• Title/Summary/Keyword: 감각마케팅

Search Result 79, Processing Time 0.095 seconds

Developing the Design Guideline of Auditory User Interface for Domestic Appliances (가전제품의 청각 사용자 인터페이스(AUI) 설계를 위한 가이드라인 개발 연구)

  • Lee, Ju-Hwan;Jeon, Myoung-Hoon;Ahn, Jeong-Hee;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.1-8
    • /
    • 2006
  • 본 연구는 가전제품의 제품군과 그 기능들에 따라 차별화 가능한 인지적, 감성적 '청각 사용자 인터페이스 디자인 가이드라인(Auditory User Interface Design Guideline)'을 마련하고, 가전제품의 작동기능 정보와 직관적으로 연합 가능한 청각신호(auditory signal)를 제작할 수 있는 지침을 제시하여 GUI 중심의 제품 설계에서 한 차원 확장되고 사용자의 다중감각적 특성이 적용된 디자인 방법을 실무에 적용하고자 하였다. 특히 AUI 에 대한 체계를 확립함으로써 브랜드 정체성(Brand Identity) 및 기업 이미지를 제고할 수 있다는 목적을 함께 고려하였다. 이러한 연구가 필요했던 이유는 가전제품에 대한 소비자의 심적 모형(mental model)과 감성 측면에서의 접근에 대한 요구 때문인데, 이는 AUI 의 체계적 적용이 아닌 임의적 연결(mapping)으로 인한 버저(buzzer) 청각신호의 짜증(annoying) 발생이 빈번한 사례들에서 출발한다. 또한 GUI 의 변화와 수준에 미치지 못하는 AUI 의 업그레이드 필요성과 가전제품에서의 감성 마케팅 경향을 반영하는 의미를 지니고 있다. 이와 함께 멀티미디어 환경의 급속한 확산으로 다중감각적 정보제시(multimodal display)가 요구되는 상황에 걸맞은 시도이다. 본 연구는 특정 가전제품이나 특정 기능이 지니고 있는 인지적, 감성적 차원의 속성을 청각신호(auditory signal)의 다양한 속성들로 유발하는 관계를 추출하고, 이를 형성하는 기본 메커니즘에 대한 경험적 자료를 제시하여, 가전제품의 AUI 디자인에 유용한 가이드라인을 제공하고자 하였다. 그러나 본 논문에서는 연구의 구체적이고 세부적인 결과보다는 전체적인 계획과 진행과정의 절차를 소개하여 관련분야 연구 진행의 참조적 틀을 마련하고자 한다.

  • PDF

A Study on Jewelry Industry and Design Status of Italy (이태리 귀금속 산업 및 디자인 현황에 관한 고찰)

  • 최승욱
    • Archives of design research
    • /
    • v.12 no.2
    • /
    • pp.65-73
    • /
    • 1999
  • In Italy, numerous jewelry ornaments have been actively manufactured from long time ago, since Italian has been highly interested in jewelry from the ancient limes, therefor jewelry industry of Italy has been improved at an alarming pace with latest cutting-edge technology through their highly-talented artistic sense and workmanship of precious metals that have been inherited without any interruption based on the traditional history and culture. One out of five ornaments in the whole world is made in Italy, so Italy is the biggest maker to manufacture ornament made of gold, silver and precious stone recording more than 70 billion dollar of annual sales. The diversified composite factors-handmade oriented ornaments with artistic concept based on their inherited craftsmanship from generation to generation and refinedly and sensationally harmonized design -have resulted in development and mass manufacturing for ornaments. Now days the jewelry maker of Italy have actively introduced improved management know-how and international approach for marketing and made a strenuous effort to newly technology and creative design through close relationship with designers.

  • PDF

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
    • /
    • v.29 no.5
    • /
    • pp.127-160
    • /
    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

Case Study of SM Entertainment on the K-Pop Visual Directing Strategy (K-Pop 비주얼디렉팅 전략에 관한 SM 사례연구)

  • Choi, Lia Sung-Yee;Ko, Jeong-Min
    • Journal of Digital Convergence
    • /
    • v.17 no.2
    • /
    • pp.373-379
    • /
    • 2019
  • This study examines the process and scope of visual directing through the case of SM Entertainment, and explores the role of visual directors. As a result of the case study, SM created the visual directing team composed of art director and visual designers within the creative headquarters and was actively introducing visual directing for the development of idol. The visual directing process of SM, which is being developed as a part of the star marketing, consists of analyzing the environment in marketing strategy, establishing marketing strategy related to idol, setting up target image per artist, and finally planning and managing the visual directing project. The visual director in SM is required to have creative talent, logical persuasion, information analytical ability, visual expression ability, and field application ability. SM also applies visual directing accumulated from idol singers to SM business areas such as MD product design and production, product composition and designer collaboration, and SM town COEX artium. This paper have significance in attracting visual directing to the academic field.

The Design Research on Facade in Corporate Commercial Space Identity (Space Identity를 위한 기업 상업공간 파사드 디자인 연구)

  • HwangBo, Hyun-Wook
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.39-48
    • /
    • 2006
  • In recent marketing circumstances we passed the days just dealt with products sales and faced Sensitivity Marketing era concluded by merchandise, corporate and brand image. Especially although corporate commercial space is the important strategy factor performing immediate satisfaction, experience,sensitive stimulation and social relationship among customers, most of the domestic firms don't recognize its importance when looking into adopted graphic factors at spaces without consideration for a variety of space function, concept,merchandise and customer satisfaction. In addition the facade, which performs as visual information conveyance, boundaries of architecture and concluding space concept, merchandise image and incoming customer based on linkage between interior and exterior, is the important point. This research specializing the examples of facade design of corporate and brand commercial space including service, purchasing and advertising looks into reflected space identity through facade and theoretical factors for commercial space function, concept, merchandise and customers related facade design and makes alternative plans in order to make a better commercial space identity program.

  • PDF

WINE - WAITER AND WINE : A MARKETING CONNECTION Towards the current trend of the sommellerie (소믈리에와 와인 간의 관계 마케팅 전략 - 최근 소믈리에의 경향 중심으로 -)

  • Pierre, METTELIN
    • Proceedings of the Culinary Society of Korean Academy Conference
    • /
    • 2004.11a
    • /
    • pp.101-111
    • /
    • 2004
  • The sommellerie is an ancient job, which has always advanced with the passings centuries. It has become more and more specialized. So, the wine waiter must have a suitable training, sound world knowledges, a keen sense of wine tasting and the liking of human contact. All these skills lead him to put his know - how to good use in the surest way : restaurant. There he undergoes a fruitful experience. The view of a man with many facets is true : taking part in purchases, cellar management, wine-list formulation, advising customer, accommodation between wines and food essentially. However, his duties have risen. He is running through business size, upstream of sales and with clients. Expert in this matter, he is able to take an effect on the store, marketing product, sales, and finally the sales figure of the institution in which he assumes a key position.

  • PDF

Sales Promotion 전략으로서의 백화점 Visual Merchandising에 관한 연구

  • 고용식;정흥숙
    • Proceedings of the Korea Society of Costume Conference
    • /
    • 2001.04a
    • /
    • pp.49-49
    • /
    • 2001
  • SP(sales promotion)전략을 지향하는 백화점은 강 한 개성으로 다양하게 변화해 가는 소비자의 욕구충 족을 위해 대 고객차원의 편의성 및 쾌적한 쇼핑환 경을 마련하며 아이디어는 항상 특별하고 새로워야 한다. SP 전략으로서의 VMD (visual merchandi sing)는 상품의 시각화계획 등 통일된 시각(visual identity) 연 출을 통해 고객의 그룹이나 개인의 취향에 맞는 타켓 마케팅 (target marketing) 으로 백 화점 은 고객 의 중심에서 그들의 삶을 윤태하게 하며 아름답고 즐거 운 소비문화를 주도해갈 수 있는 환경을 제공해야 할 것이다. 1999년 말 IMF 이후 최근 막강한 자금력과 경쟁 력을 가진 대형 외국 할인 업체의 부상과 계속되는 장기적인 경제위축으로 백화점의 마케팅활동은 기존 고객과 관련된 단기적 욕구만을 충족시키는 점에서 벗어날 수 없었다. 이렇게 심각한 경기불안과 유통환 경의 급변으로 인해 소비자의 구매력이 약화되고 매 출이 감소하는 등 백화점의 한계성과 업태간의 경쟁 이 심화되어 갈수록 진정한 서비스개념의 합리적 목 적을 띤 VMD가 SP전략의 실질적인 형태로써 존재 되어야 한다. VMD는 이러한 불경기에 대응하는 백화점의 생존 고용식 전략으로서 좀더 강하고 적극적인 글로벌 마인드 ( (global mind)를 갖고 보다 넓은 시장에 대한 장기적 안목을 필요로 한다. 특히 대 고객 감성의 글로벌화 로 광범위한 상품의 장르와 감각적인 투자로써 신 고객창출을 도모하는 한편 고객에 대한 세심한 배려 와 구체화된 전략을 통해 불황을 극복하는 등 국내 유통문화의 선진화를 가속시켜 나갈 수 있는 것이다. "손쉬운 장사벌이"라는 무책임한 사고를 버리고 철저한 고객친화의 중심에 서서 그들에게 즐거웅을 주고 풍요로운 문화의 장(場)을 마련하는 등 지금의 무한경쟁 시대에 가장 감성적인 경쟁력으로서 고객에게는 쇼핑을 통한 즐거움과 여유로움, 풍성한 정보 와 화제성, 독특한 서비스와 볼거리 등이 지속적으로 제공되어야 하며 상품의 시각화 계획인 VMD는 세 련된 드라마처럼 감동적 연출로 그 이야기가 전개되 어야한다. 고객의 구매행동을 기초로 유통시장의 무한 자유 경쟁이란 현 시점에서 판매촉진의 전략에 대한 체계 적 접근과 합목적성을 가진 VMD의 전개 방향 및 향후 백화점업계의 차별화 방안과 전략은 단순한 행 위의 출발이 아닌 주변환경과의 밀접한 연관 속에서 지극히 창조적인 예술적 자극이 요구되며 그 과정에 따른 결과적인 "반응"을 기대한다.quot;반응"을 기대한다.기대한다.

  • PDF

The Effect of Brand Experience on Use Intention of Continuous Brand App (브랜드 체험이 지속적인 브랜드 앱 사용의도에 미치는 영향)

  • Lee, Seong Ho;Jung, Kyung Sik
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.455-463
    • /
    • 2015
  • As recently increased penetration of smart phones, branded applications(the brand app) via mobile are growing rapidly. Since these brand apps are being used as means of corporate marketing and sales, many consumers have been using them. However, there are few studies about brand apps. And it is also necessary to study about continuous use of brand apps because they are easy and free to download and remove. In this study, we analyzed how a variety of brand experience have impact on the brand apps' continuous use. As a result of this study, sensory, affective, behavioral, and intellectual experience as a brand experience affected brand commitment positively, and then the brand commitment had a positive impact on the degree of brand loyalty and continuous use intention. Eventually the more brand loyalty, the more continuous use intention of brand apps. That is, consumers' experience about a variety of brand apps makes customers' brand commitment and loyalty increase and keep customers using the brand apps consistently. Therefore, if companies let the customers have various experience through brand apps, they will have good marketing performance.

The Effect of Brand Community Experience Value on Brand Satisfaction, Brand Trust, and Brand Value Co-Creation: Focusing on the Case of BTS and A.R.M.Y (브랜드커뮤니티 경험가치가 브랜드만족, 브랜드신뢰, 브랜드 공동가치창출에 미치는 영향:방탄소년단과 아미를 중심으로)

  • Lee, Minha
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.7
    • /
    • pp.374-385
    • /
    • 2021
  • Brand community refers to a group of consumers who are passionate about the brand, and actively participate in enhancing the brand value. This study examines the impact of brand community experience on brand satisfaction, brand trust, and brand value co-creation, focusing on BTS's fan community, 'ARMY'. The results show that the value of aesthetic sensitivity, self-consistency, and intellectual fulfillment, obtained through brand community experiences, had a positive impact on brand satisfaction and brand trust, and brand value co-creation. The implications of this study are as follows: First, rather than company-centered traditional marketing campaign strategies, future brand marketing strategies should focus on nurturing brand communities through which encourage emotional communication and solidarity between consumers and companies. Second, in order to enhance brand community experiences, it is necessary to provide various opportunities to satisfy customers' intellectual curiosity and self-consistency as well as sensory stimuli related to the brand.

Analysis of the key Factors that Influence Emotional Web Design and its Effects on Brand Attitude - focus on Fastfood WebSites - (웹에서의 감성디자인이 브랜드태도에 미치는 효과와 영향요인 분석 - 패스트푸드 사이트를 중심으로 -)

  • 윤다연;이현주
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.153-162
    • /
    • 2004
  • This paper focused on the effect of Kansei design on the web in branding as well as its influence factors. As a key of this research, it classified web users' Kansei into five categories; 1) functional Kansei, 2) sensoryKansei, 3) psychological Kansei, 4) relational Kansei and 5) cultural Kansei, and organized relevant factors. Online surveys were conducted on seven websites of the fast food brands in Korea (Lotteria, Mcdonald, BurgerKing, Popeyes, KFC, Pizza Hut, Domino's) which are targeting 463 male and females in 20s. As a result, an average of 58% responded that they had a positive Kansei experience and could enhanceits brand preference. Of the sensory Kansei, visual design factors were the one that gave the greatest effect on brand preference enhancement. Regarding the functional Kansei satisfaction, such as user convenience and access speed were also one of the most crucial variables for the whole Kansei satisfaction. Moreover, the preference enhancement brought not only a positive effect on its reliability but also its brand image and consumers' purchasing desire. Based on the survey results, the additional FGI (Focus Group Interview) had been conducted and determined \circled1 what kind of major Kansei that users wanted to have satisfied, \circled2 what type of design can give strong Kansei appeal to its users, and \circled3what design factors gave an effect on sensory emotion. In the course of this research, Itried to renew the awareness of the web importance as a major channel in non-mass interactive marketing, and suggest the effect and its possibility of emotional branding through Kansei design in the web as well as design principles of strategic Kansei design.

  • PDF