoyment and associative thinking. North Korean textbook illustrations, with their uniform facial expressions and standardized pattern images, strongly reflected socialist tendencies. While the content delivery was clear, it induced feelings of anxiety and tension. Moreover, the simplicity of the illustrations lacked interest and fun, suppressing imagination. Consequently, the simplicity and clarity of the illustrations were reflected in higher image preference metrics.
Conclusion The study presented meaningful results by analyzing the illustrations in South and North Korean social studies textbooks, focusing on variables such as type, elements, formative qualities, and colors, based on expert analysis and survey statistics. This research is considered beneficial in reducing the disparity in consciousness between students from South and North Korea and is anticipated to contribute significantly to peace and unification education.
keyword : 북한 사회 교과서, 교과서 일러스트, 일러스트 효과, North Korean Social Textbook, Textbook Illustration, Illustration effect
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ㆍAnalysis of User Experience for the Metaverse Content’s Production - Focused on ‘ZEPETO’-
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남고은 Kristen Koeun Nam
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JEWNR 82(0) 173-186, 2024
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Abstract
Background In the growth of the metaverse, user experience has established itself as a pivotal element. However, research in this area remains relatively underdeveloped. This study aims to lay a foundational basis for research on the usability of the metaverse through an analysis of user experiences related to content creation within the metaverse. This study seeks to gain a profound understanding of the diverse evaluations these individuals have derived from their platform usage, and how the metaverse fulfills various user needs, including personal identity expression, information acquisition, and recreational activities.
Methods In this study, SUS and UEQ-S methods were utilized for quantitative evaluation. For qualitative evaluation, FGI were conducted twice to assess user experiences related to metaverse content creation and platform usability.
Result The evaluation using SUS revealed that the system possesses mid-level usability but requires improvement, with an average score, 61.25. The UEQ-S evaluation indicated that users generally perceive an enhancement in their platform usage experience. However, ZEPETO was not rated as a leading system among various metaverse platforms. Additionally, the study discussed the detailed user experiences of the creators through qualitative evaluation.
Conclusion In the realm of enhancing user experience, it is projected that metaverse content design will evolve in a direction that amplifies users' sense of reality, considers their objectives and economic aspects to offer deep immersion, serves as a conduit for social expression through new communication methods, and facilitates the expression of creativity through active participation.
keyword : 사용자 경험 평가, 메타버스 콘텐츠 제작, 제페토, Metaverse, User Experience Evaluation, Metaverse Brand Content Production, ZEPETO
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ㆍExploring Prototyping Design Methodology - Insights from Product Development at Apple and Dyson -
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김남희 Nam-hee Kim , 한승연 Seung-yeon Han , 정주영 Joo-young Jung
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JEWNR 82(0) 187-196, 2024
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Abstract
Background As physical elements of products are gradually being replaced by graphical interfaces on screens and technological advancements simplify product forms, the emphasis on optimizing product shapes and applying appropriate physical elements has become crucial for product differentiation. This study aims to explore the role of prototyping, a key design methodology in configuring optimized product forms, through case studies of Apple and Dyson product development.
Methods The research commences with a theoretical exploration of prototyping, with theoretical content derived from a literature review. Subsequently, case studies of Apple and Dyson product development, highlighting instances of the prototyping stage, were investigated through literature review. Based on the analyzed results, differences in the product development processes of Apple and Dyson were examined.
Result Both Apple and Dyson placed significant importance on prototyping in their product development processes. However, differences in the direction of product development led to variations in the prototyping processes. While Apple prioritized design, Dyson emphasized functionality, resulting in distinctions in the execution of prototyping stages.
Conclusion Through the examination of Apple and Dyson cases, the utilization of prototyping methodologies in product development was investigated. Prototypes offer a tangible representation, distinct from CAD programs, providing a sense of immediacy. Moreover, they remain a valid design method, offering the ability to generate new ideas and providing crucial clues for problem-solving in contemporary product development.
keyword : 프로토타이핑, 디자인 방법론, 제품개발, Design Methodology, Prototyping, Product
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ㆍComparative study of Direct Ink Writing and Binder Jetting ceramic 3D printing output in the field of cultural products
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호경 Jing Hu , 서범 Fan Xu , 고보형 Bo-hyung Koh
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JEWNR 82(0) 197-206, 2024
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Abstract
Background In the field of cultural products, ceramic products account for a large portion. With the development of 3D printing technology, ceramic products in the field of cultural products are also increasingly integrated with various 3D printing technologies. 3D printing technology can directly connect digital models and ceramic products, providing great convenience in product design and the development of cultural products that value diversity.
Methods DIW (Direct Ink Writing) technology and BJ (Binder Jetting) technology are two 3D printing technologies that are possible by directly using ceramic materials. In this study, the two technologies are compared in various aspects such as surface texture, maximum inclination angle comparison, shrinkage and plasticity through previous research and actual experiments, and the scope of application according to the characteristics of the two technologies is analyzed.
Result Experimental results show that DIW technology has some disadvantages in terms of maximum inclination angle and surface texture, so it is more suitable for simple-shaped products. On the other hand, BJ technology has the advantages of higher printing accuracy, greater freedom of shaping, and flatter surface effect, and has a clear advantage especially in terms of shrinkage rate.
Conclusion A comparative study of the output using these two technologies reveals the pros and cons of each more clearly, helping designers more easily choose the technology that suits their needs. By expressing the characteristics of the two technologies more directly, designers can seamlessly combine digital technology and ceramic 3D printing technology to lay the foundation for promoting the development of ceramic products in the field of cultural products.
keyword : 문화상품, 디자인, 세라믹 3D 프린팅, Cultural Products, Design, Ceramic 3D Printing
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ㆍUser Experience on Sound of Home Training Video Content - Focused on Volume Difference Between Voice and Background Music -
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이선민 Seonmin Lee , 류한영 Han Young Ryoo
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JEWNR 82(0) 207-216, 2024
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Abstract
Background The demand for video content for home training, which has gained popularity as a new exercise method, is increasing. The sound provided by such content can significantly impact the user's experience. Therefore, this study aims to understand how the volume difference between voice and background music of home training video content affects user experience.
Methods The sound and the user of home training video content were understood from the literature. And based on this, questions were organized to measure the usefulness, playfulness, and flow, which are the main user experiences of home training video content. Finally, an experiment using this was conducted to find out the effect of the volume difference between voice and background music of home training video content on the user experience.
Result It was found that the volume difference between voice and background music did not significantly affect usefulness, whereas it could negatively affect playfulness and flow if the volume difference was 20 dB, and flow if it was 5 dB. In this study, the meaning of these results in terms of user experience was examined based on the characteristics of the user's auditory information processing, the influence of background music on the user's emotions, and factors for the user to experience flow.
Conclusion The effect of the volume difference between voice and background music of the home training video content on the user was investigated. This may help to create home training video content that provides a satisfactory user experience.
keyword : 홈트레이닝 영상 콘텐츠, 사운드, 사용자 경험, Home training video content, Sound, User Experience
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ㆍA Comparative Study of Dark Pattern Design Perception and User Experience by Interaction Type of Conversational Interface - Focused on Voice and Text Interaction -
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한지수 Jisoo Han , 장수용 Suyong Jang , 김은솔 Eunsol Kim , 오창훈 Changhoon Oh
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JEWNR 82(0) 217-225, 2024
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Abstract
Background As LLM-based AI technology advances, conversational interfaces are evolving into services that provide voice and text interaction together. However, most of the dark pattern research is centered on visual interfaces such as text, and there is a lack of research on dark patterns in voice interfaces. Therefore, this study aims to investigate the perception of dark patterns in interactive interfaces by interaction type and their impact on user experience.
Methods This study sought to understand whether the type of interaction and inclusion of dark patterns in conversational AI affects perceived maliciousness, usability, trust, and intention to continue using it. The experiment was conducted with using 2X2 within-group design with surveys and post-interviews for each dependent variable, and a conversational AI prototype.
Result The study found that type of interaction and the inclusion of dark patterns had interactive effects on maliciousness and usability, with the two tending to be opposite. For maliciousness, voice interactions were more malicious than chat interactions when dark patterns were included. For usability, the inclusion of dark patterns resulted in higher usability for chat interactions than for voice interactions.
Conclusion The significance of this study is that, unlike previous studies on user experience with dark patterns in visual interfaces, this study examined user experience with dark pattern design in auditory interfaces to verify differences in perception and user experience with dark patterns based on interface type.
keyword : 인터랙션, 다크패턴, 사용자 경험, Interaction, Dark Patterns, User Experience
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ㆍA study on the impact of emotional design elements of cultural products on consumer favorability and purchase intention - Focusing on museum cultural products -
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펭윤시 Yun-xi Feng , 장청건 Chung-gun Jang
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JEWNR 82(0) 227-240, 2024
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Abstract
Background The promotion and inheritance of culture has become a common topic for many countries and peoples around the world, and cultural products are products with cultural value and creativity, playing a significant role in the promotion and inheritance of culture. Cultural products that utilize emotional design elements more easily stimulate users' emotions, and in addition to increasing users' liking and interest in the products, they also make more people pay attention to the history and culture behind cultural creation products.
Methods This study aimed to explore how emotional design elements (color, image feeling, form, and expression method) of cultural products affect consumer favorability and purchase intention, focusing on museum cultural products. Furthermore, through research, we sought to provide new ideas for the development of cultural products. To achieve this research objective, this study derived emotional design elements through prior research and collected texts through a survey. Finally, results were derived through empirical research using the SOR model.
Result Looking at the results of the impact of emotional design elements (color, image feeling, form, and expression method) on consumer psychology (empathy, cognition, and emotion), the emotional design elements such as color, image feeling, form, and expression method all affect consumer empathy and expression. It was found to have a positive effect on cognition and emotion, respectively. Next, looking at the results of the impact of consumer psychology (empathy, cognition, emotion) on consumer response (likability, purchase intention), empathy, cognition, and emotion all have a positive effect on consumers' likeability and purchase intention, respectively. It was found that
Conclusion First, the image of a cultural product has the greatest influence on arousing consumer psychology. Second, emotional factors (emotion, empathy) have a greater impact on consumers' liking for cultural products than rational factors (cognition). Third, when consumers decide to purchase cultural products, rational factors (cognition) have a greater influence than emotional factors (empathy, emotions). Fourth, it is believed that a cultural product development strategy is possible that increases consumer favorability through emotional empathy and induces consumer purchases through the culture and practicality expressed by the product.
keyword : 박물관 문화제품, 감성디자인 요소, SOR 모형, Museum cultural products, emotional design elements, SOR model
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