• 제목/요약/키워드: Brand Experience Design

검색결과 243건 처리시간 0.027초

브랜드 라이프스타일 샵의 실내공간 표현특성 연구 - 서울시에 오픈한 라이프스타일 샵을 중심으로 - (The Expressional Characteristics of Interior Space for Brand Lifestyle Shop - Focused on Lifestyle Shops Opened in Seoul -)

  • 유연;남경숙
    • 한국실내디자인학회논문집
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    • 제26권6호
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    • pp.202-209
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    • 2017
  • In 21 Century, people's living standards and material requirements have been continuously improved with the development of society. The demand for commercial space is not merely content with purchases. What's more, the consumers want to experience some activities offered by the brand while shopping. In this paper, we mainly research the spatial structure and the spatial expressional characteristics of brand lifestyle shop of Korean brands built in Seoul area. First, through the documentary research, we get the four characteristics of interior space performance of brand lifestyle shop, which are, interaction, proximity, symbolism and compound. Secondly, we select 8 brand lifestyle shops in the Seoul area as the object of this study, and analyze the actual application of the four characteristics in these cases. Thirdly, through the analysis of case study, we make a concrete analysis of the expressional characteristics of Korea's brand lifestyle shop. Finally, we reach the conclusions: First, the brand lifestyle shop provides space for both brands and consumers to communicate with each other. Second, in brand lifestyle shop there is a special space which is different from the other commercial space. The existence of this special space makes brand lifestyle shop more personalized and more specialized, and makes the customers have more interesting when they are shopping. Third, compared with the sales space, the non-sales space accounts for a larger proportion. Fourth, in spatial representation, interaction plays a role in connecting brands with consumers. Fifth, brand lifestyle shop has the same spatial concept, but it has different application and embodiment in each case. Each brand lifestyle shop has its own unique features. This is the economic strategy used by brand sustainable development and expansion.

브랜드명성수준에 따른 브랜드 스토리텔링의 효과 (The Effect of Brand Storytelling in Brand Reputation)

  • 최수아;정효선;황윤용
    • 유통과학연구
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    • 제12권4호
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    • pp.55-63
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    • 2014
  • Purpose - Brands and products often play key roles in enabling consumers to experience a good attitude, resulting in mentally enacting a specific prototype and reliving the experience by retelling a specific story. Brand storytelling can function as an important tool for managing the brand. To successfully apply a firm's brand storytelling, it is important to prove the effectiveness of storytelling. Therefore, by utilizing the research of Escalas (1998) and Fog et al. (2005), a list of measurements for storytelling component quality (SCQ) was applied. In addition, customer attitudes toward brand storytelling were tested. In particular, if customers encounter a dynamic and interesting story, although the brand is not widely known, they can be in communion with the brand and establish an emotional connection (Hill, 2003). Thus, brand reputation was divided into two levels (high vs. low), and the difference in effectiveness between storytelling component quality and consumers' advertisement attitude, brand attitude, and purchasing intention was examined. Research design, data, and methodology - By using the measurement list used in Choi, Na, and Hwang (2013), 12 categories in the level of message quality, conflict quality, character quality, and plot quality were measured. In addition, categories of brand reputation, advertisement attitude, brand attitude, and purchasing intention were measured. The study was based on 181 final survey samples targeting undergraduate and graduate students in Gwangju Metropolitan City. Results - Consumer responses toward storytelling were researched in the context of brand characteristics or product attributes, such as brand reputation, differentiated from extant simple effects of storytelling. Some brands with high reputation enjoy a halo effect due to prior learning, while other brands with comparatively low reputation have trouble generating positive responses despite attempts to enhance the level of reputation or induce favorable attitudes. Although not all due to the component quality of storytelling, the case of brands with low reputation exerted more positive impact on consumer attitudes than did brands with high reputation. As mentioned earlier, consumer evaluation of the component quality of storytelling was categorized into advertising attitudes, brand attitudes, and purchase intention for this study; this provides managerial implications in other ways. The results imply that an effective application of storytelling could be an important emotional tool for the development of both brands with low brand awareness and of well-known brands. Finally, this study serves to increase consumers' understanding and ability in interpreting brand stories that marketers tell about themselves, as well as to highlight differential experiences with products by level of brand hierarchy. Conclusions - This research aimed to provide an objective guideline for storytelling component quality while considering brand awareness. Thus, brand reputation was considered for proving the baseline effectiveness of storytelling, and this study provided directions for strategic establishment of storytelling. Based on this, we conclude that in further studies, it will be necessary to systematically manage brand story by considering other situation variables and various story patterns, and studying their differences.

하라켄야 '백(白)'개념을 중심으로 본 스페이스브랜딩 공간 디자인 특성 연구 (A Study on the Spatial Characteristics of Space Branding Space Based on the Concept of Harakeya ' Back ')

  • 원민희;김개천
    • 한국실내디자인학회논문집
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    • 제26권6호
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    • pp.155-162
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    • 2017
  • Recently, space branding has been used as a branding method for many companies because space communication is a way of utilizing space in a wide range of ways. However, generally speaking, communication only focuses on goods and information about brands and does not focus on consumer's stories. The purpose of this study is to present the communication of " Back to Harakenya " in concept of Harakeya as a solution to this problem and confirm its effectiveness through examples. We selected on the range of " cosmetics brand ", " food and beverage brand ", " brand brand " and " fashion brand " which can used as a direct experience as a marketing method, which is a good condition for communication. Based on that, Harakenya selected cases as spaces with the concept of "Back to Harakenya". Previously, Harakenya's concept of "Back to Harakenya" and his designs appears three features. First, it transforms into various being secondly, it generates active imagination and it contains at least as many things as possible. This resulted in the effect that people remember the image with a clear image. Based on this study, We investigated to draw a result of effects through how the design expression is made in the spaces of Space Branding and how the "Back to Harakenya" communication is taking place in the space. Through these studies, the design and communication method of Harakenya's "Back to Harakenya" concept helps us to remember the brand clearly and furthermore, we confirmed that the brand value can be improved.

스토리텔링 광고에서 스토리유형에 따른 광고모델의 효과 분석 (The Effects of Advertising Endorsers and Story Types in Storytelling Advertising)

  • 소현진;박범순
    • 한국콘텐츠학회논문지
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    • 제18권7호
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    • pp.74-83
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    • 2018
  • 본 연구는 스토리텔링 광고에서 스토리유형에 따른 유명인 모델과 일반인 모델의 효과 차이를 분석하였다. 광고모델유형(유명인, 일반인)과 스토리유형(라이프체험형, 신화상징형)을 조작한 $2{\times}2$ 요인설계 실험이 진행되었다. 수도권에 거주하는 30-40대 여성 200명을 대상으로 온라인 조사를 수행하였다. 연구결과, 라이프체험형 광고의 경우, 광고태도, 브랜드태도, 구매의도 등 세 가지 종속변인 모두에 대해 일반인 모델이 유명인 모델보다 높은 광고효과를 보이는 것으로 나타났다. 신화상징형 광고의 경우, 광고태도에 대해서는 유명인 모델이 일반인 모델보다 높은 광고효과를 보이고 있었으나, 브랜드태도와 구매의도에 있어서는 모델 유형간 차이가 발견되지 않았다. 연구결과의 이론적 실무적 함의는 결론에서 논의되었다.

고객 경험 디자인, 구현 및 평가를 위한 개념적 프레임워크 (A Conceptual Framework for Customer Experience Design, Implementation and Evaluation)

  • 구지영;나건
    • 디지털정책학회지
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    • 제2권1호
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    • pp.21-30
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    • 2023
  • 고객 경험 디자인은 고객이 제품 또는 서비스를 구매하고 사용할 때 브랜드나 기업의 터치포인트에서 긍정적인 경험을 최대화하는 것을 목표로 한다. 긍정적인 경험을 전달할 수 있는 제품이나 서비스를 디자인하기 위해서는 고객의 니즈와 고객 경험의 변화하는 특성을 해결하는 데 도움이 될 수 있는 다른 관점과 접근 방법이 필요하다. 디자인 프로세스는 다양한 학문 분야에 걸쳐 혁신을 주도하고 브랜드나 기업의 지속적인 성장에 필수적인 접근 방법 중 하나이다. 따라서, 본 연구에서는 고객과의 상호 작용과 고객 경험을 개선하는 것을 목표로 하는 서큘러 고객 경험 디자인 프로세스(The Circular CX Design Process)를 제안한다. 본 연구에서 제안한 프레임워크는 고객 여정을 중심으로 다양한 터치포인트를 분석하고 개선함으로써 지속적으로 고객에게 긍정적인 경험을 제공하는데 그 목적이 있다.

디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구 (A Study on Applied Elements fo the Extension of User Experience in Digital Space)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제23권1호
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.

인터렉티브 스토리텔링의 구조적 디자인 (Structural Design of Interactive Storytelling)

  • 이준희
    • 디자인학연구
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    • 제16권4호
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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패션브랜드 숍매니저로의 성장과정에 관한 근거이론 연구 (A Grounded Theory Study on the Growth Process as a Fashion Brand Manager)

  • 김지연;오현정
    • 한국의류학회지
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    • 제43권5호
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    • pp.649-665
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    • 2019
  • This study presents a conceptual framework for the growth process as a manager based on data gathered from the sales experiences and careers of fashion brand managers. The study participants were seven managers with over 15 years of sales experience in a women's clothing brand in Gwangju. Data were collected through in-depth interviews from January 2018 to September 2018 and analyzed using open coding, axis coding, and selective coding according to Strauss and Corbin's grounded theory method. The study results are as follows. First, this study found six categories and 17 sub-categories based on the shop manager's sales experiences and careers. Second, we found the central job category as well as categories with causality, interaction, moderating and outcome relationships. Third, we developed a paradigm model that links the main phenomena, causal conditions, contextual conditions, intervening conditions, action/interaction strategies, and consequence categories. Fourth, the process of growing as a fashion brand manager was described by an integrated story.

소비자 행동 경향에 따른 플래그십스토어 계획 요소에 관한 연구 - 코오롱스포츠 플래그십스토어를 중심으로 - (A Study on the Flagship Store design element based on the Change of the Customer Behavior - Focused on the kolongsport Flagshipstore -)

  • 안현정
    • 한국실내디자인학회논문집
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    • 제20권2호
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    • pp.72-84
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    • 2011
  • In accordance with an active development, we now enjoy web 2.0 generation centering bilateral participation through the web 1.0 environment mainly providing the offering information and take a step web 3.0 understanding information by itself. The same time of digital technic development, consumption market arrived at market3.0 generation, also passed by market 1.0 and went via market 2.0 based on bilateral participation and understanding. This change have the marketing implement index changed as well. Nowadays, 7C is generalized of making up sensibility, emotion, communication, relationship, customization and interactive built as a major strategy from the day of 3p focused on customer environment, service process and 4P focused on physical quality of product. It isn't that brand and merchandise create life and experience like as past. It is focused on embodiment of a way of life, culture and creative experience from consumers' own. This treatise, therefore, fixes the object as flagship store positively reflecting the change and examine the change of a marketing code element and social factor stimulating customer behavior change. As a condition of this study, It fixes Maslow Motivation Theory as the main index of customer behavior, and 7C as the marketing code. This treatise ultimately studies the index of flagship store discussion based on domestic outdoor brand cases.

The Mediating Effect of Brand Awareness on the Relationship between Online Shopping Mall Quality Factors and Consumer Satisfaction

  • Jongwoo LEE;Eikjoe KIM
    • 유통과학연구
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    • 제21권7호
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    • pp.11-20
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    • 2023
  • Purpose: The development of e-commerce in the marketplace is becoming a big trend, but there is a handful of research about the unique characteristics of e-commerce. Online distribution has several differences from offline, such as consumer approach, payment, and product assortment. In addition to the relationship between quality factors and e-commerce satisfaction, this study research how brand awareness affects consumer satisfaction and which quality factor affects brand awareness. Research design, data, and methodology: This study conducted a survey on 457 customers using top online shopping malls. As for the analysis method, multiple regression analysis to verify the mediating effect. Results: All quality factors and brand awareness affect consumer satisfaction. Among the quality factors, only price, payment, and delivery had an effect among the four factors. As a result of verifying the mediating effect of brand awareness in the relationship between online shopping mall quality factors and consumer satisfaction, price, payment, and delivery showed mediating effects. Conclusion: Online shopping mall satisfaction affects the satisfaction of brand awareness consumers perceive aside from consumers' direct experience. The result showed that price, payment, and delivery were significant in the relationship of quality factor and brand awareness of an online shopping malls.