• Title/Summary/Keyword: 스토어 만족

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Quality Improvement Priorities for Cosmetic Store Service Using Kano Model and Potential Customer Satisfaction Improvement Index (Kano 모델 및 잠재적 고객만족 개선 지수를 이용한 화장품 매장 서비스 품질 개선 우선순위)

  • Song, Ji-Ahn;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.342-353
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    • 2020
  • The purpose of this study is to identify priority factors for improving service quality of cosmetic stores in drug stores(DRS) and department stores(DES) and to provide basic data for improving service quality of cosmetic stores by analyzing the service quality based on the Kano model and the Potential Customer Satisfaction Improvement (PCSI) Index. As a result, most items of quality factors of cosmetic stores in both stores were evaluated as attractive quality factors. As a result of PCSI Index comparison, the quality factors of 'Reliability', 'Responsiveness', and 'Empathy' items for DRS and 'Empathy' and 'Reliability' items for DES had higher priority for improvement. That is, if these factors are improved, there is a high potential to improve customer satisfaction. Through this study, practical implications were provided by identifying service quality factor classification and priorities for customer satisfaction improvement of DRS and DES. This is expected to contribute to the guidelines for improving customer satisfaction in the future.

Impacts of Experiential Marketing Components in Fashion Multi-tasking Culture Stores on Shopping Flow, Store Satisfaction, and Purchase Intention in China - Focusing on Shanghai - (패션 복합문화 스토어의 체험마케팅 요소가 중국 소비자의 쇼핑몰입, 스토어 만족과 구매 의도에 미치는 영향 - 상하이를 중심으로 -)

  • Yu, Jingying;Jung, Hye Jung;Oh, Kyung Wha
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.57-69
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    • 2021
  • This study investigated the influences of experiential marketing components on shopping flow, store satisfaction, and purchase intention in fashion complex culture stores. The mediating effects of shopping flow and store satisfaction were also explored in the relationship between experiential marketing components of fashion multi-tasking culture stores and purchase intention. An online survey was conducted with male and female shoppers between the ages of 20 and 30 in Shanghai, China who visited fashion multi-tasking culture stores. Data from 165 participants were analyzed employing SPSS 24.0 and AMOS 24.0. There were several meaningful results of this study. First, the analysis of the subdimension of experiential marketing components (Sense, Feel, Think, and Act-Relate) clearly showed a factorial construct. Second, the components of experiential marketing showed significantly positive effects on shopping flow and store satisfaction in the fashion multi-tasking culture store. Third, the shopping flow and store satisfaction played important medicating roles in the relationship between experiential marketing components (Act-Relate on shopping flow, Sense and Act-Relate on store satisfaction) and purchase intention. The results suggest that experiential marketing components with shopping flow and store satisfaction should be promoted among Chinese consumers to enhance purchase intentions in fashion multi-tasking culture stores.

Effect of Experience Elements on Store Identity, Shopping Satisfaction and Behavioral Intention in Lifestyle Shops (라이프스타일 숍의 체험 요소가 스토어 아이덴티티, 쇼핑 만족 및 행동의도에 미치는 영향)

  • Woo, Seung Hyun;Hwang, Jin Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.4
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    • pp.685-700
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    • 2016
  • This study investigated the effects of experience elements on store identity, shopping satisfaction, and behavioral intention in lifestyle shops. The respondents of the study were 300 adult males and females who visited lifestyle shops. The data were analyzed by using SPSS 18.0 for exploratory factor analysis and reliability analysis, and AMOS 18.0 for confirmatory factor analysis and path analysis. The results showed that there were four experience elements: entertainment, education, escapist, and esthetic. The experience elements are based on Pine & Gilmore's Experience Economy Theory. The result of path analysis showed that the entertainment experience and escapist experience had significant influences on store identity. Store identity positively influenced shopping satisfaction, but it had no significant influence on behavioral intention. Shopping satisfaction was found to have a significant effect on behavioral intention. The indirect effect analysis showed that the entertainment and escapist experiences have positive influences on shopping satisfaction and behavioral intention mediated by store identity. The store identity had an influence on behavioral intention mediated by shopping satisfaction. This study provides helpful information to domestic lifestyle brands for the establishment of a competitive store identity strategy by implementing the important store experience elements of lifestyle shops.

Importance-Performance Analysis for Korea Mobile Banking Applications: Using Google Playstore Review Data (국내 모바일 뱅킹 애플리케이션에 대한 이용자 중요도-만족도 분석(IPA): 구글 플레이스토어 리뷰 데이터를 활용하여)

  • Sohui, Kim;Moogeon, Kim;Min Ho, Ryu
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.6
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    • pp.115-126
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    • 2022
  • The purpose of this study is to try to IPA(Importance-Performance Analysis) by applying text mining approaches to user review data for korea mobile banking applications, and to derive priorities for improvement. User review data on mobile banking applications of korea commercial banks (Kookmin Bank, Shinhan Bank, Woori Bank, Hana Bank), local banks (Gyeongnam Bank, Busan Bank), and Internet banks (Kakao Bank, K-Bank, Toss) that gained from Google playstore were used. And LDA topic modeling, frequency analysis, and sentiment analysis were used to derive key attributes and measure the importance and satisfaction of each attribute. Result, although 'Authorizing service', 'Improvement of Function', 'Login', 'Speed/Connectivity', 'System/Update' and 'Banking Service' are relatively important attributes when users use mobile banking applications, their satisfaction is not at the average level, indicating that improvement is urgent.

A Comparative Study on User Experience of Contactless Retail Services between Chinese and Korean Users (비대면 소매 서비스에서 중국인과 한국인의 사용자 경험 비교 연구)

  • Yang, Chen-Yue;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.381-387
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    • 2020
  • In order to study the similarities and differences of user experience of contactless retail services between Chinese and Korean users, this study focuses on E-mart 24 Self Convenience Store Gimpo DC Branch, Conducted in-depth interviews with Chinese and Korean users who have experience. The interviews are based on the 7 principles of Peter Morville's Honeycomb Model. As a result, the satisfaction of Chinese users is higher than that of Korean users. Human touch, and the desire for a faster society made Korean users more resistant to E-mart 24 Self Convenience Store. Chinese users raised concerns about the inconvenience of the system with little consideration for foreign users. It is expected that this study will help E-mart 24 Self Convenience Store to satisfy users from more cultural backgrounds.

A Study on the Satisfaction of Service Design of Food and Beverage Flagship Stores (식음료 플래그십스토어 서비스디자인의 만족도 연구)

  • Kim, Hye-Ji;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.70-79
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    • 2015
  • The concept of food and beverage space in modern society is changing into complex space where various experiences are provided. With the increase of food service brands, those brands are getting standardized. Providing more differentiated experience and service became an element of competition to companies. The flagship stores among stores presented by companies have much influence on promotion and sales. Thus, it would be necessary to provide integrated service by adopting service design process for the differentiated design of such experiential space. The objective of this study is to examine the satisfaction of service design of food and beverage flagship stores. By creating a checklist to evaluate the space through the theoretical consideration of flagship stores and service design, the satisfaction of service design of food and beverage flagship stores was analyzed. Through the survey with users of the case space, it was possible to check the satisfaction of the service design elements applied to the food and beverage flagship store space. The satisfaction with service design was evaluated through the 5point scale. When the average point was high, the satisfaction with service design elements was high. In the results of the analysis, regarding the spatial composition of flagship stores, the overall interior/exterior atmosphere should contain the image of the company. As flagship stores compose space that can express various event space and company itself on top of the space for sales, they should present the spatial composition differentiated from other general commercial spaces. The significance of a study on service design of flagship stores is to show positive effect on flagship store space. In the future, it would be necessary to have comparative analysis on domestic and foreign cases applied with the service design process, and also to analyze the strategies in the aspect of service design.

Satisfaction with an Eyewear Flagship Store and the Expression Methods of the Brand Experience Space - Based on Eyewear Brand 'Gentle Monster' - (아이웨어 플래그십 스토어의 만족도 및 브랜드 경험 공간 표현방법 - 아이웨어 브랜드 '젠틀몬스터'를 중심으로 -)

  • Hong, Seoul-A;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.152-160
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    • 2017
  • The purpose of this study is to propose a space design plan for brand experience that can enhance consumer satisfaction and brand awareness by conducting a survey on the consumer satisfaction with space expression methods in an eyewear flagship store. Through theoretical review, brand experience was defined as the 'process and outcome of experiences caused by stimulations associated with the brand in a series of processes. After reviewing previous studies, 5 elements of brand experience such as the sensory, emotional, behavioral, cognitive and relational experiences were extracted. Upon deriving a checklist through these elements, a survey was conducted. The analysis of the survey showed that the process composed of cognitive experiences that promoted to remember the brand was intensively expressed in spaces. Thus, the results of this study are as follows. First, the process composed of cognitive experience should be applied with a higher priority to increase brand awareness, and such a process accompanied by the behavioral and sensory experiences. Second, beyond a simple visual experience, various senses such as olfactory and auditory senses should be stimulated, and behavioral experience provided as an experience factor. Third, brand image and sales spaces should be composed under a single theme with a connectivity. Fourth, in external spaces, the curiosity of consumers should be stimulated with a theme matching the brand image. Fifth, it was found that the visitor satisfaction was higher when formative elements consisted of not only static but also dynamic features. Sixth, among the elements of brand experience, emotional experience should be improved to complete the 'process and outcome of experiences'. It is considered that further studies are needed, which expand the cases of eyewear flagship stores not only in Korea but also overseas, and propose more specific plans and design strategies through in-depth interview methods in the future.

Design and implementation of a satisfaction and category classifier for game reviews based on deep learning (딥러닝 기반 게임 리뷰 만족도 및 카테고리 분류 시스템 설계 및 개발)

  • Yang, Yu-Jeong;Lee, Bo-Hyun;Kim, Jin-Sil;Lee, Ki Yong
    • Annual Conference of KIPS
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    • 2018.10a
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    • pp.729-732
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    • 2018
  • 모바일 게임 산업의 발달로 많은 사용자들이 게임을 이용하면서, 그들의 만족감을 사용리뷰를 통해 드러낸다. 실제로 각 리뷰의 범주가 모두 다르지만 현재 구글 플레이 앱스토어(Google Play App Store)의 게임 리뷰 범주는 3가지로 매우 제한적이다. 따라서 본 연구에서는 빠르고 정확한 고객의 요구를 필요로 하는 게임 소프트웨어의 특성을 고려하여 게임 리뷰를 입력했을 때, 게임의 운영 및 시스템에 맞도록 리뷰의 카테고리를 세분화하고 만족도를 분석하는 시스템을 개발한다. 제안 시스템은 인공신경망 모델인 CNN을 평점을 기반으로 훈련시켜 리뷰에 대한 만족도를 도출한다. 또한 Word2Vec을 이용해 단어들 간의 유사도를 구하고, 이를 활용한 단어 배열을 이용하여 가장 스코어가 높은 카테고리로 배정한다. 본 논문은 제안한 리뷰 만족도 및 카테고리 분류 시스템이 실제 효과적으로 리뷰를 보다 의미 있는 정보로써 제공할 수 있음을 보인다.

The Role of Global Brand Familiarity and Domestic E-Commerce Corporate Credibility in the Satisfaction of Cross-Border Shopping Cooperation Service of Fashion Product - Focusing on Amazon Global Store - (패션상품 해외직접구매 협력서비스 만족에서 해외유통브랜드 친숙도와 국내 이커머스기업 신뢰성의 역할 - 아마존 글로벌 스토어를 중심으로 -)

  • Lee, Wan-Gee;Lee, Kyu-Hye
    • Fashion & Textile Research Journal
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    • v.24 no.3
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    • pp.289-302
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    • 2022
  • This study aimed to provide information to establish a service strategy in cross-border e-commerce through an assessment of consumer satisfaction with a cross-border shopping channel and "amazon global store" managed by 11street, a domestic e-commerce corporation. The influence of brand familiarity with amazon as a global retail brand was tested. The mediating roles of the perceived value and risk of both cross-border shopping and amazon global store were investigated; the moderating role of the domestic e-commerce corporation was also studied. An empirical study was conducted on consumers who had experience using the amazon global store managed by 11street. To verify the hypothesis, data from 200 people was analyzed using PROCESS macro 4.0. The results indicated that familiarity with global brands did not have a direct effect on consumer satisfaction; the effect of global retail brand familiarity on consumer satisfaction was mediated only by the perceived value of cross-border shopping and amazon global store, not by the perceived risks. E-commerce corporate credibility showed a moderated mediation effect by mediating functional values of the amazon global store. For consumer groups with a credibility level of medium and above, the interaction effect of brand familiarity and corporate credibility was significant.

스마트TV 이용행태와 시장 전망

  • Kim, Seong-Min;Go, Sun-Ju
    • Information and Communications Magazine
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    • v.29 no.10
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    • pp.9-14
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    • 2012
  • 스마트기기의 확산에 따라 TV 이용 시간, 장소, 단말이 많아지면서 TV에 대한 기능의 확장 및 고품질화에 대한 기대도 높아지고 있다. 스마트폰의 경우 많은 이용자들이 더 이상 전화의 수단이 아닌 업무, 일상생활, 여가 활용의 필수적 수단으로 자리잡아가고 있다. 스마트TV 단말의 확산은 제조사들이 스마트TV 기능을 TV 단말에 탑재하는 비율을 증가시킴으로써 TV의 교체시장을 따라 확대될 것으로 보인다. TV 구매자들 중 특히, 신기술 수용의향이 높고 TV에 대한 관여도가 높은 소비자들을 선두로 스마트TV 시장은 확대될 것으로 보인다. 스마트TV 이용자들에 대한 조사 결과, 스마트TV에 대해 이런 기대를 하고 다양한 서비스를 이용하여 전반적인 만족도는 양호하게 나타났으나, 개별 서비스에 대한 만족도, 특히 스마트TV 앱스토어 이용 등 새로운 스마트TV 기능에 대한 만족도는 낮게 나타났다. 스마트TV 서비스 시장을 활성화하기 위해서는 이용자들의 기대를 충족시킬 수 있도록 기능과 서비스 품질을 높여야 하며 기존 방송서비스 사업자들과의 전략적인 협력 관계 조성이 필요할 것이다.