• Title/Summary/Keyword: 브랜드 경험 디자인

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Case Study about BX(Brand Experience) Design System Development -Focusing on JUNGGANEGOTGAN Brand- (브랜드 경험(Brand Experience)디자인 시스템 개발사례 연구 -'정가(家)네곳간' 브랜드 개발사례 중심으로-)

  • Kim, Sung-Jae
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.38-46
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    • 2018
  • This study is about brand design system development cases based on BX, focusing on research of JUNGGANEGOTGAN brand conducted from January 2018 to April. BX is a subjective and internal response of consumers arising from design stimulus including brand identity. BX design is brand-related stimulus based on brand experience and BX is generated when stimulant of brand design and consumers' contacting with brand are interacting. The most important thing of BX design system is that BX design system plays a very important role when consumers choose goods or services of some brand at the various touch points of brand in the process that consumers form the certain brand image. This study suggests the final completed brand design draft plan along with brand design system development strategy conducted about JUNGGANEGOTGAN based on BX design. As a result, modeling and associations of JUNGGANEGOTGAN brand experience design seem to be statistically meaningful (F=30.961, p<.001). Preferences of brand design is rated by modeling (=.443, p<.001), associations (=.218, p<.001) in order and it turns out to be affected.

A Case Study of Brand Experience through Credit Card Design (신용카드 디자인을 통한 브랜드 경험 사례 연구)

  • Kim, Gi-Lim;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.477-483
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    • 2020
  • Credit cards are becoming an important marketing tool that reveals brand identity beyond payment methods. The purpose of this study is to suggest an effective design strategy plan by analyzing credit card design case that provided a positive brand experience among the cases of implementing the brand identity of a domestic credit card. The design of a representative credit card brand in Korea was analyzed according to Schmidt's experience type. As a result of analysis, when designing a credit card, it maximizes the visual effect with colors suitable for each theme, presents a multi-faceted experience that stimulates the five senses of the consumer, and provides an active brand experience that can reminisce the benefits of a credit card. It was found to be effective in revealing the brand identity. This study is meaningful in that local credit card companies offer design directions that can positively imprint brands on consumers through credit card designs.

Strategic Experience Design of Shortform Video-based Brand - Focused on LIZIQI's Food Videos - (숏폼(Shortform) 동영상 기반 브랜드의 전략적 경험 디자인 - 李子柒(이자칠)의 미식(美食) 동영상을 중심으로 -)

  • Cui, Ru Ru;Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.185-194
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    • 2020
  • This study aims to figure out how the brand experience design elements works in the Shortform video-based branding through case analysis. The sense, feel, think, act, relate experience of Shortform video brand are provided through the implementation of specific experience design elements in the process of the creators expressing personality through social media channels and communicating and interacting with consumers. As a result, LIZIQI's food videos provided a brand identity as an 'Eastern gourmet' to consumers through the audiovisual stimulation of food in video, the cognitive reinforcement which is combined of identities and products, and the behavioral participation by web sites·electronic media. In addition, a strong brand relationship was established by sharing emotional ties using human factors and responsibility through co-branding. This can be extended to various Shortform video contents-based branding cases, and it will suggest a useful approach to the brand building strategy through strategic brand experience design elements.

The Research on Impact of the Website User Experiences about Affective Brand Loyalty (감정적 브랜드 충성도가 웹사이트 사용자경험에 미치는 영향에 관한 연구 - 중국에서 판매되고 있는 자동차 브랜드 사이트를 중심으로-)

  • Liu, Yuanchen;Kim, Se-hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.938-942
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    • 2009
  • 브랜드 이미지가 마케팅에 미치는 영향이 커지면서 기업은 브랜드 가치 형성을 위해 온/오프라인 PR활동과 함께 브랜드 웹사이트를 적극적으로 활용하고 있다. 또한 학계와 관련 업계에서는 소비자들의 웹사이트의 이용 경험이 브랜드이미지 형성에 미치는 영향에 대하여 많은 연구를 진행해 왔다. 그러나 이와 반대로 웹사이트의 평가에 있어서 선 경험된 브랜드 이미지가 사이트의 평가에 영향을 미칠 수 있음에 대해서는 거의 연구되지 않았다. 본 연구에서는 브랜드 인지도와 브랜드 이미지를 통해 형성되는 브랜드 충성도-특히, 감정적 브랜드 충성도(Affective brand loyalty)-가 웹사이트의 사용자 경험에 있어서 디자인과 인터랙션디자인에 대한 감정적 평가에 미치는 영향에 대해 조사하였다. 이를 위하여 중국의 대학생, 대학원생 70인을 대상으로 중국에서 판매되고 있는 자동차 브랜드 8개를 선정하여 브랜드 충성도와 웹사이트의 사용자경험 평가에 대한 상관관계를 조사하였다.

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병원 웹사이트의 eCRM 구성요인이 병원 브랜드의 경험적 가치와 브랜드 충성도 및 재 방문 의도에 미치는 영향에 관한 연구

  • Yun, Jong-Hun;Kim, Yong-Min;Yang, Yong-Won
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.154-159
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    • 2007
  • 본 연구는 병원 웹사이트의 eCRM 구성요인을 기존 문헌 연구를 통해 새롭게 재해석하고 설문조사를 통해 새로운 요인을 발굴하고 또 이를 적용하였다. 특히 eCRM 구성요인을 웹사이트 디자인 요인, 정보제공 요인, 커뮤니티 요인, 보안 요인의 4가지 요인으로 세분화하여 병원 웹사이트에 적합한 구체적이고 실질적인 eCRM 구성요인을 제시하였고, 이렇게 정립된 eCRM 구성요인들이 병원 브랜드의 경험적 가치와 브랜드의 충성도에 어떤 영향을 미치는 지를 조사 분석하였다. 또한 경험적 가치와 충성도 사이에 미치는 영향에 대해서도 조사 분석하였으며 마지막으로 경험적 가치와 충성도가 재 방문 의도에 미치는 영향에 대해서도 연구하였다. 따라서 본 연구는 병원 웹사이트 운영자에게 실질적이고 구체적인 eCRM을 구축함으로써 경쟁력 있는 병원 웹사이트로 거듭나는데 있어 도움을 주고자 한다.

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A Study on the Satisfaction of Visual Elements of Package Design for Carbonated Beverage Based on Emotional Experience Theory (감성경험 이론에 기반한 탄산음료 패키지 디자인 시각요소의 만족도에 관한 연구)

  • Zhang, Shang-Shang;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.271-278
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    • 2022
  • Carbonated drinks are a kind of drink that is popular in our daily lives and are sold mainly among young people. There are many brands of carbonated drinks currently on sale, and most of them emphasize the distinction of texture, and brand images and packages have further commercialized package design as a whole. It is necessary to increase the emotional experience of soda package design, which can increase the added value of the brand. Sensibility is the most common psychological experience in humans and is the subjective experience and feeling of things. By combining the emotional experience with the package design of carbonated drinks, it provides more emotional user experience while purchasing carbonated drinks, realizing diversification of product package designs and satisfying consumers' emotional needs. This paper first examines the package design of carbonated drinks, I hope it will be an implication if you increase the emotional experience of soda package design.

A Study on Synesthetic Expression for Brand image Recognition (브랜드 이미지 인지를 위한 공감각적 표현효과에 관한 연구)

  • Gao, Yazhen;Jang, Chunggun
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.313-314
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    • 2013
  • 브랜딩의 목적은 브랜드 아이덴티티 구축의 개념에서 브랜드체험의 전달로 변화하며 오감과 감성의 활용에 주목하는 사회 환경에서 디자인도 감각디자인, 경험디자인 등으로 개념화되고 있다. 따라서 공감각적 표현의 전략적인 활용이 브랜드인지를 촉진한다는 가정을 하였다. 국내외 브랜드의 디자인에 나타나는 공감각적 표현을 분석해본 결과 시각과 청각, 촉각, 후각을 이용한 공감각적 표현이 가장 많이 나타났다.

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The Relationship of Brand Awareness and User Experience in 3D GUI Mobile Phone (3D GUI 모바일폰의 사용자 경험과 브랜드 인지도의 상관관계)

  • Kim, Seung-In;Shin, Gwi-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.147-159
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    • 2010
  • The touch screen phone launched domestically in Korea, unlike the existing plane UI, it applied a cubic shape of 3D UI which provides three dimensional solid graphic. This study proposes to examine the correlation between the users' experience of 3D GUI, which were made by two different companies, and the brand. From this point of view, this study sets up a hypothesis about intimate correlation between individual differentiated brand and the user experience. Base on that, a model was designed. This study measured the satisfaction of user experience through the disclosure and non-disclosure of brand, focusing on 3D GUI cases which were launched so far, and it demonstrated that there was a clear difference in the degree of satisfaction. Through this examine, a brand was confirmed as one of the important element of user experience in using the 3D GUI that was launched competitively by companies. Therefore, the result of this study suggest that the designers need to establish strategies that make the brand as the core subject of design during the process of manufacturing product and service.

Research on the touch points of city brand users based on M-ICT (M-ICT시대의 도시 브랜드 사용자의 터치포인트에 관한 연구)

  • Yao, Xiao-Dong;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.289-296
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    • 2019
  • In the era of M-ICT (mobile information communication technology), it is becoming more and more important to establish a city brand image that is "user-centered" and creates a new experience of "interaction between people, people and things, and people and space". The experience of city users on the brand image of a city is the key factor to determine the competitiveness of the city, among which the user's research on the touch point of the city brand is particularly important. The purpose of this study is to enhance the user's brand experience and enhance the city's brand competitiveness. The research methods of this paper are literature review and investigation. Firstly, the background and purpose of the study are expounded, then the characteristics and ways of user experience touch points are defined through the document review, and the multi-latitude composition model of city brand touch points is proposed. By means of user investigation, the structural characteristics of high frequency touch points between digital touch points and physical touch points are obtained. According to the problems found in the investigation, the optimal design strategy of touch point is put forward in combination with the case. The innovation of this study is to study the relationship between the city brand and the touch point of user experience from the perspective of user experience, and propose a multi-latitude model of the touch point of city brand.

A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.