• Title/Summary/Keyword: logo products

Search Result 37, Processing Time 0.027 seconds

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 - (사회적 동일시에 따른 대학 로고제품태도 및 구매의도 - 대학위상과 온라인 쇼핑 빈도의 조절효과를 중심으로 -)

  • Kim, Songmee;Jeong, Jin;Lee, Yuri
    • The Research Journal of the Costume Culture
    • /
    • v.28 no.6
    • /
    • pp.755-770
    • /
    • 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.

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

  • Lee, Mi-Sook
    • Journal of Fashion Business
    • /
    • v.3 no.4
    • /
    • pp.103-112
    • /
    • 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.

  • PDF

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

  • Kim, Jeong-Yeol;Lee, Jae-Yeon
    • Journal of Industrial Convergence
    • /
    • v.5 no.2
    • /
    • pp.33-51
    • /
    • 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.

  • PDF

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

  • Kim, Nam-Hee;Yang, Jin-Hee;Hong, Soon-Kyo;Hong, Suk-Il;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
    • /
    • v.15 no.4
    • /
    • pp.469-476
    • /
    • 2012
  • The purpose of this study is to derive design guideline for logo design development of smart clothing using flexible plastic optical fiber. In a criterion of guideline derivation for logo design, the first, it is a question of whether it indicates an appropriate degree of brightness across the front of flexible plastic optical fiber. The second, it is a question of whether it indicates relatively an uniform brightness characteristic across the front of flexible plastic optical fiber. For this, the brightness characteristic of flexible plastic optical fiber according to the angle changes and the length of flexible plastic optical fiber was analyzed by the 'Experiment 1'. To deduce guideline for the logo design of the actual garment, the brightness characteristic of flexible plastic optical fiber about the main morpheme of the capital letter of alphabet was analyzed by the 'Experiment 2'. Based on the results of the two experiment, this study derived design guideline and limitations for logo design of smart clothing visualized by the flexible plastic optical fiber.

  • PDF

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

  • Kim, Hye Kyung;Chu, Mi Kyung;Hong, Jeong-Hwa;Jeon, Hee-Kwan
    • The Research Journal of the Costume Culture
    • /
    • v.22 no.4
    • /
    • pp.555-564
    • /
    • 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.

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

  • Kwon, Haekyung;Kim, Munyoung
    • Journal of the Korean Society of Costume
    • /
    • v.63 no.4
    • /
    • pp.143-157
    • /
    • 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.

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

  • Kim, Hye-Kyung;Jeon, Hee-Kwan
    • Fashion & Textile Research Journal
    • /
    • v.14 no.6
    • /
    • pp.898-905
    • /
    • 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.

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

  • Cho, Sun-Duk;Lee, Sung-Jin;Yun, Jee-Hye;Kim, Seo-Young;Lee, Eun-Ju;Park, Hye-Kyung;Kim, Myung-Chul;Chung, Kee-Hey;Kim, Gun-Hee
    • Journal of Food Hygiene and Safety
    • /
    • v.23 no.1
    • /
    • pp.31-39
    • /
    • 2008
  • This study was performed to develop children's food quality certification system as part of the children's favorite foods safety management projects. As a component of the research, we developed a quality certification logo to build up brand image which is familiar with children, as well as to offer the right standard and opportunity for food selection. The age level contains elementary graders from 8 to 13. The logo concept was focused on 'Safety', 'Certification, Guidance' and 'Health' in accordance with the vision of the Korea Food and Drug Administration (KFDA), "Safe food, good nutrition and healthy children". The logo name was proposed as "Best Food for Children", "Safety Food for Children" and "Children Good Food", which was decided by public subscription in the KFDA. The 36 tentative plans for a seal were proposed depending on names. We conducted a survey for the 12 logo samples, designed by the name of "Children Good Food", to use as the basic material for the development of logo to convey the meaning of children's food quality certification system effectively. This survey was conducted among 321 elementary graders and 331 parents of elementary graders. We selected the most favorite design through the survey and applied it for products practicality. It is expected that a steady policy may be possible to implement by applying the basis of the children's food project.

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

  • Jeong, Hwa-Yeon
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.20 no.4
    • /
    • pp.131-146
    • /
    • 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.

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

  • Chung, Soo-Jin;Yim, Eun-Hyuk
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.21 no.2
    • /
    • pp.43-56
    • /
    • 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.