• Title/Summary/Keyword: 제품만족도

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A Relatively Importance Analysis on Smartphone's Functional Attributes Using AHP Method (AHP를 이용한 스마트폰 기능적 속성들의 상대적 중요도 분석)

  • Liu, Wen-Long;Jang, Hyeong-Yu
    • Management & Information Systems Review
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    • v.32 no.3
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    • pp.61-81
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    • 2013
  • The sharp increase of number of the smartphone users has drawn the attention of both academia and industry. The objectives of this research is to seek for the answers of what is the most important and relatively important function from the point view of smartphone users through empirical analysis. The goal is to provide valuable information for the smartphone developing and manufacturing industry. To reach the results, AHP method is applied in this study. First of all, the questionnaire survey was prepared based on the respondent in the basis of the extraction of the smartphone functional attribute factors from the references. Then, the importance of the functional attribute was attained by the Expert Choice program. In addition, customers satisfaction of the functional attribute of the present smartphone was analyzed. Furthermore, the research results were presented by the inspiration and limitation practically.

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K-mean Cluster Analysis according to Consumption Behavior, Preference and Satisfaction of Naturally Fermented Bread Products (천연발효빵 제품의 선호도 및 만족도와 소비행동에 따른 군집분석)

  • Lee, So-Young;Kang, Kun-Og
    • Journal of the East Asian Society of Dietary Life
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    • v.26 no.5
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    • pp.400-406
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    • 2016
  • This study used K-mean cluster analysis to evaluate the preference and satisfaction according to consumption behavior of naturally fermented bread products among customers residing in the Seoul area. Naturally fermented bread products were best recognized as "great nutrients for good health" ($3.91{\pm}0.87$). The preference for naturally fermented bread products was due to "good taste and flavor" ($3.39{\pm}0.95$), and customers with "intention to purchase" showed a mean of $3.21{\pm}0.94$. The overall satisfaction for naturally fermented bread products was $3.26{\pm}0.75$. Among the specific categories that contributed to this overall satisfaction, "quality" showed the highest satisfaction with $3.43{\pm}0.77$, whereas "price" ($2.77{\pm}0.76$) and "variety" ($2.77{\pm}0.75$) exhibited the lowest. Among the items to modify for naturally fermented bread products, "variety" was the most important item (21.8%), followed by "lower price" and "convenience of purchase" at 19.7% and 17.9%, respectively. In K-mean cluster analysis, customers who frequently visited the bakery and purchased naturally fermented bread products (cluster 1) expressed strong preference, satisfaction, and consumption behavior. Furthermore, these customers expressed high satisfaction in "quality", "convenience of purchase", and "variety" of naturally fermented bread products.

Female Clustering & Characteristics according to Environmental Attitude and Eco-clothing Purchase (친환경 태도와 친환경의류제품 구매에 따른 여성 소비자의 유형화 및 특성)

  • Han, Dongil;Kim, Junho;Na, Youngjoo
    • Fashion & Textile Research Journal
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    • v.15 no.5
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    • pp.815-824
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    • 2013
  • This study divides female consumers according to eco-friendly attitudes and the purchase frequency of eco-clothing products; in addition, it analyzes the characteristics of each group in terms of LOHAS lifestyles, the attitudes for eco-clothing products, and satisfaction. Eco-clothing attitudes of female consumers were lower than eco-friendly attitudes. A total of 360 female consumers were divided into 4 group according to purchase frequency and the eco attitude, Type 1: survival (33.0%), Type 2: wellbeing (25.6%), Type 3: curious (15.0%), Type 4: LOHAS (26.4%); in addition, age, income, marit alstatus, occupation, LOHAS lifestyle and shopping places were differentiated by type. Type 1 (low eco attitude and low eco-clothing purchase) were composed of the youngest, college students, low income, low level of LOHAS lifestyles and low level of eco-clothing attitude. Type 2 (high eco attitude and low eco-clothing purchase) were interested in healthy eating & exercise among LOHAS lifestyles; in addition, Type 1 & 2 showed alow level of eco-clothing satisfaction. Type 3, low eco attitude and high eco-clothing purchase, were characterized with high expenditures on clothing relative to income as well as lower levels of family activities and leisure life than LOHAS Type 4. Type 4 (high eco attitude and high eco-clothing purchase) were the oldest group and mostly composed of married workers (the highest income) with the highest LOHAS lifestyles and the highest level of eco-clothing satisfaction.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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The Development of a Tool for Selection of LAN Switch with QoS (QoS를 고려한 LAN 스위치 선정 도구 개발)

  • Lee, Phil-Jai;Lee, Jong-Moo;Shin, In-Chul
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.10
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    • pp.2533-2543
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    • 1997
  • It is necessary to understand and apply the concept of Quality of Service(QoS) for the objective selection among the computer network equipment. Because ITU-T E.800 recommendation covers the service quality of provider's viewpoint and the satisfaction of user, it can be used to evaluate and select the product of computer network systems. This paper is concerned with the development of an evaluation model using QoS and software tool for selection of the most suitable LAN switch. We apply the Analytic Hierarchy Process(AHP) method of Saaty which has been in a multiple criteria framework for an effective group decision process to the selection of LAN switch. The sample data are collected and processed from a questionnaire of professionals in the network field. And we implement a prototype tool for the selection of LAN switch according to the suggested selection model and analyse the result. The result of our research is expected to be a useful tool for decision making to evaluate and select the LAN switch and also can be applied to the decision making of evaluation and selection related to the product of computer network with QoS.

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The Influence of Brand Experience and Positive Emotion on Consumer-brand Relationship -Focusing on smartphone brand (브랜드경험과 긍정적 감정이 소비자-브랜드관계에 미치는 영향 -스마트폰 브랜드를 중심으로)

  • Ryoo, Juyoun
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.495-503
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    • 2015
  • This study attempts to reveal that the connection between consumers' self enhancement and consumer-brand relationship can be formed from brand experiences not only through a direct use of products or brands but also through companies' marketing activities including advertising or promotion, in that consumers' sensual, affective, cognitive, and behavioral response to brands are included in brand experiences. After experiencing the Samsung Galaxy S brand with manipulated stimulus, 248 respondents' positive emotion and self-enhancement were increased. Also the positive emotion induced by brand experience increase self-enhancement. This study also shows that brand experience and self-enhancement can significantly affect consumer-brand relationship which in turn affects brand loyalty such as satisfaction, recommendation intention, and repurchase intention. Experiencing strong, favorable, and attractive brand personalities may help consumers to increase positive emotions with self-enhancement and help companies to have brand loyalty through consumer-brand relationship.

A Study on Factors Influencing Consumer Purchase Intentions and Purposes in Direct-To-Consumer Genetic Test (소비자의뢰 유전자검사 구매 의도 및 목적에 영향을 미치는 요인 연구)

  • Park, Imsu;Jung, Ilyoung
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.167-177
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    • 2019
  • Innovation of genomics technology has recently been extended to Direct To Consumer Genetic Test (DTC-GT) which consumers purchase without requesting the service on medical institutes. In 2016, Korea has introduced the DTC-GT but the market size is small comparing to global market. This study analyzes consumers' purchase intentions and purposes and their influential factors based on 2018 consumer survey. According to the results of binominal and multinominal logistic regression, knowledge after purchase, attitude on medical care benefit, health status are statistically significant on purchase intentions. Purchase purposes are different on age group and related on medical care rather than health care. These results imply that DTC-GT is needed to improve consumer satisfaction, re-purchase and effective care service. This paper is expected to contribute on strategic directions for the new DTC-GT product development.

Game Recommendation System Based on User Ratings (사용자 평점 기반 게임 추천 시스템)

  • Kim, JongHyen;Jo, HyeonJeong;Kim, Byeong Man
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.6
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    • pp.9-19
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    • 2018
  • As the recent developments in the game industry and people's interest in game streaming become more popular, non-professional gamers are also interested in games and buying them. However, it is difficult to judge which game is the most enjoyable among the games released in dozens every day. Although the game sales platform is equipped with the game recommendation function, it is not accurate because it is used as a means of increasing their sales and recommending users with a focus on their discount products or new products. For this reason, in this paper, we propose a game recommendation system based on the users ratings, which raises the recommendation satisfaction level of users and appropriately reflect their experience. In the system, we implement the rate prediction function using collaborative filtering and the game recommendation function using Naive Bayesian classifier to provide users with quick and accurate recommendations. As the result, the rate prediction algorithm achieved a throughput of 2.4 seconds and an average of 72.1 percent accuracy. For the game recommendation algorithm, we obtained 75.187 percent accuracy and were able to provide users with fast and accurate recommendations.

The PUI design evaluation principles of EBD is helpful in the dermatology clinic (사용편의성 향상을 위한 피부과 에너지베이스디바이스의 PUI 디자인 평가원칙 연구)

  • Jeong, Je-Yoon;Lee, Hae-Jin;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.141-149
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    • 2021
  • In the case of an energy base device (EBD), which is used for treatment in dermatology, it is difficult to access it as a design, and because the range of users is narrow, there is a lack of research data considering the user's convenience. This study is a research paper that analyzes the problems and needs felt by doctors and nurses from the user's point of view of dermatology EBD, and seeks directions for improvement. After identifying the types and components of EBD through literature and observational research. Problems of each component of EBD were identified through a questionnaire on the use status and satisfaction level targeting users. After that, through a group discussion of experts, the principle of evaluating the usability of PUI design of Energy Base Devices was derived. The EBD's PUI design usability evaluation principle derived in this paper can be used as basic data to supplement the problems of EBD design, and is expected to improve the usability of EBD to be designed in the future.

The Effect of Tourist Shopping Value on Product Types and Satisfaction - The Moderating Role of Escaping-Seeking Motivation - (관광쇼핑가치가 쇼핑제품 유형 및 만족도에 미치는 영향 - 탈출-추구동기의 조절효과를 중심으로 -)

  • Hur, Hee Jin;Suh, Young-Gu
    • Fashion & Textile Research Journal
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    • v.22 no.6
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    • pp.752-761
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    • 2020
  • This study analyzes the type of preferred shopping items based on tourism shopping value pursued by tourists through shopping at travel destinations as well as verifies their impact on satisfaction. A survey on 310 adult men and women aged 20 to 69 collected data samples representing tourism shoppers in Korea. Based on the collected data, a factor analysis and a structural model equation analysis were performed using SPSS 25.0 and AMOS. Tourism shopping value was divided into functional value, emotional value, exploratory value, and shared value. In addition, shopping items were categorized as physical materials and experience materials to identify the difference in preferred item types according to the value that tourists perceive. It also confirmed the adjustment effect of tourism motivation that affects tourism shopping behavior. According to the analysis results, the more tourists perceive functional and emotional values when shopping, the more physical material they prefer, and the more they perceive exploratory values, the higher the preference for experience goods. However, the shared value affected both physical materials and experience materials. Based on escape-seeking motivation, the adjustment effect of tourism motivation (a major variable to understand the behavior of tourists) on tourism shopping behavior was confirmed. Based on the academic and practical implications of this study, we hope to broaden our understanding of tourism shopping and revitalize research on tourism shopping.