• Title/Summary/Keyword: E-customer Satisfaction

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Samsung SDI's e-Business-based Business Innovation Strategy (e-비즈니스 기반의 경영혁신 전략: 삼성SDI의 사례)

  • Kim, Jong-Ki
    • Journal of Korea Society of Industrial Information Systems
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    • v.10 no.4
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    • pp.78-89
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    • 2005
  • Rapidly changing business environment demands proactive management strategies. Display technology market in 21st century of digital economy era is not in exception. Samsung SDI is a manufacturing company which has been producing display related products. This case study investigates how Samsung SDI has been transforming itself from traditional manufacturing firm into a strong net-enabled company. There are several critical success factors to implement e-business systems. First of all, top management has been firmly supporting digital management concept. As the enabling tools, change management and knowledge management activities have been actively executed. In addition, various educational programs were provided to enhance employees' management innovation capabilities. Samsung SDI's efforts resulted in improving process efficiency as well as customer satisfaction, and finally in outstanding financial performance.

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Quality Evaluation of e-Government Services: A Systematic Literature Sudan as a Case Study

  • Elmouez Samir Abd Elhameed Mohamed;Amgad Atta Abedelmageed Mohammed
    • International Journal of Computer Science & Network Security
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    • v.23 no.5
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    • pp.95-108
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    • 2023
  • The technological revolution, also referred to as the Fourth Industrial Revolution, it embraced by government should transform the way governments serve their citizens. The growth of broadband in Africa is leapfrogging its technological development. And thus, many African governments will soon be able to offer quality e-Government services to their citizens. These technologically driven governments will be able to provide decision-makers with timeous information to make judgments that could influence policies. Proponents of e-Government believe that in the digital age, governments can use this information to reduce corruption and increase, accountability, transparency, efficiency, and public participation. e-Government service quality should ensure customer satisfaction. Although many studies have examined the role of e-Government and the quality of its services, few studies have examined the quality of e-Government services in terms of both supply and demand. This paper examines and reviews the academic-state-of-the-art on the factors that affect the quality of e-Government services from both perspectives. Utilizing both qualitative and quantitative methods for data gathering and analysis, a mixed methods research methodology was used.

Classification of Quality Attributes Using Two-dimensional Evaluation Table (수정된 이원평가표를 이용한 품질속성의 분류에 관한 연구)

  • Kim, Gwangpil;Song, Haegeun
    • Journal of the Korea Safety Management & Science
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    • v.20 no.1
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    • pp.41-55
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    • 2018
  • For several decades, attribute classification methods using the asymmetrical relationship between an attribute performance and the satisfaction of that attribute have been explored by numerous researchers. In particular, the Kano model, which classifies quality attributes into 5 elements using simple questionnaire and two-dimensional evaluation table, has gained popularity: Attractive, One-dimensional, Must-be, Indifferent, and Reverse quality. As Kano's model is well accepted, many literatures have introduced categorization methods using the Kano's evaluation table at attribute level. However, they applied different terminologies and classification criteria and this causes confusion and misunderstanding. Therefore, a criterion for quality classification at attribute level is necessary. This study is aimed to suggest a new attribute classification method that sub-categorizes quality attributes using 5-point ordinal point and Kano's two-dimensional evaluation table through an extensive literature review. For this, the current study examines the intrinsic and extrinsic problems of the well-recognized Kano model that have been used for measuring customer satisfaction of products and services. For empirical study, the author conducted a comparative study between the results of Kano's model and the proposed method for an e-learning case (33 attributes). Results show that the proposed method is better in terms of ease of use and understanding of kano's results and this result will contribute to the further development of the attractive quality theory that enables to understand both the customers explicit and implicit needs.

A Study on Satisfaction with Makeup-kits and Makeup-kit Brand Development -Focused on Lifelong Education Centers of Colleges-

  • Kim, EunSil;Chung, Ju-Im
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.31-42
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    • 2015
  • The purpose of this study is to develop a new makeup-kit brand for education, analyzing customer satisfaction of makeup-kits used in makeup lessons provided by lifelong education centers of colleges. The research method is as follows. In order to understand the current status of the kits used in makeup lessons offered by lifelong education centers of colleges in South Korea, the study conducted a survey from October 10 of 2014 to October 31 via fax, telephone and e-mail targeting these 98 colleges that were open makeup-courses available in October 2014. As for an analysis technique, the study used a frequency analysis. In order to develop a makeup-kit brand, the study investigated these makeup-kits as well and presented a BI draft and a makeup-kit design that the study had created for itself using Photoshop CS6 and Illustrator CS4. According to findings of the survey, the students were not satisfied with kits that had too many items, were high in price and had poor case design. In the light of that, the study conducted to develop a low to middle priced makeup-kit ranging from 110,000 KRW and 150,000 KRW with approximately 26 items. In terms of a case design, black was a dominant color which would make the case feel simple and modern. Dimensions of a small size makeup-kit container were 22cm*35cm*37cm with a sponge and rubber pad proposed as product ideas. The study also worked on a BI design.

Measuring Trusts And The Effects On The Consumers' Buying Behavior

  • LE, Nguyen Binh Minh;HOANG, Thi Phuong Thao
    • Journal of Distribution Science
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    • v.18 no.3
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    • pp.5-14
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    • 2020
  • Purpose: Trust plays an important role in e-commerce because consumers perceive more risk involved with this type of shopping than traditional way of shopping. Trust is defined as complex and multidimensional issue. This paper argues that trust should be considered to have two important components as trust belief and trust intention, in which trust belief has three components as competence, integrity and benevolence. Research design, data and methodology: This study examines the relationship between retailer website quality (web design, navigation, information), reputation and risk toward trust. In addition, trust and risk toward buying behavior are also considered, leading to customer satisfaction. The paper is conducted on a sample of 594 customers with direct experience of online shopping in Vietnam. Both confirmatory factor analysis (CFA) and a structural equation model (SEM) were utilised. Results: Empirical findings from this paper indicate that trust is high order construct. Website quality and reputation have positive impacts on customers' trust. Trust has a positive relationship to buying behavior and customers' satisfaction while perceived risk has negative relationship to buying behavior. In contrast, a relationship between perceived risk and trust is not supported in this study. Conclusions: Improving reputation and website quality (especially information) may increase customers' trust and eventually lead to purchase decision.

A Plan on Expanding Export of Small Businesses Using e-Trading Application in Industrie 4.0 (인더스트리 4.0시대에서 전자무역을 활용한 중소기업 수출 확대 방안)

  • SONG, Gye-Eui
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.78
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    • pp.53-72
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    • 2018
  • Recently, it has been known that it need to be solved export marketing on expanding export of Small Business Commodity. Therefore, the purpose of this paper is to analyse on expanding export of Small Business Commodity through e-Trading Application in Industrie 4.0. This study deals with the terms of three connection success factors on expanding export of Small Business Commodity through e-Trading Application in Industrie 4.0 which are a firm's subjective factors, a industrial environment factors, and a governmental policy factors. According to analysis results of the three success factors, a firm's subjective factors(4.13 score) are scored at the most ones of the three success factors, to be compared with a industrial environment factors(3.89 score), with a government policy factors(3.72 score). Therefore, first of all, it is important to expanding export of Small Business Commodity through e-Trading Application in Industrie 4.0 through as follows, a firm's subjective factors : (1) to procure concentrated market strategy and real market capacity, (2) to procure speedy satisfaction of customer needs and confidence, (3) to procure ability of export marketing through e-Trading Application, (4) to enhance export expanding strategy coincided in Industrie 4.0. And, the next, we have to expanding export of Small Business Commodity through e-Trading Application in Industrie 4.0 through considering a industrial environment factors and a government policy factors.

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Improvement of a Context-aware Recommender System through User's Emotional State Prediction (사용자 감정 예측을 통한 상황인지 추천시스템의 개선)

  • Ahn, Hyunchul
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.203-223
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    • 2014
  • This study proposes a novel context-aware recommender system, which is designed to recommend the items according to the customer's responses to the previously recommended item. In specific, our proposed system predicts the user's emotional state from his or her responses (such as facial expressions and movements) to the previous recommended item, and then it recommends the items that are similar to the previous one when his or her emotional state is estimated as positive. If the customer's emotional state on the previously recommended item is regarded as negative, the system recommends the items that have characteristics opposite to the previous item. Our proposed system consists of two sub modules-(1) emotion prediction module, and (2) responsive recommendation module. Emotion prediction module contains the emotion prediction model that predicts a customer's arousal level-a physiological and psychological state of being awake or reactive to stimuli-using the customer's reaction data including facial expressions and body movements, which can be measured using Microsoft's Kinect Sensor. Responsive recommendation module generates a recommendation list by using the results from the first module-emotion prediction module. If a customer shows a high level of arousal on the previously recommended item, the module recommends the items that are most similar to the previous item. Otherwise, it recommends the items that are most dissimilar to the previous one. In order to validate the performance and usefulness of the proposed recommender system, we conducted empirical validation. In total, 30 undergraduate students participated in the experiment. We used 100 trailers of Korean movies that had been released from 2009 to 2012 as the items for recommendation. For the experiment, we manually constructed Korean movie trailer DB which contains the fields such as release date, genre, director, writer, and actors. In order to check if the recommendation using customers' responses outperforms the recommendation using their demographic information, we compared them. The performance of the recommendation was measured using two metrics-satisfaction and arousal levels. Experimental results showed that the recommendation using customers' responses (i.e. our proposed system) outperformed the recommendation using their demographic information with statistical significance.

Direct Load Control Using Active Database (능동 데이터베이스를 이용한 직접부하제어)

  • Choi, Sang-Yule;Kim, Hak-Man
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.20 no.5
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    • pp.107-115
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    • 2006
  • The existing DLC system functionally has two defects. One is it has to be controlled by operators whenever customer's portion of loads are increased more than predefined objected load. Therefore, it may be possible for propagating uncontrolled loads if operators make a mistake. The other one is that currently used DLC algorithm is usually focused on ON/OFF load control not concerning about reliving participated customer's inconvenience. Therefore, that is a major obstacle to attract customer participating in demand response program. This paper represents direct load control system using active database. By using active database, DLC system can control customer's load effectively without intervening of operator. And by using dynamic programming based on the order of priority for DLC algorithm, it is possible to maximize participating customer's satisfaction.

Direct Load Control Using Priority Based Dynamic Programming (우선순위기반 동적 프로그래밍을 이용한 직접부하제어)

  • Kim, Tae-Hyun;Lee, Seung-Youn;Shin, Myong-Chul;Cha, Jae-Sang;Suh, Hee-Seok;Kim, Jong-Boo;Choi, Sang-Yul
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.6
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    • pp.78-83
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    • 2004
  • Currently used DLC(Direct Load Control) algorithm is only focused on ON/OFF load control not concerning about reliving participated customer's inconvenience and load priority. Therefore, that is a major obstacle to attract customer participating in demand response program. To overcome the above defects, the authors represent direct load control algorithm using priority based dynamic programming. the proposed algorithm is that participant customer send E-mail to DLC center about priority of load before executing DLC, then DLC algorithm decide which load to be OFF by using priority and off time constraint of the load. By using dynamic programming based on the order of priority for DLC algorithm it is possible to maximize participating customer's satisfaction and it will help to attract more customer's participating in demand response program.

A Study for Strategy of On-line Shopping Mall: Based on Customer Purchasing and Re-purchasing Pattern (시스템 다이내믹스 기법을 활용한 온라인 쇼핑몰의 전략에 관한 연구 : 소비자의 구매 및 재구매 행동을 중심으로)

  • Lee, Sang-Gun;Min, Suk-Ki;Kang, Min-Cheol
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.91-121
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    • 2008
  • Electronic commerce, commonly known as e-commerce or eCommerce, has become a major business trend in these days. The amount of trade conducted electronically has grown extraordinarily by developing the Internet technology. Most electronic commerce has being conducted between businesses to customers; therefore, the researches with respect to e-commerce are to find customer's needs, behaviors through statistical methods. However, the statistical researches, mostly based on a questionnaire, are the static researches, They can tell us the dynamic relationships between initial purchasing and repurchasing. Therefore, this study proposes dynamic research model for analyzing the cause of initial purchasing and repurchasing. This paper is based on the System-Dynamic theory, using the powerful simulation model with some restriction, The restrictions are based on the theory TAM(Technology Acceptance Model), PAM, and TPB(Theory of Planned Behavior). This article investigates not only the customer's purchasing and repurchasing behavior by passing of time but also the interactive effects to one another. This research model has six scenarios and three steps for analyzing customer behaviors. The first step is the research of purchasing situations. The second step is the research of repurchasing situations. Finally, the third step is to study the relationship between initial purchasing and repurchasing. The purpose of six scenarios is to find the customer's purchasing patterns according to the environmental changes. We set six variables in these scenarios by (1) changing the number of products; (2) changing the number of contents in on-line shopping malls; (3) having multimedia files or not in the shopping mall web sites; (4) grading on-line communities; (5) changing the qualities of products; (6) changing the customer's degree of confidence on products. First three variables are applied to study customer's purchasing behavior, and the other variables are applied to repurchasing behavior study. Through the simulation study, this paper presents some inter-relational result about customer purchasing behaviors, For example, Active community actions are not the increasing factor of purchasing but the increasing factor of word of mouth effect, Additionally. The higher products' quality, the more word of mouth effects increase. The number of products and contents on the web sites have same influence on people's buying behaviors. All simulation methods in this paper is not only display the result of each scenario but also find how to affect each other. Hence, electronic commerce firm can make more realistic marketing strategy about consumer behavior through this dynamic simulation research. Moreover, dynamic analysis method can predict the results which help the decision of marketing strategy by using the time-line graph. Consequently, this dynamic simulation analysis could be a useful research model to make firm's competitive advantage. However, this simulation model needs more further study. With respect to reality, this simulation model has some limitations. There are some missing factors which affect customer's buying behaviors in this model. The first missing factor is the customer's degree of recognition of brands. The second factor is the degree of customer satisfaction. The third factor is the power of word of mouth in the specific region. Generally, word of mouth affects significantly on a region's culture, even people's buying behaviors. The last missing factor is the user interface environment in the internet or other on-line shopping tools. In order to get more realistic result, these factors might be essential matters to make better research in the future studies.