• 제목/요약/키워드: Consumer Creativity

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Window Creativity of a Fashion Store -Its Effects on Consumer Emotions and Behavioral Intentions

  • Choi, Ara;Jang, Ju Yeun;Choo, Ho Jung
    • 한국의류학회지
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    • 제44권1호
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    • pp.13-32
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    • 2020
  • This study investigates the multi-dimensional structure of fashion store window creativity and examines its effects on consumer responses. Through an expert evaluation survey, this study proposes that fashion store window creativity involves originality, relevance, and artistry. Two experiments are conducted to test the proposed hypotheses. Consumers' emotional responses to the level of window creativity are collected using psychophysiological and self-report methods. Fashion store window creativity has positive effects on psychophysiological affective responses. When the three dimensions of creativity are specified as explanatory factors of emotional responses, relevance and artistry show positive effects on arousal and pleasure, whereas originality has a negative effect on pleasure. Its effect on attitudes is mediated by arousal and pleasure; in addition, the effect on entering intentions is mediated by arousal. Attitudes toward window display also have a positive effect on entering intentions. This study extends existing research on creativity in marketing into the context of visual merchandising in fashion store windows. Findings provide meaningful implications in that the effects of fashion store window creativity on emotions affect consumer attitudes and behavioral intention. By adopting multiple approaches in the empirical phase of this study, the findings are built on strong reliability and validity.

소비자의 창의성, 창발성 그리고 공동가치창출 활동과의 관계: 소비자 동기요인의 조절효과를 중심으로 (Consumer Creativity, Emergent Nature and Engagement of Co-Creation: The Moderating Roles of Consumer Motivations)

  • 강성호;강우성
    • 유통과학연구
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    • 제14권12호
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    • pp.107-118
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    • 2016
  • Purpose - In today's markets, new technologies such as social network systems and user generated contents have provided consumers with access to unlimited amounts of information and an ability to communicate with other consumers in the world. Specially, the massive of the internet and the development of online communities and interactive platforms offer the potential to cocreate with a large number of consumers. Significant changes in marketplace suggest that simply being consumer oriented is not enough, so firms must learn from and collaborate with consumers to create values that meet their individual and dynamic needs. In these sense, emergent perspectives in marketing highlight new opportunities for co-opting consumers as a means to define and cocreate value through their engagement. Although the importance of consumer co-creation with firms, the current literature lacks the respond to two questions: (1) who are the most competent consumers for creating the values with firm? and (2) what are the stimulaters to help the consumers engage for co-creation? To this answer the question, this research investigate how to structure consumer motivations to encourage consumers to be more engaged for co-creation and what drives a consumer to get involved to respond to a call for co-creation. Research design, data, and methodology - To empirically test the hypotheses, a survey was conducted among consumers who had experienced the co-creation including upstream, downstream, autonomous, and sponsored co-creation with the firms. We collected a total of 343 responses. After we excluded 37 questionnaire because of incomplete responses, a total of 306 questionnaire remained. Working with a sample of 306 responses in Seoul and Kwangju, hierarchical moderated regression is employed to test research hypotheses. Results - The results indicated that consumer creativity and emergent nature are positively related to engagement in co-creation including upstream, downstream, autonomous, and sponsored co-creation. Also, the relationships between consumer creativity/emergent nature and engagement in co-creation were moderated by intrinsic motivation in case of upstream and downstream co-creation. Finally, interaction effects between consumer creativity/emergent nature and extrinsic motivation were not significant. Conclusions - These results suggest that marketing managers have to consider the consumer personality such as creativity and emergent nature and stimulate the intrinsic motivation of consumer to achieve the co-creation project successfully.

Impact of Communication Technology on Global Creative Trends

  • Um, Nam-Hyun
    • International Journal of Contents
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    • 제13권1호
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    • pp.62-67
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    • 2017
  • This study attempts to explain how communication technology impacts global creative trends. We explore global creative trends based on award-winning creative topics presented at the 2016 Cannes Lions International Festival of Creativity. After analyzing award-winning topics, five main creative trends were selected with the keywords: technology, story-telling, social media, causes, and humor. The 2016 Cannes Lions Festival demonstrated that technology (i.e., virtual reality, artificial intelligence) has expanded the limits of creativity. Story-telling is still considered to be effective for raising audience attention. Social media enhances consumer engagement while nurturing future consumer relationships. Supporting social causes allows companies to garner goodwill from the public. Humor is powerful when it appropriately appeals to both products and customers.

부정적 소구 광고의 효과 -사회문제를 주제로 한 잡지 의류광고를 중심으로- (The effectiveness of Advertising with Negrative Appeal -concentrating on magazine apparel ads taking social problems as their themes-)

  • 변상은;김인숙
    • 한국의류학회지
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    • 제23권7호
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    • pp.953-964
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    • 1999
  • The purpose of this study was to analyze the effectiveness of negative appeal ads taking social problems as their themes. Two social problem ad themes concerning abortion and drug addiction were selected as stimulus. Questionnaires consisted of questions about affective response cognitive evaluation consumer's characteristics(sex, clothing involvement social problem involvement) and the ad and brand attitudes They were distributed to 200 high school students in Seoul. Results were : 1 The affective response consisted of 4 dimensions(negative inactivating activating positive) and the cognitive evaluation had 3 dimensions(utility·persuasive power creativity awareness) 2. Creativity and awareness dimensions and the ad attitude had positive influence on the brand attitude for the abortion theme ad,. Creativity dimension and consumer's clothing involvement had positive influence on the brand attitude for the drug addiction theme ad . Especially the affective response had no significant influence on the brand attitude. This result suggests that in case of negative appeal ads the affective response does not necessarily degrade the brand attitude while positive cognitive evaluation on creativity and awareness of the could influence the brand attitude favorably through raising attention to the brand resulting in high effectiveness of the ad.

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'놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성 (Creations of interactive fashion design as 'Play')

  • 정수진;임은혁
    • 한국의상디자인학회지
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    • 제21권2호
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.

창의적 의복소비행동에 대한 실행연구 (An Action Research on Creative Clothing Consumption Behavior)

  • 김우빈;추호정
    • 한국의류학회지
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    • 제44권4호
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    • pp.594-609
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    • 2020
  • This study investigated how experience of creative dressing tasks influences consumers' perceptions and behavior towards clothing consumption. Consumer creativity can solve several problems in consumption practices; however, few studies have analyzed it in the consumption context. This study adopted an action research method so that consumers could experience creative clothing consumption in their daily lives. In-depth interviews and participant observations were conducted on eight adults in their 20s and 30s. Participants had to dress creatively 10 times and recorded their creative fashion styles, the ideas they used, and their feelings during the tasks in a consumer diary. The main results were as follows. Participants regarded the meaning of creative dressing as a 'visually novel, transformative, and hiding the physical flaws'. Based on these characteristics of creative dressing, they showed many creative ideas by expanding the product usages or varying coordination among the fashion items. As a result of the task experience, participants became aware their stagnant fashion style and reflected on shopping habits and low clothing usage-efficiency. This study is meaningful in that it systematically explored creative clothing consumption behavior step by step from a consumer perspective.

패션 디자인 주체에 따른 패션디자이너 역량 및 제품 품질 지각 -Human vs. Human+AI vs. AI- (Perception of Fashion Designer's Capability and Product Quality -Human vs. Human+AI vs. AI-)

  • 정주리;장세윤;이유리
    • 한국의류학회지
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    • 제47권4호
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    • pp.743-759
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    • 2023
  • Collaboration between AI and fashion designers is becoming essential. Thus, this study explored (1) 321 consumer responses to fashion designers, comparing their capabilities and product quality across different designer types, (2) the relationship between designer capabilities and perceived product quality, and (3) the moderating role of AI knowledge in the effect of capabilities on perceived product quality. Data were analyzed using EFA, ANOVA, regression, and moderation analysis. The results indicated that subjects perceived human designers as having higher capabilities and perceived product quality than AI designers. All subjects' perceived creativity and empathy significantly impacted the perceived functionality, aesthetics, and symbolism-sociality of clothing. Additionally, the perceived creativity of AI and human+AI designers, and the perceived empathy of human and human+AI designers, significantly influenced the perceived functionality and symbolism-sociality, but the perceived creativity of human designers and empathy of AI designers did not directly impact perceived functionality and symbolism-sociality. Moreover, perceptions of the designers' capabilities significantly aesthetics in all subjects. Furthermore, low levels of perceived consumer AI knowledge enhanced the positive impact of perceived human+AI designers' creativity and empathy on perceived functionality and aesthetics. The study suggests that fashion companies should refrain from revealing AI designers at this time.

다문화 이해 접근을 통한 세계 여러 나라 프로그램이 유아의 창의적 사고력과 창의적 놀이행동에 미치는 영향 (The Influence of Theme Plays in Various Countries and their Influence on Child Creativity)

  • 박재옥;이완정
    • 아동학회지
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    • 제34권4호
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    • pp.125-141
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    • 2013
  • The following study to enhance children's creativity in the context of diverse cultures and ethnic groups, and utilizes various programs from different countries aimed at 5 year old children with the Nuri framework. The study also seeks to measure pre and post play behaviors, creativity levels, and thinking capabilities of the children, then compare these results with those from a control group. Analysis of the results indicates that children who experienced programs from various countries through a multicultural approach had much higher levels of fluency, adaptability, originality, and imaginative capabilities than children who had not experienced such programs. Among the children's creative play behaviors, intrinsic motive-magination, sensitivity-curiosity, longetivity-concentration, various forms of interest-challenge, and leadership-independence were all found to be significantly higher.

국내 여성복 브랜드의 패션필름 유형에 따른 소비자 인식차이 (Consumer's Perception of Types of Fashion Film)

  • 안상아;신미혜;이현화
    • 한국의류학회지
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    • 제39권4호
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    • pp.545-559
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    • 2015
  • This research investigates consumer responses to different types of fashion film used in national women's wear brands. The content analysis was conducted as a preliminary study for women's wear fashion brand based on the 2012/2013 fashion brand yearbook. Three types of fashion film (Wearing Apparel Products, Brand Advertising and Storytelling were used as stimuli for the present study. We analyzed 224 data gathered using SPSS 22.0. The results showed significant differences among types of fashion film in regards to film attitude, product evaluation, creativity, information literacy, re-watching intention and word of mouth intention variables. This study revealed that the Brand Advertising type received the most positive evaluation in many aspects. Especially, the Storytelling type received the most positive evaluation in creativity. Wearing Apparel Products type gained high points in information literacy. The present study helps brand managers determine a fashion film that best suits each brand characteristics.

영업사원의 창의성과 업무성과와의 관계: 영업업무 분류와 산업군의 구분에 따라서 (The Relationship between Creativity and Salespersons' Work Performance: Depending on the Classification of Sales Work and the Industrial Category)

  • 김종윤
    • 한국콘텐츠학회논문지
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    • 제19권2호
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    • pp.305-316
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    • 2019
  • 본 연구는 영업사원의 창의성과 업무성과와의 관계를 규명하는 것을 연구 목적으로 하였다. 또한 영업업무의 분류 및 산업군의 구분에 따라 영업사원의 창의성과 업무성과와의 관계가 어떻게 변화하는 지 알아보고자 하였다. 본 연구를 위해 588명의 소비재, 산업재, 금융업 서비스업에 종사하는 영업사원을 대상으로 설문을 진행하였고, 다음과 같은 연구결과를 도출하였다. 먼저 창의성과 업무성과는 정적인 선형관계를 갖는 것으로 검증되었다. 창의성과 업무성과의 기울기에서는 단순영업과 수정영업의 업무 분류 사이에 큰 차이를 보이지 않았다. 산업군 별 구분에서는 산업재 영업사원의 창의성이 다른 산업군, 특히 소비재 영업사원에 비해 업무성과에 더 많은 영향을 미치는 것으로 확인되었다. 이러한 연구결과를 바탕으로 창의성은 영업사원의 업무성과를 증진시키기 위한 중요한 역량이며, 산업재 영업을 담당하는 직원에 대해서는 다른 산업군보다 창의성을 개발하기 위한 투자를 집중하여야 한다는 결론을 도출하였다.