• Title/Summary/Keyword: 탐색제품

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Difference between Service Design and Product Service Systems (서비스디자인과 제품서비스 시스템의 비교연구)

  • Xie Xuanna;Lee Sungpil
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.94-105
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    • 2022
  • From the perspective of a post-industrial society, the main purpose of this study is to clarify the theoretical principles that distinguish service design from product service system (PSS) and to propose a new integrated design strategy. Service design is a user-centered design technique for improving or innovating existing services and solving problems in a continuous exploration and iteration process. On the other hand, PSS is a cutting-edge business approach for organizations looking to boost their competitiveness by providing integrated product and service capabilities to clients while also enhancing system operations. This paper discusses the concepts of service design and PSS, the present state of research, and design methodologies using a literature search. The distinctions between service design and PSS are examined and summarized during the design process. The ultimate content proposed in this study is to incorporate user experience into the PSS design process and propose a systematic process to meet users' needs to effectively implement the service design concept.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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A Study on the Influence of Green Advertisement on the Attitude of Consumers -Concerning the Message Effect- (그린광고가 소비자태도에 미치는 영향에 대한 연구 -메시지 효과에 관련하여-)

  • Cho, Kook-Haeng
    • Management & Information Systems Review
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    • v.28 no.1
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    • pp.99-124
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    • 2009
  • This study has observed the influence of green advertisemen on the attitude of consumers in relation to its message effect. The analysis has been conducted in the perpective of awareness-emotion -behavior targeting housewives based on the message structure of the advertisement(conclusion omission type/ conclusion offer type). Results of the analysis are as follows : 1) Green advertisement was more effective for the attitude toward advertisement and products than non-green advertisement and in the case of high involvement the conclusion omission message was more effective than the conclusion offer message. 2) Green advertisement was more effective also for the emotion side than non-green advertisement and the conclusion omission message was found more effective than the conclusion offer message. 3) Green advertisement was found more effective for purchasing activities than non-green advertisement and the conclusion omission message was found more effective than the conclusion offer message in the case of high involvement. 4) In case of the conclusion offer type structure of green advertisement the awareness side influenced purchasing activities and in case of the conclusion omission type structure of green advertisement the emotion side influenced purchasing activities. Besides that in case of the conclusion offer type structure of non-green advertisement both the awareness and emotion sides were found to influence purchasing activities. No difference was found in the conclusion omission type structure of non-green advertisement.

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A Study on Perceptions and Purchase Intention on Fair-Trade Products of Korean University Students (우리나라 대학생의 공정무역에 대한 인식과 구매의도 간의 관계 연구)

  • Hong, Song-Hon
    • International Commerce and Information Review
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    • v.14 no.4
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    • pp.109-130
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    • 2012
  • In recent years, the volume of global fair trade has been increased rapidly. As the quality of life improves, consumers are increasingly concerned about fairness and environment and show positive attitudes toward ethical products. Fair trade is a social movement that aims to set fair prices for products, alleviate poverty, and assist producers marginalized by the traditional economic model. The study attempt to investigate empirically fair trade products purchase intention, so consumers attitude toward fair trade product purchase, normative belief, fairness restoration expectation, ethical responsibility are defined and their impacts on the purchase intention were analyzed. The statistical method used to test the hypotheses was multi-regression using SPSS 18 for window. The results of this study are follows. Purchase attitudes toward fair trade products and ethical responsibility had a significant effect on the purchase intention. The Effectiveness of the ethical responsibility had greater than that of the purchase attitudes. The result of the empirical study provides important implications for the fair trade related organizations and businesses.

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Means-End Chain Approach to Understand Consumer Motivation Towards Convenience Meat Products: Focus on New York City in US Market (수단-목적 사슬 이론을 적용한 소비자의 육류 편의제품에 대한 가치 측정: 미국 뉴욕 지역을 중심으로)

  • Jung, Yoojin;Lee, Min-A;Cho, Eun Kyoung
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.44 no.1
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    • pp.152-159
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    • 2015
  • The purpose of this study was to analyze how consumers make links between convenience meat products and self-relevant consequences and value. Surveys on convenience meat product consumption patterns and hard laddering based on means-end chain theory were conducted from April 21 to April 25, 2014 and targeted 200 consumers in the US. The most preferred cooking method of convenience meat product was roast (25.9%) and the most common information medium was suggestions by friends and parents (37.1%). The main as well as desired places of purchasing were both the supermarket (33.6% and 27.3%, respectively). The most preferred promotion method was free sample events (38.5%). From analyzing means-end chains of convenience meat products, the most dominant value chain was 'taste (A)'-'good taste (C)'-'feel good (V)'. These results show that consumption of convenience meat products will increase when consumer expectations of taste and satisfaction are met. Further, results of the value measurement provide information on consumer satisfaction and needs and can be applied to set marketing strategies for Korean style convenience meat products.

A Study on Priorities Calculation among the Attributes and Products of Traditional Soybean Paste (재래된장 속성 및 제품 간 중요도 산출에 대한 연구)

  • Boo, Chang-San;Kim, Jeong-Hyun;Kim, Min-Cheol;Lim, Sang-Bin
    • Culinary science and hospitality research
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    • v.16 no.2
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    • pp.322-329
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    • 2010
  • The objective of this study is to investigate the attributes of purchasing soybean paste and calculate the priorities among the attributes focusing on traditional soybean paste in the Jeju region. To achieve this goal, the priorities was analyzed through a survey for restaurants and housewives with AHP methodology. The result showed that soybean paste made in B company was most preferred among domestic products, followed by one made in A company and traditional Jeju soybean paste. As a result of the sensitivity analysis, traditional Jeju soybean paste is considered to have a high market share if its price can be lower.

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The Effects of Subjective Knowledge on Information Search as Related to a Consumer's Life Cycle (의류제품 소비자의 생활주기에 따른 주관적 지식이 정보탐색에 미치는 영향)

  • Hwang, Jeong-In;Park, Jae-Ok
    • Journal of the Korean Home Economics Association
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    • v.48 no.9
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    • pp.41-54
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    • 2010
  • This study attempted to determine how the subjective knowledge related to a consumer's life cycle influences their information search in the decision making process. The data was collected using a total of 349 questionnaires for the final analysis of this study. SPSS 12.0 for windows was used for the data analysis and the detailed analyses included descriptive analysis, factor analysis, reliability tests, one way ANOVA, multiple regression analysis and t-tests. The results of this study showed that there are differences in the subdivisions of subjective knowledge of apparel according to the consumer's life cycle and there is a difference in the types of information searches according to the consumer's subjective knowledge, and the subdivisions of subjective knowledge of the consumers influence their information search. This study showed that although it affected the internal search, the media search, and the store search, it did not influence the personal search in the decision making process.

The Perception of Online Store Attributes by Online Consumer Information Seeking Type (소비자의 정보탐색 유형별 온라인 점포속성 지각)

  • 이승민;구양숙
    • Journal of the Korean Home Economics Association
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    • v.40 no.1
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    • pp.99-112
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    • 2002
  • The purpose of this study was to examine characteristics of online consumer groups by information seeking type and to identify the variables influencing consumers'purchase intention of internet fashion product shopping by consumer groups. A questionnaire was administered to 456 adults who had purchasing experience at fashion outline shopping mall. SPSS 9.0 package was used for data analysis. Factor analysis, ${\chi}^2$-test, t-test, frequency, percentage, one-way ANOVA and stepwise regression analysis were utilized. The online store attribute dimensions of fashion online shopping main were tangibility, variety, marketing promotion, responsiveness, reputation, price and convenience. The online store attributes had directly different influences in the purchase intention of Internet fashion product shopping by online consumer groups. Outline information seeking type who had higher variety and reputation perceptions had more positively affected on the purchase intention of internet fashion product shopping. Offline information seeking type who had higher tangibility and variety perceptions had significantly positive influence on the purchase intention of it. Combination(online+offline) information seeking type who had higher price and responsiveness perceptions had positive impact on purchase intention of it.

인터넷 메타몰의 요구사항 분석

  • 장활식;오창규
    • Proceedings of the Korea Association of Information Systems Conference
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    • 1998.10a
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    • pp.20-30
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    • 1998
  • 고도화된 정보통신의 확산으로 인해 인터넷(internet)을 통한 지역간의 거리를 극복 한 전자상거래가 점점 발달하고 있으며 이에 따른 시장의 잠재성 또한 커지고 있다. 그러나 현재 구축된 인터넷 쇼핑몰도 그 규모나 숫자에 비해서 매출액은 아직 높은 편이 아니다. 이에 대한 많은 이유가 있겠지만 가장 큰 이유중의 하나가 구매자 수의 부족을 들을 수 있 다. 이에 본 연구에서는 인터넷 쇼핑몰에 방문한 고객이 기꺼이 구매할 수 있는 환경을 제 공해 주기 위해 '지능형 메타몰(Intelligent Meta-Mall)'을 제안하고, 인터넷 쇼핑몰 중에서 사용자가 직접 마주치는 부분인 프론트 오피스(Front Office) 부분에서 제공되어야 하는 기 능 37가지를 제안하였다. 그리고 이들 기능을 일반관리 기능 및 소비자 구매과정 모형에 따 라 분류한 후, 현재 국내에서 운영되고 있는 쇼핑 몰의 웹마스터에게 설문조사를 실시함으 로써 상대적으로 중요한 기능과 불필요한 기능들을 파악하였다. 상대적으로 중요한 기능은 (1) One-stop Shopping 기능, (2) 비교쇼핑기능, (3) 단어(keyword) 탐색 기능, (4) 보안 모니터링 기능, (5) 부도 보증 기능, (6) 반품 관리 기능, (7) 속달 기능, (8) One-stop Payment 등으로 조사되었다. 상대적으로 불필요한 기능은 (1) 경매제품 탐색 기능, (2) 인 터페이스 수정 기능, (3) 사이버 머니 제공 기능, (4) 신원확인 기능, (5) No Blank 페이지 제공 기능, (6) 기본 사양 여과(filtering) 기능, (7) 다국어 지원 기능, (8) 보안 모니터링 기 능 등으로 조사되었다.

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An Explorative Study of R&D Priority based on Needs Attributes Model: Case of SMART TV (니즈속성의 중요성과 시급성에 의한 R&D 우선순위 결정에 관한 탐색 연구: SMART TV를 중심으로)

  • Han, Sung-Soo;Choi, Saesol
    • Journal of Korea Technology Innovation Society
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    • v.16 no.3
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    • pp.650-671
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    • 2013
  • Products elicit the consumer's purchasing behavior by satisfying their needs and are cognized as the combination of various needs attributes. Also R&D is referred as a series of technical development activities to meet the consumer's needs attributes. In particular, in the market-oriented R&D era, it could obtain the legitimacy by developing the R&D based on the needs attributes. In this study, we aimed to investigate the priority setting in R&D field, considering consumer's needs attributes. To be concrete, we tried to present the evolutional direction of desirable phased R&D according to 'the importance degree for consumers on the attributes (functions) of the certain products' and 'the urgency degree of technical quality to fulfill its needs'. To achieve this, we targeted SMART TV, the convergence product, which contains the uncertainty in terms of marketability and technological aspect, and analyzed the priority of the R&D in SMART TV field. Based on the result of the analysis, 4-steps product concept (ultra high definition TV, interactive TV, 3D/immersive TV, personalized TV) is derived by analyzing the evolutional direction of R&D in SMART TV field. This finding implies that the success possibilities of product could be enhanced during the process of the evolution of products that have multiple needs attributes, by pursuing the R&D which fulfills the needs attribute first required in the market. In addition, it provides a useful framework to design the R&D roadmap in an aspect of R&D strategy.

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