• Title/Summary/Keyword: 제품 체험

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A Study On User Experience Based Storydoing Operating Principles (사용자 경험 기반 스토리두잉의 작동원리에 관한 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.425-436
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    • 2015
  • Along with the spotlight of storytelling, storydoing has attracted public's attention as it has been utilized in various different areas. There are valued message by producer and story to back it up in the storydoing. Recipient will acknowledge the affordance encouraged by producer and confirm the message by practicing it. Finally producer will evaluate the practice process. Therefore, storydoing promotes the product of company, strengthens the brand image and delivers message and value through a previously mentioned cycle. Ultimately, storydoing is operated based on user's experience. In this study, based on the experience theory of John Dewey, in order to discover how the interactivity and continuity operate story doing, we conducted a study on the concept of storydoing, the national and international story doing status, the difference between storytelling and storydoing, the elements of story doing, the relationship with user experience, and the principle of operating story doing. As a result, we learned that story doing had the five elements of message, story, characters, action, and confirmation, and operated by the interaction and continuity between the producer and receptor. Thus, through this research to understand the nature of storydoing, we have identified new trends of the cultural industries and discovered the possibilities to expand the application scope of storydoing, which was currently applied by companies to promote their brand images, onto contents field. More importantly, the proposal of theoretical differences between storytelling and storydoing makes this report meaningful in terms of sociocultural, industrial and academic aspect.

Activation Plan for Online Shopping Mall of Kids' Furniture (온라인 아동가구 쇼핑몰 활성화 방안)

  • Jang, Eun-Young;Lee, Sang-Joon;Lee, Kyeong-Rak;Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.291-298
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    • 2015
  • It is pretty hard to sell the kids' furniture online because of the characteristics of the consumers that they will like to make purchases after looking at the actual objects and then considering purchasing them. In this paper, we made the scheme to boost the on-line malls of the kids' furniture market by collecting the consumers' intention to buy before purchasing with questionnaire survey, comparing it with the real data of purchasing, and analyzing the differences. We analyzed the visit number of shopping mall, the page number of views, page duration time per visit, and customer's shopping path by using log data from the children's furniture online shopping mall server. In addition, we analyzed where the customer's influx route is among online advertising. We found that there are requirements for the designs, prices, brand names, and practicalities by the consumers purchasing the kids' furniture online. To strengthen competitiveness of the online kids' furniture malls, we proposed that reinforcing the on-line experiences of furniture, the differential strategies for the products, ensuring the fixed customers are needed.

The Design Research on Facade in Corporate Commercial Space Identity (Space Identity를 위한 기업 상업공간 파사드 디자인 연구)

  • HwangBo, Hyun-Wook
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.39-48
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    • 2006
  • In recent marketing circumstances we passed the days just dealt with products sales and faced Sensitivity Marketing era concluded by merchandise, corporate and brand image. Especially although corporate commercial space is the important strategy factor performing immediate satisfaction, experience,sensitive stimulation and social relationship among customers, most of the domestic firms don't recognize its importance when looking into adopted graphic factors at spaces without consideration for a variety of space function, concept,merchandise and customer satisfaction. In addition the facade, which performs as visual information conveyance, boundaries of architecture and concluding space concept, merchandise image and incoming customer based on linkage between interior and exterior, is the important point. This research specializing the examples of facade design of corporate and brand commercial space including service, purchasing and advertising looks into reflected space identity through facade and theoretical factors for commercial space function, concept, merchandise and customers related facade design and makes alternative plans in order to make a better commercial space identity program.

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Activation of Urban Manufacturing in Dongdaemun Area of Seoul and Development of Service Application for Constructing Direct Production Infrastructure by Designers (서울시 동대문 일대 도심제조업 활성화와 디자이너 직접생산 인프라 구축을 위한 서비스 어플리케이션 개발)

  • Lee, Jang-Sub;Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.479-487
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    • 2018
  • Recently, with the advent of the 4th Industrial Revolution, the diversified industrial base and stable employment market have led to increased concern on the metropolis centered manufacturing. However, To enhance the added value and competitiveness of the manufacturing industry in Seoul, it is necessary to develop specialized smart-based technology and production, and to establish a collaborative system among various businesses in the areas of planning, production, and logistics. Accordingly, I planned a service that is necessary for activation of the urban manufacturing industry in Dongdaemun area of Seoul to enable designers to construct an infrastructure for direct production. The proposed content is a hands-on application that provides information to producers who want to make their own unique products with which they can buy materials from Dongdaemun, Cheonggyecheon, and Uljiro areas.

축산농가와 출품업체를 위한 비즈니스 박람회, 8월 31일 대전무역전시관에서 개최

  • 대한양계협회
    • KOREAN POULTRY JOURNAL
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    • v.37 no.8 s.430
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    • pp.65-70
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    • 2005
  • 제4회 2005년 한국국제축산박람회가 오는 8월 31일부터 9월 2일까지 KOTRA 대전무역전시관(KOTREX), 엑스포과학공원에서 '깨끗한 환경과 안전한 축산물'이라는 주제로 열린다. 본 박람회 주최는 대한양돈협회, 대한양계협회, 한국낙농육우협회, 전국한우협회, 한국축산환경시설기계협회가 되고, 대한양돈협회, 2005한국국제축산박람회추진위원회, KOTREX가 공동 주관한다. 행사 후원은 농림부, 농협중앙회, 한국사료협회, 대전광역시, 충청남도가 맡았다. 이번 박람회는 출품하는 전시업체와 참관객인 축산농가를 위한 박람회로 꾸미기 위해 우선 장소를 대전 무역전시관(KOTREX)으로 옮겨 축산농가들이 쉽게 찾아올 수 있도록 했으며, 전시부스 내에서 실제적인 상담과 거래가 활성화 될 수 있도록 시식행사 등 부대행사는 옥외에서 치러질 수 있도록 하였다. 2005 한국국제축산박람회는 체험박람회, 참여박람회, 비즈니스박람회라는 목표하에 전시면적 15,250제곱미터에 15개국 178여개업체가 600부스 규모로 열리게 된다. 출품대상품목은 축산기자재 및 시설, 배합사료, 동물약품, 생명공학 제품, 축산물 위생 및 가공시설, 축산물 및 가공식품, 가축분뇨 자원화 처리시설, 종축, 리모델링 관련 설비 및 기술, 컨설팅 관련 정보 및 기술 등이 있다. 부대행사로는 축산물 시식회, 축산관련 학술 세미나, 우수전시업체 선발 및 시상, 전국대학생 포스터 경진대회 및 시상, 종축 전시와 경매, 재래닭 및 특수가금 전시, 애완견 및 명견전시, 돼지달리기 및 사진찍기 등이 개최된다. 박람회 참관객은 외국인 바이어 1,000명을 포함하여 10만명에 이를 것으로 추정하고 있다. 학술행사는 박람회 기간 동안 엑스포과학기념관과 대전전시관 세미나실에서 양계세미나, 축산기자재세미나, 축산기술세미나, 양돈포럼, 낙농세미나, 한우세미나, 양돈세미나가 열리게 된다.

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Qualitative Study on Consumer Experience of Digestive Enzymes Containing Medicinal Herbs (한약재 함유 소화효소제품 복용에 대한 소비자들의 체험에 관한 질적 연구)

  • Yoon, Sang-Hoon;Leem, Jungtae;Yun, Younghee;Choi, Ye-Yong;Lee, Eunji;Park, Jongseung;Cheong, Moonjoo
    • The Journal of Internal Korean Medicine
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    • v.41 no.1
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    • pp.14-28
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    • 2020
  • Objectives: The aim of this study was to analyze consumer experience with Digestive Enzymes, a digestive enzyme product that includes medicinal herbs (Multi-Zyme®). The goal was to provide basic data on improvements and marketability of future digestive enzyme products containing medicinal herbs. Methods: Qualitative research was conducted to explore the current participants' experience. In-depth interviews with a semi-structured interview guide were conducted to investigate the experience and perception of the participants. The participants were recruited using snowball sampling and purposive sampling, and a qualitative content analysis method was adopted. Credibility was ensured by adopting a member check, triangulation, and peer debriefing method. Results: In-depth interviews were completed with a total of 8 participants. The collected data were classified into 16 codes and then further divided into the following seven categories: direct buying, indirect buying, effects, questions, recommendations, positive perception, and negative perception. The categories were grouped into three themes: 'Experience of purchasing existing health foods', 'Experience of taking Multi-Zyme', and 'Opinions on selling Multi-Zyme at Korean medicine clinics'. Conclusion: The participants experienced effect of the Multi-Zyme® and were willing to recommend it around. However, the Korean medicine doctors need to inform consumers about the dose and duration when taking Multi-Zyme® to prevent abuse. Some consumers may trust Multi-Zyme® sales from Korean medicine clinics, but some held opinions that those sales were not trustworthy, so promotion and improvement are needed.

A study on the sustainable growth of off-line stores using AR technology (AR 기술을 이용한 오프라인 상점의 지속적인 성장에 관한 연구)

  • Jin, Chang-Beom;Lee, Jae Yeul;Youn, Myoung-Kil;Kang, Min Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.103-109
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    • 2017
  • In this paper, the advancement in IT technology is not only inducing the multi-functionality of simple products but also changing even the lifestyle, that is, the pattern of consumers' daily life. The actual paradigm for the conversion from off-line to on-line is at the level of threatening the ecology of off-line. In this study, the diversified advancement method of off-line is in functional relationship with the increase in sales revenue and profits not only through the visit of consumers to the sales outlets for the simple purpose of making purchase but also through the application of augmented realities such as 3-dimensional sense in space and sense in reality, which are entertainment experience factors. Therefore, the improvement in the enhancement of sales revenues by applying augmented reality to off-line department store was researched in this study.

User Experience and Satisfaction of Augmented Reality Applications -Focused on Chinese Fashion Consumers (증강현실 어플리케이션의 사용자 경험과 만족도 연구 -중국의 패션 소비자를 중심으로)

  • Chen, Qian-Qian;Dai, Ming-Yue;Park, Hyun-Jung
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.159-167
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    • 2019
  • This study investigated the factors affecting the satisfaction of augmented reality (AR) fashion application focusing on user experience. The survey was conducted on 280 Chinese users who had used AR fashion applications. The results are summarized as follows. User experience had a significant effect on presence, flow, and satisfaction. Personalization service also increased user satisfaction. Presence influenced flow which enhanced satisfaction, indicating that presence had an indirect effect on satisfaction through flow. The results are expected to provide strategic implications by identifying factors that should be considered to help consumers experience products and improve satisfaction with applications in various industries focusing on augmented reality technology.

The Effect of Tourist Shopping Value on Product Types and Satisfaction - The Moderating Role of Escaping-Seeking Motivation - (관광쇼핑가치가 쇼핑제품 유형 및 만족도에 미치는 영향 - 탈출-추구동기의 조절효과를 중심으로 -)

  • Hur, Hee Jin;Suh, Young-Gu
    • Fashion & Textile Research Journal
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    • v.22 no.6
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    • pp.752-761
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    • 2020
  • This study analyzes the type of preferred shopping items based on tourism shopping value pursued by tourists through shopping at travel destinations as well as verifies their impact on satisfaction. A survey on 310 adult men and women aged 20 to 69 collected data samples representing tourism shoppers in Korea. Based on the collected data, a factor analysis and a structural model equation analysis were performed using SPSS 25.0 and AMOS. Tourism shopping value was divided into functional value, emotional value, exploratory value, and shared value. In addition, shopping items were categorized as physical materials and experience materials to identify the difference in preferred item types according to the value that tourists perceive. It also confirmed the adjustment effect of tourism motivation that affects tourism shopping behavior. According to the analysis results, the more tourists perceive functional and emotional values when shopping, the more physical material they prefer, and the more they perceive exploratory values, the higher the preference for experience goods. However, the shared value affected both physical materials and experience materials. Based on escape-seeking motivation, the adjustment effect of tourism motivation (a major variable to understand the behavior of tourists) on tourism shopping behavior was confirmed. Based on the academic and practical implications of this study, we hope to broaden our understanding of tourism shopping and revitalize research on tourism shopping.

The Impact of Metaverse Development and Application on Industry and Society (메타버스의 발전과 적용이 산업과 사회에 미치는 영향)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.515-520
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    • 2022
  • Metaverse is at the center of heated debates in many areas recently. Coupled with real world, metaverse is extending its domain into social and cultural activities in addition to economic value creation as untact activities increase. Global companies are investing in R&D for metaverse. The reason is that metaverse is supposed to create new value by converging virtual and real worlds thanks to technology advancement such as AI, big data, 3D graphic, 5G, cloud computing, etc. Thus, innovative changes are expected in the economic, social and cultural areas. However, there are many problems to be solved yet for connecting virtual world and real one. Also, epoch-making development of products and services should be done for realistic experience and profit creation using virtual space in various industries beyond untact social activities against pandemic situation. The essence, present condition, development and its application areas of metaverse will be analyzed, and expected problems researched so that the strategy and methodology for securing global competitiveness will be addressed in coming metaverse era.