In order to maintain customer satisfaction and to remain productive and efficient in today's global competition, mass customization is adopted in many leading companies. Mass customization through product family and product platform enables companies to develop new products with flexibility, efficiency and quick responsiveness. Thus, product family strategy based on product platform is well suited to realize the mass customization. Product family is defined as a group of related products that share common features, components, and subsystems; and satisfy a variety of market niches. The objective is to propose a product family design strategy that provides priority weights among product components by satisfying customer requirements. The decision making process for a new product development requires a multiple criteria decision making technique with feedback. An analytical network process is adopted for the decision making modeling and procedure. For the implementation, a netbook product known as a small PC which is appropriate for the product family model is adopted. According to the proposed architecture, the priority weight of each component for each product family is derived. The relationship between the customer requirement and product component is analyzed and evaluated using QFD model.
Background : A continuous healthcare quality improvement is needed to provide high quality healthcare service as well as to maintain trust in terms of satisfying the needs of the patients. Recently it also became an essential issue. in hospital management, recognized for it's competitive potentiality among healthcare organization groups. This study was conducted to analyze patient complaints and issues received by the Quality Improvement Department. Its purpose is to improve healthcare qualities within the hospital, as well as establish policies and appropriate strategies in hospital management. Method : From July 1st to September 30th of the year 1999, we analyzed all complaints and issues made by various patients and their families, which were received through 24 hour phone consultation, numerous suggestion boxes, letters and E-mails, The issues were classified into 16 different categories based on a Patient Satisfaction Assessment Tool. All data were segregated according to the departmental frequencies and their contents. To come up with for environmental and patient satisfaction improvement, all complaints or issues were communicated with hospital administrators, medical and nursing staff and employees. Comprehensive customer satisfaction activities including improving phone etiquette were discussed in Customer Satisfaction Team, CQI Team and each Department. All opportunities for improvement were implemented. Feedback actions were discussed. Results : A total of 317 cases were collected. Issues regarding parking and other accommodation facilities were most common complaints that were 14.5% of total. Issues regarding admission rooms (10.7%), admission procedures (10.7%), waiting room environment (8.8%), nurses and nurse assistants (7.6%), physicians (6.6%) and others (23%) followed. Thirteen of 45 departments received more than 8 complaints. The Nursing Department had the most complaint, receiving 9.8% of total complaints. Complaints regarding the Nursing Department were predominantly related to the environment of patient rooms. The Department of Psychiatry for phone etiquette (4.7%), Department of Otolaryngology for the nursing staff's attitude and phone etiquette (4.4%), and the Admission Department followed. As a part of efforts to improve patient satisfaction, a new parking structure was built and reallocation of the parking space was done. Renovation of other accommodation facilities were carried out by hospital administration, Monthly phone call and answering attitude survey was done by QI Department. Based on this survey we made a phone etiquette manual and distributed throughout the hospital. Compare to the last year, Patient Satisfaction Index measured by Korea Productivity Center using National Customer Satisfaction Index was improved 7 points. According to our organization's own study, we confirmed the phone etiquette was improved 11% than last year. Conclusions : Issues related to parking and other accommodation facilities ranked first followed by complaints made regarding the patient care area, the admission and cashier process, and nurses' and doctors' attitude. The Nursing and Psychiatry Departments need improvement regarding phone etiquette. Results were shared and played a vital role in policymaking and strategic planning of the hospital. It is imperative that we keep our database updated by listening to and solving the needs of each patient. The CQI activities can be achieved only by full commitment of the hospital top management supported by related personal.
It is generally defined that the trust between members are relayed on the belief of ability and support. The purpose of this study is to make sure that participative decision making effects on productivity of group based on that cooperative relationship could bring the productive improvement. As the results, we could figure out that satisfiable rate of performance feedback and open communication are related with the productivity Especially, an administrative group based on the mutual trust, can meet the level of customer's satisfaction and cultural multiplicity. Setting up the mutual trust is to maximize the ability of members and to derive the motivation of working concentration.
Purpose: The sports industry is a major form of leisure and entertainment, but the industry was tremendously affected by the Covid-19 pandemic. This study gives solutions for sports leisure retail stores to the effects of the Covid-19 crisis on consumers' sports products purchasing habits and then gives a logical conclusion regarding the findings of the topic. Research design, data and methodology: Scant research is available to feedback for owners and managers of sports leisure retail stores which elements could be considered to recover their business prior to the pandemic. For achieving this, this study investigated total 284 responses in the retail stores and conducted the ANOVA analysis to compare the level of intensity on the impact Covid 19 pandemic. Results: Our findings suggests that there was a statistically recognizable difference at the significance level of probability between the mean value of the impact index of Covid 19 pandemic and key recovery strategies, indicating the high degree of Covid 19 impact can be reducing by four solutions. Conclusions: Finally, this study concludes the specific entertainment elements that influence the purchasing behavior of consumers will ensure that the Sports industry deals with its internal problems first without necessarily looking at the outside factors such as the pandemic.
Proceedings of the Korea Information Processing Society Conference
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2021.11a
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pp.13-14
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2021
한국과학기술정보연구원(이하 KISTI)은 지난 11년 간 전사적으로 품질제고전략, 서비스만족전략, 이미지 제고전략 등 3대 고객만족 추진전략을 수립하여 체계적인 "고객만족경영시스템(CSM : Customer Satisfaction Management)"을 구축하고 이를 강화하기 위한 노력을 기울여 왔다. 본 연구의 목적은 과학기술정보서비스에 대한 고객만족도를 기반으로 하여 이용고객을 예측할 수 있는 모델을 구축하는 것이다. 이를 위해 과학기술정보 서비스를 경험한 500명의 의사결정자를 대상으로 과학기술정보서비스에 대한 고객충성도를 측정하였다. 고객의 충성도는 NPS(Net Promoter Score) 이론에 근거하여 하였다. 특히 연구결과 고객만족도 수준에 따라 비추천고객, 중립고객, 추천고객을 예측할 수 있는 모델을 구축하였다. 이와 같은 연구결과는 고객의 긍정적이거나 부정적인 구전으로 급속도로 노출되는 환경에서 고객의 만족도를 분석함으로써 기관의 주요 서비스별 고객을 확보하는데 사전 예측자료로 활용될 수 있다.
The utilization of the e-commerce market has become a common life style in today. It has become important part to know where and how to make reasonable purchases of good quality products for customers. This change in purchase psychology tends to make it difficult for customers to make purchasing decisions in vast amounts of information. In this case, the recommendation system has the effect of reducing the cost of information retrieval and improving the satisfaction by analyzing the purchasing behavior of the customer. Amazon and Netflix are considered to be the well-known examples of sales marketing using the recommendation system. In the case of Amazon, 60% of the recommendation is made by purchasing goods, and 35% of the sales increase was achieved. Netflix, on the other hand, found that 75% of movie recommendations were made using services. This personalization technique is considered to be one of the key strategies for one-to-one marketing that can be useful in online markets where salespeople do not exist. Recommendation techniques that are mainly used in recommendation systems today include collaborative filtering and content-based filtering. Furthermore, hybrid techniques and association rules that use these techniques in combination are also being used in various fields. Of these, collaborative filtering recommendation techniques are the most popular today. Collaborative filtering is a method of recommending products preferred by neighbors who have similar preferences or purchasing behavior, based on the assumption that users who have exhibited similar tendencies in purchasing or evaluating products in the past will have a similar tendency to other products. However, most of the existed systems are recommended only within the same category of products such as books and movies. This is because the recommendation system estimates the purchase satisfaction about new item which have never been bought yet using customer's purchase rating points of a similar commodity based on the transaction data. In addition, there is a problem about the reliability of purchase ratings used in the recommendation system. Reliability of customer purchase ratings is causing serious problems. In particular, 'Compensatory Review' refers to the intentional manipulation of a customer purchase rating by a company intervention. In fact, Amazon has been hard-pressed for these "compassionate reviews" since 2016 and has worked hard to reduce false information and increase credibility. The survey showed that the average rating for products with 'Compensated Review' was higher than those without 'Compensation Review'. And it turns out that 'Compensatory Review' is about 12 times less likely to give the lowest rating, and about 4 times less likely to leave a critical opinion. As such, customer purchase ratings are full of various noises. This problem is directly related to the performance of recommendation systems aimed at maximizing profits by attracting highly satisfied customers in most e-commerce transactions. In this study, we propose the possibility of using new indicators that can objectively substitute existing customer 's purchase ratings by using RFM multi-dimensional analysis technique to solve a series of problems. RFM multi-dimensional analysis technique is the most widely used analytical method in customer relationship management marketing(CRM), and is a data analysis method for selecting customers who are likely to purchase goods. As a result of verifying the actual purchase history data using the relevant index, the accuracy was as high as about 55%. This is a result of recommending a total of 4,386 different types of products that have never been bought before, thus the verification result means relatively high accuracy and utilization value. And this study suggests the possibility of general recommendation system that can be applied to various offline product data. If additional data is acquired in the future, the accuracy of the proposed recommendation system can be improved.
Journal of Agricultural Extension & Community Development
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v.15
no.3
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pp.461-497
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2008
The objective of the study was to evaluate the impact of the Call System of agricultural extension services in Korea. The respondents were satisfied on the speedy solution (74.5%), consultation (88.4%), and accessibility (79.7%) of the call system. However, satisfaction of farmers on in-depth consultation was higher (74.3%) than the satisfaction rated by the public servants of RDA (48.9%). Both groups replied positively (70.4%) on the need for expansion of the call system. The analyses of the results leads to a conclusion that there is a need to increase marketing on the importance of RDA's Call System to customers of agricultural extension and to improve accessibility through expansion of the system in other areas. These could solve the decreasing number of extension professionals and improve the quality and efficiency of extension services. These analyses may be useful as bases for a nationwide Call System that connects the center with other districts and for planning a renovation of information-oriented agricultural extension services. The issue that needs improvement is to abandon the grounds of agricultural technology information provider and respond to the customers' needs efficiently by building an established Call System which can minimize the side effect of the trends of reforming and downsizing the organization. It is needed to develop a unified management Call System of agricultural technology information that could provide real-time information, and database the results simultaneously for use as feedback to the Rural Development Programs. Related laws and policies need to be improved to establish a nationwide information network that maximizes the current network in agricultural regions to spread information, to provide institutional support, and to encourage development of training system and research and development by concerned institutes.
This study aims to suggest ways of experiential marketing management plan that the virtual tour service in the internet shopping mall is as a agents and the role of the physical interface of the internet virtual experience. It is a empirical analysis to analyze the relationship among Schmitt's five experiential Marketing elements. By the result, the rankings for high impact experiential marketing feedback relationship of cognitive creativity, composition, relationship between social intimacy, behavioral lifestyle, providing a sense of the acoustic auditory effect, a sense of dimensional visual effects in order. This result means that the intimacy and creativity, giving feedback that the opinion of consumers actively prefer internet shopping mall. In addition, it means more visual rather than auditory experience to provide marketing services and provide the lifestyle behaviors that the customer want in the Internet shopping mall. It is needs to make virtual experiential marketing relationships, strengthen the recognition specificity of these results because of experiential marketing relationship's ultimate purpose is to make the relationship between brand and customer service satisfaction of the Internet shopping mall through strengthening the relationship.
Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.
This study is intended to examine the effect of characteristics of museum visitors and visit type on perceived relative status, aesthetic responses, and perceived visit benefits, which in turn affect visitor satisfaction and personal and social participatory behaviors. Research was held for four weeks. A total of 308 questionnaires were collected out of 315 distributed. However, additional 15 were excluded due to inadequate responses. The findings of the study are as follows: While museum visitor characteristics yielded significant effects on the perceived relative status and perceived visit benefit, it did not have significant effects on aesthetic responses. Additionally, while visit types showed considerable impact on perceived relative status, it did not yield significant effect on aesthetic responses or the perceived visit benefit. Perceived relative status of a museum had positive effects on aesthetic responses, but not on the perceived visit benefit. Furthermore, while perceived relative status did not have significant effect on visitor satisfaction, it did have evident effects on the aesthetic response and the perceived visit benefit. Lastly, greater visitor satisfaction was confirmed to contribute to greater participatory behavior in various prospective programs and events offered by museums. Hence, it would be imperative for museums to gear their attention to encourage internal participatory behaviors such as visitor education, donation and charity events, which would consequently transcend to viewing museums more as a public space shared by the general public.
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