• Title/Summary/Keyword: 프로세스 커뮤니케이션

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An Exploratory Study on The Antecedents and Consequences of Customer Relationship in The Discount Store (할인점에서 고객관계의 선행변수 및 결과변수에 관한 연구)

  • Chung, Kyung-Yuck;Jeon, In-Soo;Bae, Il-Hyun
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.25-56
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    • 2011
  • A shifting of marketing paradigms from transaction to relationship has shown in many studies. Although there are many researches about relationship marketing, few of them focuses on relationship marketing combined with retail mix. This study define and measure customer relationship, and find the antecedents and consequences of the customer relationship. For the research, data were collected from 540 persons who are currently customers of five branches of E-mart and Homeplus in Seoul, Korea. Data analysis was performed under the AMOS 6.0. The results are summarized as following; Firstly, the relationship among elements of retail marketing mix and the relationship quality appears significant except communication program. This finding means that communication effect decreases at some point when communication program is excessive. Secondly, the relationship of customer relationship and three factors (frequent shopping intention, up-buying intention and recommend intention) are significant. Thus, this result supports the reasoning why discount stores make an effort to improve customer relationship. Thirdly, the relationship between share of wallet and two factors (frequent shopping intention and recommend intention) appears insignificant. Fourthly, the relationship between share of wallet and up-buying intention is significant. This result implies that up-buying intention is an important factor for discount stores, because up-buying intention is directly linked to financial performance of discount stores. Finally, the direct path between customer relationship and share of wallet is significant relation. For this reason, customer relationship should be managed consistently by discount stores.

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The correlation between the study of fusion and Game Development (학문의 융합과 게임개발간의 상관관계)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.651-657
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    • 2015
  • The game engineering is a fusion study that combines exquisite variety of fusion science and engineering. We presents the relationship between multi-disciplinary fusion and game development with the game developer's perspective when developing games. Humanities and sociological knowledge and experience with the developers has significant os impacts to refine the ideas on the game. This paper would present the process of the game design, story making based on the planned operation and the communication as between the team members for efficient operation through the process of creating the actual game, it will show the final version of the game. At the same time, it will research for the relationship between a number of studies for each process.

A Study on User Centered Design Process of Virtual Reality Contents (가상현실 컨텐츠의 사용자 중심 디자인 방법론에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.16 no.3
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    • pp.191-200
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    • 2003
  • This paper summarizes the characters of virtual reality contents and its design problems, and suggests user centered approach in design methodology of VR contents. Based on case study of former VR contents design project, I developed a new VR contents design process in experience design perspective. This design process was applied on Tangible Space Initiative project of KIST, which showed positive roles of this design process as a dear communication media between project players, and an active generator of user-centered interaction design.

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A Study on the Application of WebInterphone Under the .NET Environment (.NET하에서의 웹인터폰 응용에 대한 연구)

  • Lee, Jung-Hoon;Kang, Sung-Chun;Lee, Yun-Ho;Noh, Yong-Deok
    • The KIPS Transactions:PartD
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    • v.14D no.2
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    • pp.235-240
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    • 2007
  • WebInterphone is a temporary composite word made with a Web and a Interphone, and the WebInterphone system has been developed as a new ahrdware/software solution under the .NET environment to remove the drawback of a Interphone which is used only if a host and a visitor should be in same place. In the WebInterphone system, a WebInterphone is connected to a home PC which is also connected to Internet such that a host and a visitor could have a real time communications even though nobody is at home. In this paper, the structure of the WebInterphone system and its operation process are discussed.

Development of a Hospital Application Integrated with Healthcare Services (헬스케어 서비스를 통합한 병원 애플리케이션 개발)

  • Min Ho Jo;Sung Jin Kim;Young Hyun Yoon;Jai Soon Baek
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.269-272
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    • 2023
  • 본 논문은 디지털 플랫폼과 헬스케어 서비스를 통합한 병원 애플리케이션(병원 앱)의 개발 및 활용에 초점을 맞춘다. 목표는 환자와 의료 제공자 간의 의사 소통과 효율성을 향상시키는 것이다. 이 연구는 병원 앱의 주요 기능과 이점을 탐색하고, React Native를 사용하여 기술적 측면과 디자인 원칙을 제공하고, 적절한 사용 및 보안을 위한 지침을 검토한다. 이 연구는 병원 앱의 잠재력과 장점을 평가하고 의료 서비스 효율성과 품질을 향상시키기 위한 실용적인 지침을 제공하고 있다. 병원 앱의 통합으로 환자 치료, 커뮤니케이션을 개선하고 의료 프로세스를 간소화할 수 있다. React Native와 같은 기술을 활용하여 약속 일정, 예약 확인, 의료 정보 액세스, 의료 전문가 디렉토리와 같은 기능을 구현하여 포괄적인 사용자 경험을 제공할 수 있다. 지침과 규정을 준수하는 것은 의료 데이터의 적절한 사용과 보호를 보장하는 데 필수적이다. 향후 연구에서는 인공 지능 및 원격 의료와 같은 신기술을 병원 앱에 통합하고 장기적인 영향을 평가할 수 있다. 이 분야의 지속적인 개발과 혁신은 디지털 시대에 의료 서비스를 변화시킬 잠재력을 가지고 있다.

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Design Management as a Working Resource for the Activation of Small business (중소기업 활성화를 위한 경영전략으로써의 디자인 매니지먼트)

  • 이수봉;홍철순
    • Archives of design research
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    • v.13 no.3
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    • pp.153-167
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    • 2000
  • This paper is designed to make a research into the process of the formation and introduction of design management system necessary for the strategic utilization of design at a management love on the part of domestic small business. This paper is limited to the study of the general problems ralated to the design management of the domestic small business companies producing consumer goods. 1 made an examination of the necessity of the introduction of design management and of the necessity of design development in connection with the administrative features of small business, identifying the actual condition of design by the small business and discussing the actual situation of design management and tasks to tackle. lastly, 1 made a suggestion of the process, whose aim lies In the inside establishment of the design management system deemed desirable for the domestic companies. 1 have come to the following conclusions. First, small business should make use of design development so as to keep their competitiveness and to enhance their administrative features. Second,. design can serve as a means for making a speedy response in the companies'differentiation strategies arid strategies for markets with a lot of opportunities. Third, the utilization of design at an administrative love on the part of the small business works in the light of enterprise communications, organizations, business and marketing and so on. Fourth, the majority of small business are weak when it comes to organization, manpower and environment in relation to design. So it is necessary to introduce and construct the design management system. Fifth, the managers of the small business should first of all take a strong interest in and have a renewed understanding of the importance of design. I made a suggestion that the small business should carry out a process constructing the design-management system based on the design organization and manpower, but stopped short of confirming my suggestion in a corroborative way.

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A Case Study on the ERP Management and Performance According to the IS Implementation (정보시스템 구축환경에 따른 ERP 관리와 성과에 관한 사례 연구)

  • Sohn, Jung-Hee;Chang, Yun-Hi;Lee, Jae-B.
    • Information Systems Review
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    • v.6 no.1
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    • pp.1-18
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    • 2004
  • In 1990s, many organizations recognized the ERR system as a key enabler of business strategic accomplishment and it can improve productivity and efficiency of organizations by integrating and managing enterprise resources. These organizations tried to implement the ERP system to hold the competitive advantage. And the ERP system leads to business process reengineering. So it is important to consider both organizational environmental characters and change management in the ERP implementation process. This study is examined in detail about organizational environmental characters and change management in the ERP implementation process, seeks how the difference of these factors related to the ERP success. The sampled companies implemented the ERP system by using the different ERP implementation approaches. This study provides that the ERP implementation approach differs from organizational environmental characters, and change management tactics are different according to the ERP implementation approaches. But, some change management factors are important regardless of the ERP implementation approaches. This study also provides the effects on EPR performance through the change management. The study is of service to the organizations implementing ERP and provides practical contribution for managing organizational changes.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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The Application of Digital-Diagrams as Infographic Material in Multimedia Design (멀티미디어디자인에서 인포그래픽 도구로서 디지털다이어그램 활용에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.3
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    • pp.133-146
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    • 2004
  • Diagrams have been deeply and widely used for supporting effective communication relating to design information and knowledge in most design fields. The results show that their role expands to "developmental design material" increasing the principle and method of design process. It's recent trend that Digital-Diagrams are aggressively used in multimedia design fields such as web contents, interactive movies and DVD Titles in order to support user's information understanding more effectively and to stimulate user's participation in information acquiring process. This study aims to clarify the essence of digital diagram corresponding to infographic material in multimedia design and application of multimedia contents development process . This study purpose leads to argue the substance of Digital-Diagrams as one of infographic types and identity of Digital-Diagrams which is relatively compared to existing Diagrams. Eventually, this study examines the application issues of Digital-Diagrams in multimedia design process. Regarding the identity of Digital-Diagrams, they are functionally utilized depending on hypertext based on language forms and interactivity based on graphical forms as core attributes. Therefore, they semantically enlarge user s information understanding by segmenting hierarchy of information expression and rather support user s acquisition of information control ability. Relating to multimedia design process, Digital-Diagrams are used by information designers and navigation designers as method for ‘modeling for realization based on information acquisition support for information-users. Especially, the study results show that the applications of Digital-Diagrams are performed for information representing methods for information designers and embodiment of useful functional factors of interface for navigation designersgation designers.

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Development Process for User Needs-based Chatbot: Focusing on Design Thinking Methodology (사용자 니즈 기반의 챗봇 개발 프로세스: 디자인 사고방법론을 중심으로)

  • Kim, Museong;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.221-238
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    • 2019
  • Recently, companies and public institutions have been actively introducing chatbot services in the field of customer counseling and response. The introduction of the chatbot service not only brings labor cost savings to companies and organizations, but also enables rapid communication with customers. Advances in data analytics and artificial intelligence are driving the growth of these chatbot services. The current chatbot can understand users' questions and offer the most appropriate answers to questions through machine learning and deep learning. The advancement of chatbot core technologies such as NLP, NLU, and NLG has made it possible to understand words, understand paragraphs, understand meanings, and understand emotions. For this reason, the value of chatbots continues to rise. However, technology-oriented chatbots can be inconsistent with what users want inherently, so chatbots need to be addressed in the area of the user experience, not just in the area of technology. The Fourth Industrial Revolution represents the importance of the User Experience as well as the advancement of artificial intelligence, big data, cloud, and IoT technologies. The development of IT technology and the importance of user experience have provided people with a variety of environments and changed lifestyles. This means that experiences in interactions with people, services(products) and the environment become very important. Therefore, it is time to develop a user needs-based services(products) that can provide new experiences and values to people. This study proposes a chatbot development process based on user needs by applying the design thinking approach, a representative methodology in the field of user experience, to chatbot development. The process proposed in this study consists of four steps. The first step is 'setting up knowledge domain' to set up the chatbot's expertise. Accumulating the information corresponding to the configured domain and deriving the insight is the second step, 'Knowledge accumulation and Insight identification'. The third step is 'Opportunity Development and Prototyping'. It is going to start full-scale development at this stage. Finally, the 'User Feedback' step is to receive feedback from users on the developed prototype. This creates a "user needs-based service (product)" that meets the process's objectives. Beginning with the fact gathering through user observation, Perform the process of abstraction to derive insights and explore opportunities. Next, it is expected to develop a chatbot that meets the user's needs through the process of materializing to structure the desired information and providing the function that fits the user's mental model. In this study, we present the actual construction examples for the domestic cosmetics market to confirm the effectiveness of the proposed process. The reason why it chose the domestic cosmetics market as its case is because it shows strong characteristics of users' experiences, so it can quickly understand responses from users. This study has a theoretical implication in that it proposed a new chatbot development process by incorporating the design thinking methodology into the chatbot development process. This research is different from the existing chatbot development research in that it focuses on user experience, not technology. It also has practical implications in that companies or institutions propose realistic methods that can be applied immediately. In particular, the process proposed in this study can be accessed and utilized by anyone, since 'user needs-based chatbots' can be developed even if they are not experts. This study suggests that further studies are needed because only one field of study was conducted. In addition to the cosmetics market, additional research should be conducted in various fields in which the user experience appears, such as the smart phone and the automotive market. Through this, it will be able to be reborn as a general process necessary for 'development of chatbots centered on user experience, not technology centered'.