• Title/Summary/Keyword: 쇼핑 경험

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A Study on the Verification of Mediation with Flow and Trust in ISM (인터넷 쇼핑몰에서 플로우와 신뢰의 매개성 검증에 관한 연구)

  • 정광진;이대용
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.693-703
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    • 2003
  • 최근 인터넷 쇼핑몰과 관련된 연구가 다양하게 이루어지고 있다. 또한 쇼핑몰 사용자의 경험적인 측면의 중요성이 제기되면서 많은 연구에서 이를 플로우란 개념으로 설명하고 있다. 본 연구는 인터넷 쇼핑몰에서의 최적 경험으로서의 플로우와 그 동안 인터넷 쇼핑몰 관련 연구에서 쇼핑몰에서의 고객 만족과 긍정적 관계에 대해 논의가 있어온, 신뢰와 만족과의 관계를 상호 독립적이 아닌 종합적 측면에서 매개성에 관한 검증을 위해 공분산 구조 분석을 통해 경쟁모델화 하여 비교함으로써 우수 모델을 도출하였다. 그 결과 인터넷 쇼핑몰에서 플로우와 신뢰는 상호 독립적인 관계를 고려한 모델 보다 동시성 차원의 매개성의 관계를 모두 고려한 포화모델이 우수한 모델로 도출되었다.

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인터넷 쇼핑몰에서의 제품구매시 브랜드와 가격의 상대적 중요성 지각에 관한 연구

  • 전성률;허종호;강석준
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2000.10a
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    • pp.325-328
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    • 2000
  • LG 경제연구원이 발표한 보고서에 의하면, 국내 인터넷 쇼핑몰 시장이 2003년에는 1조 7000억원 규모를 상회할 것으로 예측되고 있다. 그러나 급격한 성장세를 보이고 있는 인터넷 쇼핑 시장규모에 비해 아직까지도 소비자와 관련된 연구는 많이 부족한 실정이다. 특히, 인터넷 쇼핑과 관련된 자료를 보면 소비자들은 인터넷을 통한 제품구매 시 여전히 불안감을 가지고 있는 것으로 나타나고 있음에도 불구하고 인터넷쇼핑에서의 지각된 위험에 대한 연구는 간헐적으로 이루어지고 있을 뿐이며, 이들 연구 역시 인터넷 쇼핑에서의 지각된 위험과 그 유형을 규명하는 데에만 초점을 맞추고 있어 지각된 위험수준에 따라 소비자의 구매행동이 어떻게 달라지는지에 대해서는 논의가 제대로 이루어지지 않고 있다. 따라서 본 연구에서는 지각된 위험수준에 따른 소비자의 구매행동을 브랜드와 가격 의존도로 한정시켜 이들 요인들간의 상대적 중요성 지각을 살펴볼 것이다. 본 연구에서 다룰 연구문제를 정리하면 다음과 같다. 첫째, 인터넷 쇼핑몰에서 제품 구매시 제품유형과 인터넷 쇼핑몰의 명성 그리고 인터넷 쇼핑경험의 세 변수는 소비자의 지각된 위험에 각각 어떤 영향을 미치며, 탐색재와 경험재, 인터넷 쇼핑몰 명성의 정도 그리고 인터넷 쇼핑경험의 유무에 따라 어떤 차이점이 존재하는가\ulcorner 둘째, 소비자의 지각된 위험의 수준과 브랜드와 가격의 상대적 중요성 지각과는 어떤 관계가 있는가\ulcorner 셋째, 브랜드와 가격의 상대적 중요성 지각정도에 두 매개변수인 제품 정보량과 제품 친숙도가 어떤 역할을 하는가\ulcorner 등이다.bition of severity of convulsions, decrease of seizures threshold, decrease of audiogenic seizures in rats of different strains and normalization of cerebral blood flow (measured by hydrogen test) were demonstrated in rats after i.c.v., intraperitoneally and orally administration, respectively. The antiepileptical effects by the combination of compounds from ginseng; were compared with the iuluence of Rg1, Rb1, Rc and with the well known antiepileptical drugs such as carbamazepine, valproic acid. The base for the research is obtained by using the WAG/Rij strain (Luijtelaar, Coenen, Kuznetcova), an excellent genetic model for human generalized absence epilepsy. The improving action of gensinosides was effectively demonstrated on the model of electrical kindling of amygdala of WA

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Effects of Mobile Shopping Tendencies and Information Search on the Shopping Mall Satisfaction and Repurchase Intention: Focusing on Fashion Clothing (모바일 쇼핑성향과 정보탐색이 쇼핑몰의 만족도와 재구매 의도에 미치는 영향: 패션의류를 중심으로)

  • An, Sang-Hee
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.469-478
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    • 2020
  • The objective of this study is to verify the effects of shopping tendencies and information search on the shopping mall satisfaction and repurchase intention of fashion clothing consumers at this point in time when the mobile shopping has been routinized. To verify this, this study selected male and female university students with experiences in purchasing fashion clothing in mobile shopping mall within the last one year as its samples. For the verification of hypotheses, the factor analysis, multiple regression analysis, and simple regression analysis were conducted. The results of this study are as follows. First, the shopping tendencies of consumers who had experiences in mobile shopping included the economic shopping tendency, entertaining shopping tendency, convenient shopping tendency, and trend-pursuit shopping tendency. Second, the convenient shopping tendency, entertaining shopping tendency, and economic shopping tendency of consumers' mobile shopping tendencies had positive effects on the mobile shopping mall satisfaction and repurchase intention. Third, the information search for purchasing fashion clothing in mobile shopping mall had positive effects on the shopping mall satisfaction and repurchase intention.

Effects of Mobile Social-Commerce Shopping Mall Attributes and Business Characteristics on the Shopping Satisfaction and Shopping Mall Loyalty: Focusing on Purchasers of Fashion Clothing (모바일 소셜커머스 쇼핑몰 속성과 업체 특성이 쇼핑 만족도와 쇼핑몰 충성도에 미치는 영향: 패션의류 구매 경험자를 중심으로)

  • An, Sang-Hee
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.435-446
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    • 2020
  • The objectives of this study are to understand the factors composing the attributes of mobile social-commerce shopping mall and the characteristics of shopping mall business, and also to verify the effects of those attributes on the shopping satisfaction and shopping mall loyalty. The respondents participating in this study are the consumers who have experiences in purchasing fashion clothing in mobile social-commerce shopping mall within the last one year. The results of this study are as follows. First, the personally-customized service and convenience of shopping mall had positive effects on the social-commerce shopping satisfaction. Second, the personally-customized service and diversity of products had positive effects on the shopping mall loyalty. Third, the reputation of shopping mall of the characteristics of social-commerce shopping mall business had positive effects on the shopping satisfaction and shopping mall loyalty. This study above could provide the important implications for the establishment of marketing strategies for vitalizing the fashion clothing market of social-commerce shopping mall.

A Study on Food Shopping User Experience Design of Omni-channel (옴니채널에서 식품쇼핑의 사용자 경험 디자인 연구)

  • Kim, Ji-Hea;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.403-409
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    • 2016
  • This study is a food shopping experience of omni-channel. Food threats and healthy living concerns bring different channels in led to increase reasonable way such as various demand. Omni-channels should be premised on understanding customer behavior as well as empirical user types in which considerations including the value of experience and understanding consumer behavior. Online survey result showed that, (1)offline food shopping, major retail store with quality, buy fresh food directly 2~3 times a month (2)online food shopping, e-commerce site with costs, buy fruits & nuts 2~3 times a month. After in-depth interview with eight high quality participants, I analyzed needs for food shopping experience in regard to the four steps food purchasing journey then derived a persona with integral value 'health' and 'diet'. It is classified into two types. One is the primary persona, family and health oriented, considering household money 'saving', and other is secondary persona, work and personal oriented, looking forward to 'automatic supply'. The result of this study provided an insight that help us explore ways to resolve function and services in the context of a healthy and balanced diet for improving food shopping experience of omni-channel.

온라인 정보원천이 고객만족과 인터넷쇼핑몰 지속사용에 미치는 영향 : 기대불일치패러다임 적용

  • Kim, Jae-Jeon;Park, Gyeong-Ja
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.583-588
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    • 2008
  • 본 연구는 인터넷 쇼핑몰의 고객만족과 지속사용의도를 예측하기 위해 구매 경험자를 대상으로 구매의사 결정 시 이용한 정보에 대한 사후 만족 측정을 통해 정보원천의 중요성과 영향력을 규명하고자 하였다. 이를 위해 인터넷 쇼핑몰에서의 구매와 관련된 기대형성에 정보원천이 미치는 영향과 전통적인 기대불일치 패러다임하에서 기대불일치와 만족간의 관계를 온라인 환경에서는 정보만족이 매개함을 살펴보았다. 분석결과 첫째, 정보원천 중 자신의 구매경험이 기각되었으며 반면 다른 소비자의 소비경험인 온라인 구전정보가 가장 많은 영향을 미치는 것으로 나타났다. 둘째, 전통적인 기대불일치이론과 달리 인터넷 쇼핑몰에서는 전반적 만족에 대한 정보만족의 매개효과가 나타났다. 셋째, 전반적 만족에 대해 정보만족이 직접효과가 가장 높은 것으로 나타났다. 넷째, 의사결정 유용성은 전반적인 만족과 지속사용의도에 직접 효과가 있는 것으로 나타났다. 이는 온라인 환경에서의 정보의 중요성을 실증한 것으로 정보를 통한 기대관리, 정보만족을 기반으로 한 고객만족과 지속사용을 예측할 수 있게 해준다.

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UX Elements and Effects of Fashion Shopping Apps Based on Multipersona Characteristics of MZ generation (MZ세대의 멀티퍼소나 특성을 반영한 패션 쇼핑 앱의 UX 요소에 대한 연구)

  • Lee, Se-Yeon;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.123-129
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    • 2021
  • MZ Generation has multipersona and characteristics that create various egos depending on the situation, and fashion styling is also expressed differently by each persona. Thus, this study investigates how to provide a multipersona or characteristic user experience to fashion shopping applications. Traditional fashion shopping apps, which focus on items, colors, and advertisements, have difficulty solving the problems of MZ generation fashion, so it is necessary to actively utilize their characteristics. We investigate the definitions and characteristics of multipersona and generation MZ, and identify the shopping behavior of generation MZ through prior research. We also analyze cases and improvements that indirectly utilize multipersona in fashion shopping apps. Four UX elements were derived through user interviews to identify needs and It was possible to derive positive effects, such as providing a shopping experience by forming one's own fashion characters in a personalized fashion beyond the existing fashion recommendation frame, which helps to worry about styling and gives a different experience.

The Development of Heuristics for Voice Shopping Service through Voice Interface with Display (디스플레이 탑재형 음성 인터페이스를 통한 음성쇼핑 서비스 휴리스틱 개발)

  • Gwon, Hyeon Jeong;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.1-33
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    • 2022
  • Voice shopping is gaining attention following the trend of non-contact E-commerce by enabling people to shop via voice command. Therefore, in this study, voice shopping service heuristics using a display-mounted voice interface were developed in preparation for the future where voice shopping becomes a part of daily life in the world. First, as a theoretical approach, a literature survey of 50 papers on the design principles of 'visual interface,' 'voice interface,' and 'shopping service' was conducted to produce a total of 29 draft design principles. Second, as an empirical approach, a focus group interview was conducted on consumer decision-making processes in shopping experiences and information-seeking behavior within the context of shopping to draft the heuristics. This was to supplement the user experience, a weak part of the literature research. Finally, a Delphi survey asked 20 experts in UX, service planning, artificial intelligence development, and shopping to evaluate the heuristics draft developed through the above two stages. After three rounds of Delphi surveys, the final heuristics were proposed.

Effect of Flow on Purchase Intension (플로우(Flow) 경험이 구매의도에 미치는 영향)

  • Kim, Byung-Cheol;Choi, Soo-Ho
    • Survey Research
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    • v.3 no.2
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    • pp.17-45
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    • 2002
  • The purpose of this study is to examine the effect of the Flow experience on purchase intention. The results of this study show that (1) the purchase intention through internet is increased in proportion to the degree of cognition of users' experience. (2) The "Flow" experiences during the time of navigating internet shopping-mall sites lead to different results due to the separate motive of searching internet shopping-mall sites. (3) It should analyze the market segmentation of internet users, using Flow experience in the future based on the relationship between Flow and on-line and off-line purchase intention. (4) Finally, it should study more profoundly on "experiential" Flow and "goal-directed Flow that it has to analyze the difference in Flow experiences between separate purposes of searching internet shopping-mall sites.

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Factors Affecting User Intention towards Metaverse Shopping: An Application of the S-O-R model (메타버스 쇼핑 이용 의도에 영향을 미치는 요인에 관한 연구: S-O-R 모델을 기반으로)

  • Yuting Chen;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.303-321
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    • 2023
  • Metaverse shopping has emerged as a new phenomenon in social commerce. This study aims to investigate the user experience of metaverse stores shopping based on the S-O-R model. The results of the study show that telepresence, entertainment, personalized recommendation, and social interaction have significant positive effects on flow experience and satisfaction in metaverse shopping. Additionally, satisfaction and flow experience are shown to have significant positive effects on user intentions. This study provides valuable implications for the design and management of metaverse stores to improve user experience and increase user intention.