• 제목/요약/키워드: Brand Application

검색결과 253건 처리시간 0.039초

피터 마리노의 패션 브랜드스토어 공간 디자인 표현특성에 관한 연구 - 샤넬과 루이뷔통 브랜드스토어 중심으로 - (A Study on Characteristics of Peter Marino's Fashion Brand Store Designs - Focused on Chanel and Louis Vuitton-)

  • 심은주
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.209-216
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    • 2007
  • Some may call Peter Marine as 'an ego-less architect', or 'palace maker' due to his designs or attitudes that appearantly please world's most well known clients. However, his eclectic taste and artistic expressions combined with his minimal and abstract architectural approaches are being recognized in many places globally, especially in many fashion brand stores such as Channel, Louis Vuitton, Christian Dior, and Fendi. Born and educated in U.S., Peter Marino designs are influenced by two most famous designers of our modern art history Andy Warhol and Jean-Micheal Franks, that are obvious in his traditionally modern French style designs and abstract expressions. The current study introduces Peter Marine designs through analyses of Channel and Louis Vuitton. The objectives are to understand the designer and find patterns in his brand store designs that has made him now one of the most famous fashion store designers. Educational, social, and personal interest were found to strongly form his design characteristics and four main characteristics were identified by the researcher that are use of LED lightings, emphasis on vortical circulations, graphical application of brand identities, and repetition of simple geometric forms.

Factors Affecting Online Purchase Decision, Customer Satisfaction, and Brand Loyalty: An Empirical Study from Indonesia's Biggest E-Commerce

  • HARTANTO, Nico;MANI, La;JATI, Mustika;JOSEPHINE, Ruth;HIDAYAT, Z.
    • 유통과학연구
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    • 제20권11호
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    • pp.33-45
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    • 2022
  • Purpose: The development of online shopping trends in Indonesia is increasing, and Tokopedia is becoming one of the most popular e-commerce websites. The purpose of this study is to obtain empirical evidence whether mobile shopping, customer review, perceived credibility, and Korean celebrity endorsement affect online purchase decision, whether online purchase decision affects customer satisfaction, and whether customer satisfaction affects brand loyalty of customers in Tokopedia e-commerce. Research Design, data and methodology: Quantitative survey with data was collected using an online questionnaire with sample characteristics were Tokopedia customers who lived in Jakarta by 385 samples using the purposive sampling method, and data analysis was conducted using the Smartpls application program version 3.0. Results: Mobile shopping, customer review, and perceived credibility had positive effects on online purchase decision at Tokopedia in Jakarta. However, Korean celebrity endorsement did not have a positive effect on online purchase decision at Tokopedia in Jakarta. Furthermore, online purchase decision had a positive effect on customer satisfaction at Tokopedia in Jakarta, and customer satisfaction had a positive effect on brand loyalty at Tokopedia in Jakarta. Conclusions: This study proposes significant implications for maintaining customer relationships to achieve purchasing decision, customer satisfaction, and brand loyalty in the e-commerce industry.

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • 패션비즈니스
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    • 제19권6호
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

로고 디자인 평가모델 개발 및 적용에 관한 연구 (A Study about Development and Application of Evaluating Brand Logo Grade)

  • 이은실
    • 디자인학연구
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    • 제19권2호
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    • pp.151-162
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    • 2006
  • 이 연구의 목적은 브랜드로고의 가치를 타당성 있는 평가방법을 통하여 객관화하고 이에 따라 브랜드로고의 역할과 브랜드이미지 기여도의 중요성을 부각시켜 궁극적으로 브랜드로고의 존재가치를 향상시키는데 있다. 브랜드 아이덴티티의 이미지를 형성하는 핵심요소라 할 수 있는 브랜드로고는 주관적인 요소로 간주되어 그 가치를 객관화할 수 없는 것으로 간주되어 왔다. 이러한 인식은 로고의 결정과정에서 전문적인 프로세스 없이 경영진의 주관적이고 순간적인 판단으로 이어져 브랜드이미지에 좋지 않은 영향을 주는 것은 물론 브랜드로고 자체의 가치를 하락시키는 결과를 가져오게 된다. 이러한 비전문가의 주관적 판단에 따른 잘못된 선택을 최소화하기 위해서 브랜드로고는 객관적으로 수치화 된 평가의 틀을 필요로 한다. 또한 브랜드로고는 현재의 이미지보다는 미래의 이미지에 초점을 맞추어 개발되어야 하므로 일반인들의 선호도에 의족하기 보다는 전문가의 주관적 판단을 객관화시킨 평가에 의해 결정되어야한다. 본 연구는 로고를 개발하거나 최종안을 선택 할 때 현업에서 발생하는 디자인에 대한 판단을 가능한 객관적으로 비교 평가할 수 있도록 로고의 개발과정과 검수과정에서 객관적이면서 동시에 전문적인 측정모형(가칭: GradingLogo)을 제시하고자 한다. 또한 제시된 측정모형으로 실제 로고평가에 적용하여 그 효과를 검증해 보고자 한다. 본 연구의 구체적인 방법은 다음과 같다. 첫째, 기존문헌을 통해 로고평가에 대하여 고찰 후 전문 디자이너의 주관적인 인식에서 로고평가항목을 발견함으로서 좋은 로고를 결정짓는 모델을 구체화시킨다. 둘째, 도출한 평가기준을 실제로 로고평가에 적용하여, 로고디자인의 기준에 대한 각 차원의 중요도를 논의하고, 디자인 경영의 효과적인 도구로서의 기준을 제시한다.

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Clothing Consumption and Teen Identity

  • Johnson Kim K. P.
    • International Journal of Costume and Fashion
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    • 제4권2호
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    • pp.10-17
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    • 2004
  • This study aims to take s look at the role of brands in the life of consumers and particularly, in the life of adolescent consumers. What I have to command is representative of events in the lives of teenagers in the U.S. but it has application for college-aged individuals as well as young adults. I am particularly interested in understanding relationships between the concept of brand and the development and maintenance of self.

브랜드 선호도에 영향을 미치는 어플리케이션 특성 요인에 관한 연구: 국내 남성복 브랜드를 중심으로 (Trait Factors of Smartphone Application Influencing the Formation of a Brand preference : Focusing on Domestic Men's Wear Brand)

  • 박민수;최광웅
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2012년도 춘계 종합학술대회 논문집
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    • pp.71-72
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    • 2012
  • 본 연구에서는 패션 브랜드 선호도 향상에 미치는 어플리케이션 특성요인들을 파악하기 위해, 패션 브랜드 어플리케이션 사용자들을 대상으로 어플리케이션 디자인, 콘텐츠, 사용용이성, 커뮤니티의 특성이 브랜드 선호도에 미치는 영향을 분석했고, 그 결과 각 특성별 세부요인에 따라 유의도에 차이가 있는 것으로 나타났다.

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소비자-브랜드 관계 품질 측정에 관한 연구 (Measuring Consumer-Brand Relationship Quality)

  • 강명수;김병재;신종칠
    • 마케팅과학연구
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    • 제17권2호
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    • pp.111-131
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    • 2007
  • 브랜드의 중요성이 증대됨에 따라 다양한 브랜드 관련 연구가 이루어지고 있는데, 최근 들어서는 소비자-브랜드 관계가 브랜드 연구의 중심이 되어가고 있다. 본 논문은 이러한 소비자-브랜드 관계에 있어서 높은 품질과 지속적인 연대를 가능하게 하는 브랜드 관계 품질의 측정을 다루고 있다. 소비자-브랜드 관계에 대한 대부분의 기존 연구들은 Fournier(1994, 1998)가 제시한 6개 구성요소 또는 하위 차원을 바탕으로 하고 있다. 그러나 많은 연구들에서 소비자-브랜드 관계를 구성하는 6가지의 요소 또는 하위차원들이 소비자-브랜드 관계 품질이라는 하나의 단일차원을 이루고 있는지 확인하지 못한 채 소비자-브랜드 관계를 측정하기 위해 이들 하위차원들을 결합하여 점수를 계산하고서 연구를 진행하고 있다. 이러한 문제와 관련하여 본 연구에서는 소비자-브랜드 관계 품질을 구성하고 있는 상호의존, 몰입, 사랑/정열, 자아연관, 친밀감, 브랜드 파트너 품질 등의 6개의 차원들이 단일차원의 개념인가를 검토하였고, 이를 실증적으로 검토하였다. 구체적으로 본 연구에서는 구성개념들의 하위차원들이 단일차원의 구성개념인가를 검토한 선행연구들(Naver & Slater, 1990; Cronin & Taylor, 1992; Chang & Chen, 1998)에서 사용한 방법론을 활용하여 소비자-브랜드 관계를 구성하는 하위차원들이 단일차원을 이루고 있는가를 살펴보았다. 이러한 실증연구를 통해 소비자-브랜드 관계를 구성하고 있는 6개 차원들의 신뢰성, 수렴타당성, 판별타당성을 확인할 수 있었고, 소비자-브랜드관계를 구성하는 6개의 하위차원들이 단일차원을 이루고 있다는 것을 확인할 수 있었다. 본 연구의 연구결과는 소비자-브랜드 관계를 구성하는 6개의 하위차원을 결합하여 소비자-브랜드 관계를 연구하였던 기존 연구들, 소비자-브랜드관계를 구성하는 하위차원을 통합하여 소비자-브랜드 관계를 종합적으로 살펴보려는 여러 연구들에 있어서 방법론상의 실증적 근거를 제시하고 있다.

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페이스북 브랜드 팬 페이지의 경품 이벤트 마케팅 전략에 관한 탐색적 연구 (Exploring Sweepstakes Marketing Strategies in Facebook Brand Fan Pages)

  • 최윤진;전병진;김희웅
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권2호
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    • pp.1-23
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    • 2017
  • Purpose Facebook is a social network service that has the highest number of Monthly Active Users around the world. Hence, marketers have selected Facebook as the most important platform to get customer engagement. With respect to the customer engagement enhancement, the most popular and engaging post type in the Facebook brand fan pages related to what was usually classified as 'sweepstakes'. Sweepstakes refer to a form of gambling where the entire prize may be awarded to the winner. Which makes customers more engaged with the brand. This study aims to explore sweepstakes-oriented social media marketing approaches based on the application of big data analytics. Design/methodology/approach we collect sweepstakes data from each company based on the data crawling from the Facebook brand fan pages. The output of this study explains how companies in each category of FCB grid can design and apply sweepstakes for their social media marketing. Findings The results show that they have one thing in common across the four quadrants of FCB grid. Regardless of the quadrants, most frequently observed type is 'Simple/Quiz or Comments/Quatrains [event type of sweepstakes] + Gifticon [type of reward prize] + Image [type of message display] + No URL [Link toother website] +Single-Gift-Offer [type of reward prize payment]'. So, if the position of the brand is hard to be defined by the FCB grid model, then this general rule can be applied to all types of brands. Also some differences between the quadrants of the FCB grid were observed. This study offers several research implications by analyzing Sweepstakes-oriented social media marketing approaches in Facebook brand fan pages. By using the FCB grid model, this study provides guidance on how companies can design their sweepstakes-oriented social media marketing approaches in the context of Facebook brand fan pages by considering their context.

기술수용모델(TAM)의 확장을 통한 모바일 관광 앱의 사용의도에 관한 연구 (Use Intentions of Mobile Tour Apps through Expansion of the Technology Acceptance Model)

  • 이성준;대정
    • 유통과학연구
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    • 제13권10호
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    • pp.135-142
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    • 2015
  • Purpose - Following the speedy development of the smart phone industry, tourism companies started to increase their brand recognition and sales volume by adopting mobile applications. However, applications for tourism industries are still insignificant. This study tries to analyze empirical evidence from Korean and Chinese consumers who have used mobile tour applications. By using an expansion of the technology acceptance model (TAM), this study will find what factors have effects on user intention for mobile tour applications. The findings will be helpful for the development of mobile tour applications and the tourism industries. Research design, data, and methodology - This study uses the TAM, which was presented by Davis in 1989. This study uses consumer acceptance level, consumer choice attitude, and use intention as the basic variables to fit to the TAM, and adopts choice content quality, brand value, and usage motivation as additional variables to analyze. This study has developed several hypotheses and collected data from 620 users who used mobile applications for tourism during April 1 to April 30, 2015. A total of 612 valid questionnaires were collected and used in the data analysis. The data was analyzed with structural equation modeling using SPSS Win/pc and Amos 22.0. Results - The findings can be summarized as follows: First, the content quality affects the consumer acceptance degree and choice attitude. Second, the brand value has a directly positive effect on the consumer acceptance degree and choice attitude. It is clear that the content quality and brand value play important roles in raising consumer acceptance and choice attitude. Third, usage motivation has no effect on the consumer acceptance degree and choice attitude. Fourth, the acceptance degree does not have any effect on the consumer choice attitude. Fifth, the acceptance degree affects the use intention. Last, the consumer choice attitude affects the use intentions. This indicates that consumer acceptance and choice attitude must both be achieved to induce use intention among consumers. Finally, the effects of the mobile tour application content quality and brand value on consumer acceptance degree and choice attitude were confirmed. Additionally, the effects of the consumer acceptance degree and choice attitude on use intentions were analyzed. Conclusion - It is not meaningful for tourism marketing to launch tour applications in the mobile market without understanding tourism consumer characteristics. When developing mobile tour applications, companies should focus on the characters of consumer choice attitudes as high quality, high brand value, usefulness, and ease of mobile tour applications. This study has limitations in that it did not consider negative factors such as perceived risks or analyze whether there are differences between Korean and Chinese consumers. In the future, we will consider equipping the same mobile tour applications commonly used by both Korean and Chinese consumers, and then examine negative factors as well as the differences in mobile tour applications between Korean and Chinese consumers.

Global Fashion Brand Non-Fungible Token (NFT) Application Case Study

  • Hye-Sook Park;Phil-Joo Moon
    • International Journal of Advanced Culture Technology
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    • 제11권3호
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    • pp.315-320
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    • 2023
  • Covid-19 is rapidly changing the global society. In particular, as the online connected world has become more important in recent years, new communication methods such as VR, AR, and metaverse have emerged as global trends. As social interest in technologies such as metaverse, blockchain, and NFT continues to grow, this study aims to understand the concept of NFT, which is being illuminated as a global trend keyword, and to examine the current status of the global fashion industry. As a result of examining NFT application cases of fashion brands that have grown rapidly since Covid-19, the use of NFT in the global fashion industry can be largely classified into three categories - Collection and Investment Type, Game Type NFT, Marketing and Event Type NFT. Based on this, We expect that this study will be used as basic data to actively utilize NFT, which is still in its infancy, to prepare a plan to revitalize the domestic fashion industry.