• 제목/요약/키워드: Product-management strategy

검색결과 701건 처리시간 0.027초

Analysis of Actual Consumption Patterns of China's Infant Food Market for 6th Industrial Management System Export Activation

  • Park, Sang youn;Song, Duk-young;Park, Hyoung ho;Lee, Namgyum;Hwang, Il yeong
    • International Journal of Advanced Culture Technology
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    • 제5권4호
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    • pp.15-19
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    • 2017
  • With the increased economic profit in China, people tend to give more attention to the nurturing of children. The change in the food markets directly connected to the infants' health seem to have brought various consumption patterns different than before. Based on the actual condition survey operated by this research, the expansion in the scale of consumption and preference to the imported food for infants appeared in the Chinese food markets for infants. The rapidly increased amount of the online purchases of the food for Chinese infants was checked through the condition survey. Based on the analysis results, with the purpose of increasing the purchase opportunities of the Korean food for infants to the Chinese consumers, it should not only perform the promotion activities such as the promotion for the product's superiority and various promotional event, but also establish the pricing strategy for each entry step to the Chinese market. Because the purchase experience of the Korean food for infant plays the important role for the additional payments decision, it is estimated that there is a need to expand the opportunities for the Chinese consumers to approach the Korean food for infants both directly and indirectly.

QFD를 이용한 인터넷 쇼핑몰의 서비스 품질 측정 및 개선에 관한 연구 (A Study on the Measurement and Improvement of Service Quality using QFD in the Internet Shoppingmall)

  • 정상철;유해림;김명숙
    • Journal of Information Technology Applications and Management
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    • 제11권4호
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    • pp.181-208
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    • 2004
  • By the developing of Internet. the environments of the company have rapidly been changed. Especially. managers in the Internet shoppingmall have been try to provide excellent e-Services to their customers. e-Service i~ defined comprised of all interactive services that are delivered on the Internet uSing advanced telecommunications. information, and multimedia technologies. but according to study of e-Satisfy. com[2000]. customer service through internet is still neither effective nor efficient and poor service will impact on company's profit but excellent service can improve their value and quality of the service or product. In order to customer-oriented e-Services. this study suggested the QFD linked with e-Service quality model for the Internet shoppingmall service system. which can help determine design characteristics being relevant to customer's e-Service quality requirements. this hybrid model have two stages. In the first stage. we do measure service quality and find priorities of service quality attribute by purchase process. and in the second stage. on the basis of priority of e-Service quality attributes, we find design characteristics to maximize customer satisfaction. From this study, we provide internet shoppingmall managers with the implications for improvement of service quality, measuring quality of e-service, providing design characteristics for customer-oriented service quality.

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우리나라 주요국(미국, 일본, 중국)과의 IT 무역과 국내 IT 산업으로의 파급효과 (Korea's IT Trade with Major Partners (US, Japan, China) and its Impacts on Domestic Industry)

  • 이상용;한재승
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.39-59
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    • 2011
  • Information Technology (IT) has been working as an engine of growth in Korea since early 1990's. For the next leap of Korean economy and to overcome worldwide financial crisis, Korea's IT industry needs to find a new breakthrough. In this viewpoint, we tried to empirically analyze the impact of Korea's IT trade on domestic industry. Since Korean government is trying to set up a few free trade agreements (FTA) with major trade partners, more accurate understanding of the impact of FTA is required to find the correct way to promote Korea's IT industry. We first looked at the current status of Korea's IT trade with major partners such as the US, Japan, and China to understand the competitiveness of Korea's IT industry. Having done this, we measured the impact of IT trade on domestic industry using Granger causality test. The results showed that the positive impact of trade is bigger on IT industry than on whole industry. Also, the impact of import turned out to be bigger than that of export. Among the major trade partner countries, the US’s and China's impacts are bigger than Japan's impact. Another notable thing is that IT product import from the US has especially big impact on domestic IT industry. Our findings may have certain implications to the FTA related policy.

특허가치평가 요소에 관한 연구 (A Study On Valuation Factors of Patent)

  • 김영기;박성택;이승준
    • 디지털융복합연구
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    • 제7권2호
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    • pp.63-70
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    • 2009
  • It is well known that in the knowledge-based economy a firm's intellectual property including patent is crucial for its competitive advantage. In industrial economy, tangible assets such as land and equipment have been of critical importance for a firm's competitiveness. However, as the paradigm shift to the knowledge-base economy is being accelerated, intangible assets such as intellectual property are considered to be more influential for a firm to be competitive. The valuation of intangible asset is as necessary as that of tangible asset. In particular, reasonably accurate valuation of patent which represents a firm's technological competitiveness seems to be of great importance since (1) it is essential for a firm's patent strategy development, (2) it can activate the technology market, and (3) it is necessary to evaluate a patent's technological contribution when multiple patents are used to develop and commercialize an innovative product. Unlike that of tangible asset, the valuation of intangible asset is very difficult. In order to figure out a value of patent it is necessary to use a number of appropriate valuation factors. In this paper, we surveyed various valuation factors presented by previous researches and several technology valuation organizations to find a set of common valuation factors considered to be of more importance.

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SI작업의 일환으로 판매환경 집기디자인에 관한 연구 - A 브랜드를 중심으로 - (A Study on the Store Hold Design for Fashion Sales Environment as Store Identity - With a focus of the brand "A" named -)

  • 이미란;권석준;박우장
    • 한국가구학회지
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    • 제10권1호
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    • pp.33-42
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    • 1999
  • This study aims to organize the research ways of interior design for clothing stores as a management strategy in the market changing rapidly. The public met their needs in a mass production system. However, the brand-name companies began to create the conditions of consumption for people, there appeared people with new lifestyles and new way of thoughts so that their propensity to consume resulted in consumption activities, and it become varied, individual, and highly qualified. Therefore, in view of consumers' priority, based on SI sales environment this paper aims to create a new image by re-designing the interior and furniture of shops which will help to enhance the image of brand name. Therefore, the brand-name companies will expect a large sale for the new product and it will apply to sales environments of other products and influence them. The purpose of this paper is to find a desirable way to increase sales efficiency for the companies. In order to get a concept and propriety of sales environment design, examined mutual relation to each study of interior design, marketing, and fashion design. Through referring to the documents research of these fields I could get a conception and basic structure for them. Based on the theoretical knowledge, this study was made to show to examine and generalize the existing sales environments and situations and set up a new concept for this. It will apply to interior design and store holds and present a new design alternative for improvement.

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정보기술 발전에 따른 패션산업 프로세스 혁신과 경쟁력 강화에 관한 연구 -ZARA의 패스트 패션 사례를 중심으로- (The Impact of Information Technology on the Process Innovation and Competitiveness in the Fashion Industry -Case Study of Fast Fashion: ZARA-)

  • 강죽형;성윤영
    • 한국의류학회지
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    • 제34권1호
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    • pp.1-13
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    • 2010
  • This study analyzes the innovation process of the value chain in the fashion industry. It examines the differences between traditional and FF-based methods that include value chain processes such as design, production, and distribution-sales process. In the literature review and case studies, general propositions were drawn from each innovative stage by a comparison analysis. First, design speed is the main factor to explain the impact of IT in the design process. Second, small quantity batch production becomes main stream by the adoption of a computer-integrated manufacturing system in the production process. Third, cost reduction and speedup improvement are results of innovation in the distribution process. Last, a customized interface provides important information that can integrate the value chain and make useful customer relationships in the sales process. Fast fashion is the best product of these procedural innovations in the overall value chain. Consequently, this study confirmed that the general propositions referred above were acceptable and adaptable in the case of ZARA in terms of fast fashion strategy.

Environmental Perception, Ethical Consumer Behavior, and Price Sensitivity: Impact on Using Intention of Eco-Friendly Products

  • Yang, Hoe-Chang;Han, Tae-Jeom
    • 유통과학연구
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    • 제12권10호
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    • pp.57-65
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    • 2014
  • Purpose - This study aims to identify the effect of corporate eco-friendly marketing, which focuses on corporate social responsibility, on the environment, natural preservation and protection, and environmental concern among consumers. Research design, data, and methodology - A total of 92 valid questionnaires were used for analysis. A structured model was established and a 3-step mediated regression test was employed to see how consumers' perception of ethical consumer behavior and price sensitivity are influential in relation to the impact of consumer's perception of eco-friendliness on the using intention in relation to eco-friendly products. Results - Three factors of eco-friendly perception all have a positive impact on ethical consumer behavior, thus lowering their price sensitivity. In particular, it is found that environmental knowledge and environmental concern are important to promote ethical consumer behavior. Conclusion - It is found that, to increase the using intention of eco-friendly products, an enterprise should practice an eco-friendly marketing strategy, deliver eco-friendly related knowledge, and include contents to allow consumers to take an interest in the environment for effective performance of marketing.

한국 온라인게임 산업의 서비스 혁신패턴 분석 (Analysis of Innovation Patterns of Korean Online Game Industry)

  • 남영호
    • Journal of Information Technology Applications and Management
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    • 제15권1호
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    • pp.117-137
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    • 2008
  • Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users' needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government's policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.

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조정변수로서 소비자의 유행관여, 상표친숙성, 부정적 정보가 의류상표확장 평가에 미치는 영향 (The Influence of Fashion Involvement, Familiarity and Expertise of Negative Information as Moderate Variable on Extended Apparel Brand Evaluation)

  • 황선진;송기은;이윤경
    • 한국의류학회지
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    • 제27권1호
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    • pp.9-17
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    • 2003
  • The purpose of this study was to investigate whether customers' fashion involvement, brand familiarity, and expertise of negative information moderate the influence of the original brand attitudes on the attitude toward extended brand attitudes in the fashion market. For these purposes, four hypotheses were developed and data was collected from 480 students. Data was analyzed using SPSS methods such as factor analysis, frequency, 1-test, and moderated regression analysis. The results were as follows; first, it was found that the original brand attitudes positively influence the extended brand attitudes. Second, the influence of the original brand attitudes on the extended brand attitudes was stronger when fashion involvement was high rather than low. Third, in the case that perceived similarity between the original and the extended product classes was high, the influence of the original brand attitudes on the extended brand attitudes was stronger when brand familarity was high. Fourth, the influence of original brand attitudes on the extended brand attitudes was stronger when the perceived expertise of negative information source on the extended brand was high. Therefore, the results suggest that extending brands requires the systematic brand management considering customers' variables such as fashion involvement, brand familiarity, negative information etc. Also, it seems that the brand strategy should be based on the segmentation for targeted customers' characteristics.

CALS 성격 규명에 관한 연구 - ILS를 중심으로 - (The study on the CALS's character -From a ILS point of view-)

  • 손병식;김성권
    • 한국전자거래학회지
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    • 제3권1호
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    • pp.43-67
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    • 1998
  • Logistics is by no means a new subject area. The concept of logistics goes way become more complex as technology advances, and logistics requirements have increased accordingly. In 1964, when ILS philosophy formally came into being, ILS was defined in general terms and did not describe what actions an ILS program should accomplish. ILS philosophy have been developed from 1964 through 1980. In 1982, United States Department of Defense formulated a new concept, CALS. CALS is the strategy that the US defense development to management the transition to integration and automated interchange in defense system engineering, manufacturing, and logistic support. Its goal is to use the inherent features of digitized data to revolutionize the function of data -gathering, data storage and data - transfer techologies associared with the development of defense systems. The Result will be systems that are cheaper, more reliable, and easier to maintain. To define CALS's character, the purpose of this papers compare two concepts - CALS and ILS. The elements of CALS consist of standads and EDI. The elements of ILS include LCC(Life Cycle Cost), LSA(Logistics Support Analysis), LSAR(Logistics Support Analysis Rcord), Aquisition Cycle.

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