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An Empirical Study on the Difference in Price Elasticity by Colors in the Chinese Mobile Phone Market (중국 핸드폰시장의 색상에 따른 가격탄력성 차이에 대한 실증연구)

  • Kwak, Youngsik;Hong, Jaewon;Pak, JiYoung
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.10-18
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    • 2018
  • The purpose of this study was to empirically analyze relations between color changes in the product specification and demand changes with price elasticity in the Chinese mobile phone market. In previous studies on price elasticity, the usual analysis units were product categories or SBU within a given product category. Unlike them, the this study set an analysis unit of price elasticity to focus on colors, which are investigated in the research fields of experiential marketing, aesthetic marketing, and cognitive psychology. Actual sales data according to the mobile phone price changes by the color were based on the sales volume of a sales agency at China's largest B2C site. The findings were as follows: first, price elasticity according to the six colors was higher than the absolute value of 1, which means that demands made flexible reactions to price changes. Secondly, there were differences in price elasticity according to the colors. Aroma white color made the smallest increase in sales volume at the same price discount, whereas diamond color made the biggest increase in sales in the same price discount scope. These findings indicate that more profit can be generated in mobile phone sales in China by setting different price discount or increase rates according to colors or producing different amounts of mobile phones according to colors. Distributors or sales agents can have a chance for higher profit by ordering and selling mobile phones in certain colors than others from mobile phone manufacturers. The academic findings indicates that there are differences in preference and price elasticity according to colors under the mobile phone category in the Chinese market, which means that the present study made an academic contribution by proposing a microscopic analysis unit for product price elasticity and expanding its concept.

A Study on Consumer's Emotional Consumption Value and Purchase Intention about IoT Products - Focused on the preference of using EEG - (IoT 제품에 관한 소비자의 감성적 소비가치와 구매의도에 관한 연구 - EEG를 활용한 선호도 연구를 중심으로 -)

  • Lee, Young-ae;Kim, Seung-in
    • Journal of Communication Design
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    • v.68
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    • pp.278-288
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    • 2019
  • The purpose of this study is to analyze the effects of risk and convenience on purchase intention in the IOT market, and I want to analyze the moderating effect of emotional consumption value. In this study, two products were selected from three product groups. There are three major methods of research. First, theoretical considerations. Second, survey analysis. Reliability analysis and factor analysis were performed using descriptive statistics using SPSS. Third, we measured changes of EEG according to in - depth interview and indirect experience. As a result of the hypothesis of this study, it was confirmed that convenience of use of IoT product influences purchase intention. Risk was predicted to have a negative effect on purchase intentions, but not significant in this study. This implies that IoT products tend to be neglected in terms of monetary loss such as cost of purchase, cost of use, and disposal cost when purchasing. In-depth interviews and EEG analysis revealed that there is a desire to purchase and try out the IoT product due to the nature of the product, the novelty of new technology, and the vague idea that it will benefit my life. The aesthetic, symbolic, and pleasure factors, which are sub - elements of emotional consumption value, were found to have a great influence. This is consistent with previous research showing that emotional consumption value has a positive effect on purchase intention. In-depth interviews and EEG analyzes also yielded the same results. This study has revealed that emotional consumption value affects the intention to purchase IoT products. It seems that companies producing IoT products need to concentrate on marketing with more emotional consumption value.

A Study on the Acceptability for Mobile Payment Platforms by China's Early Elder People (중국 초로(初老) 집단의 모바일 결제 플랫폼에 대한 수용성 연구)

  • Bao, Li Yuan;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.53-67
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    • 2021
  • According to statistics, the number of mobile payment users in China shows an increasing trend year by year. However, less than half of people over 60 years old use mobile payment. The purpose of this study is to explore the reasons for the low usage rate of mobile payment platforms among the elderly in China. Through literature research, questionnaires and interviews, the author found that the main obstacle for the elderly in China to use mobile payment platforms is acceptance barrier. Then, the user experience research method and technology acceptance model (TAM) were combined to construct a new research model and five hypotheses affecting acceptance behavior in the model were summarized. Finally, the Analysis of Covariance(ANCOVA) was used to test the hypotheses and found that satisfaction (SA), perceived usefulness (PU) and job relevance (JR) had significant coefficients of 0.001, 0.000 and 0.004 respectively, all of which were less than 0.05 and therefore had a significant effect on acceptability. The other two elements, perceived ease of use (PE) and self-efficacy (SE), did not have a significant effect on acceptability. Ultimately, a new user experience acceptability model was constructed to provide theoretical support for mobile payment platform developers and designers to develop products from the acceptability perspective, so as to develop more mobile payment methods suitable for elderly users and improve the acceptance of mobile payment by the elderly.

A Theoretical Study on the Mechanism of Occurrence of 'FUN' through Form-Giving (조형으로부터의 'Fun' 감성의 발생 메커니즘에 대한 이론적 고찰)

  • 김유진;이동연
    • Archives of design research
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    • v.15 no.4
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    • pp.139-148
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    • 2002
  • This study deals with the occurrence and application of 'Fun' as a linguistic function through form-giving. As a linguistic function, Fun could be defined, in a broad sense, as an emotion of desire when in relation to artifacts, and, in a narrow sense, as a physical or mental response when a person discovers unexpected information or artifacts. Hence, the occurrence of 'Fun' could be an analogy of a removal of a 'mental block' from using (or perceiving) artifacts. As an aspect of cognitive psychology, the context of form-giving, which has meanings in both artifact and design activity, will deal with an important factor of form-giving. From that, the elements of the context and the transformation of the elements are suggestive of 'Fun-oriented form-giving'. Hence, this study will show how to deal with that elements, what is required condition on it, 'Fun' in form-giving, and the Mechanism of Occurrence of 'FUN' based on this study, will be expected to apply them for product-concept effectively and Form-Giving fashionably.

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Children with Disabilities on the Basis of Characteristics and Ease Usability Testing of the Stroller (장애아동 특성과 편리성을 바탕으로 디자인된 유모차의 사용성 평가)

  • Oh, D.Y.;An, N.Y.;Kong, J.Y.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.4
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    • pp.267-273
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    • 2014
  • The purpose of this study is to figure out the stroller for baby with physical disability and to suggest improvement by using the usability test. Usability evaluation is separated by the user and the expert evaluation was conducted. Strollers for disabled users to analyze the evaluation of this experience using a guardian of a child with a disability was conducted targeting 30 people. The function and structure of the stroller easy to evaluate whether the five-point scale. Professional 10 strollers for disabled users with the problems of the design and structure were looking to make a suggestion. In this study, to obtain foreign products and differentiation, functionality, and ease of analyzing the conditions of satisfaction and competitiveness of domestic products will be able to contribute.

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A Study on the vision of a desirable UI team (기업 내 UI팀의 발전방향에 대한 고찰)

  • Chang, Dong-Hoon;Chang, Hye-Jung;Lee, Yun-Hwa;Kim, Hyoung-Mi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.26-32
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    • 2006
  • 다양한 정보기기들이 출현함에 따라 UI가 제품성공의 중요한 요인으로 부각되고 있다. 이러한 중요성을 인식하고 Microsoft, Nokia, HP, Motorola 등 해외 선진기업들은 UI 연구에 주력해 오고 있다. 국내 기업들도 2000년대부터 본격적으로 기업 내 UI팀을 구성하기 시작하여 점점 그 규모와 역할을 확대해 나가고 있지만, 개발시간의 촉박함, 체계적인 방법론에 대한 인식 부족, 전문인력부족 등으로 인해 UI업무가 효율적으로 진행되지 못하고 있다. 선진기업과 경쟁하기 위해서는 사용자 경험 측면에 대한 투자가 시급하며, 국내 UI전문가의 역할이 크게 요구되고 있는 시점이다. 따라서 기업 내 UI업무의 현주소를 파악하고 통합적인 고객체험 디자인을 목표로 하는 UI팀의 발전방향을 모색하고, 비전을 제시하는 것을 연구의 목적으로 삼는다. 본 연구의 방법으로는 문헌조사와 선행연구를 통해 UI, UX의 개념과 UI관련 조직의 구성과 역할을 살펴보고, 국내 모바일 및 전자제품 제조사, 유무선 인터넷을 기반으로 하는 컨텐츠 서비스 업체의 UI실무자를 대상으로 한 인터뷰와 설문조사를 통해 현재 기업 내 UI팀의 현황(조직구성, 업무의 범위 및 프로세스, 조직 내에서의 위상 등)을 분석하였다. 그 결과 다음과 같은 문제점들이 도출되었다. 첫째 조직구조상의 문제점, 둘째 업무 프로세스상의 문제점, 셋째 전문인력의 부족 등이다. 본 연구를 통해 기업 내 UI팀의 역할과 위상이 그 중요도에 비해 미약한 것으로 나타났다. 따라서 향후 통합적인 UX디자인을 접목한 미래 지향적 UI팀으로써 전체 프로세스 과정에 비전을 제시하기 위해서는 다양한 분야의 전문가들로 구성된 독립적 UI팀 구성이 이루어져야 한다. 또한 기획, 디자인, 개발 등 타 부서와의 보다 적극적인 업무교류를 통해 사용자의 입장을 대변하는 역할을 해야 한다.

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A study on the Application of the Space Design of Green Amenity (그린 어메너티의 공간디자인 적용에 관한 연구 -2016년~2018년 메종 & 오브제(Masion & Objet) 세계 박람회를 중심으로-)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.40
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    • pp.45-61
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    • 2019
  • This study attempts to examine the recent trend of 'Maison & Objet' exhibition which shows everything that forms a space, and seek cases where such 'green amenity' is applied. In terms of morphology, a minimal space was filled with a curved shape, and gradually a design that reproduces nature was produced. As the maximalism gradually emerged, decorative elements were added to the design, and a lot of craft products appeared. In terms of materials, the emotion of naturalism was the most common, and natural wood materials were mainly used. These materials combine with various heterogeneous materials to complete a new design, and natural elements were shaped in space. In terms of colors, the theme in 2016 was 'Wild', and it was possible to see a space where wild nature can be experienced. It showed various colors of nature centered on brown and green of trees. 'Silence' in 2017 is distinguished and characterized by its pink color. Also, pieces of warm reddish brown furniture were made. In the past, brass or rose gold would be trendy, but in 2017, gold or silver colors showed a greater popularity. In 2018, 'Show Room' was the theme, and the representative color was green, which affected new designs with yellow and pink.

An Analysis of Ginseng Advertisements in 1920-1930s Newspapers During Japanese Colonial Period (일제강점기 중 1920-1930년대 신문에 실린 인삼 광고 분석)

  • Oh, Hoon-Il
    • Journal of Ginseng Culture
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    • v.4
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    • pp.103-127
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    • 2022
  • The influx of modern culture in the early 20th century in Korea led to numerous changes in the country's ginseng industry. With the development of ginseng cultivation technology and commerce, the production and consumption of ginseng increased, and various ginseng products were developed using modern manufacturing technology. Consequently, competition for the sales of these products became fierce. At that time, newspaper advertisements showed detailed trends in the development and sales competition of ginseng products. Before 1920, however, there were few advertisements of ginseng in newspapers. This is thought to be because newspapers had not yet been generalized, and the ginseng industry had not developed that much. Ginseng advertisements started to revitalize in the early 1920s after the launch of the Korean daily newspapers Dong-A Ilbo and Chosun Ilbo. Such advertisements in this period focused on emphasizing the traditional efficacy of Oriental medicine and the mysterious effects of ginseng. There were many advertisements for products that prescribed the combination of ginseng and deer antler, indicating the great popularity of this prescription at the time. Furthermore, advertisements showed many personal experience stories about taking such products. Mail order and telemarketing sales were already widely used in the 1920s . In 1925, there were advertisements that ginseng products were delivered every day. The advertisements revealed that ginseng roots were classified more elaborately than they are now according to size and quality. Ginseng products in the 1920s did not deviate significantly from the scope of traditional Oriental medicine formulations such as liquid medicine, pill, and concentrated extract. In the 1930s, ginseng advertisements became more active. At this time, experts such as university professors and doctors in medicine or in pharmacy appeared in the advertisements. They recommended ginseng products or explained the ingredients and medicinal effects of the products. Even their experimental notes based on scientific research results appeared in the advertisements to enhance the reliability of the ginseng products. In 1931, modern tablet advertisements appeared. Ginseng products supplemented with vitamins and other specific ingredients as well as ginseng thin rice gruel for the sick appeared at this time. In 1938, ginseng advertisements became more popular, and advertisements using talents as models, such as dancer Choi Seunghee or famous movie stars, models appeared. Ginseng advertisements in the 1920s and 1930s clearly show a side of our rapidly changing society at the time.

Fashion Orientation, Goal-directed or Experiential Motivations, Shopping Flow Experience and Purchasing Behavior of Fashion Products (패션지향성, 목적지향적/체험적 쇼핑동기, 플로우 경험과 패션제품 구매행동)

  • Lee, Kyu-Hye;Choi, Ja-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.185-193
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    • 2011
  • The purpose of this study was to examine the relationships among fashion orientation, shopping motivations, shopping flow experience, and purchases of fashion products. Two types of shopping motivations were employed in the study: goal-directed and experiential. A conceptual research model was developed using research variables and structural equational modeling was used to test hypotheses. Empirical results indicated that fashion orientation had a strong positive direct effect on both types of shopping motives. Experiential and goal-directed motivations both had significant influence on shopping flow experience by consumers. During this process the influence of experiential motivation on flow experience was stronger, which implies the importance of experiential motivation on shopping fashion products. In addition, shopping flow experience played an important role in fashion product purchasing. Results of this study suggest that retailers should take into consideration flow in the context of shopping.

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The Virtual Review System for Car Interior/Exterior Design Review (자동차 내.외관 품평을 위한 가상 디자인 품평 시스템)

  • Ghyme, Sang-Won;Shin, Seon-Hyung;Son, Wook-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1069-1074
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    • 2006
  • 자동차/선박/정보통신기기 등의 각종 제조 산업 분야에서 신제품 개발기간과 비용단축을 위해 제품의 설계/스타일링 단계에서 디자인 및 사용자 사용성/편이성 등에 대해 가상으로 품평하는 기술에 대한 관심이 날로 증가하고 있다. 이상적인 가상 품평 기술은 사용자가 실물에 대한 품평 상황과 동일한 체험을 얻을 수 있도록 해야 한다. 이를 위해서 품평 대상물을 사실적으로 표현할 수 있도록 하는 실사 수준의 고품질 가시화 기술과 사용자가 품평 대상물을 자연스럽게 조작할 수 있는 상호작용 기술이 필요하다. 본 연구는 자동차의 내 외관 디자인 품평을 위한 가상 디자인 품평 시스템의 개발에 관한 것으로, 사실적인 자동차 가시화를 위한 환경 반사, 빛 산란, 범프 매핑등의 고품질 쉐이더 구현 및 저작 기술, 몰입환경에서 품평 작업을 위한 3D GUI 지원, 자동차 각 부품의 사용성/편이성 평가를 위한 운동성 조작 기능, 멀티프로젝션 디스플레이 시스템 및 3 차원 인간 모델, 장갑형 입력장치 지원을 통한 몰입형 가상 품평 환경 구축에 관한 기술 및 구현 방법을 제시하고자 한다.

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