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Research on User Experience Under the New Retailing Mode: Using the interactive marketing mode of the Estee Lauder POP-UP store as an example (새 소매 모델 방식에서의 사용자 경험 연구: 에스티로더 팝업스토어에서 인터랙티브 마케팅을 예로 들어보자)

  • Liang, Lan;Pan, Young-Hwan
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.343-353
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    • 2021
  • The beauty industry of China POP-UP store service, has entered the peak development period. This paper takes China Estee Lauder POP-UP store as an example, based on the user experience of interactive marketing mode in Beauty POP-UP store under the new retailing model. The paper aims to establish a system interaction design process integrating online and offline to help enterprises complete the sustainable development of marketing services. To achieve this goal, this study uses questionnaires to investigate the key elements of user experience, customer journey map to determine the user pain points, and completes the design of the new system process. This process can provide designers with a new perspective through experimental verification, with high timeliness and practicability. It also promotes the collaborative optimisation and upgrading of physical retail and online retail and provides theoretical support and practical basis for other enterprises.

The Effect of Service Quality on Organizational Support and Job Satisfaction in Hotel Industry (호텔기업의 조직지원과 직무만족이 서비스품질에 미치는 영향)

  • Ji, Ke-Yung;Han, Jin-Young
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.353-362
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    • 2012
  • The purpose of this study tried to find ways to improve service quality for customers and effective program of organizational support to increase the hotel employees' job satisfaction to empirically analyze causatively impacted relationship between the perceived organizational support, job satisfaction, and service quality in the hotel industry staff recognize. Data were collected from 217 and surveyed from 1 to 30 in November 2011 in hotel. To summarize the results of the study, first, satisfaction of individual job environment, satisfaction of work environment support concerned in support for personal values both was not affected significantly. Second, support for work environment was also affecting more than support for personal worth to improve the quality of customer service and in support for the organization Third, satisfaction of the individual's work environment affected adaptability, conviction, and corporality in job satisfaction variables while support satisfaction for working conditions effected conviction and adaptability without corporality. In order to enhance adaptability to customers who employees serve, it should be created work environment to make employees feel satisfaction in individual's work environment. Therefore, hotel managers have to entertain feelings of loyalty for their hotel and make employees satisfaction with their job and their duty by enhancing support for work environment of hotel employees in order to increase business performance by improving service quality for customers.

A Study of virtual experiential marketing factors in the Internet shopping mall (Focused on the Schmitt's experiential marketing factors) (인터넷쇼핑몰 가상체험마케팅 요소에 관한 연구 (Schmitt 체험마케팅 요소를 중심으로))

  • Youn, Soung-Jung
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.151-158
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    • 2012
  • This study aims to suggest ways of experiential marketing management plan that the virtual tour service in the internet shopping mall is as a agents and the role of the physical interface of the internet virtual experience. It is a empirical analysis to analyze the relationship among Schmitt's five experiential Marketing elements. By the result, the rankings for high impact experiential marketing feedback relationship of cognitive creativity, composition, relationship between social intimacy, behavioral lifestyle, providing a sense of the acoustic auditory effect, a sense of dimensional visual effects in order. This result means that the intimacy and creativity, giving feedback that the opinion of consumers actively prefer internet shopping mall. In addition, it means more visual rather than auditory experience to provide marketing services and provide the lifestyle behaviors that the customer want in the Internet shopping mall. It is needs to make virtual experiential marketing relationships, strengthen the recognition specificity of these results because of experiential marketing relationship's ultimate purpose is to make the relationship between brand and customer service satisfaction of the Internet shopping mall through strengthening the relationship.

Study on Influence of Market Merchant College Education in Convergence Era to Educational Performance (융합시대 시장상인대학 교육이 교육성과에 미치는 영향에 관한 연구)

  • Lee, Mi-Ja;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.209-218
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    • 2015
  • This study aims to look into whether market merchant college education in Convergence to has any influence to the educational performance. For the purpose, 300 surveys were distributed to the ones who completed the course at ** city and in total 275 replies were selected out of 300. The age as of the subjects of this study suggests many of the most common are 91 people with more than 60 121 people 50s. This suggests that the age of a person engaged in the business owners have a lot of seniors. Dependant variable of this study, educational performance resulted in sales increase, help in self development with 82.4%, stronger confidence in success of business startup, overall satisfaction with the market merchant college education. Advanced studies regarding market merchant college and series of domestic and overseas documents were referred to for this study. As trait elements for market merchant college education, educational service, change intention, challenge spirit, decisive factors for customer communication were derived. Along with these elements, research model and hypothesis verifying the relationship with operational fund were established and empirical analysis and investigation was set as study objective.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

A Study on Business Strategies and Success Factors of Social Network Service and Enterprises: Focusing on Representative SNS of Korea, China, and USA (소셜 네트워크 서비스 기업의 비즈니스 전략과 성공요인 분석에 관한 연구 : 한국, 중국, 미국의 대표적인 SNS을 중심으로)

  • Lee, Cheol-Min;Kim, Chang-Su;Park, Kyung-Won;Ahn, Hyun-Sook
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.177-187
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    • 2014
  • In this paper, representative social network services(SNS) of Korea, China, and America such as Cyworld, Renren and Facebook were analyzed in regards to their business strategies and successful factors. From the analysis results, it was found that their common business strategies are strengthening a sense of belonging by providing differentiated customer services and by increasing customer satisfaction and this kind of strategies were naturally connected to the corporate marketing. So, Maintaining their own differentiated services, SNS companies should make a constant efforts to meet customers' needs on the base of success factors. Companies which will carry out marketing with SNS should also improve their images through communication with customers, utilizing services provided by SNS companies which match well with companies using SNS as a means of marketing. As various extensive researches are being conducted on SNS which enabled online networking, such findings will be usefully referred for similar researches and will provide theoretical basis and practical guidelines for future researches.

Batching delivery for VCR-like functions in video-on-demand service system (주문형 비디오 서비스 시스템에서 VCR 기능을 위한 Batching 전송)

  • 박호균;유황빈
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.12
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    • pp.2852-2859
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    • 1997
  • Video-On-Demand system provides electronic video rental services from remote video servers on a broadband communication networks. Most of proposed VOD systems are typically designed for one-to-one conncetion between a user and video server. Therefore, video server stream services to customers individually by allocating a dedicated transmission channel and a set of video server resources for each customer. However, it is inefficiency and wxpensive way when server support multiple users who access the same video stream with a dedicated video channel. Therefore, to achieve cost-effectiveness, batching have studied method that uses multicast communication to simultaneously service all users requesting the same video with a single video with a single video stream. However, the application of the multicast communication by batching detract from the VCR-like function and on-demand nature of the system. In this paepr, we propose a scheme that can support an interactive VCR for all user requesting the same video stream with batching. To reduce a server I/O and network bandwidth requirement, dynamic buffer is allocated to access node which has variable playout poit. Consequently, it makes possible interactive VCR operation as if customer uses true VOD system. Also, this scheme can just deliver a multicast stream without delay after an initial request or VCR action occurred. The policy can guarantee acceptable services to number of users at minimum cost.

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The Effect of Perceived Shopping Value Dimensions on Attitude toward Store, Emotional Response to Store Shopping, and Store Loyalty (지각된 쇼핑가치차원이 점포태도, 쇼핑과정에서의 정서적 경험, 점포충성도에 미치는 영향에 관한 연구)

  • Ahn Kwang Ho;Lee Ha Neol
    • Asia Marketing Journal
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    • v.12 no.4
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    • pp.137-164
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    • 2011
  • In the past, retailers secured customer loyalty by offering convenient locations, unique assortments of goods, better services than competitors, and good credit policy. All this has changed. Goods assortments among stores have become more alike as national-brand manufacturers place their goods in more and more retail stores. Service differentiation also has eroded. Many department stores have trimmed services, and many discount stores have increased theirs. Customers have become smarter shoppers. They don't pay more for identical brands, especially when service differences have diminished. In the face of increased competition from discount storess and specialty stores, department stores are waging a comeback war. Growth of intertype competition, competition between store-based and non-store-based retailing and growing investment in technology are changing the way consumers shop and retailers sell. Different types of stores-discount stores, catalog showrooms, department stores-all compete for the same consumers by carrying the same type of merchandise. The biggest winners are retailers that have helped shoppers to be economically cautious, simplified their increasingly busy and complicated lives, and provided an emotional connection. The growth of e-retailers has forced traditional brick-and-mortar retailers to respond. Basically brick-and-mortar retailers utilize their natural advantages, such as products that shoppers can actually see, touch, and test, real-life customer service, and no delivery lag time for small-sized purchases. They also provide a shopping experience as a strong differentiator. They are adopting practices as calling each shopper a "guest". The store atmosphere should match the basic motivations of the shopper. If target consumers are more likely to be in a task-oriented and functional mindset, then a simpler, more restrained in-store environment may be better. Consistent with this reasoning, some retailers of experiential products are creating in-store entertainment to attract customers who want fun and excitement. The retail experience must deliver value to turn a one-time visitor into a loyal customer. Retailers need a tool that measures the full range of components that define experience-based value. This study uses an experiential value scale(EVS) developed by Mathwick, Malhotra and Rigdon(2001) which reflects the benefits derived from perceptions of playfulness, aesthetics, customer "return on investment" and service excellence. EVS is useful to predict differences in shopping preferences and patronage behavior of customers. EVS consists of items measuring efficiency, economic value, visual appeal, entertainment value, service excellence, escapism, and intrinsic enjoyment, which are subscales of experiencial value. Efficiency, economic value, service excellence are linked to the utilitarian shopping value. And visual appeal, entertainment value, escapism and intrinsic enjoyment are linked to hedonic shopping value. It has been found that consumers value hedonic experiences activated from escapism and attractiveness of shopping environment as much as the product quality, price, and the convenient location. As a result, many department stores, discount stores, and other retailers are introducing differential marketing strategy based on emotional/hedonic values. Many researches suggest that consumers go shopping not only for buying products but also for various shopping experiences. In other words, they seek the practical, rational value as well as social, recreational values in the shopping process(Babin et al, 1994; Bloch et al, 1994). Retailers may enhance buyer's loyalty to store by providing excellent emotional/hedonic value such as the excitement from shopping, not just the practical value of buying good products efficiently. We investigate the effect of perceived shopping values on the emotional experience and store loyalty based on the EVS(Experiential Value Scales) developed by Holbrook(1994), Mathwick, Malhotra and Rigdon(2001). This study assumes that the relative effect of shopping value dimensions on the responses of shoppers will differ according to types of stores and analyzes the moderating effect of store type(department store VS. discount store) on the causal relationship between shopping value dimensions and store loyalty. Emprical results show that utilitarian values of shopping experience and hedonic value of shipping experience give the positive effect on the emotional response of consumers and store loyalty. We also found the moderating effect of store types. The effect of utilitarian shopping values on the attitude toward discount store is higher than the effect of utilitarian shopping values on the attitude toword department store. And the effect of hedonic shopping value on the emotional response to discount store is higher than on the emotional response to department store. The empirical results reflect on the recent trend that discount stores try to fulfill the hedonic needs of consumers as well as utilitarian needs(i.e, low price) that discount stores traditionally have focused on

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The Relationships among Patient's Perception, Patient's Satisfaction of Nursing Service Quality and Revisiting intention (간호서비스 질에 대한 환자의 인식과 만족도 및 재방문의도와의 관계)

  • Lee, Sun-Ah
    • Journal of Korean Academy of Nursing Administration
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    • v.4 no.2
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    • pp.307-319
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    • 1998
  • This study is an empirical investigation and study on the measurement of nursing service quality as perceived by patients. A series of H1. H2. H3 alternative hypotheses were tested using a sample of 250 patients in Taegu City. Korea. HI hypothese were tested for application of five component of service quality (SERVQlTAL and SE RPERF : tangiblity. reliability. responsiveness. accessibility. understandability) in Taegu area Hospitals. Validity test - the five components of service quality were rearranged into two components of service quality (personal factor. nonpersonal factor). Although SERVQUAL was verified in USA. application for five components of service quality in Korea indicated that it need more analytical studies. Nobody can deny the fact that the recent growth of the nursing service quality is one of the most important driving forces of hospital management. In many hospitals. the nursing quality charges more than 50% of the medical service quality. As a result. many hospital managers should be enormous interests in the investment potentiality of the nursing service. However. doesn't many researchers invest their time and effort on the research of the quality control in nursing service. Nursing service management is the process to satisfy customer's desires and expectations through the various service activities. Presently nursing service are being faced with three Common tasks of improving quality of nursing service. competitively differential advantage and productivity because of quantitative expansion of Nursing service. Such a phenomenon is also found in our medical service industry. resulting from increasing demands for medical service owing to national medical insurance policy and consumer's attitude change emphasizing prevention of illness. excessiveness of medical facilities in large cities and increasing medical lawsuits due to influence of consumerism. Therefore. under such circumstances. this research on nursing service is conducted from nursing managements to improve the nursing service quality problems faced by medical institutions. The results of this theoretical/empirical research are as follows: 1. Nursing service Quality is regarded as patients' perceived quality and evaluated on the basis (5 dimension) of technical and functional quality. 2. Nursing service Quality is a concept of patients evaluation on the measurable multi-dimensions intrinsic and extrinsic attributes of service. 3. Nursing service Quality is conceptually defined as the difference between the perceived service and the expected service. 4. Korean consumers trend to evaluate nursing service quality based on such dimensions as responsiveness and reliability. understandability. accessibility. tangibility. 5. After analyzing whether or not there are some differences in respective medical institution. it was found that there are significant difference on understandability. reliability. communicability. courtesy. competence. 6. After analyzing the difference between the expected nursing service and the nursing perceived service, it was found that the expected nursing service is higher than the perceived service in every medical institution. 7. HI hypothesis was tested with regard to the validity test between SERVQUAL and SERVPERF in nursing service quality. The result of validity test between SERVQUAL and SERVPERF was found to have differential result. That is the R2 of SERVPERF is higher than that of SERVQUAL. Therefore. HI was verified in nursing management. H2. H3 hypotheses were tested whether or not the nursing service quality and patient satisfaction is the preceding variable. The result of H2 hypothes is that the nursing service quality is the preceding variable of patient satisfaction and the patient satisfaction is that of revisiting intention. After analyzing whether or not there is any differences on the demographic variable of five nursing service quality factor. it was found that there are statistically significant differences on communicability and courtesy at the sex. understand ability. accessibility and tangibility at the age. understandability at the academic background respectively.

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The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.