• 제목/요약/키워드: Digital Customer Satisfaction

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Banco do Brasil - Individual Entity Customer Satisfaction with the Digital Relationship Model

  • Mattana, Fabiano;Maldaner, Luis Felipe;Vaccaro, Guilherme Luis Roeche;Mattana, Luciano
    • World Technopolis Review
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    • 제8권2호
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    • pp.120-134
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    • 2019
  • The main objective of this study was to investigate the customer's satisfaction level with the digital relationship model of Banco do Brasil Exclusive Business Offices situated in Rio Grande do Sul. Banco do Brasil is one of the largest Brazilian and global financial institutions and conducted a restructuring customer's relationship model since 2015, creating new specific service structures for certain segments, among them exclusive offices. This research had a qualitative step with an internal documentary analysis about the company and a semi-structured interview with manager's offices, in order to check the strategy and the foundations of business model, as well as identify perceptions and the difficulties in implementing this new structure. The quantitative step held the findings about customer satisfaction level in relation to the quality of services provided by offices, through an electronic survey based on the Servqual Scale developed by Parasuraman et al. (1988), which measures the difference between customer's expectations and perception in five dimensions: tangibility, reliability, understanding, safety and empathy. The results shown that Banco do Brasil customers' are satisfied with services offered through the digital model and the new business structure, in which is offered a humanized service together with the best technology. It was found, also, that digital probably would not replace the physical world, but they complement one another. Digital offices and physical agencies will coexist, improving value proposition delivery and better customers experience, satisfy them and build their loyalty.

The Impact of Importance of Online Platform Food Delivery Selection Attributes on Satisfaction and Repurchase Intention

  • Bo-Kyung SEO;Seunghyeon LEE;Seong Soo CHA
    • 식품보건융합연구
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    • 제10권4호
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    • pp.9-19
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    • 2024
  • This qualitative study explores the impact of online food delivery platform attributes on customer satisfaction and repurchase intentions. Employing a phenomenological approach, we conducted in-depth interviews and focus group discussions with 15 participants to gain rich insights into user experiences. Thematic analysis revealed key factors influencing satisfaction and loyalty: service quality dimensions (efficiency, reliability, fulfillment, privacy), expectation disconfirmation, perceived usefulness and ease of use, multi-level customer value, relationship quality, electronic word-of-mouth, value co-creation, and phased loyalty formation. Our findings extend customer behavior theory in digital platforms, offering a comprehensive framework for understanding the complex mechanisms underlying user satisfaction and repurchase decisions. The study provides valuable implications for platform operators, highlighting the importance of exceeding customer expectations, enhancing user experience, building trust, leveraging user-generated content, and fostering co-creation processes. Methodologically, we demonstrate the efficacy of qualitative approaches in uncovering nuanced insights in digital service contexts. While acknowledging limitations in generalizability, this research establishes a solid foundation for future investigations into the rapidly evolving domain of online food delivery services. The integrated theoretical approach offers a robust model for analyzing customer behavior in emerging digital service environments, contributing significantly to both academic understanding and practical application in the field of digital service provision and platform management.

온라인 게임 서비스품질이 고객만족도와 충성도에 미치는 영향분석 (Effects of Online Game Service Quality on Customer Satisfaction and Loyalty)

  • 김현종;이충수
    • 디지털융복합연구
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    • 제7권3호
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    • pp.123-135
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    • 2009
  • The considerable progress of IT industry has changed the industrial structure and lifestyle of our society. One of the remarkable fields of IT industry is online game industry. It showed rapid growth for the past decade. But in recent years online game industry faced with the limit of its growth for a number of reasons. To overcome such situation, online game companies should improve functions of game and analyze their customer's needs for sustainable growth through increasing customer satisfaction and loyalty. The purpose of the study is to investigate and evaluate the factors of online game service quality and the relation of customer satisfaction and loyalty. SPSS 14.0 and AMOS 7.0 are used for experimental research. Through reliability and validity test, service quality factors influencing the customer satisfaction are appeared to be 5 latent variables(reliability, responsiveness, assurance, empathy, tangibles). In addition, by structural equation model and covariance structural model, the result showed that empathy is the most influenced factor to customer satisfaction and customer satisfaction has positive effect on customer loyalty. The results of this research have important implications for explaining an mechanism for service quality of online game, customer satisfaction and loyalty and they might provide operational guidelines to the online game service company.

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웹디자인, e-만족, e-충성도, 고객이탈 간의 관계에 관한 연구 (The Relationship among Web Design, e-Satisfaction, e-Loyalty, and Customer Defection)

  • 김금수;정기한
    • 디지털산업정보학회논문지
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    • 제5권4호
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    • pp.213-229
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    • 2009
  • The purpose of this paper is to identify the relationship among five factors of web design, e-satisfaction, e-loyalty, and customer defection and provide the implications of marketing strategies in online shopping. The research findings are as follows: first, ease of use of web design affects positively e-satisfaction more than the other factors except financial security. Second, e-satisfaction affects positively e-loyalty. Third, e-satisfaction does not affect customer defection. Fourth, informativeness, styling, ease of use, and trust of web design affect indirectly e-loyalty by mediating e-satisfaction. Therefore, because there is a good circular relationship among web design, e-satisfaction, and e-loyalty, it is very important to enhance web design for customers. When customers satisfy highly with the factors of web design, e-loyalty is higher and customer defection is lower. Further, in a curriculum of web design it is needed to reflect the findings of this paper.

디지털 문화콘텐츠의 고객만족도 및 구매의도에 영향을 미치는 요인들에 관한 연구 (A Study on Factors Affecting Customer Satisfaction and Purchase Intention of Digital Cultural Contents )

  • 왕루;짱신단;방기위;배기형
    • 한국콘텐츠학회논문지
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    • 제21권9호
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    • pp.333-346
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    • 2021
  • 본 연구는 중국 소비자들을 대상으로 디지털 문화콘텐츠의 특성, 지각된 가치와 위험이 고객만족도 및 구매 의도에 미치는 영향을 분석하여 향후 디지털 문화콘텐츠 발전에 일조하는데 있다. 온라인 설문조사를 통해 총 328부 설문지를 수집하여 실증분석을 실시하였다. 연구의 분석 결과는 다음과 같다. 첫째, 디지털 문화콘텐츠의 특성인 창작성을 제외하여 오락성과 상호작용성은 고객만족도와 구매의도에 모두 유의한 정(+)의 영향을 미친다. 둘째, 지각된 가치는 고객만족도와 구매의도에 유의한 정(+)의 영향을 미치는 반면에 지각된 위험은 고객만족도와 구매의도에 영향을 미치지 않는다. 셋째, 오락성, 상호작용성, 지각된 가치 3가지 요인과 구매의도 간에 고객만족도는 부분 매개효과를 미친다. 따라서 디지털문화콘텐츠의 발전을 촉진하기 위해 내용 오락성, 내용 생산자 및 서비스 제공자 간의 의사소통 개선, 그리고 고객의 소비과정 중에서 실제 느끼는 효용 및 가치를 높임을 통해 만족도를 향상시켜서 구매행동을 추진하게 되는 것이다.

디지털 경험 요소가 구매에 미치는 영향 -경험빈도의 조절효과를 중심으로- (Influence of Digital Experience Factors on Purchase - Focusing on Moderating Effects of Digital Experience Frequency -)

  • 정상희;정병규
    • 벤처혁신연구
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    • 제3권2호
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    • pp.23-39
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    • 2020
  • 4차산업혁명과 코로나 19의 진전으로 인하여 패션 산업은 급속이 오프라인에서 온라인으로 이동하고 있다. 전통적인 패션쇼 조차도 온라인이 오프라인을 대체하고 있는 실정이다. 온라인 서비스로 인하여 디지털 기술에 기반을 둔 고객의 디지털 경험이 급속히 증가하고 있다. 본 연구에서는 이러한 배경하에 다음과 같은 목적을 가지고 이루어졌다. 첫째, 디지털 경험이 고객만족에 영향을 미치는지를 알아보기 위해 Schmitt의 경험 마케팅의 요소를 기반으로 연구 변수를 도출하였다. 둘째, 서비스-이익 모델에 의해 품질, 고객만족, 충성도, 이익으로 이어지는 일련의 과정을 디지털 경험을 출발점으로 하여 검증하였다. 셋째, 디지털 경험 회수가 독립변수와 고객만족 간 조절 역할을 하는지에 대해서도 규명을 하였다. 이를 위해 패션 쇼핑몰 이용자 180명에게 설문을 받았다. 설문 분석은 SPSS 24, AMOS 23와 Process Macro 3.5를 활용하였다. 연구 결과 디지털 경험 요소로 도출된 디지털 sense, feel, think, act, relate 5가지 요소중 act만 제외하고 모두 고객만족에 정(+)의 영향을 미치는 것을 나타났다. 이들의 영향력 크기는 digital sense (β = .366) > digital think (β = .225)> digital feel (β = .191) > digital relate(β = .163)순으로 나타났다. 디지털 고객 만족은 구매, 지속적 구매, 추천 의향에 정(+)의 영향을 미치는 것으로 나타났다. 한편, 디지털 경험 빈도의 조절효과 분석 결과 디지털 경험 빈도는 digital feel 및 digital act와 고객만족 간 조절 역할을 하는 것으로 나타났다. 이러한 연구 결과를 바탕으로 학술적 및 실무적 시사점을 제시하였다.

Customers' View of Agility: The Expectation-confirmation Theory Perspective

  • Atapattu, Maura;Sedera, Darshana;Ravichandran, T.;Grover, Varun
    • Asia pacific journal of information systems
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    • 제26권1호
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    • pp.80-108
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    • 2016
  • Contemporary organizations strive for customer agility through the deployment of digital technologies on customer-focused operations to build enduring customer relationships, with mobile apps being one of its prominent examples. Drawing on prior agility and ECT literature, this study proposes a model to examine customers' view of a firm's customer agility. Our empirical test of conceptual model from data collected in a field study from 128 customers demonstrated that the conceptual model offers good explanation for customers' view of a firm's customer agility through relationships among customer expectations-customer perceived firm's responsiveness-satisfaction. Data were analyzed using PLS, polynomial modeling, and response surface methodology to examine the relationships between customers' digital interactions with the firm, influence of digitized interactions on customer expectations, customers' evaluation of firm's responsiveness, and subsequent customer satisfaction.

국립중앙도서관 디지털도서관 정보광장에 대한 고객만족도 구조방정식 모형 분석 (An Analysis on the Structural Equation Model for Customer Satisfaction of Information Commons in Digital Library of the National Library of Korea)

  • 오동근;조현양;최성열;여지숙
    • 한국도서관정보학회지
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    • 제41권2호
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    • pp.171-187
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    • 2010
  • 이 연구는 국립중앙도서관 디지털도서관(NDL) 정보광장에 대한 고객만족도를 측정하기 위한 구조방정식모형을 설정하고 이 모형에서 이용자와 직원 모두에게 적용할 수 있는 모형을 검증하여, 도서관의 서비스품질과 만족도, 충성도에 대해 이용자의 인식과 직원의 예측 사이의 차이를 분석하고, LCSI의 공식에 따라 디지털도서관 정보광장의 고객만족지수를 산출하였다. 분석 결과 디지털도서관 정보광장의 고객만족을 측정하기 위한 모형은 부분매개모형보다는 완전매개모형이 더 적합하였으며, LCSI의 공식에 따라 고객만족지수를 산출한 결과 디지털도서관 정보광장의 고객만족지수는 75.69점으로 나타났다. 이용자의 고객만족도에 대한 도서관 직원들의 예측을 파악하기 위해 이용자와 동일한 모형을 사용할 수 있는지를 검증한 결과 우수한 적합도를 보여 이용자와 직원에게 모두 동일한 모형을 적용할 수 있음이 밝혀졌다. 이러한 검증결과를 바탕으로 이용자와 직원이 예측한 서비스품질 및 만족도, 충성도를 비교한 결과, 디지털도서관 정보광장 이용자들은 직원이 예측한 것보다 모든 면에서 더 높게 인식하는 것으로 나타났다.

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MP3-Player 고객 만족 및 충성에 미치는 요인에 관한 연구 (A Study of Factors Influencing Customer Satisfaction and Loyalty of MP3-Player)

  • 김상현;김태훈;김판수
    • 산업경영시스템학회지
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    • 제30권2호
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    • pp.15-22
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    • 2007
  • By the early 20 century, "workman" introduced by SONY was the leading portable analog sounder. However, at the same century, workman was pushed out from the portable sounder by iRiver developed by MPMAN.COM. This portable digital sounder is called MP3-Player (MP3P), and has become the most popular portable digital sounder in the current market. This study combined two customer satisfaction models, mobile internet customer satisfaction model (Yu, 2002), and portable communication customer satisfaction model (Bae, 2003), in order to empirically test consumption of MP3P and its satisfaction. The proposed model tested four constructs, company's image, product price, product design and product function, influencing customer satisfaction, which leads to affect customer loyalty. 267 survey responses were analyzed by using structural equation modeling (SEM). The results show that all constructs had significant impact. This study suggests a good understanding of consumer satisfaction and loyalty of MP3P and the future direction of MP3P research regarding to consumer satisfaction.

모바일 식품구매 서비스 고객여정의 경험만족도에 관한 실증연구 (The Empirical Research on the User Satisfaction of Mobile Grocery Shopping Customer Journey)

  • 이한진;권소연;민대환
    • Journal of Information Technology Applications and Management
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    • 제28권4호
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    • pp.59-78
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    • 2021
  • Mobile Grocery Shopping (MGS) has become the New Normal as the COVID-19 pandemic has changed the way consumers shop. Drawing on the framework of Customer Journey Map (CJM), this study explores consumers' MGS by identifying specific stages of Customer Journey and comparing consumers' satisfaction between PC-based online and mobile shopping experiences at each stage throughout the journey. This study collected 562 responses from subjects who have mobile and PC-based grocery shopping experiences at the major domestic e-Commerce platforms. Independent t-test analysis showed that differences in satisfaction between mobile and online shopping experiences exist in 5 main stages and 16 sub-stages of CJM. The results of service and technological innovation mentioned in the actual industry report were seen as empirical results leading to continued use of MGS as well as customer satisfaction. The findings of this study contribute to the research stream on Customer Journey by adopting the structure of CJM and analyzing specific stages of the journey in the context of MGS. Managerial implications for mobile-based business practitioners are also discussed.