• 제목/요약/키워드: clothing design preference

검색결과 436건 처리시간 0.026초

패션점포 판매원 메시지의 측면성이 소비자 행동에 미치는 영향 -판매원 신뢰와 인지노력의 매개효과를 중심으로- (Effects of Message Sidedness of Fashion Salespersons on Consumer Behavior -Focusing on the Mediating Effects of Salespersons' Trust and Cognitive Effort-)

  • 권기용;추호정;이미아
    • 한국의류학회지
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    • 제42권1호
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    • pp.88-103
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    • 2018
  • Message sidedness of fashion salespersons on consumer behavior with the consideration of the mediating roles of trust and cognitive efforts, and the moderation of a regulatory focus of consumers. Two scenarios were devised, a single message in which a salesperson explains only the advantages of a product to customers, and the second with a double message that explains both the advantages and drawbacks of the product. The results showed that participants trusted a fashion salesperson more and perceived stronger cognitive effort for two-sided messages. The two-sided messages mediated the consumer's trust in the salesperson and cognitive effort, and influenced consumers' buying behavior. This study also found that salesperson trust was stronger in the two-sided messages scenario than in the one-sided message scenario, regardless of consumers' focused preference, and that it was more effective for promotion focus customers. The analysis of the results on consumers' cognitive effort indicated that prevention focused customers did not exhibit any difference in cognitive effort concerning two-sided messages. However, promotion focused customers exhibited an increased cognitive effort in the two-sided message scenario than in the one-sided message scenario. Marketing implications were discussed based on the findings.

20~30대 남성의 셔츠 착용실태 및 선호도 연구 (Wearing Condition & Preference of Shirts for Males in Their Twenties and Thirties)

  • 성혜윤;이경화
    • 패션비즈니스
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    • 제20권5호
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    • pp.60-75
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    • 2016
  • This research was conducted to understand the different circumstances for wearing shirts by adult males aged 20-39, and to provide this basic information to the shirt industry prior to developing new functional men's shirts. A total of 345 respondents participated in the survey. Most of questionnaire, frequency, mean and standard deviation were calculated and the differences between the 20s and 30s were analyzed by t-test or ${\chi}^2$ test. The results of the survey are as follows. Grading the satisfaction degree of their body parts, the respondents were relatively unsatisfied with their height, weight, and waist, abdominal and hip circumferences. Majority preferred department stores, discount stores and outlets for purchasing shirts. Many have never owned tailored shirts - men in 20's had less experience with tailoring than men in 30's. The foremost selection criterion for purchasing shirts was fit -during purchase, men in their 20's considered fit more important than men in their 30's. The most preferred unbuttoning of the top button when wearing shirts. For favored collar shapes with one button unbuttoned, the most valued collar angle and style was V-neck shape when unbuttoned, low collar band, collar with unopened collar, and stiff collars. Most shirt designs and details included slim fit, no dart in the front and one dart on the back. Men in 20's more preferred the no dart in the front and one tuck on the back, as compared to men in 30's. On the other hand, men in their 30's preferred one dart shirts than men in 20's. Regarding shirt bands and cuffs, one button and regular collar and one button cuffs with round angle design, were the most preferred, respectively.

국내 골프웨어에 활용된 기하학적 패턴 분석 - 2002년 S/S${\sim}$2006년 F/W - (Investigation on the Geometric Pattern of Domestic Golf Wear - Focusing on the $2002's\;{\sim}\;2006's$ -)

  • 임지완;박민여
    • 복식
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    • 제57권8호
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    • pp.75-88
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    • 2007
  • Nowadays, geometrical form expressed on costume is recognizing as a part of modeling art, at the same time is working to develop it. Also the geometrical form is affording the coinciding lifestyle and sensitivity of customers keeping their pace. As a result, our study is researching on the geometrical form that is used in the pattern, silhouette, and detail of the costume to show the texture in sense of touch and the effect of optical illusion used in variable designs, in order to present the expansion our capability of infinite development included in the study of costume. Specially, geometrical form included in sports wear is very effective since the geometrical form includes short and simple beauty as well as practical design. Thus, this study is wishing to know if satisfying the practical and psychological urge of present human beings may be applied to the golf wear market, which is a type of sport that geometrical form is sent in the fastest way in domestic market. Also we are urged to know what type of design technique is the geometrical form nowadays used and changed to discriminate the artificial commerce and improve the identity of such unique brand. The source of this thesis is wishing to investigate the specialization and the most effective geometrical shape and preference of each type in domestic golf wear goods that applied geometrical goods in $2002{\sim}2006$ and analyze its way of expression.

3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교 (Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment)

  • 이진숙;이정란
    • 패션비즈니스
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    • 제17권2호
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

국내 여성의 애슬레저 웨어 제품구매추구 및 착용실태 조사 - 20~50대 여성을 중심으로 - (A Study on Purchasing and Wearing Status of Korean Women's Athleisure Wear Products - Focusing on Women in Their 20s to 50s -)

  • 이종규;임호선
    • 한국의류산업학회지
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    • 제23권3호
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    • pp.370-379
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    • 2021
  • This study investigated the wearing status and design preferences regarding athleisure wear, focusing on young women in their 20s and 30s and middle-aged women in their 40s and 50s participating in yoga and fitness activities. A total of 332 valid samples were used for the survey by setting the same number of samples for each age group. The results showed that young women in their 20s and 30s exhibited weight control, and middle-aged women in their 40s and 50s maintained their health in relation to exercise. Athleisure wear brands were found to prefer foreign brands over domestic brands. When purchasing athleisure wear, the foremost considerations were material functionality, fit according to body shape, and reasonable prices. The preferred athleisure wear leggings design showed that both middle-aged women and young women preferred nine-piece leggings. Women in their 20s to 50s were found to purchase and acquire information on athleisure wear online. Hence, the pattern of life is rapidly transitioning from offline to online, and the market structure of athleisure wear is gradually transitioning toward an omni-channel society with a distribution market structure that combines information technology(IT) and mobile technologies. Therefore, It is required to develop athleisure wear of various functional products that meet the trends according to the global market environment and consumer class.

Computer Knitting Simulation을 활용한 장식사 니트소재의 시각적 감성평가 -SDS-ONE의 Paint 기능 활용- (Visual Sensibility Evaluation of Fancy Yarns for Hand Knitting of using Computer Knitting Simulation -Application of SDS-ONE Paint Function-)

  • 김미진;이윤미;김영주;박명자
    • 한국의류학회지
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    • 제32권9호
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    • pp.1333-1342
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    • 2008
  • This study intended to evaluate the visual sensibility of textiles of knitting simulation through the painting function of SDS-ONE, a computer knitting system, with the use of various fancy yarns for hand knitting. For this study, six kinds of fancy yarns with difference manufacturing style and form were selected: loop yarn, tamtam yarn, fur1 yarn, fur2 yarn, ladder yarn, and tape yarn. In order to create a computer knitting simulation, paint function of SDS-ONE was employed to scan the fancy yarns for hand knitting with a scanner. Then, after the registration of the yarns as data, the yarn was brought in for knitting simulation in plain stitch with 3 gauge. After that a survey was conducted involving 60 female experts in their twenties. Using SPSS 12.0, factor analysis, reliability, Pearson correlation coefficient, ANOVA, Duncan test, and regression analysis were performed to analyze the collected data. First, according to the result of analyzing the visual sense factor, three factors of the 'inflexibleness/ruggedness sense', 'lightweight sense', and 'smoothness sense' was extracted. According to the result of analyzing the visual sensibility factor, three factors of the 'activity', 'grace', and 'purity' was extracted. Second, With regard to preference and purchase intention, the knitted fabric with tamtam yarn(H2) was preferred than the other samples, indicating that the respondents had intention to purchase it. As for word-of-mouth intention, H2 ranked the first place, implying the respondents had intention to recommend it to other people. Third, the examination of the use of products each knitting simulation knit found that sweater and muffler are the most appropriate knit products. And H2 was the most suitable sample for sweater and muffler products. This study tried to prove that knit textile can be visually evaluated through a computer knitting simulation without the actual knitting and then to provide accurate data to related companies or the academic circle.

20, 30대 여성을 타겟으로 하는 국내 어패럴 프린트 디자인 분석 - 2010년부터 2013년까지 트렌드를 중심으로 - (Analysis for target age 20' & 30' women's apparel print design - Revolve around trend from 2010 to 2013 -)

  • 임소영;서은영;김민정;박선경
    • 복식문화연구
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    • 제22권3호
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    • pp.481-502
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    • 2014
  • This study intended to identify the relationship between textile print designs for local apparel, and fashion trends. This was achieved by extracting trend key words and analyzing apparel textiles. The fashion trends and print trends from the 2010S/S season to the 2013F/W season as projected by two trend forecasters, the Samsung Fashion Institute and First View Korea, were extracted for a comparative analysis. In terms of clothing patterns, a total of 1,582 print designs purchased by local apparel brands targeting women in their 20s and 30s from print design companies including Italy's NEWAGE, MyDesign and England's Pattern, were analyzed. After classifying the designs according to the trend key words which had been extracted, the demands by season, trend dependency, and design preferences were analyzed to produce the following results. The major key words for textile print designs from the 2010S/S season to the 2013F/W season were Check & Stripe, Flower, Geometric, Natural, Ethnic, and Graphical. Patterns corresponding to those design key words were more prominent in recent designs. Considering the trends by season, the designs presented in the F/W season were found to be more likely to correspond to the trend key words than those in the S/S season. A general preference for nature-inspired designs was also found in the local print market.

Rest Costume Design with Traditional Image of Korea for Tourist Industry - Centering on Hotel Supply -

  • Chae, Keum-Seok
    • International Journal of Costume and Fashion
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    • 제3권
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    • pp.1-11
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    • 2003
  • This study aims to recognize the value of traditional culture and to create 'Korean style rest costume' i.e. in-door clothes for comfort's purpose designed for hotel or other tourist accommodations with its own image. In so doing, national pride and identity will be exalted for Koreans, while an opportunity of cultural expose will be provided for foreigners through the symbols of Korea, which will contribute to the international introduction and representation of Korea. First, this study investigates the external characteristics in forms and structures of Korean style rest costume. Second, questionnaires regarding consciousness of Korean style rest costume and preference in design are distributed to the hotel guest and staff-both domestic and international- to be fir out. Lastly, designed rest costume representing Korean image, based on the results of the survey. Upon investigation, users and employers both preferred two piece style which is separated to upper garment and lower garment. While employers preferred short sleeve, users preferred long sleeves. In colors, employers preferred blue while users preferred white. In garments, both of. the employers and users preferred cotton, towel and cotton flannel. In addition, when introducing rest costume, it will be efficient to distinct the strategy between natives and foreigners, and also distinguish where the rest costume will be used.

신발의 소재별 특성이 기능성 선호도와 착용시 불편 정도에 미치는 영향 (A Study on the Preferences to the Functionality and the Level of the Discomfort to the Various Materials of the Footwear when Wearing)

  • 최인려
    • 한국의상디자인학회지
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    • 제17권2호
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    • pp.239-249
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    • 2015
  • This study was focused on how the various materials of footwear affect the preferences of functionality and the level of discomfort when wearing. Datas were collected using questionnaire, age of 20's to 50's of female and male. Results were analysed using SPSS WIN 2.0 through t-test and ANOVA test. Results are as follows: In the preferences of materials of footwear, datas showed the shoes are of genuine leather, the sneakers are of textiles, the sandals are of man-made leather and the boots are of genuine leather. The important factor to the preferences of the materials were the leathers in the durability, the man-made leathers in easy-care and maintenance, the rubber and the complex materials in comforts. The level of the discomforts of the footwear were highly ranked in genuine leather, the man-made leather and the complex material with man-made leather and textiles followed. Man-made leather and the textiles represented the discomfort in the ankle. Mostly discomforts of the footwear showed in the sole and the top side of the foot in all kinds of footwear. The preferences in functionality were collected by the female, also female preferred the comfort the first, male preferred the durability. And the texture and the durability were highly preferred in aged female and male.

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디지털 텍스타일 프린팅 시스템에 기반을 둔 의류디자인 프로세스 연구 (A Study on the Fashion Design Process Based on the Digital Textile Printing System)

  • 이지원;이주현
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2002년도 추계학술대회 논문집
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    • pp.85-96
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    • 2002
  • 본 연구에서는 ‘대량 맞춤화(Mass Customization)' 트렌드의 부상과 그 맥락을 같이 하여, 텍스타일 분야의 혁명이라 일컬어지는 디지털 텍스타일 프린팅 기술을 기반으로 한 소비자 참여형 의류 디자인 프로세스 모형 두 가지를 제안하고, 기존의 고전적인 디자인 프로세스와 이 모형들 사이의 효율성, 적합성을 비교 고찰함으로써, 대량 맞춤화 시대를 위한 새로운 의류 디자인 프로세스의 가능성을 모색하였다. 20대∼30대 여성을 대상으로 설문조사를 실시한 결과, 전체 응답자들은 선택의 기회를 가장 많이 가질 수 있는 대량 맞춤화형 디자인 프로세스를 가장 선호하였으며, 응답자들은 의류 소재의 디자인 요소 중에서 문양보다는 색채의 영향을 더 많이 받는 것으로 나타났다. 본 연구의 결과를 통하여 획일화되고 대량화된 상품보다는 보다 차별화되고 자신의 요구를 반영한 상품을 선호하는 소비자들의 수요를 발견하였으며 이에 부응하는 디자인 프로세스로의 패러다임 변화에 관한 지표를 얻을 수 있었다.

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