• 제목/요약/키워드: 소비자선호도

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Survey on Consumer Preference for Developing Smart Clothing - Focused on the comparison for each age - (스마트 의류 개발(衣類 開發)을 위한 소비자 선호도 조사(消費者 選好度 調査) - 연령별 비교(年齡別 比較)를 중심(中心)으로 -)

  • Hwang, Young-Mi;Lee, Jeong-Ran
    • Journal of Fashion Business
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    • v.10 no.4
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    • pp.130-139
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    • 2006
  • This study was conducted to survey and analyze the preference, and acceptance of smart clothing to the consumers with different age. A questionnaire with the objects of 530 consumers from the teens to the forties, in order to utilize the characteristics of consumers as basic materials for the planning of smart clothing, which is reasonably designed to have both of function and fashion, by checking the characteristics of consumers. The results are as follows; 1. The interest degree of fashion was the highest in the 20's and the acceptance degree showed the medial frequency in all age groups. In terms of the analysis result regarding general persons and professionals, professionals showed higher frequency distribution in both interest degree and acceptance degree than general persons. 2. When a comparison for each age, general person, and professional was made, more than the majority of all could not recognize the terms and concept about the smart clothing, but in terms of the favorable impression, more than the majority answered that it interests them. 3. More than the majority of the objects of this survey responded that they have a purchase intention and in terms of the desired purchase price, the price below 500,000 won showed the most frequency. In terms of the reason of wearing the smart clothing, they responded that they can select needed functions, and in terms of an occurring problem, they answered that it is the high cost of economic burdens.

A Study on V.M.D(Visual Merchandising Design) Environment of Mobile Telecommunication Company Store (이동통신 회사 매장의 V.M.D(Visual Merchandising Design) 환경에 관한 연구)

  • Kim, Jong Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1589-1594
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    • 2013
  • V.M.D(Visual Merchandising Design) covers every space, environment, and visually stimulating factor. This includes not only the architectural appearance but interior, graphic sign boards, window display, layout, store appliances, lighting, and even the looks and service attitude that sales employees have and show to customers. V.M.D aims to display merchandise in multiple ways; to heighten brand images; to steadily lure many customers to the store. One of the characteristics that V.M.D has is, that this abandons the previous design concept which solely puts stress on luxurious interior-focused display; that this displays merchandise in a rational and systemic way and induces customers to buy products. In this regard, the objective of this study is to study brand perception and effect of V.M.D displayed in the stores, on customers, and thereby to present the concepts of V.M.D, suitable for display in the stores, which can be used continuously in the future.

An Analysis of Consumers' Acceptance of the Sportive Fashion Trends according to their Lifestyle (소비자(消費者)의 라이프스타일에 따른 스포티브 패션 트렌드의 수용(受容) 현황(現況)과 배경(背景) 분석(分析))

  • Kim, Sook-Hyeun;Lee, Joo-Hyeon
    • Journal of Fashion Business
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    • v.6 no.1
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    • pp.1-19
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    • 2002
  • The purpose of this study was to suggest the most appropriate design concepts for sportive fashion product based on the analysis of consumers' acceptance of the recent sportive fashion trends according to their lifestyle. The subjects consisted of 295 males and females, between 17 and 35 year-old. A self-report questionnaire with 4 stimuli was employed for data gathering, and the data were analyzed by the methods of frequency, factor analysis, cluster analysis, and Pearson's correlation coefficient. The results of this study were summarized as follows: For the First, the recent sportive fashion trends were categorized into four groups; 'street- sportive' trend, 'futuristic-sportive' trend, 'ethnic-sportive' trend and 'urban-utility sportive' trend. Secondly, based on the result of cluster analysis on consumers' lifestyle, total four consumer groups were identified; 'pursuing sense' group, 'pursuing culture' group, 'pursuing utility' group, and 'indifference' group. Thirdly, the consumers relatively preferred two sportive styles among the four groups, typically representing 'urban-utility' trend and 'street' trend. The typical 'urban-utility' style was particularly preferred by the consumers who desired to express themselves as urban, modern, and luxurious. The typical 'street' style was preferred by the consumers who tried to express themselves as active and fashionable. Finally, preferences of the sportive trends according to consumers' lifestyle were interpreted as follows: the 'pursuing sense' group relatively preferred 'urbanutility' style and 'street' style, the 'pursuing culture' group preferred 'street' style and the 'pursuing utility' group preferred 'urban-utility' style, meaningwhile the 'indifference' group preferred 'street' style and 'urban- utility' style.

Consumer's Purchase Behavior of Branded Pork by Income and Age in Gyeongnam Province (소득과 연령에 따른 브랜드 돈육에 대한 경남 지역 소비자의 구매 행동)

  • Lee, Moon-Hee;Kim, Tae-Wan;Heo, Soon-Ku;Han, Il-Moon;Jin, Sang-Keun;Kim, Il-Suk
    • Food Science of Animal Resources
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    • v.26 no.3
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    • pp.380-385
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    • 2006
  • A total 178 housewives in Gyoungnam province were surveyed with regard to branded pork purchasing behavior. The results of this study suggest the existence of income and age differences in attitudes toward branded pork. Based on the collected survey data, income level plays a significant role in the information/perception channel (p<0.01), purchasing power associated with brand name value (p<0.1), and attitudes toward quality assurance (p<0.01) of branded pork. Consumer age was significantly different with regard to the purchase place (p<0.05) and purchase frequency (p<0.1) of branded pork.

발아현미밥의 품질특성 비교

  • 금준석;최봉규;박종대;이현유;박현준
    • Proceedings of the Korean Society of Postharvest Science and Technology of Agricultural Products Conference
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    • 2003.10a
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    • pp.172.1-172
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    • 2003
  • 현미가 몸에 좋다는 것은 널리 알려진 사실이다. 그러나 현미밥은 침지시간 및 취반시간이 길고 압력밥솥 등을 이용해서 뜸들이는 시간도 길어지는 등 우리의 식단을 현미식으로 바꾸기가 쉽지 않다. 또한 현미의 조직감과 식미는 소비자에게 높은 기호도를 얻지 못하여 현미 발아시 부드러워지는 조직감과 기능성 영양성분의 증가를 고려한 발아현미 무균포장밥이 출시되었다. 발아현미 무균밥은 발아현미가 약 50% 첨가된 제품으로 편리성을 추구하는 사회적 변화와 고품질 원료를 이용한 식미의향상 등으로 소비자 판매량이 꾸준한 증가 추세에 있다. 이에 현재 유통되고 있는 대표적 발아현미무균밥 제품 2종을 대상으로 품질특성을 비교하였으며, 이러한 결과를 바탕으로 쌀소비 촉진을 위한 가공밥류 제품 및 다양한 쌀가공 제품들의 개발을 위한 기초자료로 활용되었으면 한다. 시중에 유통중인 발아현미밥 A(수분함량 64.44%)와 B(수분함량 64.48%)의 색차값은 A가 L값 68.46, a값 -0.92, b값 9.49였으며, B는 L값 69.32, a값 -1.10, b값 9.77로 유의적인 차이는 없었다. 조직감 측정 결과에서는 B가 씹힘성(chewiness), 검성(gumminess), 경도(hardness)가 A보다 유의적으로 높게 나타났다. 유리당 함량은 A가 glucose 0.20%, sucrose 0.15%, maltose 0.18%였고, B는 glucose 0.14%, sucrose 0.32%, maltose 0.17%였다. 발아현미밥의 비타민 E함량은 A가 30.67 $\mu\textrm{g}$/100g, B가 46.89 $\mu\textrm{g}$/100g으로 B에 더 많이 존재하였다. 총식이섬유 함량은 A가 2.80%, B가 2.20%였다. 현미, 발아현미, 발아현미밥의 유리아미노산 분석 결과 필수아미노산을 포함한 다량의 아미노산이 존재하였으며 혈압강하 기능성 성분인 GABA(${\gamma}$ -amino butyric acid) 함량은 현미가 4.7 mg/100 g, 발아현미 20.8 mg/100 g이었으며, 동결건조 후 분석한 발아현미밥의 GABA 함량은 5.7 mg/100 g이었다. 발아현미밥의 관능검사 결과는 색, 윤기, 맛, 부착성, 응집성, 탄력성이 A가 유의적으로 높았으며, 외관의 경우도 A가 더 높은 평가를 받았다. 또한 전반적으로 A가 B에 비해 유의적인 차이를 나타내진 않았지만 더 나은 선호도를 나타내었다.

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Suggestion of smart Dressing Table design for one person household -Focusing on single women in their 20s (1인 가구를 위한 스마트 화장대 디자인 제안 - 20대 독신 여성을 중심으로)

  • Kim, Da-Yeon;Lee, Dong-Min
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.165-170
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    • 2018
  • The purpose of this study is to recognize the necessity of smart furniture for single - person households and to suggest final design. It is assumed that smart furniture that meets the demand can be released in the future. To this end, we intend to solve the needs of the smart technology of the subject through in-depth interviews and persona establishment through demand research. Currently, the number of single-person households is expected to increase steadily and become the most important form of household composition in the future. In the future, it will be analyzed based on the in-depth interview after the target selection for the target needs research. Then, after insights are gathered through in-depth interviews, we apply the applicable smart technology to create the expected scenarios and draw conclusions about how smart furniture will function in the future.

A Study on Subscriber's Preference Factors through Korea, United States and Japan Webtoon Data Analysis : With Naver Webtoon (한, 미, 일 웹툰 분석을 통한 구독자 선호 요인 탐색 : 네이버 웹툰을 중심으로)

  • Do, Sang-Beum;Kang, Juyoung
    • The Journal of Bigdata
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    • v.3 no.1
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    • pp.21-32
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    • 2018
  • Currently, Webtoon Industry is promising as high potential market from it's high growth trend. The best advantage webtoon propose is that webtoon can provide appropriate service to customers with various needs. For this feature, webtoon industry is expanding throughout the world. This situation may give a great chance for authors and webtoon service corporation to export webtoon contents. Also, this situation could be an opportunity for webtoon to become a new "Korean Wave" contents. For successful advance to market, a close analysis for customers of exporting countries. In this research, we collected the data from Naver Webtoon and analyzed the features of webtoons and webtoon subscribers according to countries. With this research, it would be possible to find out specific methods and variables which affect the preference of webtoon subscribers.

Gender Differences in Consumers' Responses to Relationship-Based Giving (성별의 차이에 따른 관계 중심 기부 방법 선호에 관한 연구)

  • Jeong, Hyewook
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.111-118
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    • 2021
  • As increasing interests in charitable giving, there is also a growing need to examine the factors which influences on consumer's giving behavior. Whereas past research focused mainly on one-time donation, this study examined how gender affects giving behaviors related to social connection with a donee. In Study 1, we found that compared to men, women showed more favorable attitudes toward the relationship based giving. Results from Study 2 revealed that, compared to male-primed women, female-primed women reported more positive giving intention. They are also more interested in interaction with donee. The current research demonstrates that gender differences leads to different responses towards the relationship based giving. Implications of this research for charity solicitation methods are discussed.

A Study on the Visual Elements of the Mobile Game Focused on Female Gamers (모바일 게임 <왕자영요>의 여성 게이머 중심의 시각적 요소에 관한 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.361-366
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    • 2019
  • First quarter of 2019, 'Honour Of Kings' continued to be rank No.1 in mobile game sales. Although 'Honour Of Kings' is a game preferred by male players, it has more than 100 million female players. It can have such a large number of female players, in addition to its simplified game operation, social function, there are also included changeable characters for women's preferences. So that the 'Honour Of Kings' allows many female players to take part in. In this paper, the author chooses a skin with high preference for female players among many game consumer goods as the research object. Analysing the design elements of female player' preferences. Female players are more emotional, their favorite game characters just reflect women's longing for beautiful things. It is pointed out that the female orientation of female consumers should be taken into account in the mobile game market, which indicates the direction of visual factors for future mobile game design.

The Effects of Hedonic Versus Utilitarian Attributes on the Consumer Acceptance of Intelligent Products (지능형제품의 쾌락적 속성과 실용적 속성이 소비자 수용도에 미치는 영향)

  • Kwak, Sonya S.
    • Design Convergence Study
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    • v.15 no.2
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    • pp.333-345
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    • 2016
  • Recently, an intelligent product in which information and robotic technologies are applied to an existing common product, called a mother product has been developed. In order to develop intelligent products which could be accepted by users, various intelligent product design methods have been introduced considering various interaction aspects or intelligent parts to be made. However, as an intelligent product is originated in a mother product, intelligent product design methods based on product attributes need to be explored. In this study, the impact of intelligent product types by product attributes on users' acceptance was investigated by comparing hedonic intelligent products and utilitarian intelligent products. An experiment was executed with child slippers as a case. As a result, participants evaluated utilitarian intelligent products more positively than hedonic intelligent products. They showed higher purchase intention and willingness to pay toward utilitarian intelligent products than hedonic intelligent products. In the case of child slippers, even though the hedonic attributes could be expected as they are child products, utilitarian attributes were perceived as much more important than hedonic attributes as the child slippers are related to the floor noise which is a severe social problem.