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A study on the User Experience of Athleisure Brand Communities by Generation

애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구

  • Na, Hye Sook (HongIk University, International Design School for Advanced Studies) ;
  • KIm, Seung-In (Digital Media Design, HongIk University, International Design School for Advanced Studies)
  • 나혜숙 (홍익대학교 국제디자인전문대학원 디자인학 전공) ;
  • 김승인 (홍익대학교 국제디자인전문대학원 디지털미디어디자인 전공)
  • Received : 2020.11.28
  • Accepted : 2021.02.20
  • Published : 2021.02.28

Abstract

The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.

본 연구는 설문을 통해 애슬레저 브랜드 커뮤니티 사용자 경험 만족도를 세대별로 측정하고 세대별 소비 취향에 따른 만족 요인을 도출하는 데 목적이 있다. 브랜드 커뮤니티 측정 도구는 스티븐 앤더슨(Stephen P. Anderson)의 감성 인터페이스 모형을 중심으로 작성된 설문지를 사용했고, 주요 수요층인 10대-40대의 여성을 중심으로 설문을 시행하였다. 설문 결과 세대별 소비성향에 따라 커뮤니티 참여율과 만족도 요인이 유의미하게 다르게 나타남을 추론할 수 있었다. 또한 태스크 중심의 만족도는 높았으나 경험 위주의 만족도는 비교적 낮은 결과가 도출 되었는데 이는 향후 온·오프라인 커뮤니티 활성화를 위한 경험 위주의 만족도 향상의 제고 방안이 필요함을 알 수 있었다. 본 연구를 통해 도출된 세대별 소비 취향에 따른 만족도 요인이 향후 세분된 수요자 중심의 브랜드 커뮤니티 연구의 자료로써 활용되길 기대한다.

Keywords

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