• Title/Summary/Keyword: Advertising Design

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The Influence of Environmental Concern and Green Fashion Advertisements on Consumer Behavior: Chinese vs. Korean

  • Shi, Hang;Cui, Yu Hua
    • Journal of Fashion Business
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    • v.22 no.6
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    • pp.25-38
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    • 2018
  • Recently, issues on the environment, which have become key bottlenecks relative to sustainable economic development, have generated common concern. However, relatively scant research has been devoted to consideration of relations between consumers' environmental concern, green fashion advertisement value, and green consumption. In this study, using structural equation modeling (SEM), effects of environmental concern, perceived green fashion advertisement value, and attitude towards green fashion advertisements, on ecological purchases and their interrelationships are investigated. A model is constructed to link aforementioned constructs. Data, was collected through a questionnaire-based online survey (www.sojump.com) of 260 Korean consumers and 260 Chinese consumers. Findings suggest that environmental concern can improve their perception of green advertisement value. One of the findings showed strong positive relationship among green advertisement value, positive attitude, and purchase intention towards green fashion advertisement, while environmental concern negatively influenced their attitude towards green fashion advertisements. It suggests that if companies adopt green advertising strategies, environmentally-conscious consumers are willing to pay more, to purchase green fashion goods in to satisfy their needs. We should put more effort in educating consumers about environmental issues, to raise the level of environmental awareness and satisfy their concerns relative to green fashion goods. Conversely, there is significant positive relationship with the moderating effect of consumers' nationality in all paths, so results above would make significant contributions to green literature, and would also contribute to advertisement strategy implications as well. Especially fashion marketers, an use accurate and fair environmental claims in their advertisements to increase sale and profits.

The Design Research on Facade in Corporate Commercial Space Identity (Space Identity를 위한 기업 상업공간 파사드 디자인 연구)

  • HwangBo, Hyun-Wook
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.39-48
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    • 2006
  • In recent marketing circumstances we passed the days just dealt with products sales and faced Sensitivity Marketing era concluded by merchandise, corporate and brand image. Especially although corporate commercial space is the important strategy factor performing immediate satisfaction, experience,sensitive stimulation and social relationship among customers, most of the domestic firms don't recognize its importance when looking into adopted graphic factors at spaces without consideration for a variety of space function, concept,merchandise and customer satisfaction. In addition the facade, which performs as visual information conveyance, boundaries of architecture and concluding space concept, merchandise image and incoming customer based on linkage between interior and exterior, is the important point. This research specializing the examples of facade design of corporate and brand commercial space including service, purchasing and advertising looks into reflected space identity through facade and theoretical factors for commercial space function, concept, merchandise and customers related facade design and makes alternative plans in order to make a better commercial space identity program.

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Consumer's Fragrance Preference and Image, Color and TPO Associations with Fragrance (소비자의 향기 선호와 향기에 의한 이미지, 색채 및 TPO 연상)

  • Kim, Da Hye;Kim, Tae Yeon;Seo, Giyong;Lee, Seung Hyun;Chung, Ihn Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.4
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    • pp.529-544
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    • 2015
  • This study investigated consumer's fragrance preferences as well as image, color, and TPO associations with fragrance. Eight branded perfumes of four fragrance families were selected according to the top note (floral, fruity, green, and citrus) as stimuli; consequently, fragrance preferences and associations were measured. A survey that included a scent test was conducted; subsequently, 186 responses from male and female consumers in their twenties were analyzed using descriptive statistics, independent sample t-test, paired t-test, and chi-square analysis. The fruity fragrance was shown to be preferred the most. The perfume itself was associated with cool image, blue or pale tone colors, summer, and casual occasions in general, while a citrus fragrance was related to warm, winter, and deep tone colors in specific. Fragrance associations could be utilized in perfume marketing plans and activities such as advertising and packaging development.

Research on Character Merchandising for Advertising Universities - Focusing on Kirin, symbolic animal of UOU (대학홍보를 위한 캐릭터 상품화 연구 - 울산대학교의 상징동물 기린을 중심으로)

  • Jang, Weon-Chul;Park, Noh-Seok
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.21-26
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    • 2006
  • This paper suggests our own new brand, Kirin. Not only we are able to design the symbolic animal of UOU, but also we are able to use the character to advertize UOU and merchandize it. These days many men between teens and 30s contact with the various characters through internet games, also they purchase goods related with the characters. For women between elementary students and workers, they purchase the various character goods such as stationery, clothes, and dolls. However, there are not many universities that produce their own characters to advertize their schools and to merchandize them. From this point of view, developing new brand would be the medium of transmitting joy to attract excellent students and to elevate the love of school. Originating the distinctive character in UOU can be used as various merchandising through licensing. Moreover, this friendly brand using character would be produced as skin image of fun and stories and spread through internet homepage. Finally, it would accord with the brand needs of consumer and contribute to advertize UOU.

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A Study on the Practical Use of Rich-Media in the Internet Advertisement (인터넷 광고에서의 리치미디어 활용에 관한 연구)

  • 임은정;손은미;이현주
    • Archives of design research
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    • v.14 no.2
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    • pp.187-196
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    • 2001
  • Today's internet advertisement market is growing rapidly placing great importance on banner advertisements. Still, banner advertisements are being ignored by the users because most of these banners are exaggerated, visually distracted and they usually interfere with internet surfing. These banners make the agents and the users feel displeased and furthermore, make internet market unstable. 'Rich-Media'came in sight as the new way of advertising means in the internet market as the users demand for more dynamic and interactive media. In Rich-Media, sound and animation interact with former animated banner advertisements. Internet advertising businesses inducing web agencies have positive views about Rich-Media, because more information and ideas are shared through aural and visual integration and it is very effective way to draw attentions from the users. In this study, we have examined the effects of Rich-Media advertisements through surveys. As a result, Rich-Media advertisements are superior to ordinary banner advertisements in visual effect, leading interests of users, inducing mouse did(s and providing of information. The recent uses of Rich-Media is just a mere beginning, but we expect to make the Rich-Media an essential medium of internet advertisement as we continue studying the uses and effects of Rich-Media.

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An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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A Study on the Performance of Design Services in the Export Voucher (수출지원기반활용사업에서 디자인 서비스의 성과에 관한 연구)

  • Lee, Sungsu;Ahn, Jinho;Kim, Injun
    • Journal of Service Research and Studies
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    • v.10 no.2
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    • pp.31-42
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    • 2020
  • This study is a study on the performance of design services among export voucher projects. In particular, we have identified the actual state of use of design services from the perspective of participating companies and the corresponding problems. The purpose of the study is to provide basic data for the preparation of successful support plans in the field of design services. This study designed a quantitative survey to measure accurate performance of design services using archive records, and the survey was sent three times in total to 135 participating companies. A significant achievement of design services the study found is that the role of design were important in the export of the nation's main industries such as medical/biological/healthcare and electrical/electronic products. In addition, we could see that all participating companies were using design services regardless of the difference in sales. In particular, 96% of participating companies answered that the design service effect was the most effective service. As a result, it proved the importance of design services in export voucher projects, and suggested the importance of introducing a management system as a direction for the development of design services in future export voucher projects. He majored in advertising design at Hongik University's Graduate School of Industrial Art and at the Korea Institute of Design Promotion. It carries out the government's design policy such as design research, design education, and corporate design support. He is currently working as an Invited Designer by Korea Design Exhibition.

A Comparison of Tendencies in Male and Female Gamers Using Customization and Life Simulation (커스터마이징과 육성시뮬레이션을 이용한 남녀 게이머 성향 비교)

  • Jung, Hee-Young;Jung, In-Hoo;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.37-44
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    • 2016
  • The market of mobile game is growing rapidly according to increasing trend of mobile market and dissemination of smart phone devices. Not only the number of male gamers, but also female gamers who are relatively playing casual games are increased and the mobile market is growing as well. Therefore, this study compared the tendencies in male and female gamers using "Link" which was based on customizing and life simulation. The results showed that female gamers had stronger affinity than male gamers in customization. Both male and female gamers showed similar interests in battle situation. This paper contributes to new perspective of mobile game developing and marketing opportunity.

Research Consisting of Comparison of Character Contents through Collaboration (콜라보레이션을 통한 캐릭터 콘텐츠 비교 연구)

  • Im, Ri-Na;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.449-454
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    • 2016
  • Characters have been frequently used as a symbol or an icon in above the line advertising for generations. It has become an essential factor for companies to research about the experience that consumers have by engaging with the products that are partnered with famous or brand characters before introducing a product to the market. The character trademark has become more popular and interesting than the product itself. Therefore, products have become dependent on its character trademark. The ultimate purpose of this research is to find effective ways of increasing the value of the brand by observing various characters and how people interact with these characters, depending on the consumer's age, gender, and so forth. One would be able to collect data or information from documents as a method of this research and grasp different contents, components, concepts, and contexts of character collaboration and affiliate characters from well-known messengers, such as Kakaotalk and Line. In addition, by re-analyzing Peter Morville's Honeycomb tool, its method would set the scale of the user experience and one would be able to conduct interviews with those who are using collaboration products. This study reveals extensive guidelines for character partnership or collaboration that have been successful and creating effective marketing skills.

A Study on Characteristics of Neo-Avant-Garde in Furniture Design -Focusing on the Thought before and after the 1960s- (가구디자인에 있어서의 네오-아방가르드적 특성 연구 -1960년대 전후 사조를 중심으로-)

  • Choi, Lee-Seoung;Kim, Hyung-Woo
    • Journal of the Korea Furniture Society
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    • v.19 no.3
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    • pp.180-192
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    • 2008
  • The historian called Peter Burger divided it into historical avant-garde before and after the first World War (Dadaism, Futurist, Geometric Abstract, etc.) and Neo- avant-garde during the period of forming social foundation that would be ready to accept new forms of art in the USA, the center of capitalism, after the 2nd World War such as pop art and conceptual art including the then emerging avant-garde minimal art. Meanwhile, he interpreted that Neo- avant-garde succeeded the spirit of historical avant-garde. For modem furniture, the avant-garde terminologies are discussed from the aspect of epistemology or symbolism. On the other hand, they would be exclusively used for advertising slogans, however, it is considered as difficult due to vague terms or their characteristics. This study relates the points of historians such as Peter Burger for theoretical proposal and Richard Kostelanetz's point for formal issues, and contracts and arranges the avant-garde terminologies and its characteristics to the meaning of "getting out of the present decadent trend - aiming for future", "transcending the present aesthetic custom - renovation" and "violating the rules already established in the process of entering new areas - freshness of unfairness". The study was meaningful in providing fundamental clues based on the historical discussion and artists for Neo- avant-garde in the 1960s, that is, the mainstream of design at the end of the 20th century in the period when an avant-garde oriented alternative in the 21st century design has been sincerely required overflowed with the fin de siecle phenomenon.

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