• 제목/요약/키워드: Brand Experience Design

검색결과 246건 처리시간 0.028초

국내·외 유통업체의 옴니채널 전략 활용현황 분석 (An Analysis on the Omni-Channel Strategy of Distribution Enterprise in Domestic and International)

  • 오정아
    • 한국실내디자인학회논문집
    • /
    • 제25권5호
    • /
    • pp.111-120
    • /
    • 2016
  • Unlike the past, brick-and-mortar is no longer on the priority list for the shopping activity. Instead, it is replaced by various non-store shopping alternatives, such as Internet, TV, catalog, mobile, etc. As consumers engage digitally, they made fewer trips to stores. Especially, as mobile shopping made the price comparison possible while shopping in the store, new shopping trend of 'showrooming' came to the fore as the serious issue. In order to cope with the this crisis, many brick-and-mortar retailers utilize omni-channel strategy for their countermeasure. This research paper is to suggest the omni-channel strategy that is applicable for the brick-and-mortar retailers. The results are as follows. First, in order to set up the connected-channel shopping environment, consumers have to be exposed to the environment that can deliver the continuous brand experience under the same price policy, brand and store management, etc, as integrating the various purchasing channels into one. Especially, in-store environment needs to change for the place where consumer experience is stressed for the most as using virtual reality devices with augmented reality technology. Also, the online digital kiosk, and tablet that consumer can order the products through the online channel while shopping in-store Second, the barrier-free in-store environment should be offered in order to increase the consumer convenience. This change will allow consumer communicate with the store environment more effectively. Lastly, brick-and-mortar should extend the physical territory as utilizing the offline's advantage and disadvantage through setting up the digital interactive wall or pop-up store for increasing the opportunity of customer interaction with the store. Moreover, visiting service for the elderly, housewife with the baby, or disabled person will be one of the effective substitute.

Diagnosticity of Product Names and Product Evaluations in M-Shopping

  • Lee, Eun-Jung
    • International Journal of Advanced Culture Technology
    • /
    • 제8권3호
    • /
    • pp.148-158
    • /
    • 2020
  • With the limited product information available in the m-shopping context, product-naming strategies affect consumer choices by expressing the key product features or the brand's images. Given the increasing dominance of the mobile commerce in consumption across various product categories, few studies have examined the role of product naming in consumer choices in the m-shopping. In filling the research gap, this study empirically analyzes the influence of the perceived diagnosticity of product names in m-shopping on consumer attitude towards the product. Moreover, the study tests the moderating influences of the individual characteristics of consumers (i.e., age, gender, and m-shopping experience) in the dynamics of the perceived diagnosticity impacting the product evaluations. The results of the study using an online survey reveal that the perceived diagnosticity of the product names significantly increases consumer attitude towards the product. Additionally, the moderating effects of gender, age, and m-shopping experience are all found significant: (1) The positive influence of the perceived diagnosticity of the product names is greater for males than for females. (2) The older the respondent, the more statistically significant the positive influence on diagnosticity. (3) The more respondents having m-shopping experience, the more positive the impact of the diagnosticity. Implications and limitations of the study are discussed.

재킷 디자인의 입체와 평면 패턴분석 및 외관 적합성 분석에 관한 연구 (A Study of Wearing Fitness of Jacket Design and Analysis of Flat Pattern and Draping)

  • 서완석;김숙진
    • 한국의상디자인학회지
    • /
    • 제18권2호
    • /
    • pp.101-113
    • /
    • 2016
  • This study was conducted in order to analyze draping and flat pattern according to jacket design, and provide basic materials for developing a jacket pattern that can enhance fitness, functionality, and aesthetic expression of clothes by reflecting esthetic expression of draping and efficiency of flat pattern at the same time. For the experimental jacket designs of a one-piece sleeve jacket and a two-piece sleeve jacket were selected among the entries of the designer Rubina for 2014 F/W Seoul Fashion Week. Designer brand Rubina usually produced clothes using draping and the designer brand company provided the experimental patterns for the study. We also had flat patterns of the same design and size specifications designed by a flat patternmaker who has 30 year-experience in flat pattern like Rubina. The test apparel jacket was made of 20's cotton yarns. Three models wore the jackets and evaluation on appearance fitness was conducted by 7 members in an expert panel group from August 10, 2015 to September 10, 2015. As a result of appearance fitness analysis on one-piece sleeve jacket, there were significant difference in 4 items among 17 items in terms of overall appearance. The appearance of jackets by draping had higher score than those using flat pattern. As for two-piece sleeve jacket, there were significant differences in 7 items among 17 items related to overall appearance. As for the items related to sleeve, 5 items out of 13 showed significant differences. Except for one item, appearance of jackets using draping had higher score than flat pattern. As for motion fitness, draping was evaluated to be more comfortable. Applying the items with high scores in appearance and motion fitness in draping to flat pattern, The study suggests a new jacket pattern development that would increase the satisfaction of consumers for future research.

  • PDF

메를로-퐁티 현상학으로 본 부석사 공간 연구 (A Study on Space of Pu Sok Sa through Merleau-Ponty's Phenomenology)

  • 정기태;이찬
    • 한국실내디자인학회논문집
    • /
    • 제21권3호
    • /
    • pp.154-162
    • /
    • 2012
  • As media technology has made rapid progress, cultures in the world have spread fast. In addition, Korea wave spreading toward the world is taking shape as a brand that represents essential Koreanness. Such tendency has led attempts to seek Koreanness in the field of space design. The desire to escape from the absence of humanity that is based on mechanistic nature view has led a variety of ideas and concepts on space. In particular, concept of phenomenological space centering on human body has been emphasized. Merleau-Ponty found concept of phenomenological space that emphasizes awareness through experience of human body. In this thesis, orientation as situation, temporality as body, depth as consciousness, and correlational orientation which are key concepts of Merleau-Ponty's phenomenology were covered. Such concepts were used in analyzing the characteristics of Buseoksa Temple to present essential Koreanness.

  • PDF

나이키, 퓨마, 구호 팝업 스토어 방문자들의 팝업 체험감성 및 구매행동 비교 연구 (Comparison of Feel/Sense and Purchase Behavior among NIKE, PUMA, and KUHO POP-UP Store Visitors)

  • 김선영;김칠순
    • 복식문화연구
    • /
    • 제19권6호
    • /
    • pp.1288-1301
    • /
    • 2011
  • The purpose of this study was to observe a case study of pop-up stores in an apparel company in Korea in order to evaluate different feel and to determine the purchase behavior of pop-up visitors of three major fashion brands. This research was conducted through secondary data collection and primary data collection. A survey was conducted among NIKE, KUHO, and PUMA pop-up store visitors who were 20 to 40 years old, via questionnaires. Data were collected on-line and off line at the pop-up store. Data were analyzed using SPSS program. Through data analysis, we learned that most of the study participants were captivated by the digital elements in the environment of the NIKE pop-up store. Puma, the second most favorably ranked, was favored for its interior design. Meanwhile, KUHO stimulated its customers with its limited edition fashion products at a good price. Several feels of visitors about the pop-up stores were significantly different among the 3 different brands. There was a significant difference in purchase criteria, such as brand recognition, size, and design among visitors of the three different brands. Visitors who preferred KUHO considered design of products more than NIKE-preferred visitors. In conclusion, the clothing pop-up stores have the possibility of satisfying consumers' desires. Each brand can achieve a good performance in promotion with a differentiated strategy.

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

  • 황보현욱
    • 디자인학연구
    • /
    • 제19권1호
    • /
    • pp.39-48
    • /
    • 2006
  • 현재 마케팅 환경은 과거의 가격 위주 전략의 제품판매 시대를 지나 상품, 기업, 브랜드 이미지를 통한 감성마케팅 시대로 접어들었다. 특히 고객의 직접 대면 장소인 기업 상업 공간 Space Identity는 직접 체험, 감각적 자극, 즉시 만족, 사회적 관계 형성을 할 수 있는 중요한 전략 요소임에도 불구하고 대부분의 국내 기업이 CI 기본 시각 시스템을 그대로 대입하는 2차원적 디자인 고려에만 머무르고 있으며 상업공간의 다양한 기능성, 컨셉, 상품과 고객 만족에 대한 고려는 부족한 것이 현실이다. 특히 공간과 고객의 최초 대면 접점인 파사드는 시각적 정보전달, 물리적 경계 역할과 더불어 내외부 공간의 연결성을 통해 공간의 컨셉과 기업과 상품 이미지, 정보 전달 및 고객 유입 정도를 결정하는 중요한 요소이다. 본 연구는 판매, 서비스, 홍보 등이 중심이 된 기업의 상업공간 파사드를 통해 상업 공간 전반에 적용된 Space Identity 적용 사례를 조사하여 상업 공간의 기능에 따른 상품, 고객 유입을 위한 이론 연구 바탕을 마련하고, 이론적 배경과 사례에서 지적된 문제점 개선을 위한 발전된 디자인을 위한 제안을 한다.

  • PDF

기업참여 공공 공간의 인터랙티브 디자인 특성에 관한 연구 (A Study on Interactive Design Characteristics shown in Corporate Participated Public Spaces)

  • 송용주;심은주
    • 한국실내디자인학회논문집
    • /
    • 제18권1호
    • /
    • pp.72-79
    • /
    • 2009
  • Due to characteristics of modern society including technological development, various methods engaging interaction between people and manmade environment have become one of the major issues raised in various fields of deign so called interactive design. Interactive design started as the interface between human and computer system, but now expanded to interior design field enhancing spatial experience of users. Now, many corporates are looking into interactive design to bridge the gap between company or brand identity and consumers as marketing tool. The current study investigates interactive concepts and characteristics of corporate participated public spaces and tries to define their design methods according to spatial marketing strategies. Using theoretical inquiry, cultural events and delivery of corporate identity information were defined as two major spatial strategies through cognitive or behavioral approaches. Moreover, digital, constructive, and expressive presentations were found to be most common design methods. Through this theoretical framework, 7 selected samples in Korea are analyzed in order to find detailed design characteristics. It is hoped that this study may serve in understanding current design approaches of interactive corporate public spaces and useful guideline when designing interactive public spaces not only as means of marketing strategies but even for public goods.

An AI-based Clothing Design Process Applied to an Industry-university Fashion Design Class

  • Hyosun An;Minjung Park
    • 한국의류학회지
    • /
    • 제47권4호
    • /
    • pp.666-683
    • /
    • 2023
  • This research aims to develop based clothing design process tailored to the industry-university collaborative setting and apply it in a fashion design class. into three distinct phases: designing and organizing our fashion design class, conducting our class at a university, and gathering student feedback. First, we conducted a literature review on employing new technologies in traditional clothing design processes. We consulted with industry professionals from the Samsung C&T Fashion Group to develop an AI-based clothing design process. We then developed in-class learning activities that leveraged fashion brand product databases, a supervised learning AI model, and operating an AI-based Creativity Support Tool (CST). Next, we setup an industry-university fashion design class at a university in South Korea. Finally, we obtained feedback from undergraduate students who participated in the class. The survey results showed a satisfaction level of 4.7 out of 5. The evaluations confirmed that the instructional methods, communication, faculty, and student interactions within the class were both adequate and appropriate. These research findings highlighted that our AI-based clothing design process applied within the fashion design class led to valuable data-driven convergent thinking and technical experience beyond that of traditional clothing design processes.

Understanding Consumer Perceptions of Luxury Vintage Fashion

  • Tungyun Liu;Sijun Sung;Heeju Chae
    • 아태비즈니스연구
    • /
    • 제14권1호
    • /
    • pp.41-57
    • /
    • 2023
  • Purpose - The purpose of this study is to research how the different types of experiences affect consumer's recognition in terms of luxury vintage fashion products, and what kinds of value consumer can achieve. Design/methodology/approach - The study is based on the means-end chain (MEC) approach for an in-depth understanding of consumers' recognition systems through conducting the laddering interview technique. Above all, the research conducted a pilot test to gain attributes of consumer experiences about luxury vintage fashion products from Korean and Taiwanese. Findings - It is found that not only by actual purchase, experience without purchasing also can lead to consumers' self-fulfilment and self-accomplishment, which filled the lack of relevant literature in the luxury vintage industry. In addition, the study sorted out the channels that consumers approach LVF products, which provide a classification reference for future research related to the luxury vintage consumer. Research implications or originality - As consumers can gain a lot kind of value through LVF products, luxury brands can attract consumers by using vintage as a market strategy. For luxury marketers, by running LVF shopping mall online or opening LVF stores, not only allow consumers' attach with LVF products but also can further lead to the purchase behaviors. In addition, consumers who are interested in LVF are those who are aware of the authenticity, uniqueness, and rarity of the brand. Due the fact, these consumers may be interested in the topic of sustainability.

MZ세대 소비자의 패션상품 구매의사결정여정의 반복순환모델 (Iterative Cyclic Model of Generation MZ's Consumer Purchase Decision Journey for a Fashion Product)

  • 이정우;김미영
    • 한국의류학회지
    • /
    • 제46권4호
    • /
    • pp.638-656
    • /
    • 2022
  • This study aimed to identify characteristics of Generation MZ's consumer purchase decision journey to develop the new fashion CDJ model. The initial stage was affected by habit, online community, social media, aesthetics, circumstantial need, and proxy. In the search and consideration stage, mobile channels were used actively. In the active search and evaluation stage, online media, experiential data, and personal information were employed. In the purchase stage, zoomers took plenty of time in search and evaluation before spending, contrary to millennials who made their purchases more quickly. In the post-purchase experience stage, zoomers actively displayed follow-up behaviors depending on their satisfaction, such as retaining or deleting the app. While, millennials did not turn away from the store or brand, but followed up on their purchases even when they had an unsatisfactory experience. Based on the characteristics of CDJ, iterative cycle CDJ models were developed. Zoomers CDJ model was presented as a search loop that consists of the search and evaluation process, in which information accumulates, and a purchase loop in which the actual purchase occurs. The iterative cycle CDJ model was presented connected to the loyalty loop as the main section, which is accelerated in millennials' CDJ model.