• Title/Summary/Keyword: attributes and satisfaction

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Analysis of Differences between On-line Customer Review Categories: Channel, Product Attributes, and Price Dimensions (온라인 고객 리뷰의 분류 항목별 차이 분석: 채널, 제품속성, 가격을 중심으로)

  • Yang, So-Young;Kim, Hyung-Su;Kim, Young-Gul
    • Asia Marketing Journal
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    • v.10 no.2
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    • pp.125-151
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    • 2008
  • Both companies and consumers are highly interested in on-line customer reviews which enable consumers to share their experience and knowledge about products. In this study, after classifying real reviews into context units and deriving categories, we analyzed differences between categories based on channel(manufacturers' homepage/ shopping mall), product attribute(search/experience) and price(high/low). The method to derive categories is based on roughly adopting constructs of ACSI model and elaborate and repetitive classification of real reviews. We set up the classification category with 3 levels. Level 1 consists of product and service, level 2 consists of function, design, price, purchase motive, suggestion/user-tip and recommendation/repurchase in product and AS/up-grade and delivery/others in service and level 3 is composed of details of level 2 of category. We could find remarkable differences between channels in all 8 items of level 2 of category. As the number of context units in homepage is more than in shopping mall, we found reviews in homepage is more concrete. Moreover, overall satisfaction in review was higher at homepage's. Also, in product attribute dimension, we found different patterns of reviews in design, purchase motive, suggestion/user-tip, recommendation/repurchase, AS/up-grade and delivery/others and no difference in overall customer's satisfaction. In price dimension, we found differences between high and low price in design, price and AS/up-grade and no difference in overall customer's satisfaction.

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The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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Analysis of factors affecting customer satisfaction of HACCP applied restaurant in highway service area (HACCP 적용 고속도로 휴게소 식당의 고객 만족도에 영향을 주는 요인 분석)

  • Kim, Tae-Hyeong;Bae, Hyun-Joo
    • Journal of Nutrition and Health
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    • v.50 no.3
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    • pp.294-301
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    • 2017
  • Purpose: The purposes of this study were to investigate food consumption practices and analyze factors that influence customer satisfaction of an HACCP applied restaurant in a highway service area. Methods: A total of 207 customer responses were used for data analysis. Statistical analyses were conducted using the SPSS program (ver. 22.0) for $x^2$-test, Pearson correlation analysis, and multiple regression analysis. Results: Reasons for visiting the highway area were using the restroom (86.0%), purchasing of meals or snacks (70.1%), taking a rest (58.5%), and shopping (3.4%) and selection attributes of food sold in the highway service area were food taste (48.8%), food safety (33.3%), and waiting time for meal (10.7%). According to the results of the survey, udon (66.2%) was the most preferred meal, followed by instant noodles (56.0%), kimbap (50.7%), pork cutlet (38.2%), and bibimbap (29.0%). In addition, coffee (73.4%) was the most preferred among snacks and beverages, followed by beverages (58.9%), walnut cake (53.1%), mineral water (52.2%), and hotbar (52.2%). Satisfaction evaluation scores of foods sold in the highway service area were highest for appropriate portion size, followed by food safety, menu variety, food taste, and reasonable price. Overall customer satisfaction scores regarding the restaurant in the highway service area was 3.24 out of 5 points on average. According to the results of the multiple regressing analysis, food taste (p < 0.001) and reasonable price (p < 0.01) had significant positive effects on overall customer satisfaction. Conclusion: To enhance customer satisfaction, restaurant managers in the highway service area should implement HACCP, improve food taste, and set up a proper price for food sold at the restaurant in the highway service area.

On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.157-163
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    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.

Problems and Improvements of Urban-to-rural Migration Policy in Gyeongbuk Province (경상북도 귀농·귀촌정책의 문제점과 개선방안)

  • Lee, Chul Woo;Park, Soon Ho
    • Journal of the Korean Geographical Society
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    • v.50 no.6
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    • pp.659-675
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    • 2015
  • This study explores the status, characteristics and problems of urban-to-rural migration policy in Gyeongbuk Province, and suggests some improvements based on this analysis. Gyeongbuk Province enacted local ordinances related to urban-to-rural migration for the first time in Korea, and has expanded the area of its own projects in addition to the central government's support projects. Consequently, the degree of satisfaction for the support projects in Gyeongbuk Province is higher than in other provinces. Problems of the support projects for urban-to-rural migration are the lack of role sharing between central and lower level local government, and the lack of connectivity among the relevant departments; the non-reflection of regional characteristics and attributes of urban-to-rural migrants (household); and the insufficient satisfaction of policy demands by non-agricultural urban-to-rural migrants. Improvements for these problems include establishing governance that involves urban-to-rural migrants in addition to the existing policy actors, and institutionalizing the project to properly embed this governance in the region. In addition to economic and physical support, diverse programs based on the adaptive cycle, 'non-agricultural rural jobs' for nonagricultural urban-to-rural migrants, and support programs for professional competency enhancement contributing to rural communities should be developed.

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A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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The Effect of Sales Manager Coaching on the Motivation and Organizational Effectiveness Focusing on the Moderating Effect of Achievement Needs (영업관리자 코칭이 동기부여와 조직유효성에 미치는 영향: 성취욕구의 조절효과를 중심으로)

  • Lee, Tae-Hun;Jo, Dong-Hyuk;Kim, Sang-Bum
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.138-153
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    • 2018
  • In the recent years, coaching leadership has been in the spotlight as being an essential human resources management strategy for improving organizational effectiveness in addition to strengthening the capacity of organizational members. Therefore, this study empirical analyses the effect of sales coaching on motivation and organizational effectiveness and the moderating effect of achievement needs. As a result, First, sales manager coaching appeared to have positive effect on the motivation and organizational effectiveness (job satisfaction, organizational commitment, job performance). Second, motivation appeared to have positive effect on organizational effectiveness. Third, achievement need appeared to have moderating effect in the relationship between sales manager coaching and organizational commitment. According to the study results, sales managers' coaching has positive effects on improving salespeople's performance as well as their levels of motivation, job satisfaction, and organizational commitment. In addition, this study proves that depending on the level of salespeople's need for achievement, the purpose and approach of coaching styles must be different to maximize the positive effects. This empirical study contributes to the theoretical as well as practical improvements of leadership coaching by verifying the conditional attributes for implementing effective sales managers' coaching for improving organizational effectiveness.

Customer Satisfaction Analysis of Smart Car Features Using the Kano Model: in Control Effect of the Comprehension or Experience of Emerging Technologies (Kano모형을 기반으로 한 스마트 카 기능의 고객 만족도 분석: 신기술 사용경험 유무의 조절효과 중심으로)

  • Kang, Young Tai;Chung, Kyu Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.4
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    • pp.155-168
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    • 2018
  • This study singled out 30 smart car features and surveyed 250 respondents. Assuming that the relationship between fulfillment of a feature or a customer need and the satisfaction with that feature is not necessarily linear, this study was conducted using Kano's method. Two devices, Timko Deviation(TD) and Kano Distribution Index(KDI), were devised to help evaluate resulting Kano table quantitatively. Previous research based on Kano's original framework showed the limit to the analysis of new or unfamiliar features: more than 85% of the features surveyed turned out to be either Attractive or Indifferent attributes. This study attempted a new empirical approach by applying customer experiences, price conditions, and customer self-stated importance. The results showed that customer experience of the surveyed features affected the overall satisfaction level, signifying that Kano's method should be conducted with care when analyzing emerging technologies such as smart cars. It is expected that this study would be utilized for better understanding of the perception and trends of customers regarding new technologies. This study also suggests a new approach to the analysis of customer requirements by providing price conditions.

Study on Korean SMEs' Brand Luxuriousness Building (마케팅 믹스를 활용한 한국 중소기업의 브랜드 명품성 구축에 대한 연구)

  • Koh, InKo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.6
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    • pp.1-14
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    • 2018
  • As interest and consumption of luxury goods have become more popular, luxury goods market is growing rapidly. Consumers can acquire psychological satisfaction with material abundance by purchasing and using luxury goods. Also, from the view of corporations, luxury goods have price inelastic characteristics, so they can enjoy price premium and it is good to produce good performance. That is the reason why they should pay much attention to securing luxuriousness. This study examined the establishment of brands luxuriousness in Korean SMEs. First, it examined the world market of luxury goods industry and the present condition of Korean market. Then it identified the constituents of luxuriousness by examining the prior studies and related literatures, and designed a research model based on the theoretical grounds to suggest the methods of brand luxuriousness building of Korean SMEs. Luxuriousness can be defined as the attribute of product that distinguishes luxury goods from other products by consumers' perceptions, and the factor that provides situational benefits that motivate consumers' purchasing behavior. In this study, I identified the sub-dimensions of luxuriousness according to whether there are product related attributes and consumers' benefit in consideration of the problems of existing studies. Product related luxuriousness are classified into superiority(functional benefit) and scarcity(experiential benefit), while non-product related luxuriousness are classified into differentiation(symbolic benefit) and traditionality(exclusive benefit). The following are the ways to build brand luxuriousness. First, company can use product factors. High quality, excellent design, high recognized brand with strong, favorable and unique images can enhance the luxuriousness of brand. Second, company can use price factors. Consumers tend to perceive luxury goods as high-priced items, so lowering the price of product can undermine the luxuriousness of product. Third, company can use distribution factors. It is effective for making consumers to perceive the differentiation and scarcity of luxuriousness through limited distribution channel. In addition, store atmosphere suitable for luxury brands should be created. Fourth, company can use promotion factors. The more consumers are exposed to advertisements, the more positive attitudes toward luxury brands are made, and consumers recognize luxuriousness higher. Price promotion negatively affects consumers' perception of luxuriousness. Fifth, company can use corporate factors. Consumer evaluations of products are influenced not only by the product attributes but also by the corporate association and corporate image surrounding the product. Considering the existing researches, it is possible to enhance the brand luxuriousness through high corporate competence and good corporate reputation. In order to increase the competence of the enterprise, it is useful to approach multidimensionally in relation with the knowledge creation capability. In corporate reputation, the external stakeholders' reputation is important, but the internal members' reputation is also important. Korean SMEs will be able to build brand luxuriousness by establishing marketing strategies as above and/or mix(integrate) them according to the situation.

Usability index evaluation system for mobile WAP service (무선인터넷 서비스 사용성 지수 평가 체계)

  • Park, Hwan-Su
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.152-157
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    • 2008
  • The customer satisfaction of WAP service greatly relies on the usability of the service due to the limited display size of a mobile phone and limitation in realizing UI (User Interface) for function keys, browser, and OS (operating system) Currently, a number of contents providers develop and deliver varying services, and thus, it is critical to control quality level of UI in consistent standards and manner. This study suggests usability index evaluation system to achieve consistent UI quality control of various WAP services. The system adopts both top-down and bottom-up approaches. The former concerns deriving UI design components and evaluation checklists for the WAP, based on the usability attributes and UI principles. The latter concerns deriving usability-related evaluation checklists from the established UI design features, and then grouping them from the viewpoint of usability principles and attributes. This bidirectional approach has two outstanding advantages: it allows thorough examination of potential elements that can cause usability problems from the standpoint of usability attributes, and also derives specific evaluation elements from the perspective of UI design components that are relevant to the real service environment. The evaluation system constitutes a hierarchical structure by networking usability attributes, UI guideline which indicates usability principles for each attribute, and usability evaluation checklist for each UI component that enables specific evaluation. Especially, each evaluation checklist contains concrete contents and format so that it can be readily marked in O/X. The score is based on the ratio of number of items that received positive answer to the number of total items. This enables a quantitative evaluation of the usability of mobile WAP service. The validity of the proposed evaluation system has been proved through comparative analysis with the real usability problems based on the user test. A software was developed that provides guideline for evaluation objects, criteria and examples for each checklist, and automatically calculates a score. The software was applied to evaluating and improving the real mobile WAP service.

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