• Title/Summary/Keyword: 서비스브랜드

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디저트카페 물리적환경,선택속성,모바일쿠폰 특성이 고객만족에 미치는 영향: 감성지능을 조절변수로

  • Kim, Hyeong-Nam;Park, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.85-92
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    • 2018
  • 최근 커피 전문점의 한계를 극복하기 위하여 카페와 디저트의 결합 형태인 디저트카페가 활성화 되었으며,이 또한 치열한 경쟁상황에 놓여 있는 관계로 경쟁에서 보다 유리한 위치를 확보하기 위한 고객맞춤형 마케팅전략이 필요함으로 본 연구를 수행한다. 최근, 연구방향이 디저트카페의 서비스품질, 브랜드이미지, 물리적환경 및 선택속성에 관한 연구가 활발하게 진행되고 있으나 고객의 감성 지능과 연계한 연구는 없었던 관계로 본 연구에서는 고객의 감성지능과 연관된 효과를 검증하고자 한다, 또한, 스마트폰의 보급으로 모바일쿠폰이 매우 활성화 되어 있음으로 디저트카페의 환경과 모바일쿠폰의 특성이 어떠한 영향관계를 보이고 있는지 살펴보고자 한다. 디저트카페의 물리적환경(심미성,공간효율성,청결성,쾌적성,편의성),선택속성(서비스,맛과향,가격,다양성,독창성),모바일쿠폰(획득용이성,사용편의성,유희성,경제성)이 고객만족에 미치는 영향력을 살펴본다. 또한 고객의 감성지능이 조절효과로서 각각의 요인들에 대하여 고객만족도에 어떠한 관계를 가지게 되는지 살펴보며, 본 연구를 통하여 기존의 마케팅전략에서 고객의 감성지능 맞춤형 마케팅전략을 구사함으로써 보다 효율적이고 목표를 명확화 함으로써 마케팅 비용과 노력을 줄이는데 기여할 수 있을 것이라고 판단된다.

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A Study on City Brand Evaluation Method Using Text Mining : Focused on News Media (텍스트 마이닝 기법을 활용한 도시 브랜드 평가방법론 연구 : 뉴스미디어를 중심으로)

  • Yoon, Seungsik;Shin, Minchul;Kang, Juyoung
    • Journal of Information Technology Services
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    • v.18 no.1
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    • pp.153-171
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    • 2019
  • Competition among cities has become fierce with decentralization and globalization, and each city tries to establish a brand image of the city to build its competitiveness and implement its policies based on it. At this time, surveys, expert interviews, etc. are commonly used to establish city brands. These methods are difficult to establish as sampling methods an empirical component, the biggest component of a city brand. In this paper, therefore, based on the precedent research's urban brand measurement and components, the words representing each city image property were extracted and relocated to five indicators to form the evaluation index. The constructed indicators have been validated through the review of three experts. Through the index, we analyzed the brands of four cities, Ulsan, Incheon, Yeosu, and Gyeongju, and identified the factors by using Topic Modeling and Word Cloud. This methodology is expected to reduce costs and monitor timely in identifying and analyzing urban brand images in the future.

Analyzing Key Factors for Metaverse Investment: A Perspective from Fashion Brand Companies (메타버스 투자를 위한 주요 요인 분석: 패션브랜드 기업 관점)

  • So-Hyun Lee;Mi-Jeong Na;Sang-Hyeak Yoon
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.63-81
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    • 2024
  • With the advancement of Information and Communication Technologies (ICT) and Artificial Intelligence (AI), the metaverse has emerged as a transformative model across various sectors, offering a three-dimensional virtual world where activities mirroring the real world occur. This study delves into the significant factors influencing fashion brand companies' investments in the metaverse, an evolved concept from Virtual Reality (VR) that extends beyond gaming to include real-life activities through avatars. This study highlights the surge in virtual fashion engagements, as evidenced by increased avatar updates and purchases of digital fashion items on platforms like Roblox. Luxury brands are steadily entering the metaverse indicating a new revenue stream within the fashion industry. This study employs a mixed-methods approach, integrating text mining and interviews to identify key factors for fashion companies considering metaverse investments. By proposing strategies based on these findings, this study not only enriches academic discourse in fashion, e-commerce, and information systems but also serves as a guideline for fashion companies aiming to navigate the burgeoning digital market, contributing to the generation of new revenue streams in the fashion sector.

A Study on the Overseas Expansion Strategy of u-City based on BIM/GIS (BIM/GIS 기반 u-City 해외진출 전략 연구)

  • Na, Joon Yeop;Lee, Woo Sik;Hong, Chang Hee;Hwang, Jung Rae
    • Spatial Information Research
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    • v.20 no.6
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    • pp.119-127
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    • 2012
  • u-City is next generation city which can innovate functions of city. It can realize increase of convenience, improvement of life quality and safety guarantee by convergence of information technologies and ubiquitous service with urban space. Market of u-City is in range of rapid growth and u-City can make enormous synergy effects by accompanying construction technologies with spatial information, sensor technologies, communications network and related equipments. In this study, we analyzed the domestic/abroad status, researches and element technologies involved in u-City. And, we suggested overseas expansion strategy of u-City such as selection and analysis of target nations, packaging method of u-City service models and application of BIM/GIS connection technologies in terms of u-City construction and operation.

A Study on Usability Improvement of Instagram for Users in their 40s and 50s (40~50대 사용자 유입을 위한 인스타그램 사용성 개선에 관한 연구)

  • Yu, Sung-ho
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.177-182
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    • 2018
  • Recently, the use of SNS has been steadily increasing in the 40s and 50s in Korea. In order to increase the number of users in the global service brand, such as Instagram, facing the limit situation of new users, 40 ~ 50 new entrants are needed. However, 40 ~ 50s in Korea are not easily able to use these services because they have difficulties in these services. In this study, usability test is performed in terms of UX / UI about what is difficult for users in 40 ~ 50s to use in instagram, and what is the barriers to entry compared to domestic service The results are as follows. First, when localizing a global service, it is easy to understand, not a simple translation, and proper labeling should be considered. Second, major and frequently used functions should be considered to be intuitive to simplify the depth. Third, the design should be improved to increase the recognition rate of icons in terms of GUI. If possible, the combination of text and icons provided good results.

IC카드 동향 및 향후 과제

  • Kim, Yeong-Gap;Lee, Yong-Ho;Choe, Myeong-Hyeon;Kim, Gwang-Hyeon
    • Review of Korean Society for Internet Information
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    • v.9 no.2
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    • pp.27-36
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    • 2008
  • 2008년 상반기 국내 민간최종소비지출 중 카드 사용비중은 54%로, 이제 카드는 결제수단의 최대 강자로 자리잡았다. 경제활동인구 1인당 신용카드 소지수도 2002년 4.6매에서 2005년 3.5매로 떨어졌다가 2008년도까지 3.8매 선으로 안정되고 있다. 신용카드 이외의 은행, 증권, 저축은행 등의 현금인출용 카드와 교통카드, 모바일 칩카드, 백화점카드, 학생증카드, 직원ID카드, 마일리지카드, 기타 멤버십카드 등을 합하면 국민들의 지갑은 현금보다도 플라스틱카드로 두툼해져 있다. 이동통신서비스 사업자들은 이동통신단말기를 이용하여 다양한 서비스를 개발 제공함으로써 시장의 주도권을 노리고 있고, 교통카드 사업자들은 자사의 전자화폐인 교통카드로 주도권을 지키려 하고 있으며, 기존의 강자였던 은행과 카드사들은 고객을 빼앗기지 않기 위해 고객이 필요로 하는 다양한 서비스는 제공하면서도 주도권은 지키려고 하는 경쟁과 협력이 활발하게 전개되고 있다. 한편, MS카드는 읽기/쓰기가 쉬워 정보유출, 위변조, 복제 등을 통한 사고의 위험이 커서, 선진국뿐 아니라 중동, 중남미, 아시아 국가들까지도 IC카드로의 전환이 진행되고 있다. 국제브랜드 카드사들은 2006년 1월부터 IC카드가 MS 단말기에서 부정 사용될 경우 그 책임을 매입사에 전가시키는 제도(Transitional Chip Liability Shift Program)를 시행하고 있어 국내 카드사들의 피해도 예상된다. 금융감독 당국은 2003년 2월 “IT및 전자금융 안전성 제고대책”에 의거 2008년 말까지 100% IC카드로 전환을 목표로 연도별 전환목표를 통보하고 지도감독하고 있다. 이에 따라 은행의 현금카드는 2008년 6월까지, 신용카드는 2008년 12월까지 전환을 수행하고 있으나, 기타 금융권이나 카드사용자들은 비용부담, 재고소진 등의 문제로 잘 지켜지지 않고 있다. 특히 가맹점 단말기를 교체하여야 할 VAN사 들은 교체비용이 자기 자본을 상회하는 어려움으로 POS나 CAT단말은 거의 전환이 진행되지 않고 있어 IC카드를 가지고 있어도 MS를 이용하는 형편이다. 카드의 종류는 주도권 경쟁으로 늘어만 가고 있어 애초 취지처럼 하나의 카드로 다양한 사업자의 서비스가 통합되기 어려운데다, 단말기의 표준화도 어려워 막상 카드를 안전하고 편리하게 사용하여야 할 소비자들의 지갑만 무거워지고 있다. 본고는 이렇게 우리의 생활 깊숙이 들어온 카드를 편리하고 안전하게 사용할 수 있도록 하는 인프라는 과연 어느 수준이고 시장의 주자들은 어느 방향으로가고 있는지 살펴보고 그 문제점과 과제를 제시하고자 한다.

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A Comparative Study on the Determinants of Customer Satisfaction, Revisit Intention and Word-of-mouth between STARBUCKS and DAVINCI: Focusing on the Transformative SERVQUAL (커피전문점의 고객만족, 재방문의도, 구전의도 결정요인에 관한 스타벅스와 다빈치 간의 비교연구: 변형된 SERVQUAL을 중심으로)

  • Kim, Gi-Jin;Seoung, Tae-Jong
    • Culinary science and hospitality research
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    • v.17 no.1
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    • pp.12-25
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    • 2011
  • The purpose of this study is to compare the potential effects of service quality measured in DA VINCI and STARBUCKS, which were local and overseas reputable takeout coffee shop brands respectively, upon customer satisfaction, revisit intention and word-of-mouth(WOM). In order to achieve the goal, a survey was conducted to total 230 customers who have ever visited and experienced coffee shops in Daegu metropolitan city, and valid and complete 217 copies of the questionnaire were used for the final data analysis. As a result, the determinant of customer satisfaction was coffee quality for STARBUCKS(n=94) while it included coffee quality, reliability and service attitude for DAVINCI(n=123). Respondents regarded coffee quality as the most important for revisit intention both in STARBUCKS and DAVINCI. Also, the determinants of WOM included coffee quality and reliability for STARBUCKS, and coffee quality and service attitude for DAVINCI. In addition, it was found that the path coefficient of service quality influencing both customer satisfaction and WOM proved to show partially significant difference between STARBUCKS and DAVINCI.

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The Effect of the Uniformity of Franchisee Service Quality on Customer Satisfaction and Behavioral Intention in Korean Franchise Restaurants (한식 프랜차이즈 가맹점의 서비스 품질 동일성 유지가 고객 만족 및 행동 의도에 미치는 영향)

  • Jung, Seung-Hoon;Kim, Min;Lee, Yeon-Jung
    • Culinary science and hospitality research
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    • v.15 no.3
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    • pp.94-111
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    • 2009
  • Franchise restaurants in Korea are making efforts to improve service quality by developing and following service quality manuals to provide uniform services. This study was conducted to verify the fact that such efforts to provide uniform services would increase customer satisfaction and influence customers' decision to revisit. After setting up research models and hypotheses, the survey was conducted for 30 days from April 1 to 30, 2008 and a total of 279 copies were analyzed. The result of this study includes three findings. First, among the independent variables pertaining to the influence of uniform service quality on customer satisfaction, service uniformity, brand uniformity, and space arrangement uniformity were most influential. Also, among the brand image variables, service uniformity was most influential on customer satisfaction. Second, it was found that uniform service quality had positive influence on customers' behavioral intentions and that menu was the most influential factor. Third, it was found that higher customer satisfaction had greater influence on customers' behavioral intentions.

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A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

Effect of the Consumer's Perception of the University Foodservice Quality on the Consumer Attitude (대학교 급식소의 급식서비스 품질에 대한 인식이 소비자태도에 미치는 영향)

  • Kim, Hyun-Ah
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.35 no.6
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    • pp.815-822
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    • 2006
  • The purposes of this study were to investigate the consumer's perception of the subject to manage the foodservice operation in the university, and to analyze the effects of consumer's perception of the university foodservice qualify on intent to revisit and intent to recommend. The questionnaires were distributed to 575 students in the K University located in Masan, who were sampled by proportionate stratified sampling method. The surveys were peformed from May 17 to June 2, 2005. The 566 questionnaires were responded, and 6 unusable questionnaires were excluded, then 560 were used for the final analysis (response rate: 97.4%). For the statistical analysis, SPSS (12.0) was used to conduct the descriptive analysis, factor analysis reliability analysis, and multiple regression analysis. The results of this study were as follows: First 254 respondants (47.3%) did not know that their foodservice operation was managed by contract foodservice company, and 374 students (66.8%) did not know the name of the contract foodservice company which runned their foodservice operation. Second, the food factor of university foodservice quality had a significant positive effect on intent to revisit (P<0.001), and the food factor of university foodservice quality also had a significant positive effect on Intent to recommend (p<0.001). It was concluded that as the food factor of university foodservice qualify Increased, the intent to revisit and the intent to recommend the university foodservice increased. So when university foodservice managers plan the foodservice operation strategy, they should focus on increasing the perception of customers' foodservice quality and also advertising contract foodservice company's brand name.