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.
SHIDDIQI, Muhammad fajar;LI, Sin;SUHARI, Umaidi;HIDAYAT, Zinggara;MANI, La
Journal of Distribution Science
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v.21
no.1
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pp.85-93
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2023
Purpose: This research is intended to analyze how distribution of brand communication of a Soft Drink brand on brand image mediated through electronic word of mouth on packaged carbonated drink in Indonesian Gen-Z. This research also aims to find out how electronic word of mouth can have a role in creating a brand image for Indonesia Gen-Z. Research design, data and methodology: This research is using a quantitative approach with purposive sampling technique, a survey was conduct online and the number of samples being 384 responders who are spread all over Indonesia. The questionnaire construct was designed based on several variables, such as brand communication, brand image, and e-WOM. E-WOM was positioned as a mediating variable in this research. Brand Communication indicators consist of event and experience, public relation and publicity, direct marketing and personal selling. Meanwhile brand image consists of Attributes, Benefits, and Attitudes. E-WOM indicators consist of intensity, balance of opinion, and content. Results: The result of this research being (1) There is a significant influence between brand communication and brand image. (2) There is a significant influence between brand communication and electronic word-of-mouth. And (3) There is a significant influence between brand communication and brand image mediated through electronic word-of-mouth. Conclusion: The findings of this research prove that there is significant influence between brand communication, brand image and electronic word-of-mouth, this study also provide several information about how other factor affect the distribution of brand communication.
The purpose of this study is elucidate the status and role of fashion house museums including art museums that are affiliated to luxury fashion brands. This study is significant in that it offers profound understanding of the history of luxury brands and the direction of communication these luxury brands are taking through online and offline museums. For research methods in this study, literature review and case studies were combined. Based on the luxury type classification by Sicard, the scope of research was determined to include the French classical luxury brands to modern luxury brands and contemporary luxury brands. Examining the current status of fashion house museums, it was found that Cartier Foundation for Contemporary Art is an art museum operated by the luxury fashion brand, Cartier. Other fashion house museums in operation included $Herm{\grave{e}}s$ Museum, Foundation Louis Vuitton Museum, $Crist{\acute{o}}bal$ Balenciaga Museum, Yves Saint Laurent Museum, Gucci Museum, Christian Dior Museum, Prada Foundation Museum, Ferragamo Museum, Armani Silos, and so on. As for online museums, there was Valentino Garavani Virtual Museum. These luxury fashion brands' museums serves the following roles: provides references to the fashion industry professionals and researchers; differentiates the brand as means of experience marketing; promotes the brand and enhances brand communication through exhibitions of the founder and designers; archive the brand's design and builds the brand's history as a means of storytelling marketing.
The purpose of this study was to investigate the differences in various fashion lifestyle segments' perceived benefits and design preferences for outdoor clothing to improve the development of outdoor clothing. Data were collected by questionnaire from 600 subjects aged 30 years and over with experience purchasing outdoor clothing in the past year. Frequency analysis, factor analysis, cluster analysis, reliability analysis, ANOVA, and chi-square analysis were used for the data analysis. The results of this study were as follows. Four segments were identified based on fashion lifestyle: manifoldly conscious, sensation conscious, practicality conscious, and brand conscious. Perceived outdoor clothing benefits generated three dimensions, including premium brand, practicality, and functionality, and preferred image produced two factors, tasteful/refined and comfortable/casual. Significant differences were found in the purpose of purchasing outdoor clothing, perceived benefit, and image and t-shirt pattern design preference among the segments. The manifoldly conscious group had a higher tendency to pursue various benefits and images of outdoor clothing and to prefer t-shirt textile designs with foulards and stripes. The sensation conscious group considered fashion and individuality in daily life but not in outdoor clothing. The practicality conscious group showed a preference for simple and casual styles with functionality and foulard patterns for t-shirts. The brand conscious group tended to prefer a striking design to functionality. This study is expected to be used as preliminary data for merchandising planning of outdoor clothing.
Journal of the Korea Fashion and Costume Design Association
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v.17
no.4
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pp.131-144
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2015
The object of this study was to find out the influence of female consumers' cosmetics purchase experience on image-making efficacy and cosmetics pursuit benefits. Total 405 surveys of women working at the industrial complex in Daegu-Kyoungbuk area were used for data analysis. Frequency, factor analysis, reliability analysis, regression analysis, and ${\chi}^2$-test were used for data analysis. Our findings are as follows. Cosmetics purchase experience of female consumers had factors as recognition experience, relationship experience, emotional experience, visit experience, and sensual experience. The factors of image-making efficacy were self-confidence in displaying, ability of facial expression and display ability while those of cosmetics purchase experience turned out to be trend/brand pursuit, appearance improvement pursuit, functionality pursuit and economic feasibility pursuit. Cosmetics purchase experience was found to have significant effects on the factors of image-making efficacy, and cosmetics purchase experience on factors of cosmetics pursuit benefits. The differences by ages variable was examined with relation to the level of make-up and how they chose products when buying.
Characters have been frequently used as a symbol or an icon in above the line advertising for generations. It has become an essential factor for companies to research about the experience that consumers have by engaging with the products that are partnered with famous or brand characters before introducing a product to the market. The character trademark has become more popular and interesting than the product itself. Therefore, products have become dependent on its character trademark. The ultimate purpose of this research is to find effective ways of increasing the value of the brand by observing various characters and how people interact with these characters, depending on the consumer's age, gender, and so forth. One would be able to collect data or information from documents as a method of this research and grasp different contents, components, concepts, and contexts of character collaboration and affiliate characters from well-known messengers, such as Kakaotalk and Line. In addition, by re-analyzing Peter Morville's Honeycomb tool, its method would set the scale of the user experience and one would be able to conduct interviews with those who are using collaboration products. This study reveals extensive guidelines for character partnership or collaboration that have been successful and creating effective marketing skills.
Recently, there have been increasing attempts to pursue and express feelings such as sensibilities, emotions, and impressiveness in commercial spaces. One of such methods is to apply 'storytelling' to space designs. Applicability of storytelling to a space suggests that the contents of a space can be expressed through various mediums. Portraying events and situations through a single time continuity of a story is referred to as 'narrative'. The movement of users and sequence of contents are determined by a narrative. It provides different storytelling and a sense of place to each space through various roles, such as wide association, engraving, and image formation. A narrative can lead users to engage in different perceptions and behaviors even in spaces with the same content. Thus, this study is intended to examine the impact of space marketing in line with design narratives, assuming that narratives of commercial space designs will influence the formation of brand identity. The research methods are as follows. First, the definition of narratives in space design was established by examining narrative architectures. Second, design analysis tools for commercial spaces were established from the perspective of narratives through preceding studies. Third, the design narratives of different shops under the same brand were comparatively analyzed through a case study. To carry out a case study, a commercial space of 'O'sulloc' was selected, and its brand identity was studied from the narrative standpoint. The case study involved interior designs of 7 road shops of 'O'sulloc.' Among the 7 road shops, two of them with the biggest difference in design narratives were selected, and an observation survey was done on the users as a second analysis. Through the observation survey, actual design narrative experience was analyzed in 4 steps of introduction, development, turn, and conclusion. The findings are as follows. The design method of each shop varied, and different design elements were emphasized. Among various elements, the ones that reflect the brand identity of 'O'sulloc' the best were logo, product, and shape. During the process of narratives, the characteristics of each shop and user recognition and behavior varied depending on the degree of emphasis on a particular element. It suggests that space design narratives can influence the formation of brand identity. This study provides ideal directions of developing space designs necessary for forming brand identity from the standpoint of Korean traditional culture modernization. Future studies could discuss the economic feasibility of such designs.
Despite the rapid reorganization of the center of consumption online, the fashion industry is still strengthening brand marketing using offline stores. This study investigates the psychological mechanisms of shopping flow by three mediators that influence the e-word of mouth(e-WOM) as a marketing performance variable in recent marketing. Data collection was conducted online for 241 women in their 20s and 30s. The significance of multi-mediated pathways was verified using Process 3.5 Model 6. The results for multiple mediation paths are as follows. First, the direct effect of shopping flow on brand advocacy was not significant. Second, analysis of the significance of the indirect effect via simple mediation found that the path mediated by shopping value in the path from the shopping flow to brand advocacy was significant. Third, analysis of the indirect effect by double mediation revealed all three double mediating effects of shopping flow on brand advocacy were significant(emotional response and shopping value, emotional response and store attachment, shopping value and store attachment). Fourth, analysis of the significance of the indirect effect by sequential multiple mediation established the indirect effect leading to emotional response, shopping value, and store attachment was significant. These results indicate that the operation of an experiential fashion store is not just a means for sales, but a communication tool that improves and promotes the brand advocacy by providing brand experience in a store.
Objective: Companies want to expand their business by providing their services at other devices and new services based upon existing services. Therefore, they look for building brand identity by providing same experience throughout devices and services. Background: Many services are available to use at multiple devices including mobile phones, tablet, personal computers, and televisions, thanks to proliferation of n-screen and cloud technology. Method: It was discussed that consistency, which emphasizes the regularity and has been one of essential aspects of user interface design, seems not effective to be applied to n-screen services, owing to different screen size, input and output peripherals, usage environment and users' attitude. Results: A new definition of same experience among different devices and services, called coherence, was introduced and abstraction levels of user interfaces were proposed as the denominator of defining coherence. Then types of users' task knowledge at each abstraction level were discussed with examples. Conclusion: This paper concluded by discussing design requirements for designing coherent user interfaces among devices and services.
Journal of Korea Society of Digital Industry and Information Management
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v.9
no.4
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pp.143-153
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2013
The rural tourism in Korea is expanding in scope including experience tours and integrating with dining industry these days. The Rural Development Administration in Korea has been supporting the farm restaurant project across the nation as part of its efforts to utilize local or rural food recipes as tourism resource for seven years. Over the years, however, case studies are rarely done or reported regarding physical environment of farm restaurants. This study offers an opportunity for farm restaurateurs and policy makers related to recognize the importance of developing brand identity and inner culture contents for the rural community by presenting a case of integrated design marketing. In the study, definitions of the "authentic food" in Korea and other countries are compared before farm restaurants at home and abroad are investigated. It also addresses the foundation on the significance of physical environment and design to build a brand identity of authentic food. The case presented is naming, designing and developing logos and design applicable to various product packages for "Hwanggeum Bori Aechan", which is the barley (main crop in Gimje)- dish development project for Gimje, North Jeolla Province in 2012.
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