User Experience Evaluation of Goods Customization Apps for Generation Z: A Focus on snaps and PUBLOG
Abstract : This study aims to evaluate the user experience of snaps and PUBLOG, two Gen Z goods customization apps, and to suggest improvements. There has been a lack of empirical analysis on the user experience of domestic goods customization apps. The research methodology involved selecting 50 Gen Z users and conducting a survey based on the System Usability Scale (SUS) and Peter Morville's User Experience Honeycomb model. In addition, we conducted in-depth interviews with users to analyze their core needs and pain points, and proposed strategies to enhance the user experience. snaps received high ratings for overall usability, but we found that it requires improvements in professional tools and search functionality. PUBLOG, on the other hand, offers a wide range of customization features, but needs enhancements in simplifying the goods customization process, improving device compatibility, and incorporating user reviews. We hope that this study will be utilized in future research on service strategies aimed at improving the user experience of domestic goods customization apps.
Keyword : Goods, User Experience Design, SUS(System Usability Scale)
http://dx.doi.org/10.29056/jncist.2024.08.01
Abstract : This study empirically analyzed the impact of viewer preferences for expressions of empathy (number of comments, likes, and views) on information satisfaction, subscription intent, and sharing intent in YouTube's informational entertainment sports content. A total of 410 surveys were utilized for the analysis, employing SPSS 25.0 for factor analysis, reliability analysis, correlation analysis, and regression analysis. The results showed that while the preference for the number of comments positively influenced information satisfaction and subscription intent, the preferences for the number of likes and views did not have a significant impact. Specifically, the preference for the number of likes affected the intent to share, but the preference for the number of views did not significantly impact viewer satisfactionbehavioral intentions. This indicates that the preference for comments encourages direct user interaction and reflects deep interest and satisfaction with the content, whereas the preference for likes serves as a simple user evaluation and tends to encourage sharing. Additionally, the preference for views, while indicating content popularity, did not significantly contribute to individual user engagementsatisfaction. These findings will be useful as reference material for YouTube content creators and marketers.
Keyword : Empathy, Estar TV, Viewer Preferences, Informative Entertainment Sports Content
http://dx.doi.org/10.29056/jncist.2024.08.02
Abstract : The purpose of this study is to compare services provided through internal and external rewards in domestic daily life habit improvement mobile applications, and to measure the impact on habit improvement of user experiences and propose directions for improvement. The research method involved a two-week comparison of habit improvement success rates among 18 men and women in their 20s to 30s who had habits they wanted to improve, as well as 1:1 face-to-face in-depth interviews. Additionally, an application behavior change scale was used to evaluate the participants' progress. The results suggested that habit success rates were higher when users set a monetary deposit as the reward, which is an external reward for the app Challengers. addition, according to the user habit measure interviews, users reported that notifications and direct goal-setting features were effective in habit improvement, and they were motivated by the social functions, which are regarded as a social reward. Lastly, the measurement of the application behavior change scale revealed that the app My Routine's strengths were in goal settings and planning, while Challengers excelled in feedback and monitoring. When users set the monetary deposit as their single goal, Challengers had a higher success rate. My Routine was found to be more successful in developing continuous habit improvement with a self-routine. When designing a habit improvement platform, ensuring usability and addressing issues such as notifications, social sharing, authentication, and accurate record-keeping can greatly enhance the user experience. By providing these features and addressing concerns such as false authentication, the platform can foster continuous satisfaction for the app and a sense of achievement for the users.
Keyword : habit improvement, behavior change, user experience, habit improvement application
http://dx.doi.org/10.29056/jncist.2024.08.03
Abstract : Young people who prefer quick communication use emoticons to convey emotions and reactions in a short time to shorten the length of messages and pursue more intuitive communication. Therefore, this study evaluated how accurately emoticon users in their 20s can identify the emotions represented by emoticons and empirically analyzed how this ability is related to emotional intelligence. The results showed that there is no statistically significant difference in emotion reading ability of emoji by gender among college students in their 20s. Furthermore, when analyzing the relationship between emotional intelligence and emotion reading, the results showed that there is no statistically significant difference in emotional intelligence by gender, and emotional intelligence has a positive effect on emotion reading. This study confirms that gender differences in emotional responses to emoji are not meaningful for younger generations and suggests that the creation of emoji should take into account a variety of circumstances, such as the context of communication, the complexity of the relationshipmessage, and the cultural context, rather than a simple demographic approach.
Keyword : Computer-Mediated Communication, Emoticon, Emotional Intelligence, Emotion Interpretation
http://dx.doi.org/10.29056/jncist.2024.08.04
Abstract : This study is a study on user emotions according to mobile phone design types. Depending on the type of display, not only the design of the mobile phone but also all aspects of the presenceabsence, including the user's lifestyle and habits, vary. In order to consider the user's emotions in this context, the experiences of users of Samsung's Galaxy Z-Flip, Z-Fold, and Apple's iPhone series were compared and analyzed. As a research method, a in-depth interview with users who experienced the cell phone was done in parallel with the Likert scale based on the Nick Babevich model. As a result, users' lifestyle and characteristics were known according to the product structure and physical properties of the Galaxy Zfold, Z Flip, and iPhone. In addition, during each in-depth interview process, the direction of design maintenance and improvement was presented in consideration of users' emotions according to the context investigated. The significance of this study is to propose a design suitable for users' lives. Based on the results and data of this study, it is expected that studies related to user sensitivity for more advanced mobile phones will be released in the future.
Keyword : User emotion, flip phone, foldable phone, iPhone, in-depth interview
http://dx.doi.org/10.29056/jncist.2024.08.05
Analysis of Children's Toys for Developing Five Senses based on Sustainable Design
Abstract : This paper seeks to explore the theory and practice of multi-sensory children's toy design based on sustainable development. First, we highlighted the importance of multi-sensory design in children's toy design by analyzing the multi-sensory definition. Second, we incorporate the characteristics and concepts of sustainability into toy design, focusing on the emotional applications of sight, hearing, touch, olfactory, and taste, and highlight the importance of environmental protection and reusableness in children's toy design. Through an analysis of three concrete cases, the paper demonstrates the practical application of multi-sensory children's toy design based on sustainability and demonstrates the practical validity and validity of the theory. According to the results of the study, sight and touch are the most commonly used senses in toy design, and their impact on children is very important. Therefore, future research should apply sight and touch to children's toy design and further improve the effectiveness of these sensory designs to better promote children's development and learning. At the same time, we need to conduct in-depth research on the potential roles of other senses in toy design and comprehensively use various sensory designs to explore more innovative and educational ways to produce children's toys.Future research can validate the theory of the study with more real-world examples and deeply analyze the impact of various sustainable materials and production processes on children's toy design, driving innovation and sustainable development of children's toy design.
Keyword : Sustainable, Five senses design, Toy product design, Case analysis
http://dx.doi.org/10.29056/jncist.2024.08.06
The Relation between adolescents' Basic Needs Satisfaction and Financial Literacy
Abstract : This study examines the impact of Basic Needs Satisfaction—autonomy, competence, and relatedness—on financial literacy among high school students in Korea. Autonomy motivation refers to the degree of self-directed choice in learning, competence motivation pertains to the perceived mastery and efficacy, and relatedness motivation involves the sense of belonging and connection with others. The study employed a randomized controlled trial with 191 first-year high school students, analyzing the effects of both face-to-face and remote financial education. The results indicate that autonomy motivation significantly enhances financial literacy, whereas competence and relatedness motivations do not exhibit a significant effect. Additionally, financial education was more effective for students with lower baseline financial literacy levels, suggesting the need for tailored educational interventions. Gender did not significantly influence financial literacy outcomes. These findings highlight the importance of fostering autonomy in financial education to enhance financial literacy, with implications for designing educational strategies that address varying levels of pre-existing knowledge. Future research could explore cultural factors and the role of socio-economic status in shaping financial literacy and motivation.
Keyword : Financial literacy, Financial education, Self-determination theory, Autonomy, Competence, Relatedness, Adolescents
http://dx.doi.org/10.29056/jncist.2024.08.07
A Study on the Emotional Experience of Consumers through Nike Generated AI Design
Abstract : The concept of AI design, which applies generative AI technology to design to realize realistic and novel ideas in images, has emerged, but the emotional domain, which plays an important role in design besides creativity, is still lacking. Therefore, this study aimed to investigate the emotional experience of consumers to understand the lack of emotion conveyed by AI design. For consistency, we limited the scope of AI design materials to Nike and asked Nike consumers how they felt when they saw Nike AI designs. The questionnaire was structured on a 5-point Likert scale, asking consumers to rate AI designs based on UX evaluation factors and describe the emotions they felt. We adopted four UX evaluation factors that can only be evaluated by visual elements: meaningfulness, attractiveness, value, and trustworthiness, and used Pluchik's wheel as an analysis tool to analyze the emotions described. Using Nike consumers' key emotions as a baseline, we were able to identify three key emotions that characterize AI design experiences: anticipation, surprise, and disgust, all of which are negative. To elicit a positive consumer response to AI design, AI designers and researchers will need to continue their research on AI emotions to convey the missing emotions.
Keyword : AI Design, Generative AI, AI Emotion, Emotional Experience, Brand Emotion
http://dx.doi.org/10.29056/jncist.2024.08.08
Abstract : This study analyzed the role of memes in the spread of short-form content on social ne116work services (SNS), focusing on the case of the Instagram channel ‘Dokdo Korea’. The research findings showed that the ‘Dokdo Korea’ channel's follower growth was primarily driven by voluntary participation through the spread of meme content such as the ‘Dokdo is Our Land Challenge’. In particular, the challenge utilizing memes contributed to expanding the content's influence by actively engaging in secondary creation and re-dissemination beyond mere content consumption. This study is significant in that it presents a new paradigm for influencer marketing in the changing media environment and contributes to broadening the understanding of the diffusion mechanism of short-form content. This research suggests effective strategies for spreading SNS short-form content and emphasizes the role of memes and fandom, thereby providing new directions for future social media marketing research. Furthermore, by demonstrating the impact of the spread of Dokdo-related content on raising national interest and patriotism, it provides insights into the use of social media for delivering public interest messages.
Keyword : social ne116work service, influencer marketing, short-form content, meme
http://dx.doi.org/10.29056/jncist.2024.08.09
Factors Affecting Book Reading Practice among Older Adults
Abstract : The purpose of this study was to examine factors affecting book reading practice among older adults. For this, 9,526 older adults aged over 65 were analyzed using year 2023 Social Survey data of Statistics Korea. The analysis methods include frequency analyses, Descriptive analyses, T-test, Chi-square test, and logistic regression analyses. Factors affecting book reading practice amon older adults were composed of sociodemographic factors, physical factors and social relational factors. Results of the analyses showed that age, gender, education level, and income among sociodemographic factors had significant effects on book reading practice. More specifically, lower age, being female, higher level of education, and higher level of income increased the possibility of book reading practice. Among physical factors, vision had significant effect on book reading practice. That is, better vision status increased the possibility of book reading practice. Among social relational factors, satisfaction with personal relationship had significant effect on book reading practice. That is, higher level of satisfaction with personal relationship increased the possibility of book reading practice. Based on these findings, ways to promote book reading practice of older adults were discussed.
Keyword : Older adults, Book reading practice, Leisure, Logistic regression analysis
http://dx.doi.org/10.29056/jncist.2024.08.10
Hybrid Recommendation System based on Natural Language Processing
Abstract : In recent times, the online retail industry has seen active use of natural language processing (NLP)-based product analysis and recommendation systems that utilize seller-provided product information and customer review data. This study developed an NLP-based recommendation system by combining the data characteristics of a specific socks product, with customer review data. The system analyzes and categorizes seller-provided product information for socks (e.g., gender, length, pattern, color, price) and previous customer reviews (e.g., quality, delivery) to recommend the most suitable products. The seller's product information was processed through text-based learning, while the review data was processed using sequence-based learning, enhancing the accuracy of the recommendations. This study introduces a hybrid approach that employs the TF-IDF model for keyword association analysis and the GRU model for sentiment analysis. The sock recommendation system was developed using review data sourcedthe ‘Dobong Sock Cooperative’ to support local small businesses. It is anticipated that this system will be widely applied to regional products like socks in the future, thereby contributing to the revitalization of local economies.
Keyword : Recommendation sysem, Sentiment analysis, TF-IDF, GRU
http://dx.doi.org/10.29056/jncist.2024.08.11
Abstract : This study aimed to develop and implement a digital design course using the flipped learning approach in engineering education and evaluate its effectiveness. Changes in learners' perceptions and learning outcomes were analyzed through pre- and post-surveys of course participants. Results showed increased academic self-efficacy and lecture engagement among learners. Pre-class online learning aided in-class comprehension and assignment completion. Linked in-class and post-class tasks and team activities proved effective. Despite being an unfamiliar art course for engineering students, it sparked interest in design. Flipped learning as an innovative teaching method allowed students to learn at their own pace, transforming thempassive attendees to active, self-directed learners. In conclusion, applying flipped learning to design courses in engineering significantly contributed to improving learners' academic abilities, highlighting its importance.
Keyword : Engineering Field, Flipped Learning, Digital Design, Subject Development, Case Studies
http://dx.doi.org/10.29056/jncist.2024.08.12
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