• 제목/요약/키워드: perceived design utility

검색결과 32건 처리시간 0.029초

신세대의 패션의식에 따른 상표 포지셔닝 연구 (A Study on the Brand Positioning by the New Generation's Consciousness of Fashion)

  • 박은순;이은경
    • 복식
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    • 제44권
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    • pp.201-213
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    • 1999
  • In this study, an attempt was made to classify the new generation by the conciousness of fashion and to make out positioning map, for brands of which each of the classified groups were aware. It's also intended to show a strategy brand marketing strategy by comparing the attribues that they considered important. The subjects of this study were gatheres into stratified sample groups from women whose age were ranged from 18 to 24 in Taejon. The subject brands of this study were Nice Claup. Y'sb. SYSTEM. i.n.v.u. On & On. EnC. ZOOC and Tomboy. which were selected because of high awareness. The results of this study were as below: 1. The new generation was grouped into a individuality-oriented group and an utility-oriented group. 2. As a result of analyzing brand image similarity, it's found that each group perceived the similarity differently. The individuality-oriented group perceived brand differentially more than the utility-oriented group. 3. concerning brand image preference, the individuality-oriented group preferred EnC most in light of self-expression and fashion, and preferred ZOOC most in view of utility. What was most preferred by the utility-oriented group was EnC in view of fashion and quality and ZOOC in the aspect of fashion, quality, price and design. 4. Regarding satisfaction level at brand image attributes, both of the groups showed satisfaction at On & On and Y'sb in light of self-expression. The individuality-oriented group was contented with SYSTEM's price and Nice Claup's utility and quality. 5. As a result of analyzing the groups' demographic variables, age and monthly mean income made a significant difference.

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모바일 게임 내 가상통화에 대한 이용자들의 효용 분석: S 모바일 게임을 중심으로 (Analysis of Users' Utility on the Virtual Currency in Mobile Games: Focusing on S Mobile Game)

  • 박종원;유창석;양성병
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권3호
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    • pp.141-160
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    • 2018
  • Purpose The purpose of this study is to verify mobile game users' perceived utilities about real (price) and virtual (Ruby) currencies, which are the major factors of in-app purchase (IAP) widely used as a business model in a mobile game industry. Design/methodology/approach By using sales volume and sales frequency data for products sold in an 'S' mobile game from the 'D' mobile game company, we conducted a conjoint analysis according to the procedure recommended by Bicheno (2009). Findings The results of this study indicate that (1) mobile game users have greater utility for a virtual currency (Ruby) than for a real currency (price), (2) mobile game users' utility for virtual (Ruby) and real (price) currencies varies depending on sales volume and sales frequency, as well as (3) mobile markets (e.g., Google Play Store vs. Apple App Store), and (4) mobile game users have greater utility for a virtual currency (Ruby) which can be used readily than later.

침구류 디자인 선호도와 구매동기에 관한연구 -색과무늬를 중심으로- (A Study on Bedclothes Design Preferences and Purchase Motives)

  • 이명희
    • 복식
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    • 제35권
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    • pp.181-193
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    • 1997
  • The objectives of this study were to classify bedclothes purchase motives and to examine how bedclothes purchase mo-tives and design preferences very accord-ing to age and income. Samples were 217 housewives residing in metropolitan area. Questionnaire included 17 Likert type items of bedclothes pur-chase motive measure 12 items of color preference 7 items of pattern (floral geo-metric abstract stripe plaid polka dot, and paisley pattern). The results of the study were as fol-lows. 1. 5 factors of bedclothes purchase mo-tives were derived by factor analysis ; F .1 'design': F 2. "brand' ; F.3. 'deficiency'; F. 4. 'fabric' F.5. 'economical reason' 2. Subjects perceived design and utility area to be important motives for bed-clothes purchase. 3. Cholor preference of bedclothes was in the order of white pale blue pale green and pale orange. Pattern preference was in the order of stripe plaid solid color floral and polka dot pattern. The combi-nation of patterned fabric and solid color fabric was liked better than the combina-tion of analogic color and the combination of contrasting color. 4. The women in their 20's liked navy blue red stripe plaid pattern and solied color better than 30's and 40's . 40's liked abstract and paisley pattern better then 20's and 30's 5. Low income group lied navy blue and solid color fabric more than the mid-dle and high income group and liked ab-stract pattern less than the middle and high income group. 6. Women in their 20's perceived design to be important motive more than 30's and 40's. 30's perceived brand to be im-portant motive than 20's and 40's 7. High income group perceived design to be important motive more than the middle and low income group. Low in-come group perceived brand and fabric to be less important motives than the middle and high income group, The present findings provide that age and income had a significant effect on bedclothes purchase motives and design preferences of houesewives. The results that white color and the combination of patterned fabric and solid color fabric were liked best indicated that women prefered clean image and chacteristics de-sign of bdeclothes.

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웨어러블 디바이스 소비자의 혁신특성, 소비자특성, 혁신저항, 그리고 수용의도와의 구조적 관계: 혁신저항모형과 인지된 위험이론을 기반으로 (The Structural Relationships among Innovation Characteristics, Consumer Characteristics, Innovation Resistance, and Intention to Acceptance of Wearable Device Customers: Based on Innovation Resistance Model and Theory of Perceived Risk)

  • 배재권
    • 한국정보시스템학회지:정보시스템연구
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    • 제25권4호
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    • pp.87-104
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    • 2016
  • Purpose As the smartphone market arrived at its saturation, from world leading information and communications technologies (ICT) businesses to startups, companies are competing to develop innovative wearable device products and suitable contents. Utility, technology, design, price, and various killer contents development targeting every customer's need should be considered for a success in the wearable device market. Design/methodology/approach Prior studies on innovation technology of ICT field have mainly focused on the innovation diffusion theory, expectation confirmation theory, and technology acceptance model, this study suggested the innovation resistance factors of adopting the smart wearable devices based on the innovation resistance model and theory of perceived risk. The model comprises the following two characteristics factors: 1) innovation characteristics which include perceived relative advantages, perceived compatability, perceived complexity, and perceived risk, 2) consumer characteristics which include attitudes towards innovation and existing products (i.e., mobile devices and analog watches). This study developed an extended innovation resistance model to explain the intention to acceptance of wearable devices consumers and collected 284 online survey responses from the non-consumers of the wearable devices. Findings The findings of this study suggest that perceived relative advantage, perceived compatibility, perceived complexity, perceived risk, attitudes towards innovation and attitudes towards existing analog watches affected the innovation resistance which has negative influence on the intention to adoption of wearable devices.

스마트 헬스케어 의류 구매의도에 대한 성별과 연령대별 영향 요인 - 기술수용모델(TAM), 의복속성, 건강라이프스타일, 패션혁신성을 중심으로 - (Influencing factors on purchase intention for smart healthcare clothing by gender and age - Focused on TAM, clothing attributes, health-lifestyle, and fashion innovativeness -)

  • 한희정
    • 복식문화연구
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    • 제27권6호
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    • pp.615-631
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    • 2019
  • Smart healthcare clothing combines IoT, new technology, and clothing construction to perform specific care functions, and its utility has been expanding rapidly within aging and diversified societies. However, the related market remains at an early stage of development due to limited regulation, lack of consumer awareness, and the need for not only technical development but promotion plans for potential users. This paper aims to analyze factors influencing purchase intention for smart healthcare clothing with biosignal monitoring, including variables in the Technology Acceptance Model (TAM), clothing attributes, health-related lifestyle factors, and fashion innovativeness. A survey was conducted on a sample of 300 males and 300 females ranging in age from 20 to 50 years, and data were analyzed using SPSS 21.0. The results show that perceived usefulness, perceived aesthetic attributes, health responsibility, and fashion innovativeness were overall significant predictors of using smart healthcare clothing. Additionally, perceived ease of use and physical activity in the male subsample, and perceived compatibility within the female group, also had significant effects. Furthermore, age was a determining factor; for subjects in the 30s age group, perceived usefulness, compatibility, and health responsibility had significant positive associations. The results of this study can provide basic guidelines for designing merchandising plans to expand user acceptance of smart healthcare clothing.

기동헬기 음성 경고음의 인간공학적 설계에 관한 연구 (Ergonomic Design of Voice Warning Sounds Used in Utility Helicopter)

  • 정종혁;김태곤;고진환
    • 전기전자학회논문지
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    • 제17권2호
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    • pp.189-201
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    • 2013
  • 본 논문은 연관된 합성기로부터 생성된 음성 경고음의 모델링에 관한 실험적 연구이다. 112명의 피실험자를 대상으로 심리적-육체적인 접근방법으로 4가지의 실험이 수행 되었다. 첫 번째 실험은 함성 경고음의 위급도를 지각하는 것을 모델링하여 6개의 음성-비음성 요소들을 구분하였다. 두 번째부터 네 번째의 실험은 위급도 지각의 주관적 변화와 객관적으로 계량화 할 수 있는 파라미터를 수치화 하였다. 이 논문은 응급성의 정도를 구분하는 것이 필요한 음성 합성 경고시스템의 설계에 적용될 수 있다.

패션브랜드 메타버스 가상현실매장 체험이 지각된 아바타 동일시성, 지각된 즐거움, 소비자-브랜드 자아 일치성에 미치는 영향 (Effect of Experience of Fashion Brand Metaverse Virtual Reality Store on Perceived Avatar Identification, Perceived Fun, and Consumer-Brand Self-Congruity)

  • 이은정;전지혜
    • 문화기술의 융합
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    • 제8권4호
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    • pp.387-395
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    • 2022
  • 본 연구는 패션 브랜드의 메타버스 속 가상 매장에서의 소비자 경험의 특성이 해당 매체에 대한 소비자들의 지각된 효용 및 자아 일치성 정도에 미치는 영향에 대해 실증 연구했다. 분석 결과, 패션 브랜드 메타버스 가상현실 매장 체험특성의 세 요인(사실성, 편재성, 익명성)은 모두 지각된 아바타 일치성에 유의한 정적 영향을 미쳤다. 한편 사실성과 편재성은 지각된 재미에 유의한 정적 영향을 미쳤으나, 익명성이 지각된 재미에 미치는 영향은 유의하지 않았다. 한편 지각된 아바타 동일시성은 지각된 소비자-브랜드 자아 일치성에 유의한 정의 영향을 주는 것으로 나타났다. 마지막으로 메타버스 패션브랜드 가상현실 매장에서 지각된 재미는 통계적으로 지각된 소비자-브랜드 자아 일치성에 유의한 정의 영향을 주는 것으로 나타났다.

주거시설의 유니버설 디자인을 위한 활동실태조사 및 불편 설계요소 개선 절차 제안 (Investigation of Perceived Discomforts and Suggestion of a Procedure for the Universal Design of Housing)

  • 김충식;이동훈;김희진;정민근
    • 대한인간공학회지
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    • 제29권5호
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    • pp.797-810
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    • 2010
  • This study examined perceived discomforts encountered in residential facilities such as individual houses and apartments, and suggested a procedure for improving the problems in the living residence. The participants consisted of two groups of people: normal and underprivileged people; the underprivileged group was classified into 3 sub-groups: elderly people (over 65 years old), handicapped people and pregnant women. To identify inconvenient places and design factors in the residential housing, a total of 200 subjects (50 for each group) participated in the survey using the 7-point Likert scale. As a result, all the user groups mainly answered a high degree of discomfort due to narrow parking places, doorsills, and height differences between floors. The elderly, the handicapped, and the pregnant women replied that it is uncomfortable to use ramps and utility rooms. In a follow-up study, one-to-one in-depth interviews were conducted with some of the participants to analyze the detailed causes of inconvenient places and design factors. This study also suggested the procedure for solving the problems in various design factors from perspective of universal design, by considering prior studies which focused on a certain user group like the elderly. This procedure was suggested to consider as many user groups as possible at the same time. The results can be used to understand the discomforts of various user groups on residential housing. The procedure can also be used to develop universal design guidelines for the living residence.

Impact Factors Analysis on AR Shopping Service's Immersion

  • SHIN, Myoung-Ho;LEE, Young-Min;KIM, Jin-Hwan
    • 유통과학연구
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    • 제17권12호
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    • pp.13-21
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    • 2019
  • Purpose - It is very important to examine customer's behavior about AR shopping either practically or academically. Thus, it will be worthwhile to discuss more in details about AR utility which is even in early stage of distribution industry now. Research design, data, and methodology - This study has designed in consideration of control effects of perceived complexity based on customer's flow as dependent variable, and on AR characteristics and technology readiness as independent variables. Study data has been collected from questionnaires after using AR shopping service directly by those who are 20-30 years old of male and female respondents, which has been analyzed with 167 questionnaires. Hypothesis is verified using by hierarchical regression analysis. Results - After results of hypothesis verified, positive influence has been shown in terms of sensory immersion, manipulation, and optimism, however, it is rejected in relation to navigation and innovativeness. Control effect of perceived complexity has not been appeared. Conclusions - Implications of this study are as follows. First, AR shopping service has to provide an informational value. Second, by providing AR service to customer group, marketing activities will be in effects. Third, recognized complexity is not connected with significant control effect in terms of customer's devotion of service.

환경친화적 유통공간의 소비효용이 재방문의도에 미치는 영향 (The Impact of Consumption Utility from Green Retail Environment on Revisit Intention)

  • 백인열;강우성
    • 유통과학연구
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    • 제16권2호
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    • pp.67-81
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    • 2018
  • Purpose - Recently the importance of green consumption and corporate social responsibility has been increasing, thereby enhancing the importance of green consumption space as well. The retail space, as a representative consumption space, is now consuming more energy by introducing bigger retail space, 24-hour operation, cutting-edge equipment, and manless checkout system. Especially for retailers, who are constantly interacting with consumers, not only the economic consideration but also the consumer experience via retail service and physical retail space is crucial for their success. Therefore, this study intends to understand the main factors of motivating consumer perception about green retail space. In addition, we further investigate the mediating and moderating variables to encourage revisit intention and green retail space image. Research design, data, and methodology - In order to test our hypotheses with two models, we conducted a survey using questionnaires. In model 1, 356 respondents were surveyed to determine whether consumers' green attitudes and behaviors enhance environmentally friendly perception on retail space properties. In model 2, a questionnaire survey was conducted on 69 consumers who have experience in green retail space. Questionnaire surveys were conducted with on-line panels in Korea and analyzed using regression model and Hayes' PROCESS macro. Results - We found that consumers with green attitude put more importance on the attributes of green retail space. Also, the utility of the green retail space was found to be significant in emotional and social benefits. And, the consumers, who perceived the importance of green retail space, show higher revisit intentions. The emotional and social utilities have significant positive effects on revisit intention through green retail space image. Conclusions - This study demonstrates that a green retail space can induce positive consumer utility, thereby increasing green retail space image and revisit intention. Thus, in order to increase the image and revisit, retailers should communicate green messages with consumers, enhance green attributes of retail space, and target green consumers. To do so, we suggest that various marketing efforts such as publicity and education are needed to appeal experiential green products and retail space to consumers.