• Title/Summary/Keyword: 브랜드 경험 디자인

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A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

Interview - "From January next year, we will set up a system of cooperation by operating a Pool of 'green-light architects' and concentrate our efforts on enhancing space welfare (인터뷰 - "내년부터 아틀리에나 신진건축사 등용문 프로그램 만들 예정")

  • Jang, Yeong-Ho
    • Korean Architects
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    • s.596
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    • pp.28-44
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    • 2018
  • "SH공사(서울주택도시공사)가 내년 1월부터 '청신호 건축사'라는 이름으로 전문가 인력풀(Pool)을 운영하고, 매입임대를 늘려 신축 리모델링에서 역할을 할 수 있도록 제도화할 계획입니다. 그동안 SH공사가 '주거복지'에 주력해 왔는데, 인공지능과 빅데이터 등을 결합해 앞으로는 한 단계 발전한 '공간복지'로 정책기조를 확대하려 합니다. 이 일을 수행키 위해서 도시설계가, 조경가도 투입될 것입니다." 김세용 SH공사 사장은 최근 서울시 강남구 개포로 SH공사 사옥에서 본지와 인터뷰를 하고, '디자인건축'을 표방한 '청신호 건축사' 전문가인력풀(Pool)을 운영하겠다고 밝혔다. SH공사는 20 30대 청년과 신혼부부에게 공급하는 임대주택에는 내년부터 '청신호'라는 자체 브랜드를 적용한다. 올 1월 취임한 김세용 SH공사 사장은 서울시의 캠퍼스타운조성 시범사업을 총괄 지휘한 바 있다. 이 같은 경험을 토대로 ▲ SH공사 브랜드 가치 제고 ▲ 주택품질 개선 ▲ 임대주택사업 추진 방식 다양화 등을 위한 사업들을 이끌고 있는데, 특히 기존에는 단순히 주거기능만 제공하던 공공아파트를 공동체 생활기능이 접목된 커뮤니티로 발전시키는 '공간복지'를 강화하는데 역량을 집중하고 있다.

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The effect of the user experience of smart phone on satisfaction (스마트폰의 사용자 경험이 만족에 미치는 영향 연구)

  • Jung, Sang-Rae;Shin, Hyun-Shik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.5
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    • pp.1087-1093
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    • 2012
  • The effect of the user experience of smart phone on satisfaction. This research is to study the effect of the user experience factors of smart phone on customer satisfaction. User experience factors represent Usefulness, Usability, Affect and Brand images, based on antecedent literatures. And The targets of this study is 95 people in using S's company and 90 people in using A's company. As a result of this research, practicality(47.7%), offline issues(28.8%), usability(18.0%), aesthetics(17.6%) are identified for the effect of user experience on satisfaction. Most of the smart phone designer should consider that usefulness and affect are key factors, when they are designed for user-friendly in that they increase user satisfaction. In terms of these, we suggest that the fact that S's affect doesn't have effect on satisfaction is an urgent need for improvement.

An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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Effect of usage motivation of luxury fashion brands' Instagram on flow, enjoyment, and purchase intention (럭셔리 패션 브랜드 인스타그램 계정 이용 동기가 소비자 몰입, 즐거움, 구매의도에 미치는 영향)

  • Lee, Eun-Jung;Baltabaveva, Bibigul
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.405-413
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    • 2021
  • In this study, based on the theory of use and satisfaction, the motives of consumers who use Instagram accounts for luxury fashion brands were classified and the effect of the flow state experienced according to the motives on the purchase intention and the enjoyment was empirically studied. As a result of the analysis, the conclusions obtained through this study can be summarized as follows. First, it was found that the motive for using Instagram, a luxury fashion brand, had a significant positive effect on flow, followed by social interaction motive, informational motive, and enjoyment motive. Among the motivations for use, it was confirmed that the motivation for social interaction had the greatest influence on flow. Second, when using the luxury fashion brand Instagram account, the state of consumer flow induces positive emotions such as pleasure, which has a positive effect on purchase intention. Third, age, which is a characteristic of luxury fashion brand Instagram account users, had a significant positive moderating effect on the relationship between informational motives and flow, and had a significant negative effect with playful motives. Through the results of this study, we contributed to the flow of previous related studies by empirically showing the dynamics of consumer psychology related to the use of luxury Instagram accounts.

An analysis on Disney's animation Through Transbranding theory (트랜스브랜딩 이론을 통한 디즈니 애니메이션 <겨울왕국> 분석)

  • Lee, Min Kyung;Kim, Jai Beom
    • Design Convergence Study
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    • v.14 no.3
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    • pp.61-72
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    • 2015
  • This research attempts to provide greater understandings about 'Transbranding' theory by an analysis of , a 3D animation produced by Disney Studio released in 2013 partly in comparison with . Furthermore, this research shows the branding strategy of "Disney", reputed for its well-devised marketing strategy, in the era of Transmedia. This research analyzes the animation with four components of 「Transmedia Mix strategy」 and the 「2F(Flexible Fit) strategy」. In the 「2F(Flexible Fit) strategy」 analysis, is compared with another Disney-made animation . not just maintains the core values of Disney animations but also implements diverse strategies for developing the evolving interactions, the collaborative creation, and the multi-experience. has achieved successful branding identity/image by securing the strategic flexibility by differentiating itself from the existing Disney animations. Disney also establishes itself as a new and modern brand through 2F strategies.

Semantic Network of User Experience in Automotive Connectivity Systems: Comparative Analysis of Korean and the US Automakers (전기차 커넥티비티 시스템의 사용자 경험 의미연결망: 한국과 미국의 비교를 중심으로)

  • Choi, Bo-Mi;Lee, Da-Young;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.537-544
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    • 2022
  • As the penetration of electric vehicles and development of new models, user experience factors are getting more important in designing connectivity systems for car infotainment services. The primary object of this study is to identify commonalities and differences by comparing user experience factors in the Korean and US electric vehicle markets. This study derived connectivity keywords by text mining the vehicle introduction on the market in each country, and performed centrality, cluster analysis and visualization mapping using the semantic network analysis. As a result, the Korean new electric vehicle connectivity service mainly focused on driving functions such as driving, parking assistance, and charging, while US focused on device connection, convenience function control, app use, entertainment viewing. Based on the analysis, this study presented the practical implications in marketing, system design, and HMI design.

Relationship between Attractiveness of virtual influencer and Consumer attitude: Verifying the mediating effect of Immersion (가상 인플루언서의 매력성과 소비자 태도의 관계: 몰입의 매개효과 검증)

  • Chang Sung Bok
    • Smart Media Journal
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    • v.12 no.11
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    • pp.86-94
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    • 2023
  • In recent years, advertisements and brand promotions using virtual influencer have been actively conducted, and this study focused on the characteristics of virtual influencer, including Attractiveness, to examine the Attractiveness of virtual influencer through previous studies and to test the hypothesis that Attractiveness has an effect on Brand attitude and Advertising attitude when mediated by Immersion. For this purpose, data were collected from university students who experienced marketing contents using virtual influencer, and Process macro was conducted to analyse the mediating effect. The results showed that virtual influencer Attractiveness partially mediated the relationship between Brand attitude and Advertising attitude. These results suggest that virtual influencer Attractiveness not only affects Brand attitude and Advertising attitude, but also positively increases consumer attitude when mediated by Immersion. This study has both academic and practical implications by examining the mediating effect of Immersion on the effect of virtual influencer Attractiveness on consumer attitudes.

A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

A Grounded Theory Study on the Growth Process as a Fashion Brand Manager (패션브랜드 숍매니저로의 성장과정에 관한 근거이론 연구)

  • Kim, Jie-Yurn;Oh, Hyun Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.5
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    • pp.649-665
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    • 2019
  • This study presents a conceptual framework for the growth process as a manager based on data gathered from the sales experiences and careers of fashion brand managers. The study participants were seven managers with over 15 years of sales experience in a women's clothing brand in Gwangju. Data were collected through in-depth interviews from January 2018 to September 2018 and analyzed using open coding, axis coding, and selective coding according to Strauss and Corbin's grounded theory method. The study results are as follows. First, this study found six categories and 17 sub-categories based on the shop manager's sales experiences and careers. Second, we found the central job category as well as categories with causality, interaction, moderating and outcome relationships. Third, we developed a paradigm model that links the main phenomena, causal conditions, contextual conditions, intervening conditions, action/interaction strategies, and consequence categories. Fourth, the process of growing as a fashion brand manager was described by an integrated story.