• 제목/요약/키워드: Product Experience

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The Role of Processing Fluency in Product Innovativeness Judgment

  • Cho, Hyejeung
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.31-52
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    • 2013
  • The metacognitive experience of the ease or difficulty with which new, external information can be processed, referred to as 'processing fluency,' has been shown to influence a wide range of human judgments including truth judgments, familiarity judgments, risk perception, evaluation, and preference (see Alter and Oppenheimer 2009 for a review). The current research explores the possibility of a consumer's product innovativeness judgment based on the difficulty of processing new information. In specific, this study examines if the inferential link between (dis)fluency-(un)familiarity can feed into the perception of innovativeness. This study also explores how a consumer's processing motivation can moderate the consumer's reliance on processing fluency in judgments and how the influence of fluency can vary depending on judgment task orders. In an experiment, participants rated a new product's innovativeness and then indicated their product attitude (or vice versa depending on the judgment task order condition) after reading a product review article that was printed in either an easy-to-read or a difficult-to-read font (for fluency manipulation). The findings show that low need for cognition individuals infer higher product innovativeness when processing product information is difficult rather than easy, consistent with the common assumption that 'new information is more difficult to process than familiar information.' The findings also suggest that once low fluency is attributed to innovativeness, it may no longer lead to a negative response to the product. High need for cognition individuals' judgments on product innovativeness are not affected by fluency. The findings also demonstrate a judgment task order effect on the use of fluency in judgments (e.g., Xu and Schwarz 2005). This study provides the first evidence that an individual's fluency experience can be used as a source of information in product innovativeness judgments especially under low processing motivation conditions. The findings can help marketers better understand the malleability of consumer judgments and perceptions of product characteristics (e.g., product innovativeness) by demonstrating an interesting interplay of processing fluency, processing motivation, and judgment task-related contextual factors.

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고객 경험 디자인, 구현 및 평가를 위한 개념적 프레임워크 (A Conceptual Framework for Customer Experience Design, Implementation and Evaluation)

  • 구지영;나건
    • 디지털정책학회지
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    • 제2권1호
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    • pp.21-30
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    • 2023
  • 고객 경험 디자인은 고객이 제품 또는 서비스를 구매하고 사용할 때 브랜드나 기업의 터치포인트에서 긍정적인 경험을 최대화하는 것을 목표로 한다. 긍정적인 경험을 전달할 수 있는 제품이나 서비스를 디자인하기 위해서는 고객의 니즈와 고객 경험의 변화하는 특성을 해결하는 데 도움이 될 수 있는 다른 관점과 접근 방법이 필요하다. 디자인 프로세스는 다양한 학문 분야에 걸쳐 혁신을 주도하고 브랜드나 기업의 지속적인 성장에 필수적인 접근 방법 중 하나이다. 따라서, 본 연구에서는 고객과의 상호 작용과 고객 경험을 개선하는 것을 목표로 하는 서큘러 고객 경험 디자인 프로세스(The Circular CX Design Process)를 제안한다. 본 연구에서 제안한 프레임워크는 고객 여정을 중심으로 다양한 터치포인트를 분석하고 개선함으로써 지속적으로 고객에게 긍정적인 경험을 제공하는데 그 목적이 있다.

인구통계학적 특성 및 외식행동에 따른 대학생의 소셜커머스 외식상품 이용 현황 (Use of Social Commerce Restaurant Products by College Students According to Demographic Characteristics and Eating Out Behavior)

  • 조미나;허지환
    • 한국식품조리과학회지
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    • 제30권3호
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    • pp.291-306
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    • 2014
  • The purpose of this study was to examine the use of social commerce restaurant products by college students according to demographic characteristics and eating out behavior. The questionnaire for the survey was distributed to 450 college students, who have experiences of purchasing a restaurant product on social commerce, with 286 responses used for analysis. From the result, college students frequently use smart phones and SNS for making such purchases. While the awareness of social commerce was high, they sometimes visited the websites and purchased products. The awareness and purchase experience of Coupang and Ticket Monster turned out to be the highest. The most frequently purchased product was restaurant discount coupons, followed by fashion/accessories, movie or concert tickets, food products, and beauty shop discount coupons. The discount rate was mostly 30 to 40% on average. The most significantly considered matter in purchasing products and services was product quality, followed by discount rate and consumer review. The respondents ate out at least 3 to 5 times a week, spent $100,000{\leq}200,000$ won, and were generally satisfied with the restaurant products from social commerce sites. The main satisfaction reason was price, whereas the dissatisfaction reason was false and puffy advertising. Service quality improvement and variety of category were the most necessary factors for improvement. Among the demographic characteristics, there was a difference in purchase expenditure of social commerce restaurant products, as well as purpose, companion, time used and word-of-mouth experience according to gender. According to grade, there was a difference in purchase expenditure, companion, area of use and impulsive purchase. Among the eating out behavior, there was a difference in purpose, companion and word-of-mouth experience according to the eating out frequency. Meanwhile, there was a difference in purchase expenditure, companion, time used, word-of-mouth experience and tool according to the eating out cost.

Consumer's Textile Sensibility in regard to Purchase Experience of Apparel Products in e-Business

  • Shin, Sang-Moo
    • 패션비즈니스
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    • 제6권6호
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    • pp.105-111
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    • 2002
  • E-business has been regarded as new type of marketing channels and has been growing rapidly. The purpose of this study was to investigate textile sensibility depending on consumers' purchase experience of apparel product in e-business. The analyses of 202 questionnaires were conducted by frequency, mean, and standard deviation, and t-test using SPSS 10.0. Computer setting environment was 1280$\times$1024 resolution with 96 DPI (dots per inch) for this experiment. The results of this research were as follows: Melton (flat axis), habutae (thin axis), suede (wet axis), and terry (rustic axis) showed that there were no significant differences in textile sensibility regarding purchasing experience in the cyber apparel store. But oxford (hard axis) showed that purchasing experience group perceived less modern and smooth textile sensibility than no purchasing experience group. In case of linen (dry axis), purchasing experience group showed less modern textile sensibility. In case of muslin (soft axis), purchasing experience group had more flat and less soft textile sensibility than no purchasing experience group. In case of homespun (thick axis), purchasing experience group perceived less modern textile sensibility than no purchasing experience group.

An Empirical Investigation of the Impact of Customer Learning on Customer Experience in the Context of Knowledge Product Use

  • KIM, Yong Jin;YIM, Myung-Seong
    • The Journal of Asian Finance, Economics and Business
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    • 제7권12호
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    • pp.969-976
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    • 2020
  • The role of customers has changed from that of passive users to value co-creators. Therefore, it is important to understand how customer learning takes place and how it affects customer experiences with services and products. However, while past studies insist on the importance of the issues in designing customer experiences, they do not empirically address these issues. This study investigates the support processes for customer learning, and their impact on customer learning, which in turn influences customer experience. To test the hypotheses, we employed the survey method. Target informants were the actual users of Apple iPods. A total of 200 survey questionnaires were distributed and 146 were collected. Among these, seven erroneous responses were excluded, leaving 139 usable ones. The proposed model was empirically analyzed using the Covariance-based SEM (Structural Equation Modelling) technique. The findings of this study suggest that, among the three support processes in customer learning, learning-by-doing support and learning-by-investment support positively affect customer learning, which influences customer experience. This study contributes to the literature by identifying different types of support for different kinds of customer learning processes and by empirically testing the impact of the support for the process on customer learning, and in turn, its impact on customer experience.

UX 디자인 업무 역할 및 방향성에 관한 연구 (Roles and Direction of User Experience Design)

  • 반영환
    • 대한인간공학회지
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    • 제29권4호
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    • pp.521-525
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    • 2010
  • UX (User Experience) Design was an interdisciplinary approach in humanities, engineering, science and design. We classified the roles of user experience; requirement analysis which are user research, constraints analysis and direction analysis, concept design, information architecture, physical UI, graphical UI, sound UI, Olfactory UI, prototype, evaluation, launch, localization, and knowledge management/UI DB. User research methods were classified by the relation of designer, user, and product/service. We reviewed three issues of UX design; complexity management, efficiency management, and mapping management.

How do Export Pioneers Emerge and How are They Related to Product Creators?

  • HAHN, CHIN HEE
    • KDI Journal of Economic Policy
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    • 제43권1호
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    • pp.1-27
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    • 2021
  • In this paper, we empirically examine how export pioneers emerge and how they are related to product creators/innovators, utilizing a rich plant-product level dataset from the Korean manufacturing sector for the period of 1990-1998. Our analysis covers the process from the appearance of product creators as well as product imitators to the emergence of export pioneers. We find, first, that product imitators are larger, more productive and older than product creators. Second, most export pioneers are nevertheless found to be product creators. This result is largely due to the fact that almost all export pioneers export the products in the same year as product creation. Third, there are similarities as well as differences between product creators and export pioneers. Plants that are more productive or larger are more likely to become product creators as well as export pioneers. However, previous exporting experience positively affects the probability of export pioneering only, while plants' engagement in R&D positively affects the probability of product creation only. We discuss possible explanations for our main empirical results as well as their policy implications.

이전사업경험, 제품속성 및 온라인 고객평가가 제품 매출성과에 미치는 영향: 중국 온라인 쇼핑몰내 TV제품 중심으로 (Prior Industry Experience, Product Attributes and Online Customer Review on New Product Sales: TV Products on Chinese Online Shopping)

  • 까오밍원;박상문
    • 기술혁신연구
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    • 제24권1호
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    • pp.85-111
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    • 2016
  • 본 연구에서는 온라인 쇼핑몰 상황에서 이전사업경험, 제품속성과 온라인 고객의견이 신제품 매출성과에 미친 영향을 살펴보았다. 인터넷 쇼핑몰에서 제품 성과에 대한 연구들은 선진국 온라인 쇼핑몰을 중심으로 고객들의 구전효과에 초점을 두고 연구를 진행해 왔으며 상대적으로 기업특성이나 제품속성에 대한 연구는 미흡하였다. 본 연구에서는 중국 인터넷 쇼핑몰에서 판매중인 총 407개 TV모델들을 대상으로 기업특성, 제품속성 및 온라인 고객의견이 제품 매출성과에 미친 영향을 살펴보았다. 기업특성에서는 이전TV제조업체들의 제품이 신규 진입기업들의 제품들보다 매출성과가 높았다. 제품속성에서는 경쟁제품 대비 초기 가격수준이 낮을수록 성과가 높으며 가격할인율이 높은 경우에는 오히려 매출성과가 낮았다. 전반적인 제품의 기술경쟁력 수준이 높을수록 판매성과가 높으며 신기능의 특성에 따라 매출성과에 미친 효과는 다르게 나타났다. 제품별 온라인 고객평가 의견수가 많을수록 해당 제품의 매출성과는 높은 것으로 나타난 반면, 온라인 고객평가 점수는 매출성과에 유의한 영향관계나 나타나지 않았다. 본 연구에서는 온라인 쇼핑몰 상황에서 신제품 매출성과 향상을 위한 이론적 실무적 의의를 제시하고 향후 연구과제들을 제시하였다.

A New Exploratory Testing Method for Improving the Effective IP Set-Top Box Test

  • Kim, Donghyun;Kim, Yoon
    • 한국컴퓨터정보학회논문지
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    • 제23권2호
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    • pp.9-16
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    • 2018
  • Recently, as various IP set-top boxes based on Android OS have been widely used in general households and public facilities, complaints about services and set-top boxes have continued to increase as much as other smart devices. In order to reduce this problem, the manufacturer performs the testing work before the product is commercialized. However, the testing can reduce potential defects in the product, but it can not prove that the product is free of defects. Therefore, the quality of the product can vary depending on how effective testing techniques are introduced. In this paper, we propose a new exploratory testing method that minimizes test case creation time and makes it easier to plan and execute test while simultaneously learning how to run the product under test. Using the first proposed method, the test time is reduced by about 16.7 hours and the defect detection rate is 25.4% higher than the formal specification-based testing method. Informally, the test time was shortened by about 4.7 hours and the defect detection rate was 13% higher than the informal experience-based testing method.

사용자 경험, 욕구파악을 통한 유저인터페이스 디자인 (User Interface Design through the User Experience and Understanding of Desire)

  • 김진곤;백용재
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.59-63
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    • 2006
  • 본 연구는 유저인터페이스 디자인에서의 정량적 사용성 분석방법과 정성적 사용성 분석방법을 혼용하여 개발한 방법론의 소개를 통해 사용자 심층적 경험과 욕구파악의 중요성을 강조하고 이의 적극적 활용을 제안하고자 한다. 본 연구방법론은 People, Prototype, Product에 대한 조사범주 및 3단계 순환과정의 반복과 탐험적 과정을 통해 사용자의 잠재된 경험과 욕구를 발견하고 이를 유저인터페이스 디자인에 반영 가능하도록 한다는 데 의의가 있다.

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