• 제목/요약/키워드: logo products

검색결과 37건 처리시간 0.022초

사회적 동일시에 따른 대학 로고제품태도 및 구매의도 - 대학위상과 온라인 쇼핑 빈도의 조절효과를 중심으로 - (Effects of social identification on consumers' attitude and purchase intention for university logo products - Focusing on moderating effects of university prestige and online shopping frequency -)

  • 김송미;정진;이유리
    • 복식문화연구
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    • 제28권6호
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    • pp.755-770
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    • 2020
  • As the postsecondary school-age population continues to decline, universities are building identities to differentiate themselves and create a favorable impression among this cohort. We investigated the role of logo-bearing products as a way of promoting university identity, specifically, the effects of ingroup ties, ingroup affect, and centrality on attitude toward university logo products and purchase intention. This study further examined the moderating effects of perceived university prestige on the relationship between logo product attitude and in-store purchase intention, and the moderating effect of online shopping frequency on the relationship between logo product attitude and online purchase intention. We conducted a survey of undergraduate and graduate students at a university in Seoul. Survey responses (N=561) were collected and processed using SPSS 23.0. Multiple regression analysis showed that ingroup ties and affect had significant effects on product attitude. However, centrality had no significant effect on attitude toward the product. Product attitude had a direct significant effect on both in-store and online purchase intention. Perceived university prestige moderated the relationship between product attitude and in-store purchase intention. Moreover, online shopping frequency moderated the relationship between product attitude and online purchase intention. The results of this study are expected to provide fundamental knowledge for developing product strategy of logo products.

로고를 이용(利用)한 패션 디자인에 관(關)한 연구(硏究) (A Study on Fashion Design Using Logo)

  • 이미숙
    • 패션비즈니스
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    • 제3권4호
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    • pp.103-112
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    • 1999
  • The purpose of this study is to investigate the various expressions in fashion design using logo. For this study, fashion magazines such as Vogue, Elle, WWD, Hi Fashion, Mode et Mode, Fashion News, Collezioni were analyzed. A corporate identity consists of the logo and name owned by a company together with the rules and guidance on how these are to be used, for example in printed material such as letterheads, catalogues and reports, in advertising, marketing and promotion, and on produsts and services. Logos provide the bedrock for the development of corporate identities, for the evolution of commercial brands, and for the nurturing of corporate culture. Logo is a primary means of communicating corporate values to customers and designers. It represents an asset of incalculable value, because it has been consistently maintained and protected over the years. The logo is the cornerstone of the company‘s image and the style of a logo or products name must harmonize with the feeling of the product or brand image. Fashion designers today are using their logos in different forms of communication. It is common to see a brand’s logo proudly emblazoned the classic chic garments as well as accessories such as bags, shoes, caps. The consumer, then becomes a ‘walking ad’ for the brand.

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로고디자인이 브랜드 연상과 소비자 감성에 미치는 영향에 관한 연구 (The Impact of Logo Design on Brand Association and Consumer Emotions)

  • 김정열;이재연
    • 산업융합연구
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    • 제5권2호
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    • pp.33-51
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    • 2007
  • environmental has given rise to a world where consumer persue satisfaction in quality and quantity of products. From this point of view, a study of the impact of logo design on brand association and consumer emotions is very important and useful. For this study, we investigate on the basis of preceding studies. Finally, it is thought that it will be necessary to conduct a more specific study on the relation between brand association and consumer emotions.

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유연 광섬유 기술을 적용한 의류 제품용 로고 디자인 방향의 제시 (A Suggestion of Guideline for designing of logo type for Apparel products based on the technology of flexible plastic optical fiber)

  • 김남희;양진희;홍순교;홍석일;이주현
    • 감성과학
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    • 제15권4호
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    • pp.469-476
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    • 2012
  • 본 연구의 목적은 유연 광섬유의 스마트 의류용 로고 디자인을 개발하기 위한 디자인 지침을 도출하는 것이다. 로고 디자인을 위한 지침 도출의 기준은, 첫째 광섬유 전면에 걸쳐 적절한 밝기 정도를 나타내는지의 여부, 둘째 광섬유 전면에 걸쳐 비교적 균일한 밝기 특성을 나타내는가 등이었다. 이를 위하여, 실험 1에서는 광섬유사의 각도 변화와 길이에 따른 유연 광섬유의 밝기 특성을 분석하였으며, 실험 2에서는 실제 의류용 로고 디자인을 위한 지침을 도출하기 위해, 알파벳 대문자의 주요 형태소 등의 유연 광섬유 밝기 특성을 분석하였다. 두 개의 실험 결과를 토대로 하여, 유연 광섬유로 구성된 의류용 로고 디자인을 위한 지침과 제한점을 도출하였다.

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익산지역 문화 자원을 활용한 패션 문화상품 디자인 개발 (Fashion cultural product design applying cultural resources of Iksan)

  • 김혜경;추미경;홍정화;전희관
    • 복식문화연구
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    • 제22권4호
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    • pp.555-564
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    • 2014
  • This study aims to develop motifs and patterns for fashion cultural product designs in order to promote the Iksan Seodong Festival, which is the most representative festival in Iksan region. The motifs and patterns developed in this study can be used to introduce the distinct traditional culture depicting the legendary Seodong tale. This study used Adobe Illustrator CS4 and Adobe Photoshop CS4 to reconstruct the lotus motifs found from the green-oiled-lotus-motif rafter tile, the atrifact from Iksan Mireuksaji Museum. This lotus motif and the motif based on the Iksan City's logo were applied to a repeating pattern with colorways using the CMYK found from the Iksan city's logo. A total of 24 product designs, including 8 necktie designs, 8 scarf designs, and 8 T-shirts designs, were presented for fashion cultural products. The designs developed in this study can promote not only the local Iksan culture but also the national image of Korea on a global scale.

국내 영 캐주얼 브랜드 광고에 나타난 브랜드 이미지에 관한 연구 (A Study on the Brand Image that Appeared in the National Young Casual Brand Advertisement)

  • 권해경;김문영
    • 복식
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    • 제63권4호
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    • pp.143-157
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    • 2013
  • Fashion products are goods purchased based on cultural and psychological values derived from a brand image as well as on the physical value of the product itself. Management of brand image has been one of the most important marketing strategies in the fashion industry. In this research, three best-selling young casual brands were tested with 200 male and female subjects to compare brand image, logo image, and advertisement image. The objective of the research were as follows: 1) to explore the effect of advertisement on the purchase of young casual wear and brand image management status through advertisements of domestic brands, and 2) to investigate differences in consumer perception on brand logo image and advertisement image. The results showed that most of young casual brands are depending much on star marketing rather than developing differentiated brand image through advertisements as indicated in brand image management status. Failure in development of differentiated and consistent brand image is a barrier to the long-term and continuous advancement of young casual brands. Therefore, more efforts should be made for the reinforcement of brand image for the consistent growth of domestic young casual brands.

백제 지역문화기반의 패션문화상품 디자인 개발 (Design Development of Cultural Fashion Products Based on the Baekje Local Culture)

  • 김혜경;전희관
    • 한국의류산업학회지
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    • 제14권6호
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    • pp.898-905
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    • 2012
  • This paper develops fashion products that express the beauty of Baekje through an investigation of the unique characteristics of Baekje artifacts. This work can promote the Baekje region and provide cultural goods for local festivals to improve the economic competitiveness of the area. Artifacts from the Muryongwangreung in Gongju (the capital city of Baekje during the Woongjin period)were reinterpreted into a more modern form. Among the Muryongwangreung artifacts, the king and queen's gold coffin as well as chignon ornaments were used as design motifs. These artifacts were stylized into motifs and developed into patterns using Adobe Illustrator CS3 and Adobe Photoshop CS3. The patterns were subsequently applied to the designs of scarves and ties. The color was selected using the CMYK colorway from the Gongju city logo subsequently, a total of 12 designs (including 6 ties and 6 scarves) were developed. The design developed from this research can be applied to diverse products to promote the area. Using the research as a foundation, fashion product development based on the local culture can have a significant impact on the establishment of the Baekje cultural identity and the competitiveness of the region.

어린이 기호식품 품질인증을 위한 인증마크 개발 연구 (Development of Certification Mark of Food Quality for Children's Favorite Foods Safety Management)

  • 조순덕;이승진;윤지혜;김서영;이은주;박혜경;김명철;정기혜;김건희
    • 한국식품위생안전성학회지
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    • 제23권1호
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    • pp.31-39
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    • 2008
  • 어린이 먹거리 안전관리 사업의 일환으로 어린이 식품품질인증제도 연구를 수행하였다. 이 중 어린이 눈높이에 맞는 친숙한 브랜드 이미지 구축을 통하여 식품자체의 안전성을 확보함과 동시에 어린이에게 올바른 식품선택기준과 기회를 제공하기 위한 품질 인증마크를 개발하였다. 눈높이는 $8{\sim}13$세의 초등학생으로 하였고, "안전한 식품, 바른 영양, 건강한 어린이"라는 식약청 vision에 따라 로고 컨셉은 안심 미소, 인증검증 보호, 건강으로 하였다. 명칭은 식약청내 공모를 통해 제안된 ${\ulcorner}$어린이용우수식품${\lrcorner}$, ${\ulcorner}$어린이안심식품${\lrcorner}$, ${\ulcorner}$어린이우수식품${\lrcorner}$ 등 세 가지 안으로 하였으며, 명칭에 따라 총 36가지의 품질인증 로고시안을 제안하였다. 설문지는 이 중 ${\ulcorner}$어린이우수식품${\lrcorner}$으로 디자인된 12가지 시안으로 구성하였고, 초등학교 학부모(331명) 및 어린이(321명)를 대상으로 설문 조사를 실시하였다. 학부모와 어린이의 선호도를 종합한 결과 시안 8이 16.1%로 가장 높고, 시안 6(15.5%), 시안 3(14.0%) 순임을 알 수 있었다. 이러한 연구결과를 토대로 어린이 먹거리 안전성 확보 사업의 기반을 구축하여 어린이 기호식품에 대한 부모와 어린이의 선택권을 강화할 수 있으며, 바르고 안전한 식품을 선별하기 위한 검증으로 어린이 건강을 보호할 수 있을 것으로 사료된다.

20대 여성복 온라인 쇼핑몰의 브랜드 전략을 위한 메인 홈페이지 디자인 분석 (An analysis of design for a branding strategy of online shopping mall for women in their 20s focusing on the main homepage)

  • 정화연
    • 한국의상디자인학회지
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    • 제20권4호
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    • pp.131-146
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    • 2018
  • In this study, five women's fashion shopping mall companies were selected as the subjects based on the number of searches per month for analyzing website design of online shopping mall for women in their twenties. Design characteristics are divided into three aspects such as structural, visual, and customer service, and the results are as follow. First, from the structural perspective, the main navigation area and global navigation area of most shopping malls are arranged at the top center, and below them, the main image, the banner area, and the content area are arranged in order. Looking at the visual aspect, the logo is mostly written in a black text, the colors used on the main page were only one or two colors such as pink-based, gray-based, and red. Finally, from the customer service aspect, most shopping malls were encouraging buyers to place celebrity sponsorship, videos using products, self made products, and best products in the banner area. The results of this study are to present the direction of design for the founders who intend to operate the women' fashion shopping mall in future, and provide basic data for online shopping mall design research.

'놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성 (Creations of interactive fashion design as 'Play')

  • 정수진;임은혁
    • 한국의상디자인학회지
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    • 제21권2호
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.