• Title/Summary/Keyword: Design Promotion Strategy

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Enhancing the Creative Problem Solving Skill by Using the CPS Learning Model for Seventh Grade Students with Different Prior Knowledge Levels

  • Cojorn, Kanyarat;Koocharoenpisal, Numphon;Haemaprasith, Sunee;Siripankaew, Pramuan
    • Journal of The Korean Association For Science Education
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    • v.32 no.8
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    • pp.1333-1344
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    • 2012
  • This study aimed to enhance creative problem solving skill by using the Creative Problem Solving (CPS) learning model which was developed based on creative problem solving approach and five essential features of inquiry. The key strategy of the CPS learning model is using real life problem situations to provide students opportunities to practice creative problem solving skill through 5 learning steps: engaging, problem exploring, solutions creating, plan executing, and concepts examining. The science content used for examining the CPS learning model was "matter and properties of matter" that consists of 3 learning units: Matter, Solution, and Acid-Base Solution. The process to assess the effectiveness of the learning model used the experimental design of the Pretest-Posttest Control-Group Design. Seventh grade-students in the experimental group learned by the CPS learning model. At the same time, students at the same grade level in the control group learned by conventional learning model. The learning models and students' prior knowledge levels were served as the independent variables. The creative problem solving skill was classified in to 4 aspects in: fluency, flexibility, originality, and reasoning. The results indicated that in all aspects, the students' mean scores of creative problem solving between students in experimental group and control group were significantly different at the .05 level. Also, the progression of students' creative problem solving skills was found highly progressed at the later instructional periods. When comparing the creative problem solving scores between groups of students with different levels of prior knowledge, the differences of their creative problem solving scores were founded at .05 level. The findings of this study confirmed that the CPS learning model is effective in enhancing the students' creative problem solving skill.

A Study on the General Wearing Attitude and Brand Image Perception for Golf Wear (골프복 범용착용실태와 이미지 인식에 관한 연구)

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.12 no.1
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    • pp.76-92
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    • 2008
  • The purpose of this study was to analyze the general wearing attitude & brand Image Perception for Golf Wear in wearer's mind, and to investigate the brand preference on the image characteristics of golf wear, and to find out the wearer's purchasing point for golf wear, for developing the possibility and strategy of the golf wear market for the apparel marketers and manufacturers. For this study, the data obtained from 210 respondents were analyzed by the descriptive statistics, Pearson's simple correlation, Crossing Analysis, parato graph. The results from the study were as follow : The respondents who were specially wearing for golf game were 23.3%(49 persons) among the 210 respondents. The 210 respondents evaluated highly the features of golf wear, such as design(51%), quality(44.3%), materials(36.2%), color(35.2%), size(21.0%), as the purchasing point for golf shirts, otherwise, the 210 respondents evaluated lowly the social aspects of golf wear, such as, fashion conformity, brand loyalty and promotion. And the most important material features for the golf wear was the elasticity, speed dryness by the 210 respondents The most frequent brand by 207 respondents described in the free style was Daks(11.1%) and Ping(11.1%). The 205 respondents described in the free style evaluated Daks(14.6%) as the most preference brand. The reason for the most preference brand was based with the comfort and pleasure of design, quality, color, size, materials.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Effect of Health Education Method for Korean Patients with Essential Hypertension on Their Compliance with Health Behaviors (보건교육방법이 본태성 고혈압 환자의 건강행위 이행에 미치는 효과)

  • 손경욱;유왕근
    • Korean Journal of Health Education and Promotion
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    • v.21 no.2
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    • pp.215-231
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    • 2004
  • The purpose of this study was to examine what factors affected patients who suffered from essential hypertension compliance with health behaviors, to help build a successful strategy to step up their compliance with health behaviors, and to seek effective ways to implement health education programs for patients with chronic disease. The subjects in this study were 60 people selected from among the patients who were diagnosed by physicians as having essential hypertension in S General Hospital in the city of P from April 10 through July 30, 2000, after health education was provided four times a month. The quasi- experimental design based on a control group pretest-posttest design was employed. The subjects were divided into three groups of 20 patients each: one was an experimental group to receive education in one-to-one interview, another was an experimental group to receive education as a group, and the third was a control group. The two experimental groups learned the same material through different methods, and the control group was given the same teaching materials and asked to comply with health behaviors on their own without instruction. After the three-week education was implemented in different ways, their compliance with health behaviors was measured. Collected data was analyzed by t-test, paired test, one-way analysis of variance, correlation analysis and regression analysis procedures. The findings of this study were as follows: 1. Concerning the effective type of health education, the group education produced the best results, followed by the one-to-one interviews and the sole use of print media. 2. Regarding the effect of compliance with health behaviors, the group- educated group got the highest score in compliance with health behaviors, but blood pressure lowered more significantly in the individual interview group. And the compliance with health behaviors had a significant negative correlational relationship with both systolic and diastolic blood pressure. 3. Parameter that had most significant correlational relationship with compliance with health behaviors was health locus of control, followed by self-efficacy and health perception. But there was no significant correlational relationship between compliance with health behaviors and knowledge of hypertension. 4. As a result of analyzing the impact of knowledge of hypertension, health locus of control, self-efficacy and health perception on compliance with health behaviors, self-efficacy was found to exercise most influence. Above-mentioned findings suggested that group education or one- to-one discussion would be more effective for health care for hypertension in koreans, as they could serve to have patients realize their own responsibility for health and to motivate their compliance with health behaviors, and there was a need to more positively utilize educational intervention for patients with chronic diseases, which could elevate not only compliance with health behaviors but self-efficacy.

A Study on the Marine Design Base of Marine Leisure Facilities in Southeast Area of Korea - Focusing on the investigation of marine leisure facilities - (동남권 해양레저시설의 해양디자인기반에 관한 연구 - 해양레저시설 조사 중심으로 -)

  • Park, Kwang-Cheol
    • Management & Information Systems Review
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    • v.33 no.5
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    • pp.185-212
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    • 2014
  • This study investigated the base of marine leisure facilities and studied the future vision for development of marine industry by conducting a systematic analysis on the category of marine leisure products for development of design and specialization of southeast area of Korea. If the age of $20,000 of per capita national income is called 'the age of my car', $20,000 of per capita national income is called 'the age of my boat'. According to the report of UK-based Marine South East, the scale of world's small boat and personal waterborne equipment reached 277 trillion won in 2010 and domestic market scale is expected to be 11 trillion won. Marine leisure facilities are the new growth engine industry that the government should promote as a nation's strategic and core industry, and the government is pushing ahead with promotion of marine industry actively by announcing Marine Leisure Equipment Industry Activation Plan(June 2009, Ministry of Knowledge Economy), Marine Leisure Activation Plan(July 2010, Ministry of Land, Infrastructure and Transport), The 1st General Plan for Marina Port(January 2010, Ministry of Land, Infrastructure and Transport) etc. The purpose of marine design lies in seeking the status of the country and qualitative value in human life through functional, artistic, industrial and cultural development of design elements for all marine activities made around the sea. Related to all activities made in the ocean and cost, marine design is a sphere of design that includes special conditions centering around water. Considering the condition that 3 sides of land are facing the sea, this study systematically analyzed present condition of equipment possessed by each area, type of facilities, operational status, current status of sectoral use of marine leisure facilities and future prospect of marine leisure products that become the basis of value to raise the statue as an advanced marine power in 2010s through development of the qualitative level of the people, establishment of the direction of national strategy, convergence of industry and culture and specialization of area focusing on the actual condition survey of marine leisure facilities. Especially, this study will be predicting the basis of strategy for strengthening marketability and competitiveness by suggesting role and process of design in developing a promising marine leisure product through an actual condition survey of marine leisure products of southeast area.

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Strategies for Development of Cultural Products Design for Promotion of Cultural Tourism Festivals - Focusing on utilization of local cultural resources - (문화관광축제 활성화를 위한 문화상품 디자인 개발 전략 연구(제 1보) - 지역문화자원 활용을 중심으로 -)

  • Chung, Kyung-Hee;Lee, Mi-Sook
    • Journal of the Korean Society of Costume
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    • v.59 no.7
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    • pp.17-33
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    • 2009
  • The purpose of this study was to get some pieces of prior information to eventually develop high value-added fashion cultural products design using local cultural resources, to promote the cultural tourism festival. For this purpose, this study is carried out the investigation of cultural product stores and visitors' questionnaire survey. The subjects of this study were festivals which were selected as cultural tourism festival by the Ministry of Culture, Sports and Tourism from 2000 to 2008. Of them, six festivals were finally selected but food festival was excluded. The results of this study were as follows; First, the store survey was conduced to analyze the situation of the products of cultural tourism festival. The most frequent product was accessories. And a T-shirt was found to be sold every festival probably because it was the most popular item and basic item which people could buy without burden. While the most diverse kinds of products were found in the Andong, the Jinju and Gangjin were found not to develop various products. In the design motif used for cultural products, most products did not use festival or local image. The highest use of the festival and local image was found in Gangjin and Muju. The Andong and Chungju were found to sell very common products buying anywhere rather than products using local cultural resources or image. In the material of cultural products, most products use metal. And In the price of cultural products, 10,000-30,000 won was found highest. Second, the purchase conditions of cultural tourism festival visitors were examined. The visiting goal and companion of visitors was found to vary with the type of cultural tourism festival. The types of visitors were also found to have an effect on the choice of items in the purchase of cultural products sold in the festival. Only one third of respondents responded buying one and more cultural products. The purchase rate was found high in the festival where cultural product items were various and there were many products symbolizing festival or region. The most purchased item was a mobile phone hanger and the amount of purchasing cultural products was 10,000-30,000 won. The reason not to purchase cultural products was dissatisfaction with utility, originality, possibility of a present, symbolism, and price. The most important attribute in the purchase of cultural products was design, followed by symbolism, price, originality, and innovation. The highly preferred product group included clothing, miscellaneous goods, and accessories. Specifically, T-shirt was found highest. Based on these research results, it was found that the design strategy for the cultural products development should consider both regional and festival images. The items and designs of the cultural products should reflect visitors' characteristics and the price zone should be varied.

A study on the Integrated Analysis of Multi-ministrial R&D Program: Focused on the Next Generation Growth Engine Program (범부처 대형공동연구개발사업의 성과분석 사례연구: 차세대 성장동력사업을 중심으로)

  • Ahn, Seung-Ku;Hwang, Doo-Hee;Chung, Sun-Yang
    • Journal of Korea Technology Innovation Society
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    • v.13 no.1
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    • pp.68-98
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    • 2010
  • This study was conducted to analyze the results of the implementation of next-generation growth engine program that was promoted across all government agencies for five years from 2004 as part of a range of initiatives aimed at expanding the nation's economic growth potential. The results were analyzed in this study using five indices: program purpose and design; strategic planning; program management; program results; and pan-governmental agency cooperation and coordination. The results of the study include the following. First, regarding program purpose and design, it was found that consistent leadership in the promotion of the programs was insufficient as the relevant program promotion systems and financial resources were dispersed among governmental agencies, even though the objectives and validity of the programs were recognized. Second, with regard to strategic planning, it was found that although the program objectives and technical development strategy had been established at the beginning of the program, they were biased toward the technical objectives and mainly implemented by the technology suppliers. Third, regarding program management, it was found that the responsibility for general administration, ranging from task planning to policy improvement, was given to the appointed program director but that the system of cooperation among the agencies was insufficient to carry out the relevant tasks. Fourth, regarding the results of the program, it was difficult to understand the results consistently as the economic objectives were not clearly presented, even though the technical objectives were achieved despite the short implementation period of the program. Fifth, with regard to pan-governmental agency cooperation and coordination, it was found that the coordination organization whose remit was to implement the program was established pursuant to the Basic Law on Science and Technology, but that no detailed regulations or guidelines on the operation of the organization were drawn up. To efficiently plan and execute future pan-governmental agency R&D programs that are similar to the next-generation new growth engine program, various requirements should be met, namely, 1) joint planning and consistent program design among governmental agencies, 2) clarification of the program objectives and budget allocation system, 3) establishment of a pan-governmental agency program operation and assessment system, 4) formulation of a strategy for linking R&D with standardization, and 5) enactment of pan-governmental agency joint operation rules.

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Design of cultural products for the promotion of Korean cultural image - Focuseed on application by traditional Korean patterns - (한국적 문화이미지 고양.확대를 위한 문화상품 개발 - 전통문양의 활용을 중심으로 -)

  • 박현택
    • Archives of design research
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    • v.11 no.2
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    • pp.203-213
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    • 1998
  • The forthcoming twenty-first century is at the mercy of information and culture. A quality of humanlife is under the control of a cultural level. A nation's creative culture and a cultural level represent all things about the nation; and a national image, as a whole result of culture, is enormously influential. This new era of culturalism gives us a significant responsibility for getting ready for the late industrial society by practically harmonizing rationality of modem culture with conception of traditional culture. Industrializing culture and culturalizing industry will be the most important strategy for existence in these days of borderless international competitiveness. Cultural products which is containing a nation's own culture can not only enhance the national image, but also become high value-added industry. While general products are developed for the purpose of convenient and practical use, cultural products are created with the intention of informing international society about a nation or a region. In order to confront with a global market system and a change of cultural environment, it is necessary to create a proper design with cultural inheritance for modem likes and senses, to produce the design on a commercial scale, and to strengthen its competitiveness on international markets. In order that a commodity is born, distributed throughout markets, and delivered to a final consumer, it is essential to understand complicated process such as development, distribution and marketing of products and to systematize each part. Although we should not neglect any part, a political and systemical plan or a distributional and marketing idea will be beside the point in this article. This article presents importance of traditional patterns as a Korean cultural image, and it shows the process of designing and developing products in order for traditional patterns to be utilized for products effectively. I expect that concrete activation and systematization for those works can be carried out successively.

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Shopping Value, Shopping Goal and WOM - Focused on Electronic-goods Buyers (쇼핑 가치 추구 성향에 따른 쇼핑 목표와 공유 의도 차이에 관한 연구 - 전자제품 구매고객을 중심으로)

  • Park, Kyoung-Won;Park, Ju-Young
    • Journal of Global Scholars of Marketing Science
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    • v.19 no.2
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    • pp.68-79
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    • 2009
  • The interplay between hedonic and utilitarian attributes has assumed special significance in recent years; it has been proposed that consumption offerings should be viewed as experiences that stimulate both cognitions and feelings rather than as mere products or services. This research builds on previous work on hedonic versus utilitarian benefits, regulatory focus theory, customer satisfaction to address two question: (1) Is the shopping goal at the point of purchase different from the shopping value? and (2) Is the customer loyalty after the use different from the shopping value and shopping goal? We surveyed 345 peoples those who have bought the electronic-goods within 6 months. This research dealt with the shopping value which is consisted of 2 types, hedonic and utilitarian. Those who pursue the hedonic shopping value may prefer the pleasure of purchasing experience to the product itself. They tend to prefer atmosphere, arousal of the shopping experience. Consistent with previous research, we use the term "hedonic" to refer to their aesthetic, experiential and enjoyment-related value. On the contrary, Those who pursue the utilitarian shopping value may prefer the reasonable buying. It may be more functional. Consistent with previous research, we use the term "utilitarian" to refer to the functional, instrumental, and practical value of consumption offerings. Holbrook(1999) notes that consumer value is an experience that results from the consumption of such benefits. In the context of cell phones for example, the phone's battery life and sound volume are utilitarian benefits, whereas aesthetic appeal from its shape and color are hedonic benefits. Likewise, in the case of a car, fuel economics and safety are utilitarian benefits whereas the sunroof and the luxurious interior are hedonic benefits. The shopping goals are consisted of the promotion focus goal and the prevention focus goal, based on the self-regulatory focus theory. The promotion focus is characterized into focusing ideal self because they are oriented to wishes and vision. The promotion focused individuals are tend to be more risk taking. They are more sensitive to hope and achievement. On the contrary, the prevention focused individuals are characterized into focusing the responsibilities because they are oriented to safety. The prevention focused individuals are tend to be more risk avoiding. We wanted to test the relation among the shopping value, shopping goal and customer loyalty. Customers show the positive or negative feelings comparing with the expectation level which customers have at the point of the purchase. If the result were bigger than the expectation, customers may feel positive feeling such as delight or satisfaction and they would want to share their feelings with other people. And they want to buy those products again in the future time. There is converging evidence that the types of goals consumers expect to be fulfilled by the utilitarian dimension of a product are different from those they seek from the hedonic dimension (Chernev 2004). Specifically, whereas consumers expect the fulfillment of product prevention goals on the utilitarian dimension, they expect the fulfillment of promotion goals on the hedonic dimension (Chernev 2004; Chitturi, Raghunathan, and Majahan 2007; Higgins 1997, 2001) According to the regulatory focus theory, prevention goals are those that ought to be met. Fulfillment of prevention goals in the context of product consumption eliminates or significantly reduces the probability of a painful experience, thus making consumers experience emotions that result from fulfillment of prevention goals such as confidence and securities. On the contrary, fulfillment of promotion goals are those that a person aspires to meet, such as "looking cool" or "being sophisticated." Fulfillment of promotion goals in the context of product consumption significantly increases the probability of a pleasurable experience, thus enabling consumers to experience emotions that result from the fulfillment of promotion goals. The proposed conceptual framework captures that the relationships among hedonic versus utilitarian shopping values and promotion versus prevention shopping goals respectively. An analysis of the consequence of the fulfillment and frustration of utilitarian and hedonic value is theoretically worthwhile. It is also substantively relevant because it helps predict post-consumption behavior such as the promotion versus prevention shopping goals orientation. Because our primary goal is to understand how the post consumption feelings influence the variable customer loyalty: word of mouth (Jacoby and Chestnut 1978). This research result is that the utilitarian shopping value gives the positive influence to both of the promotion and prevention goal. However the influence to the prevention goal is stronger. On the contrary, hedonic shopping value gives influence to the promotion focus goal only. Additionally, both of the promotion and prevention goal show the positive relation with customer loyalty. However, the positive relation with promotion goal and customer loyalty is much stronger. The promotion focus goal gives the influence to the customer loyalty. On the contrary, the prevention focus goal relates at the low level of relation with customer loyalty than that of the promotion goal. It could be explained that it is apt to get framed the compliment of people into 'gain-non gain' situation. As the result, for those who have the promotion focus are motivated to deliver their own feeling to other people eagerly. Conversely the prevention focused individual are more sensitive to the 'loss-non loss' situation. The research result is consistent with pre-existent researches. There is a conceptual parallel between necessities-needs-utilitarian benefits and luxuries-wants-hedonic benefits (Chernev 2004; Chitturi, Raghunathan and Majaha 2007; Higginns 1997; Kivetz and Simonson 2002b). In addition, Maslow's hierarchy of needs and the precedence principle contends luxuries-wants-hedonic benefits higher than necessities-needs-utilitarian benefits. Chitturi, Raghunathan and Majaha (2007) show that consumers are focused more on the utilitarian benefits than on the hedonic benefits of a product until their minimum expectation of fulfilling prevention goals are met. Furthermore, a utilitarian benefit is a promise of a certain level of functionality by the manufacturer or the retailer. When the promise is not fulfilled, customers blame the retailer and/or the manufacturer. When negative feelings are attributable to an entity, customers feel angry. However in the case of hedonic benefit, the customer, not the manufacturer, determines at the time of purchase whether the product is stylish and attractive. Under such circumstances, customers are more likely to blame themselves than the manufacturer if their friends do not find the product stylish and attractive. Therefore, not meeting minimum utilitarian expectations of functionality generates a much more intense negative feelings, such as anger than a less intense feeling such as disappointment or dissatisfactions. The additional multi group analysis of this research shows the same result. Those who are unsatisfactory customers who have the prevention focused goal shows higher relation with WOM, comparing with satisfactory customers. The research findings in this article could have significant implication for the personal selling fields to increase the effectiveness and the efficiency of the sales such that they can develop the sales presentation strategy for the customers. For those who are the hedonic customers may be apt to show more interest to the promotion goal. Therefore it may work to strengthen the design, style or new technology of the products to the hedonic customers. On the contrary for the utilitarian customers, it may work to strengthen the price competitiveness. On the basis of the result from our studies, we demonstrated a correspondence among hedonic versus utilitarian and promotion versus prevention goal, WOM. Similarly, we also found evidence of the moderator effects of satisfaction after use, between the prevention goal and WOM. Even though the prevention goal has the low level of relation to WOM, those who are not satisfied show higher relation to WOM. The relation between the prevention goal and WOM is significantly different according to the satisfaction versus unsatisfaction. In addition, improving the promotion emotions of cheerfulness and excitement and the prevention emotion of confidence and security will further improve customer loyalty. A related potential further research could be to examine whether hedonic versus utilitarian, promotion versus prevention goals improve customer loyalty for services as well. Under the budget and time constraints, designers and managers are often compelling to choose among various attributes. If there is no budget or time constraints, perhaps the best solution is to maximize both hedonic and utilitarian dimension of benefits. However, they have to make trad-off process between various attributes. For the designers and managers have to keep in mind that without hedonic benefit satisfaction of the product it may hard to lead the customers to the customer loyalty.

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Influence on Impulse Buying by Shopping Style according to Sales Promotion : Focusing on Consumers of Low-Cost Cosmetic Goods (소비자의 쇼핑성향이 충동구매행동에 미치는 영향 : 저가화장품의 판매촉진 전략의 매개효과를 중심으로)

  • Bok, Yun-gyoung;Kim, Jun-sung
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.109-124
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    • 2021
  • This study intends to find out the influence of a consumer's shopping style on impulse buying mediated by sales promotion, based on low-cost cosmetic goods. For the study, pleasure, economical, and convenience shopping styles were set as the independent variables, and impulse buying was set as the dependent variable, and as the mediating variable between the two, sales promotions such as price discount event, free giveaway event, and visit-inducing activity were reviewed. Accordingly, the influence relation of shopping style, sales promotion, and impulse buying were reviewed with hierarchical regression analysis to examine the mutual influence relation. The data for this study employed a structured questionnaire, and 230 copies were collected against men and women in their 20s-30s, who are the main consumers of low-cost cosmetic goods, and 197 faithful responses were analyzed, and the major findings from the analysis results are as follows. First, pleasure-style consumers were found to have influenced impulse buying, while economical-style consumers were found to have a negative influence, and convenience-style was found to have no significant relation. Second, as for the examination of the mediating effect of sales promotion, price discount event, free giveaway event, and visit-inducing activity were found to have a partial mediating effect on the influence of pleasure shopping style on impulse buying, and did not fulfill the economical shopping style mediating effect condition. Also, as convenience shopping style was found to be insignificant towards impulse buying, it was excluded from the mediating effect. Such result is thought to be a useful elementary material for establishing a sales promotion strategy according to shopping styles through the analysis of styles of major consumers in order to increase the sales of businesses. The theoretical and pragmatic implications of such study results were discussed and the future study directions were suggested.