• Title/Summary/Keyword: 설득심리

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Case study on the user interface design based on the psychology of persuasion (설득의 심리에 근거한 사용자 인터페이스디자인 사례연구 -온라인 쇼핑몰을 중심으로-)

  • Park, Jinhee
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.369-378
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    • 2014
  • The information processing capabilities of contemporary people have reached its limit as the daily life in an information society calls for prompt judgment and decisions while being overwhelmed with information. We no longer make optimal decisions after analyzing all necessary data and information and instead make automatic decisions based on just a handful of important information. Such a phenomenon can be observed not just in daily life but also on the internet. People believe they are making a rational choice when selecting and purchasing a product online, but in fact subconscious thoughts and behavior triggered immediately by certain parts of the brain without our knowing are what makes the decision. Therefore, this study seeks to investigate the cases of various UX designs where the persuasion method based on Cialdini's psychology of persuasion is applied and to suggest a direction for a more effective user interface design based on the findings.

Effects of Seller's Influence Tactics on Customer's Psychological Obligation, Trust, and Repurchase Intention in Offline Cosmetics Selling Channel: Moderating Effect of Perceived Service Quality (오프라인 화장품 구매경로에서 판매원의 판매설득전술이 고객의 심리적의무감과 판매원 신뢰, 재구매의도에 미치는 영향: 지각된 서비스 품질을 조절효과로)

  • Kang, Byeong Jun;Yi, Ho-Taek
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.5
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    • pp.205-221
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    • 2022
  • In this study, the authors investigated the effect of salesperson's Selling Influence Tactics (SIT) on customers' psychological obligation, trust in salespersons and repurchase intentions in the offline cosmetics purchase channel. In addition, we examined the moderating effect of service quality perceived by customers. To this end, a survey was conducted on 298 customers who had purchased cosmetics through the offline sales channel, and the authors conducted hypothesis testing through a structural equation model. As a result of the study, first, among salesperson's sales influence tactics, emotional appeal tactics (H1a), customer ingratiation tactics (H1d), and personal appeal tactics (H1e) were found to affect the psychological obligation of customers, and emotional appeal tactics (H2a), rational persuasion tactics (H2b), information provision tactics (H2c), and customer ingratiation tactics (H2d) were found to affect trust in salespeople. Third, it was found that the psychological obligation did not have a positive (+) effect on the customer's repurchase intention, and the customer's trust in the salesperson had a positive (+) effect on the repurchase intention. Third, perceived service quality showed a significant moderating effect between psychological obligation and repurchase intention, trust in salesperson and repurchase intention. In previous studies on salesperson's Selling Influence Tactics (SIT), many studies examined salesperson's Selling Influence Tactics (SIT) by specifying sub-variables in a limited way, and studies confirming marketing factors such as repurchase intention were also insufficient. Therefore, the results of the empirical research confirmed based on this study are expected to help the standard or direction of the salesperson's Selling Influence Tactics (SIT) in future studies. In addition, this study describes implications for providing help in employee education and management for small business owners who manage and operate offline cosmetics stores, and sales strategies that should be strategically established to improve perceived service quality for customers.

A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.

Exploring framing effect and repetition effect of the persuasive message on moral decision making in conflict of interest (이익충돌 상황에서 설득 메시지의 프레이밍 및 반복에 따른 도덕적 의사결정 탐색)

  • Saeyeon Seong;Kyong-mee Chung
    • Korean Journal of Culture and Social Issue
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    • v.24 no.4
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    • pp.541-562
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    • 2018
  • Conflict of interest (COI) is one of the dominant circumstantial factors of moral corruption across various fields. Several management strategies have been proposed to prevent self-interested decision making in COIs. Among these strategies, message persuasion has been considered as a practical and effective approach. Prior studies have found that framing and repetition are two of the major factors in the persuasion effect of message. However, their effect on moral decision making in COI has not been well explored. The purpose of this study was to compare the differential effects of positively framed message and negatively framed message, and secondly, to investigate how the effectiveness of persuasive message changes through repetitive exposures. A total of 63 participants were randomly assigned to one of 3 framing conditions: positive framing, negative framing, and no-message condition. Prior to the on-line experiment involving a consultation task, differently framed persuasive message were presented to the participants. This process was repeated four times in a row. The results showed that participants with positive-framing message were less likely to provide self-interested consultation than participants in the no-message condition. Also, a U-shaped quadric relation between repetition and self-interest consultation was found. Implications and limitations are further discussed.

A Study of Rhetorical Expression in Modern Illustration (현대 일러스트레이션에서 修辭學的 표현 연구)

  • Moon, Chul
    • Archives of design research
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    • v.15 no.2
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    • pp.91-100
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    • 2002
  • Unlike a study related in language alone, rhetorical study of current time, composed with multi-culture, medias, communication, presents its own field that covers from the form of discourse(persuasive) to another form of discourse(not persuasive). If there was a study of making beautiful sentences for story and finding simple method of speech in Greek and roman period of an ancient time, it now a study in which one finds the essence of literary style or terminology in the expression of sentence. The taller case is especially important, given that the importance of what to express visually is on-going active procedure of this stuffy as itself an activity of communication. When a visual object persuades viewers, the activity of communication derives them to react and to understand the intention of an artist. The matter of how to speak is the matter of how to shape message persuasively. This persuasive method or technique is study of rhetoric. The three aspects (figurative, accentuating, mutating) of rhetorical expression of an illustration, the visual image can give fresh feelings to be in intimate relations with public. These rhetorical expressions also vitalize the story that is expressed on illustration with crisp image. It helps to attain expected effects while discovering essential meaning through the corresponding linguistic interpretation of an image. The study aims at the most effective way to communicate by figuring the most strong and direct illustrative message out. One of the method is to patternize illustrative expressions that are established from all kinds of shapes of Rhetoric. Therefore ,an operation of significance and an implication can shape an ultimate goal of this study from acknowledging the mechanism that modern illustration embraces.

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Condom negotiation strategies of Korean college students: Interactive perspective of Sexual-risk behavior (한국대학생들의 콘돔협상전략 탐색: 콘돔연구에서 협응적 관점의 제안)

  • Taekyun Hur;Ja Ee Cho
    • Korean Journal of Culture and Social Issue
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    • v.13 no.1
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    • pp.43-61
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    • 2007
  • Most previous research on safer sex and condom use has been mainly focused on individual's dispositional factors such as attitudes, perceived control, intention, and etc. However, a few researchers recently started to propose that condom use is not a matter of individual behavioral decision but a product of serious interactive negotiation processes and condom negotiation would be the proximal key-determinant of condom use behaviors. The present research categorized condom-negotiation strategies and preferences of Korean college students and examined relationship between the strategies and other sex-related concepts. 186 participants' strategies on a free-response questions of condom negotiation revealed 7 types of persuasion strategies for condom use; Pregnancy risk, responsibility, care for partner, withholding sex, sexual disease, direct request, and sexual satisfaction (in order of preference). 6 types of persuasion strategies for condom avoid were abstracted: Pregnancy free, Sexual satisfaction, responsibility, direct request, unfaith toward condom, and withholding sex (in order of preference). The effects of gender, sexual experience, and culture were found and discussed in their implications for sexual education,

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The effect of the message frame on perceived benefits and psychological well-being in mobile fitness games (모바일 피트니스 게임에서 메시지 프레임이 지각된 혜택과 심리적 웰빙에 미치는 영향)

  • Noh, Ghee-Young;Jang, Han-Jin
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.155-164
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    • 2017
  • This study conducted to analyze the difference of perceived benefits, psychological well-being, exercise application attachment, and perceived exercise achievement according to the message frame provided in the mobile fitness game. Repeated Measure Design and Playtest methodologies were used for this research. As a result, when gain messages were shown, all factors were higher than the case of showing loss message. The results of this study emphasize that when persuasion messages need to be presented through a health functional game, gain messages can be more effectively delivered to the users of health functional game than loss messages.

A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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Ads Impact of Communication Convergence Platform's Creative Strategy and Personal Attributes (커뮤니케이션 융합플랫폼의 크리에이티브 전략과 개인적 성향에 따른 광고효과)

  • Kim, Jea-Young
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.99-107
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    • 2020
  • The new characteristic of Millennial High-Tech Media is breaking the existing standardized creative grammar. The destructive form of high-tech media is differently accommodated according to the consumer's tendency or characteristics. The purpose of this study is to explore guidelines for effective creative strategy creation of high-tech media. In consumer psychology, consumer innovation is a key factor in evaluating the creativeness of high-tech media. The results of finding out the effect of persuasive communication on consumer innovation and advertising creative type are as follows. Informative(image) creative type showed higher attitude toward advertisement, brand attitude, purchase intention, and prior intention to consumers with high innovation than consumers with low innovation.