• Title/Summary/Keyword: Consumer Subjectivity

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A study on the liquor package design of international competitive advantage - Focused on Soju and Sake - (국제 경쟁력을 위한 술 포장디자인 연구 - 국내소주 및 일본 Sake 중심으로 -)

  • 장욱선
    • Archives of design research
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    • v.16 no.3
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    • pp.151-160
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    • 2003
  • Packages have been used for a wide variety of purposes, for protection, for display, for transportation of goods, or for keeping personal belongings. According to the demands of society and the times, liquor packages have been specialized and have appeared in almost every shape and size without restriction to cine particular type of material. In spite of its rapid development and wide application in our society, liquor package design has rarely been considered as a subject of comprehensive study. Majoring in package design, I have become especially interested in the area of liquor package design. I would like to explore liquor package design from several aspects. With the advent of new market and the rise of a new consumer society, advertising and mass media have expanded rapidly. While convenience of use is not a major issue, serving size certainly are quality, appeal of heritage and health concerns. Heritage is a major consumer appeal in Whisky, Beer, Wine and spirits. Designers have drawn heavily on the tradition of alcoholic products, have used type and graphics to create the illusion of heritage for new products. A sidelight to the heritage aspect of spirits package is the evolution of outer boxes for international liquors. International liquors package design illustrated the past and current themes. The design is contemporary and spare. Colored panels correlated to the liquor flavor used on clean white, black, gold boxes. While this research does not deny the impact of structural innovation and convenience package design , it does deny the existence of a graphic plateau. It is assumed therefore, that development in technology can facilitate communication between East and West. This can be accomplished because as containers of products are used in social setting, their form will gradually apply strong influence to the need for economical, easily handled, easily utilized packaging. Typically, ethnic package designs are those packages containing products which are prepared and marketed to a category of people who are prepared and marketed to a culture traits. They are liquor products sold in the metropolitan New York area which are marketed specially to Asians, Hispanics, or Eurpean population. These cultural groups share numerous traits including religion, language, dietary habits and traditional drinking styles. Therefore, the products which are familiar or common in their native countries are often imported or marketed there to serve them. These packages and products are frequently found on the shelves of supermarkets in predominantly ethnic areas. That is Korea, Japan if packaging is correctly design it would appeal to the American market. My research is that oriental beverage -Soju is good example of this precept. Assumedly, there must be a degree of subjectivity since it is a mean in which the consumers can relate to its advertising. This degree to relate and identify is the degree to which the package will be remembered and purchased. Subjectivity is intimately related to purchases since there is no such thing as a rational purchase in a society that operates on mass consumption. It is essential that packages become more personal human, entertaining, and more like advertising in order to maximize merchandising potential.

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Segmenting Korean Millennial Consumers of Sharing Economy Services on Social Networking: A Psychographic-based Approach (소셜 네트워크 기반 공유경제 서비스에 관한 밀레니얼스 소비자 세분화 연구: 사이코그래픽 관점에서)

  • Lee, Jae Heon;Choi, Jae Won;Kim, Ki Youn
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.109-121
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    • 2015
  • The purpose of this qualitative study is to explore consumer behavioral trends, psychological characteristics and various cognitive types of Millennial Generation consumers, primarily in their 20s, who are familiar with sharing economy services based on the emerging social networking technology. Using Q methodology, this paper theoretically defines four and interprets via a social science perspective four different types of these young consumers who are skilled at state-of-the-art ICT equipment, devices or online networking services. Sharing economy services in Korea's academic and industrial services are influenced by government policy, and related research is relatively new. This study is focused on discovering unique psychographic characteristics called 'schemata' that include personal interest, preference, attitude, and opinion. On the basis of 40 Q-sorted data samples, the analysis examined 180 collected statements from meta-studies and interviews with 35 individuals born between 1997 and 1992. As a result, four consumer groups were identifies: Type 1 'Early majority', Type 2 'Laggard', Type 3 'Opinion leader', and Type 4 'Late majority'. The results of this research can be used to explore to study in greater detail the behavior and psychological aspects of Millennial General consumers'.

Consumers' Subjective Evaluation of the Benefits of On-line Game - Application of Q Methodology - (온라인 게임의 혜택요소에 대한 소비자들의 주관적 평가 -Q 방법론의 적용-)

  • Nam, Su-Jung;Hwang, Hye-Sun
    • Journal of Korean Home Economics Education Association
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    • v.19 no.4
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    • pp.119-135
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    • 2007
  • This study attempted to explore what are the benefits that online game consumers seek in their on-line game consumption. Nowadays many on-line game consumers are extremely absorbed in the on-line game. The purpose of this study was to find the benefits that make people enjoy on-line games enthusiastically based on the Q methodology. Q methodology is a way to understand a person's structure of subjectivity. This study applied Q methodology to clarifying consumers' subjective evaluation of the on-line game benefit s. 28 Q questions were prepared through literature review, and were offered to 30 consumers. The subjects were divided into the four types seeking different benefits with on-line games: communication, enjoyment, achievement, and escapism. The results suggested that the benefits of on-line game are beyond the general characteristics of the game including human network or achievement in the on-line game community.

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A Study on the Recognition Types of Adolescents' HMR (청소년의 HMR에 대한 인식 유형 연구)

  • Kwon, Hyuk-In;Cho, Yong-Hyen;Kim, Dong-Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.441-449
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    • 2019
  • The purpose of this study was to find out the general type of consumer perception by defining and structuring consumers' self - awareness through the Q methodological approach to the types of youth perceived by HMR. This study focuses on the recognition of HMR as a major customer of HMR, and aims to provide information that can be considered in the HMR market by identifying consumption characteristics of youth consumers in the HMR market. To do this, the respondent classifies the statement card and analyzes the Q-sort. Q-sort, which is obtained by selecting and constructing the Q-population, Q factor analysis. (N = 10): price seeking type], the second type is [(N = 10)] which pursues the purchase by trust, (N = 2): seeking convenience], and the fourth type [(N = 3): seeking the appearance of the packaging)] Each type has its own characteristics. Each subjective opinion detected through this analysis is utilized as a basis for the follow-up study of HMR and will be provided as a marketing data of the HMR market in a future research direction.

A Study on the Subjectivity of the Restaurant O2O Service Operation Behavior according to the Corona Pandemic (코로나 팬데믹에 따른 레스토랑O2O서비스 운영 행태에 관한 주관성 연구)

  • Jeon, Mi-Hyang;Kim, Ho-Seok
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.340-350
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    • 2021
  • This study was conducted by utilizing the Q research method, which is one of the qualitative analysis methods that can approach the in-depth and essential meaning of consumers' restaurant O2O service operation behavior. The purpose of this study is to classify the behavior of restaurant O2O services by type, to find out the characteristics of variables, and to suggest future improvement directions. An exploratory study was conducted using the Q-methodology to analyze the subjective perception of the restaurant O2O service behavior. To this end, positive and negative statement cards were prepared, P samples were selected, and Q-sort, which was subjected to classification, was analyzed using the PC QUANL program and Q factor analysis. As a result of the analysis, it was classified into three single types. Type 1 【(N= 7: Restaurant O2O Service Convenience Syndrome Type】, Type 2 【(N= 7): Restaurant O2O Service Benefit Pursuit Type】, Type 3 【(N= 6): Restaurant O2O Service Convenience Type】 The name of the factor was set as [Type], and it was found that each type has different characteristics. Through this analysis, the marketing strategy according to each factor detected is presented, and the point of supplementing the restaurant's O2O service and the direction of future operation. services in future studies.