• Title/Summary/Keyword: Used product

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Antecedents to Consumer Satisfaction with Laundry Detergents and Fabric Softeners in Thailand: A SEM Analysis

  • CHEEWAPATTANANUKUL, Nawin;SAENGNOREE, Amnuay;DEEBHIJARN, Samart
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.8
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    • pp.157-167
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    • 2022
  • The global laundry detergents market in 2021 was valued at nearly $121 billion, with consumers being reported as heightening their search for hygienic products capable of fighting viruses. Therefore, the researchers undertook a study to determine how product innovation (PI), product quality (PQ), and product attitude (PA) effects Thai consumers' satisfaction (CS) with their purchase of laundry detergent and fabric softener. After the questionnaire's validity and reliability confirmation, the authors used multi-stage random sampling by region and province in January and February 2022 to collect 520 questionnaires. LISREL 9.10 was used in the CFA and SEM analysis of the six hypotheses, which were determined to be supported. The results showed that all three causal variables positively influenced CS, with a total effect (TE) R2 value = 87%. Also, latent variable total effect (TE) values showed that PI was strongest (0.93), then PQ (0.56), and finally, PA (0.54). Therefore, consumer satisfaction is essential in a firm's ongoing development and sustainability in a highly competitive, globalized world. Organizations must develop competitive strategies that adjust to consumer needs. Management must monitor online and social media sources where product reviews are given and adjust their strategies accordingly.

Product Modeling Design and Evaluation Research Based on Affordance Theory (어포던스 이론에 기반한 제품 모델링 디자인 및 평가 연구)

  • Chen, Zizhu;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.390-397
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    • 2022
  • Affordance is a kind of mental physiology, used by psychologist Donald A. Norman as a design idea, defined as "the property that something can directly and essentially provide something to a person or animal". This idea of returning to the essence and providing properties intuitively has a new guiding effect on product design. The purpose of this thesis is to take the theory of affordance as the basis of design concept, and redesign the shape of desktop lamps in small home appliances, so as to optimize the product shape. A product styling design method based on the concept of affordance is established through four major classifications of affordance, and a styling design scheme is completed using a tabletop luminaire in small home appliances as an example, and then a product styling design evaluation system is used to evaluate the new tabletop luminaire styling design scheme and the existing styling, and the evaluation results are analyzed. Finally, it is concluded that a new product styling design method based on affordance is constructed, and the feasibility and effectiveness of this method are verified, which provides ideas and theoretical basis for product styling design.

A Study for Imitation stone quality improvement for Mix-proportions of design (Based on Product spot of 'D' business of industry) (배합설계법에 의한 인조석 품질 개선 연구 (D업체의 생산 현장을 중심으로))

  • 박주식;김길동;강경식
    • Journal of the Korea Safety Management & Science
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    • v.2 no.3
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    • pp.141-150
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    • 2000
  • This study aim is analysis device development for design of experiment with calcium chloride relation used a hardener to search cause of product crack, product reliability improvement building data-base program for computer system of mixture rate, product improvement, and new product development.

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The Influence of Art-provoked Affect on Product and Product Attributes Evaluation (명화(名畵)에서 유발된 감정이 차용된 제품과 제품속성 평가에 미치는 영향)

  • Kim, Hanku;Jung, Bohee;Chu, Wujin
    • Asia Marketing Journal
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    • v.13 no.2
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    • pp.99-130
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    • 2011
  • In recent years, a new way of differentiating product design has emerged -better known as 'masterpiece marketing,' this is a strategy where famous art pieces are borrowed on to product designs. Because the recent trends of well-being and LOHAS have encouraged the consumers' desires to enjoy culture and live a more opulent lifestyle, famous and notable paintings have grown to be more of "approachable masterpieces" to the public. As a strategy intended to develop a new consumerism, while still prioritizing customers' values and their satisfaction, companies have been drawn to this new type of marketing. The current consumption society has converted renowned art pieces from simply works of 'high culture' to a further way of marketing, aimed to differentiate products and dominate the market. Though many products have had masterpieces applied to their designs and have been noticed for their marketability, there has been less systematic research done on the scientific background behind this marketing approach. This research focused on the art pieces' fundamental nature of inducing emotions in the viewer, and hypothesized about how the evaluation of a product may be influenced by the affect provoked by the art piece used. To be more specific, if art pieces with different levels of pleasure and arousal -the two axis of emotion suggested by existing research on emotion -were used on each product, the goal was to see how the different levels influenced the consumer's assessment of the products, focusing on product's type as well as the evaluation of their attributes. First, a pretest was done to verify the relationship between the emotion provoked by the art piece and the consumer's preference. There were two types of surveys, each with five drawings from the ten that were assumed to differ in levels of the two axis of emotion. The survey was composed of questions asking for positive emotion, negative emotion, level of arousal, and preference. The correlation between the measurements of positive and negative emotions was -0.792, so an integrated entry was used in the analysis by subtracting the measurement of negative emotions from that of positive emotions. The first hypothesis that paintings that provoke positive emotions will be more preferred than paintings that bring out negative emotions was supported; and through this research, paintings that were to be used for the products were selected. The second pretest was conducted to settle on an item that would be used in the research. Items meant to measure utilitarian and hedonic attributes of milk and chocolate, the two products to be used in the research, were extracted. Because milk is a utilitarian product with strong practical attributes while chocolate is a hedonic product with strong hedonic attributes, these two were selected to be used in this research. The first study was executed to see if there is a difference in attitude about products that have different painting on their designs, which either induces positive or negative emotions. It was also to verify whether this difference in attitude was mediated by the viewer's preference for the art piece. This study showed that when positive emotion inducing painting was used, the product was better evaluated compared to the product with a painting that provokes a negative emotion, thus supporting the second hypothesis. It was also supported that the effect of affect on product evaluation was mediated by preference for the art piece. The second study was done to see the influence of the level of arousal on the evaluation of the product's attributes. Art pieces that differ in the level of arousal were selected through the pretest, and later it verified the hypothesis that the level of arousal has an effect on the assessment of the attributes of the product. In the case of milk, a utilitarian product, the fourth hypothesis that a high-arousal painting will better evaluated for its hedonic attributes was supported, as well as the fifth, which hypothesized that a low-arousal painting will receive a higher assessment for its utilitarian attributes. However, for chocolate, a hedonic product, both fourth and fifth hypotheses were not supported. This study is significant for the following basis: first, it verified the importance of the emotion induced by the painting on the evaluation of the product's attributes, by applying a systematic and scientific method. Second, it expanded from the existing research on positive/negative emotions to confirm the additional influence of the state of arousal on product evaluation.

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A Method for Evaluating Product Degradation Status Using Product Usage Data (제품 사용데이터를 활용한 제품 열화상태 평가 방안에 대한 연구)

  • Shin, Jongho;Jun, Hongbae;Cattaneo, Cedric;Kiritsis, Dimitris;Xirouchakis, Paul
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.1
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    • pp.36-48
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    • 2013
  • In general, the product is used under several circumstances including environmental and usage conditions. According to the circumstances, the product has various performance degradation processes. In order to optimize the lifecycle of product usage, it is important to observe the degradation process and make suitable decisions on product operations. However, there are not much research works in evaluating the degree of product degradation based on product usage data. Recently, due to emerging ICT (Information and Communication Technology) technologies, it becomes possible to get the product usage data. Based on the gathered data, it is possible to analyze the degree of product degradation. The analysis of product usage data can improve product use and product design with advanced decisions. To this end, this study addresses one approach based on FMEA/FMECA method, called PDMCA (Performance, Degradation Modes and Criticality Analysis) for evaluating product degradation status and making suitable decisions.

A Study on the product development of natural body foam which added the palm oil (팜유를 첨가한 천연 바디 폼의 제품개발에 관한 연구)

  • Sung, Ki-Chun;Kim, Ki-Jun
    • Journal of the Korean Applied Science and Technology
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    • v.15 no.4
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    • pp.27-34
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    • 1998
  • The natural body foam product which palm oil is added to this product, differs from products for clothes and Kitchen detergent, industrial and domestic detergent, and It has a various characteristics as a soft detergent for bath and hair product. Up to now, vidal sassoon product which imports form overseas and sells in our country, increases every year in consumption quantity. The development of this product tested to consider the quality of product in the effect of import transfer. First of all, the experiment of this product tested the fundamental items of pH, foam formation force, the moisture effect of product, the biodegradation degree of product. In case of palm oil, when it was added to this product in 0.25wt%, we could get experiment results that pH appeared in 6.2, foam formation force in product 1wt% solution appeared in 104ml per 30sec, the skin moisture effect of product appeared in incleasing from 82 a.u to 90 a.u within one hour since we have used the product, the biodegradation degree of surfactant appeared in 96.7%. According to the experiment result of product, we could know the fact that it has a high quality in comparison with other products.

Design and Implementation of an Interactive Streaming Platform for Supporting Instant Retrieval of Product Information in Product Placement Advertisement (간접광고에서 제품 정보의 즉각적 검색을 지원하는 인터렉티브 동영상 플랫폼 설계 및 구현)

  • Im, Hyeon-Jin;Cho, Dae-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.931-938
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    • 2020
  • Recently, with the expansion of the use of cross media, the public is not just watching the broadcast, but is also consuming various information about actor, stories, products, etc. that appears during the broadcast. However, the devices used for viewing and the devices used for searching are different, which is inconveniences, and due to the differences between the point in time when the desired information is provided through the search, the public has difficulty in obtaining detailed information of the target product after encountering product placement advertisement. In addition, it is difficult for advertisers to confirm the effect of product placement advertising through the reaction of viewers who have encountered product placement advertising. In this paper, we intend to propose an interactive streaming platform that supports the instant retrieval of product information to users by including product placement advertisement information in broadcasting. Through this, viewers can quickly receive detailed information of products on the screen by giving an event when a product of interest comes out while watching the broadcast, and advertisers can check the effectiveness of product placement advertisements by receiving interactive responses from viewers.

An Exploration on the Use of Data Envelopment Analysis for Product Line Selection

  • Lin, Chun-Yu;Okudan, Gul E.
    • Industrial Engineering and Management Systems
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    • v.8 no.1
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    • pp.47-53
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    • 2009
  • We define product line (or mix) selection problem as selecting a subset of potential product variants that can simultaneously minimize product proliferation and maintain market coverage. Selecting the most efficient product mix is a complex problem, which requires analyses of multiple criteria. This paper proposes a method based on Data Envelopment Analysis (DEA) for product line selection. Data Envelopment Analysis (DEA) is a linear programming based technique commonly used for measuring the relative performance of a group of decision making units with multiple inputs and outputs. Although DEA has been proved to be an effective evaluation tool in many fields, it has not been applied to solve the product line selection problem. In this study, we construct a five-step method that systematically adopts DEA to solve a product line selection problem. We then apply the proposed method to an existing line of staplers to provide quantitative evidence for managers to generate desirable decisions to maximize the company profits while also fulfilling market demands.

The Development of an Product Cost Estimation System at the Product Design Stage (제품 설계 단계에서의 제품 원가 추정 시스템 개발)

  • 한관희;박찬우;이규봉;황태일;김강용
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.2
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    • pp.101-108
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    • 2003
  • Presented in this paper is the development of an product cost estimation system at the product design stage. The efficient cost estimation function at the design stage is essential for the cost reduction activities through the entire product life cycle. For this purpose, it is necessary to establish a systematic working procedure, and to develop information system for managing a great deal of production and product-related data required for the cost estimation. The developed system has the capability of estimating a cost of assembly type products as well as unit-item type products. As proposed system is based on the variant approach, it can be used easily at an early design stage without the need for detail design information. Also, this system is integrated with legacy PDM (Product Data Management) and ERP (Enterprise Resource Planning) system for fast. accurate and easy product cost estimation. The estimated cost includes material cost, overhead cost as well as labor cost.

The Effect of Product Experience Through Virtual Reality on Product Evaluation

  • Jeon, Eunmi;Han, Youngjee;Woo, Hyunjin
    • Asia Marketing Journal
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    • v.21 no.4
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    • pp.45-57
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    • 2020
  • With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that "enjoyment" has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.