• Title/Summary/Keyword: 소비자 욕구

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Development and Application of Internet-based Consumer Education Program for Children (인터넷 기반 아동소비자 교육프로그램 개발 및 적용)

  • 김영옥
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.13-28
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    • 2003
  • This study presents a development of internet-based consumer education program for children. We also investigate how this program affects on the children's consumer competency and how much children are interested in this program. This program consists of 6 domains: the concept of consumer. wants and scarcity. advertisement, tips on purchasing. consumer's rights. and consumer's problem imd solutions. In order to attract children. multimedia data such as pictures. drawings. and animations were included in designing the screens. The subjects of this study were 40 children at forth grade to participate in consumer education program. Surveys were conducted twice to collect data for consumer competency and children's interest in the program. According to the results of t-test. We found that consumer education has a positive effect on consumer knowledge and consumer-role attitude but has not a positive effect on consumer skill. We also found that children's interest on this program was very high.

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A Study on the Effect of Accept Intention for Internet-Only Bank According to Service Providers (서비스 제공자에 따른 인터넷 전문은행 서비스 수용의도에 미치는 영향에 관한 연구)

  • Jung, Sung-Gwang
    • Management & Information Systems Review
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    • v.37 no.4
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    • pp.157-174
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    • 2018
  • The purpose of this study is to examine service acceptance process of Internet-Only Bank centered on perceived usefulness, confirmation, service satisfaction, adoption intention. this study examine relation of perceived usefulness, confirmation, service satisfaction based on previous studies. And we examine the effect of Internet-Only Bank satisfaction on adoption intention. Also, we studied the relationship between perceived usefulness, confirmation, service satisfaction according to Internet-Only Bank services providers. The following are main results of this study. First, perceived usefulness, confirmation have significant effects on service satisfaction. Second, service satisfaction of Internet-Only Bank have a positive effect on adoption intention of Internet-Only Bank. Third, The relationship between perceived usefulness, confirmation and service satisfaction is differ depending on Internet-Only Bank services providers. Based on these findings, in this study examined the significant influence of Internet-Only Bank. Through this study, we propose to marketing practitioners the need for a splitted strategy based on Internet-Only Bank services providers.

A Study on the Influence of Personal Characteristics on DIY Experience and Intention to Continue (개인적 특성이 DIY체험과 지속의도에 미치는 영향에 관한 연구)

  • Jeong, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.75-83
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    • 2021
  • Recently, as consumer interest in DIY increases and the industry develops, theoretical interest in DIY is also gradually increasing, but in-depth research has hardly been conducted. In particular, research on DIY marketing from a marketing perspective is lacking, and moreover, the influence of the characteristics of individuals participating in DIY has hardly been studied. Therefore, the purpose of this study is to supplement the limitations of these existing studies by examining the effect of individual characteristics on DIY experience and intention to continue. We propose affect intensity, need for cognition, and self-efficacy as personal characteristics that influence DIY experience. In addition, we hypothesized the effects of these variables on the DIY experience such as sense, feel, think, act, relate, and the effect of the DIY experience on intention to continue DIY. We analyzed 231 copies of data for consumers who have experienced DIY in various fields, and the results are as follows. As expected, it was found that affect intensity positively influenced sense and feel, need for cognition had a positive effect on think, and self-efficacy had a positive effect on act and relate. As expected, it was found that affect intensity had an effect on sense and feel, need for cognition had an effect on think, and self-efficacy had a positive effect on act and relate. And it was confirmed that all DIY experiences had a positive effect on the intention to continue DIY. This study provides theoretical and strategic implications by confirming the influence of personal characteristics of DIY consumers and approaching DIY from the perspective of a comprehensive experience.

A Design Process to Generate Consumers' Preference Form (소비자 선호형태 창출 프로세스에 관한 연구)

  • 김태호;홍정표;양종렬;오해춘
    • Archives of design research
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    • v.11 no.2
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    • pp.275-284
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    • 1998
  • It's required to develop new design process which reflects objective and quantative data of real market structure and consumers' demand and to understand, use statistical packages and softwares for it in order to make a product design which can satisfy consumr's needs. Product design approachs have, however, merely focused on simple methods of design and have not been improved much so far with regards to customer-oriented design. Therefore, This study aims to help customer-oriented product design with validity and reliability by suggesting successful product design process based on reviewing existing literatures and by providing each steps of design process with optimal approaches reflecting consumers' preference. The results of this study may provide all design related fields with theoretical framework of successful design process and may reinforce competitive ability of design with the development of customer-oriented design process. We need to verify vality of this study by doing some case studies with various products in real market situations and need to develop measurements and survey methods to measure exact customers' perception dimensions.

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Consumer needs of Digital Textile Printing in Clothing based on Digital Fashion System (디지털 패션 시스템 기반 디지털 텍스타일 프린팅 섬유제품 수요 경향)

  • Cho, Ha-Kyung;Kim, Eun-Kyoung
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2012.03a
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    • pp.99-99
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    • 2012
  • 소비자의 기호가 다양화되면서 다품종 소량생산에 따른 대량 맞춤화에 대한 관심이 높아지고 있으며, 1990년대 후반부터 급격히 확산되고 있는 인터넷의 발달 및 디지털 기기의 확산에 따라 인터넷을 기반으로 한 전자상거래 환경에서의 대량 맞춤화 프로세스는 최근 의류 분야에서 주요한 경향으로 받아들여지고 있다. 대량 맞춤화 의류 제품의 수요는 인터넷 등 IT 기술의 발달과 맞물려 최근 개인의 특성과 취향을 고려한 인터넷 맞춤서비스를 기반으로 증가추세에 있으며, CAD 등의 테크놀러지의 활용을 통하여 디자인, 패턴제작, 재단 등의 자동 시스템을 도입함으로써 그 영역을 확장하고 있다. 이에 발맞추어 국내에서는 '디지털 패션 시스템'을 통해 3차원 바디 스캔, 3차원 컴퓨터 그래픽스, 3차원 Simulation, DID, DTP, 맞춤주문형 제품의 대량 생산기술 등의 단위 기술이 기업단위로 활용되는 등 가상현실을 이용한 3차원 가상쇼핑 등을 포함하는 기술로서 차세대 섬유패션 산업의 창출에 기여하고 있다. 그 중, 디지털 텍스타일 프린팅은 디자인에서부터 날염까지 전체 공정을 컴퓨터로 처리하여 기존의 복잡한 날염 공정을 단축하여 다품종 소량생산이 가능한 날염 방식으로, 대량 맞춤형 프로세스를 지원하며, 프로슈머(prosumer)로서의 소비자가 직접 참여하여 그들의 욕구를 최대화 할 수 있는 소비자 만족을 극대화 시킬 수 있는 대량 맞춤화 프로세스 중 하나의 단계로 소비자의 수요 반영하는 요소로 작용하고 있다. 즉, 디지털 패션 시스템에서의 디지털 텍스타일 프린팅은 대량 맞춤형 의류 제품에 있어 소비자 만족도와 직결되는 요인으로 분석된다. 따라서, 본 연구에서는 디지털 패션 시스템 기반의 대량맞춤형 섬유제품 및 디지털 텍스타일 프린팅 적용 섬유제품에 대한 기초 평가 문항을 제시하고, 소비자 태도를 분석하여 제시하였다. 또한, 분석된 기초 소비자 태도를 반영하여, 디지털 패션 시스템 기반의 디지털 텍스타일 프린팅(Digital Textile Printing) 의류 제품의 선호도, 인지도, 수요도 및 구입의향을 분석하여 최종적으로 디지털 패션 시스템에 적용된 디지털 텍스타일 프린팅 의류 제품의 수요 경향을 제시하였다.

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Influence of Endorser's Gaze Direction on Consumer's Visual Attention, Attitude and Recognition: Focused on the Eye Movement (광고 모델의 위치와 시선 방향이소비자의 시각적 주의, 태도 및재인에 미치는 효과: 안구운동추적기법을 중심으로)

  • Chung, Hyenyeong;Lee, Ji-Yeon;Nam, Yun-Ju
    • (The) Korean Journal of Advertising
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    • v.29 no.7
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    • pp.29-53
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    • 2018
  • In our study, we investigated the effects of position of endorser and endorser's gaze direction(direct/averted_image/averted_text) on advertising attitude, purchase intent and brand recognition using eye-tracking method. Focusing on the printed cosmetic ads which the role of endorser is important and indirect persuade route is relatively is emphasized, we conducted experiment on 36 participants in 20s. As prior studies, our results shows that participants paid attention to more and faster on specific element which the endorser is gazing at. But it was not reflected to ad attitude and purchase intent directly. When the endorser is positioned in left the side, the highest purchase intent was shown in direct gaze condition, while when the endorser is on the right side, the highest ad attitude was shown in gazing image condition. Additionally, the brand recognition task following eye-tracking experiment shows that recognition accuracy was higher only in condition which the endorser is in the left side looking at the product image. These results demonstrated that the gaze direction of endorser plays a role as attentional guidance, which means it can lead customer's attention to particular region in the printed ad, but the effect can be varied depending on the position of endorser and which type of information the endorser is gazing at. Therefore, ultimately, to increase customer's ad attitude and purchase intent, complex consideration of not only the gazing direction of the endorser, but the position of endorser and other diverse elements is necessary.

The Study For a New Positioning Strategy For the Performance Arts (공연예술 수요개발 촉진을 위한 포지셔닝(Positioning) 전략 제안)

  • Park, Joon Hyoung
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.87-114
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    • 2017
  • The Supply side of performance arts has been pretty much developed since the establishment of ARCO. The development level of the demand side, however, was much lower than that of supply side. This unbalance make it difficult to achieve the goal and to complete the mission of ARCO's assistant to the performance arts. Unlike the existing research for solving this problem, this study suggests the positioning strategy of a new value of performance arts for solving this problem. This positioning is, instead of meeting the experiential and symbolic needs, targeting the functional needs to solve the life problems to be faced with aging, for example, the problems from education, human relationship and health. The new positioning will make the demand for the performance arts belong to the top priority group in the expenditure list of consumers because the perceived concept of performance arts will be changed from the "Wants" consumption to "Should be" consumption like a expenditure of private education for children and that of health problems. Therefore, this new positioning is surely expected that the development of new demand from the new position is pretty much higher than that of present positioning. This study also suggests practical strategies, PR and cross functional management system for the implementation of this new positioning.

The Effect of the 'Silver Consumer's Product Satisfaction and Knowledge on the Health Functional Consumer's Well-being (실버소비자의 건강기능 제품에 대한 만족과 지식이 웰빙에 미치는 영향)

  • Lee, Soon-Keum;Kim, Yong-Man
    • Journal of Distribution Science
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    • v.9 no.2
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    • pp.131-140
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    • 2011
  • On 1 July 2000, as the over-65 year-old population numbered 3,371,000 and accounted for over 7.1% of Korea's total population, an aging society was revealed. The over-65 percentage climbed to 11.0% by late 2010. A truly aged society is expected soon, by 2019. This aging society requires marketing research concerning the consumer behaviour and well-being of the elderly, because the 'silver generation' is emerging as a large part of the consumer market. The purpose of this study is to empirically analyse one effect among several satisfaction factors in the consuming cycle of various health functional products on consumer's well-being and the effect of product knowledge on the relationship between product satisfaction and well-being. To achieve this purpose, we established a research model after reviewing previous studies on product satisfaction, product knowledge, and consumer's well-being. The following hypotheses were developed from the research model. Hypothesis 1: When elderly consumers' satisfaction with health functional products increases, their well-being will increase. Hypothesis 2: The effect of their satisfaction with health functional products on their well-being will be strengthened according to the level of their knowledge of the products. Those hypotheses were tested by multiple and moderated regressions to the empirical data through a questionnaire survey. As a result, Hypothesis 1 was totally adopted, and Hypothesis 2 was only partially adopted. The study has many practical implications for well-being marketing. First, in order to heighten the elderly consumer's well-being, the level of his or her satisfaction with the health functional products has to be raised in every stage: during the acquisition, preparation, use, maintenance, and disposition of the consumption cycle. Moreover, promoting positive emotional experiences while diminishing negative ones requires effort because a consumer's well-being is made up of various needs. Second, the marketing of health functional products should be invigorated in order to raise the level of elderly consumers' knowledge of them. In other words, it is important to give them an expertise in the health functional products through different channels. A statistical analysis showed, however, that their knowledge has a decisive effect on only two satisfaction stages, preparation and maintenance. Nevertheless, this merely confirmed the intuitive assumption that the knowledge of health functional products is most relevant to their preparation and maintenance. In conclusion, this study is timely because few empirical studies exist on the relationships between silver consumer behaviour and well-being marketing. It contributes to our understanding of this subject by revealing the causality between the silver consumer's satisfaction and his or her well-being in the consumption cycle and by discovering the moderating influence of knowledge in that process.

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Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

The Effects of Idol Human Brand's Characteristics on Consumer's Idol Human Brand Attachment, Desire to Imitate, Desire to Identify, and Purchase Intention (아이돌 휴먼브랜드의 특성이 소비자의 아이돌 휴먼브랜드 애착, 모방 욕구, 동일시 욕구와 패션 제품 구매 의도에 미치는 영향)

  • Hwang, Jiyoung;Park, Minjung
    • The Korean Fashion and Textile Research Journal
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    • v.23 no.5
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    • pp.559-575
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    • 2021
  • The popularity of K-pop, the development of diverse media and communications, and rapid globalization are increasing consumers' attachment to celebrities. These celebrities, called "Human brand", have a growing impact on consumers. However, research on idol celebrities has been conducted mainly on teenagers. Furthermore, there are limits to the studies on consumers' attachment to idol celebrities who do not advertise specific products and intention to purchase products which are not advertised but related to the idol human brand. Therefore, this study has been conducted on 301 out of 400 adult women in their twenties to forties in Korea to examine the relationship between the characteristics of the idol human brand, attachment to the idol human brand, desire to imitate the idol human brand, desire to identify with the idol human brand and its fandom community, and the effect on purchase intention. For the statistical analysis, SPSS and AMOS were used. The study found that the characteristics of the idol human brand which are trust, professionality, social attractiveness, and physical attractiveness positively influenced attachment to the idol human brand. The attachment to the idol human brand positively affected the imitation desire toward the idol human brand, and the identification desire with the idol human brand, and to identify with its fandom community. Additionally, the desire to imitate and to identify with the idol human brand and its fandom community positively affected the intention. Furthermore, the relationships between all variables were found to have a significant mediating effect.