• Title/Summary/Keyword: Marketing elements

Search Result 453, Processing Time 0.021 seconds

Assessing Safety Requirements Based on KANO Model (KANO 모형 기반 안전요구사항 평가)

  • Sejung Lee;Seongrok Chang;Yongyoon Suh
    • Journal of the Korea Safety Management & Science
    • /
    • v.25 no.3
    • /
    • pp.9-15
    • /
    • 2023
  • As the first step of risk management, risk identification is inevitable to understand the degree of work safety. However, the safety requirements can be divided in necessary factors and additional factors. Thus, we propose a safety requirements assessment model using Kano model derived from Herzberg's two-factor theory, classifying safety requirements into ideal elements and must-be elements. The Kano model is usually applied to evaluate customer satisfaction divided into three major requirements in the fields of product development and marketing: attractive, must-be, and one-dimensional requirements. Among them, attractive requirement and must-be requirement are matched with ideal element and must-be element for safety requirement classification, respectively. The ideal element is defined as preventive safety elements to make systems more safe and the must-be element is referred to as fatal elements to be essentially eliminated in systems. Also, coefficients of safety measurement and safety prevention are developed to classify different class of safety requirements. The positioning map is finally visualized in terms of both coefficients to compare the different features. Consequently, the proposed model enables safety managers to make a decision between safety measurement and prevention.

On the Application of Gamification Elements in Libraries

  • Seong-Kwan Lim
    • Journal of Information Science Theory and Practice
    • /
    • v.11 no.2
    • /
    • pp.1-11
    • /
    • 2023
  • Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.

Indicators of Customer Value for the National Technology Information Service

  • Lee, Sun-Young;Suh, Sang-Hyuk;Lee, Byeong-Hee
    • Asian Journal of Innovation and Policy
    • /
    • v.3 no.2
    • /
    • pp.245-261
    • /
    • 2014
  • Knowledge, technology and information have special characteristics different from the ones of normal consumer products and services. Especially the value of such information varies according to external elements such as the provided environment, their method of utilization, and the level and purpose, etc. of the user. In this study, the indicators of information customer value are developed and measured to enhance customer-based values with efforts for making new customers and maintaining existing customers. The result is as follows: 14 customer value indicators were developed. Among the indicators, value gained versus effort, reduced time for research idea investigation and savings in time searching for equipment, and tools and materials got the highest score, which means that time-saving effects were the most important. The field study of this paper was conducted from information users in the field of national R&D, and thus future studies could be conducted in various industries in many countries to attain generalized results.

New Fashion Industry Trend Corresponding to New Media & Internet Infrastructure (뉴미디어 및 인터넷 시대에 부응하는 패션산업의 새로운 동향)

  • 김수진;한명숙
    • The Research Journal of the Costume Culture
    • /
    • v.10 no.3
    • /
    • pp.293-305
    • /
    • 2002
  • This paper describes the new trends of fashion industry in the era of digital media and Internet paradigm, where fashion is no longer just static contents. Fashion becomes crucial and dynamic contents for infotainment, mobile Internet, and digital media. As therefore, the fashion industry could be positioned as fashion information industry and key elements of fashion communication. In the future, fashion education should be repositioned as dynamic Intermediary not only for traditional textile design, costume design, and merchandising, but also for dynamic fashion information provider, fashion communication and fashion-oriented media related to digital Information, and Internet. As a case study, we briefly describe the successful co-marketing strategies of world-class luxury fashion brands, fashion media, and Internet service provider.

  • PDF

The role of firm size in determining corporate strategies for new product programs

  • Kim, Hong-Bumm;Lee, Jinjoo
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 1990.04a
    • /
    • pp.344-354
    • /
    • 1990
  • Success in new product development is vital to most industrial firms. In recent decades, a firm's new product strategy is incresinglyrecognized as an essential component of the total corporate plan in developing countries. In this research, 81 Korean manufacturing firms are examined to identify the relationships between a firm's product innovation stratege and the performance results with special emphasis on firm size in a developing country. First, a total of 8 strategy dimensions were identified, which constitute the specific elements of firm's innovation strategies. Two independent dimensions of performance were also identified and were found to be closely linked to the strategy adopted. Then, a categorization scheme is developed to distinguish firms according to their size, and proves useful in performance results might be altered for different company size. The findings generally suggest that a well-balanced new product program emphasizing both marketing and technological effort appropriately is needed to make the program successful. The different size of the company is found to call for somewhat different strategy dimensions to enhance the performance results.

  • PDF

Neuroaesthetics: A Concise Review of the Evidence Aimed at Aesthetically Sensible Design

  • Choi, Yun Jung;Yoon, So-Yeon
    • Science of Emotion and Sensibility
    • /
    • v.17 no.2
    • /
    • pp.45-54
    • /
    • 2014
  • In recent years, advancing technology and growing interest in neuromarketing and neurobranding have led to foundational research that facilitates a better understanding of consumers' affective responses and unconscious information processing. However, the areas of aesthetics and design have remained largely unaffected by such advances and implications. The purpose of this study is to present a systematic review of the neuroscientific evidence aimed at sensible design for design and marketing researchers interested in exploring neuroaesthetics, an interdisciplinary area by nature. Sciencedirect, EBSCO, and the Google Scholar database were searched in February 2014 to select and review previous studies of aesthetics involving neuroscience. Twenty-eight studies were reviewed and divided into two categories: reward system and emotion. In addition to discussions on previous approaches, future research directions focusing on the process of aesthetic judgments (e.g., design elements, marketing stimuli) are proposed.

A Study on The Brand Image Elements of Housing Cultural Center (주택문화관의 브랜드 이미지 요소에 관한 연구)

  • Kim, Jung-Yoon;Lee, Hyun-Soo
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2007.11a
    • /
    • pp.26-29
    • /
    • 2007
  • By changing housing market, housing cultural center furnishes information, value added, image of housing. For publicity their unique house, construction companies provide not only concrete and substantial material but also sensible and capacity service through the community space of housing cultural center. The consumer's experience of housing cultural center have an effect on purchase power apartment. The image of enterprise is important to select commodities to consumers. Though main clients are women, housing cultural center has not space concept and aim to concern for them. According to begin women a group of consumers, they have purchasing power in family. Apartment is no exception. Housing cultural center is used as continuous culture space that provide various experiential chance for consumer, especially women by systematize and distinct design detail and feature component. Accordingly, the purpose of this study is an analysis about community space of housing cultural center with the woman marketing based on experience.

  • PDF

A Case Study on the Design of Container Terminal in Vietnam

  • Choi, Yong-Seok;Choi, Sang-Hei;Kim, Woo-Sun;Ha, Tae-Young
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2006.10a
    • /
    • pp.193-202
    • /
    • 2006
  • Port development is remarkable increased due to the progress of industrialization in ASEAN area. Especially, Vietnam has increased the international physical distribution in this area rapidly. The main issues facing decision makers at container terminals in Vietnam are how to expand the existing container terminals and construct new container terminals. In this paper, we performed the basic design based on simulation analysis in order to support the expansion of Quy Nhon port in Vietnam as a case study. The preliminary capacity analysis was conducted on the one berth at the port to analyze the scale of C/C and yard area. Alternative scenarios were created based on the preliminary capacity analysis and the detailed simulation analysis was conducted fur the scenarios. And in order to establish the marketing strategy, we classified the marketing elements by industrial environment and performed SWAT analysis of the port.

  • PDF

Understanding and Modelling Brand Equity

  • Martensen, Anne;Gronholdt, Lars
    • International Journal of Quality Innovation
    • /
    • v.4 no.2
    • /
    • pp.73-100
    • /
    • 2003
  • The most successful companies today are said to have strong brands. But what is a strong brand\ulcorner What makes a brand strong\ulcorner How do we build a strong brand\ulcorner This paper develops a customer-based brand equity model to help address these important questions. The developed model is a cause-and-effect model linking customer-brand relationships to rational and emotional brand associations, as well as rational and emotional brand evaluations. The customer-brand relationships are characterized by loyalty, based on both behaviour and attitude. As branding is a very complex concept, it is important to determine which of the many branding elements should be included in the model. This paper discusses why a given aspect is important for a brand's equity and which relations exist between the included variables from a theoretical perspective. The model provides insight into the creation of a brand's equity and can thus be used in the brand management process to achieve brand excellence.

Success Story: How Storytelling Contributes to BTS's Brand

  • Lazore, Courtney
    • Asia Marketing Journal
    • /
    • v.22 no.4
    • /
    • pp.47-62
    • /
    • 2021
  • Good storytelling is at the heart of BTS as both a brand and a band. Modern brands know that story is no longer an option, but a requirement for keeping audiences engaged. With their consistent and creative reliance on story, BTS has transformed the K-Pop landscape, providing a framework for others in the industry that relies on open-structure narratives, sincerity, and active audience engagement, among other components. To investigate BTS's storytelling strategies, this article breaks down how stories permeate BTS's content, from music and videos to the Bangtan Universe and documentary films. The importance of transmedia storytelling and participatory audiences is also examined. The analysis resulted in a proposed framework that suggests the following components: 1) story as central to the brand; 2) authenticity and sincerity; 3) idol participation in creative output; 4) use of transmedia storytelling and story gaps; 5) intertextuality and cohesion; 6) opportunities for audience engagement; and 7) dedicated creative staff. Utilizing this framework can help K-Pop groups elevate their brands, better use storytelling elements, and gain larger, more engaged audiences.