• 제목/요약/키워드: Product Experience

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현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로 (Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone)

  • 오지은;김기옥
    • 대한가정학회지
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    • 제50권1호
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    • pp.141-154
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    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.

경험 혁신과 경영 전략 : 신제품 개발 과정에서의 사용자 경험 디자인(Design for User Experience) (Experience Innovation and Business Strategy : Design for User Experience(UX) in New Product Development(NPD))

  • 신영수;임채린;이선화;김진우
    • 한국IT서비스학회지
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    • 제14권2호
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    • pp.231-251
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    • 2015
  • User Experience (UX) and Experience Innovation have been emphasized in the process of New Product Development (NPD). However, previous works which were conducted within the theme of UX mostly focused on the fragmentary aspects of user's experience in a specific usage-context only. For this reason, it is always hard to deal with questions on how to define the abstract concept of UX and how to apply this important keyword in actually NPD process both for satisfying potential users and for setting a market strategy. To address this issue, we focused on the fact that UX has an aspect of composition like pattern and structure. It means that we can understand the context of UX with clarifying characteristics of relations between user and experiential objects. Also, we referred to two sub-concepts of Complexity, Density and Centrality, as representative characteristics of relations in usage-context. Based on this theoretical background, we attempted to find UX design principles and concepts for NPD from the actual example cases of products and services in the real market. From these whole study process, we expect that our findings could have implications for academic and practical areas within the theme of Human-Centered Innovation.

음성 에이전트에서의 쇼핑 경험에 대한 사용자 경험 연구: 화면 유무와 제품관여도, 대화방식의 차이를 중심으로 (A Study on the UX of Shopping Experience in Conversational Agents: Focus on the Difference between the Presence of a Screen, Product Involvement, and Conversation Style)

  • 이화영;김동환
    • 한국멀티미디어학회논문지
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    • 제25권8호
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    • pp.1156-1166
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    • 2022
  • In this study, we examined voice shopping interaction in which consumers can be involved in the decision-making process. Sixteen kinds of voice shopping interaction were designed with differences in the existence of screen/product involvement/conversation style. Their effects on trust, cognitive load, satisfaction, and continuous intention to use were evaluated through a survey experiment. The main effect of conversation style was significant, and it was found that the more deeply involved users have higher trust. The interaction effect between conversation style and product involvement was also significant. Low involvement product buyers had the most positive user experience from the conversation style that included 'Ask for preference,' while high involvement product buyers had the most positive user experience from the conversation style that included both 'Ask for preference' and 'Question and Answer.' The main effect and interaction effect of the existence of screen was not significant. The results indicate that a positive user experience can be obtained when users are deeply involved in consumer decision-making, especially in purchasing high-involvement products.

온라인 사용후기 방향성이 정보 신뢰성과 제품태도에 미치는 영향 - 쇼핑경험과 제품유형의 조절적 역할 - (Effects of the Direction of Online Reviews on Information Reliability and Product Attitude - Base on the Moderating Role of Shopping Experience and Product Type -)

  • 문재학
    • 경영과정보연구
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    • 제33권4호
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    • pp.49-62
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    • 2014
  • 본 연구는 온라인 사용후기 방향성이 정보 신뢰성과 제품태도에 미치는 영향을 분석하고 소비자의 온라인 쇼핑경험과 제품유형의 조절효과를 규명하는데 그 목적이 있다. 온라인 사용후기를 제품의 장점만을 언급하는 일면 메시지와 장단점을 함께 언급하는 양면 메시지로 분류하고, 제품유형을 기능재와 쾌락재로 분류하여 실험물을 제작하였다. 또한 소비자의 온라인 쇼핑경험이 많은 집단과 적은 집단으로 구분하여 가설 검증에 사용하였다. 연구결과, 온라인 사용후기 방향성은 정보 신뢰성과 제품태도에 모두 유의한 영향을 미치는 것으로 나타났으며, 쇼핑경험의 조절효과는 정보 신뢰성과 제품태도에 모두 유의한 것으로 조사되었다. 온라인 사용후기가 정보 신뢰성에 미치는 영향에서 제품유형의 조절효과는 유의한 것으로 나타났으나, 제품태도에는 유의한 조절역할을 하지 않은 것으로 나타났다. 그리고 본 연구의 결론에서는 연구결과에 따른 시사점과 한계점을 논의하고, 향후 연구방향을 제시하였다.

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계획되지 않은 햅틱 경험이 상품의 가치 평가에 미치는 영향 (Effect of Unplanned Haptic Experience on Product Evaluation)

  • 박용배;박주화;조광수
    • 디자인융복합연구
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    • 제14권5호
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    • pp.47-56
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    • 2015
  • 사람들은 상품에 대한 선호 결정과 가치 평가를 위해 제품을 직접 만져보기를 원한다. 일반적으로 사람들은 경험되는 햅틱 경험이 제품의 속성에 의해 이루어지고 있음을 가정하고, 계획적으로 선호와 판단의 근거로 사용한다. 하지만 경험되는 햅틱 경험이 제품의 속성에 의해 이루어지지 않았음에도, 즉 비계획적인 햅틱 경험이 제품의 선호와 가치 평가에 영향을 줄 수 있음을 시사하는 연구가 제안되고 있다 (Ackerman, Nocera, & Bargh, 2010). 본 연구는 이러한 비계획적/우연적 햅틱 경험이 (1) 사용자의 인지적 경향성을 변화시키는지 (2) 햅틱 경험의 원인에 대한 오귀인을 일으키는지, 두 가설을 제안하고 경험적으로 검증하였다. 실험 참여자는 태블릿 컴퓨터 화면에 제시되는 상품을 보고 부드러운 소재의 제품군과 딱딱한 소재의 제품군의 최대 지불 용이 가격을 책정하였다. 실험 결과 비계획적 햅틱 경험은 사용자의 인지적 경향성을 변화시킴으로서 상품의 가치 평가에 영향을 주었다. 모바일 디바이스의 커버, 오프라인 커머스 환경에서 제품의 포장재, 판촉물, 메뉴판 등 사용자들과 직접적으로 접촉하는 다양한 상황에서 발생하는 비계획적 햅틱 경험의 활용가능성을 논의하였다.

제조업의 고객경험관리 평가지표 개발연구 - Top Plan DNC 고객경험관리 사례를 중심으로 - (The Development of Customer Experience Management Competency Scale in the Manufacturing industry - Top Plan DNC Customer Experience Management Casestudy -)

  • 김소희;김용세
    • 한국과학예술포럼
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    • 제20권
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    • pp.135-146
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    • 2015
  • The purpose of this research is to highlight the importance of customer experience relating to servitization of manufacturing and to develop an index to analyze customer experience management. It occurred that customer experience management analysis should perform in diverse dimensions to get higher customer satisfaction. Following to this idea, new idex is designed : CEMC(Customer Experience Management Competency scale). CEMC includes three parties which are internal expert, external expert and customer, as evaluators of the appraisal. Each evaluator participates in the inspection about customer experience management through a questionnaire which composed four sections : Product and service, Business process, Culture and Asset. Researchers apply this index to one small manufacturing business and analyze the state of customer experience management. The result would be a reference for building strategy and align inside organization.

Understanding the Concept of User Experience Based on the Extended Concept of Usability

  • Lee, Dong-Hun;Chung, Min-K.
    • 대한인간공학회지
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    • 제31권2호
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    • pp.299-308
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    • 2012
  • Objective: This study presents the conceptual framework and the conceptual model to account for user experience by expanding the existing concepts of usability, in particular considering the user-interface environment in digital convergence. Background: To better understand a variety of users interacting with a converged product based on digital technologies, there seems to be a limit to consider the existing concepts of usability. All possible aspects of user's interaction with a product in a context of use need to be taken into consideration. Method: This study identifies the concept of user experience through a comprehensive literature review. Results: First, this study reviews the existing concepts of usability and user experience. And then this study describes four main components in the conceptual framework of user experience: user's internal states, user's external states, a product, and various outcomes, each of which encompasses distinct sub-components. The conceptual model of user experience accounts for how user's internal states change over time and for how different sub-components affect actual behavior of use. Conclusion: It is expected that these user experience concepts can be used in basic resources to better understand different behavioral characteristics of users and to better design interactive products in converged digital environments.

소비자의 라이프스타일과 케이블TV 홈쇼핑 의류제품에 관한 연구 (A Study on CATV Home Shopping of Apparel and Life Style)

  • 강영의;이옥희;최경은
    • 복식문화연구
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    • 제9권3호
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    • pp.343-356
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    • 2001
  • The purpose of this was to classify consumer groups according to the life styles and analyze buying intention and evaluation criteria of apparel product, opinion to 4p\`s aspect among consumer groups. And it was to clarify relationships between the experience of CATV home shopping and buying intention and evaluation criteria of apparel product, opinion to 4p\`s aspect. The subjects of this study were 270 women living in Chonbuk and Chonnam regardless their experience in CATV home shopping. For data analysis, frequency, percentage, mean, t-test, factor analysis were conducted. The results were as follows; First, the type of life style were classified into the following subdivisions: products confirmed type, price-quality regarded type, time regarded type, new product regarded type. Second, the significant differences among the classified life style groups were found in buying intention, evaluation criteria of apparel product, and opinion to 4p\`s aspect. Third, there were significant differences in buying intention, evaluation criteria of apparel product, and opinion to 4p\`s aspect according to TV home shopping experience.

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인터넷 쇼핑몰에서 의류상품에 대한 착의경험 정보제공이 트래픽과 판매성과에 미치는 영향 (The Effect of Trial-Experience Information on the Traffic and Sales Performance of Apparel Product Websites)

  • 김태연;이윤정
    • 한국의류학회지
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    • 제29권11호
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    • pp.1369-1380
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    • 2005
  • This study suggests a strategy of providing apparel product information from the wearers' perspective on Internet shopping malls, as a way of compensating for the lack of opportunities to try on the actual product. On an actual Internet shopping mall that sells apparel product, the 'trial-experience information' (the experiential information provided by the fit models who tried on the products) was provided for 83 different items from four women's wear brands. The traffic and sales performances (number of visitors, page view, gross sales of goods, conversion rate, and the numbers of customer transactions) of the apparel product websites that contain trial-experience information were compared to the performances of the brand's websites before this information was implemented. The changes in percent contribution of these brands in women's wear category were also noted. The specific results are as follows: First, all the four performance measures as well as the percent contribution of the experiment products in women's wear category increased noticeably throughout the experiment period (11 to $103\%$). Second, when the percent contribution of these brands in women's wear category in terms of traffic and sales performances were compared to the previous year, these measures increased between $497\%\;and\;2851\%$. Third, the amount of customer transactions also increased after the trial-information was provided, yet to a relatively smaller extent $(29.04\%\;to\;55.25\%)$. The findings showed that trial-experience information provided on the Internet shopping malls may reduce customers' risk perception and lead to increased sales of apparel product and improve the site use ratio.