• Title/Summary/Keyword: Brand fit

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The Effect of Product Type and Channel Prioritization on Effective Digital Marketing Performance (디지털 마케팅 성과에 영향을 미치는 제품의 유형과 디지털 채널 선정에 관한 연구)

  • Han, Ji-Young;Kim, Wan-Ki
    • Journal of Distribution Science
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    • v.13 no.5
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    • pp.91-102
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    • 2015
  • Purpose - This study aims to build a systematic frame for effective marketing performances by prioritizing product type and pertinent channel that are appropriate for digital channel characteristics. FCB grid model was used to define a product type, and Internet communication satisfaction index was considered as a marketing performance measuring tool for digital channel. Research design, data, and methodology - As systematic understanding for Digital marketing is still unfamiliar to even professional marketer, the hypothesis was established based on preliminary research by conducting a qualitative survey of marketing experts who already experienced digital marketing in the fields as well as existing related study literature. Through a preliminary research, the degree for understanding for digital marketing, current digital marketing (including product/channel mix) execution status, and difficulties for marketers who had experienced digital marketing were figured out. Based on preliminary research, the main part of survey was designed to examine which type of product would be effective for digital marketing and which digital channel would be effective to achieve marketing performance in line with marketing objectives. To collect data, the questionnaire survey was conducted for professional marketers who had experienced digital marketing in 10 different fields including FMCG, cosmetics, distribution industry for one month (July, 10, 2014~Aug, 10, 2014). A total of 90 questionnaire were distributed and 66 questionnaires were used for the analysis, excluding the unanswered and insincere questionnaires. The data were analysed using SPSS ver.18.0. Results - The analysis for product type which is pertinent to digital marketing and prioritization for digital channel per digital marketing performance type could be summarized as followings. First, high involvement buying decision type of product and rational purchasing decision type of product in FCB grid are more effective for digital marketing in terms of marketing performance. Therefore, marketers in field would prioritize considering product type before executing digital marketing. Second, factor for sales increase, potential consumer creation and brand awareness was represented respectively 31.25%, 21.9%, and 20.8% as a result of factor analysis in terms of digital marketing channel performance. Third, effective major digital channel per digital marketing performance factor was differently identified as each digital channel has its own peculiarity. For instance, search engine is more effective for increasing sales while social media such as facebook and Kakaotalk is more effective for encouraging consumer participation. Conclusions - As a result of this study, product type and peculiarity which were pertinently fit to digital marketing were identified by using FCB grid model, and also suggested framework for decision making of digital channel selection in line with marketing objectives for effective marketing performance. It also provided insight to professional marketer which type of product could be effective for digital marketing execution as well as which factors should be measured for digital marketing performance.

A Study on the Pattern by the Traits of Fabrics of Women's Tailored Jacket

  • Jang, Se-Eun;Sohn, Hee-Soon
    • Journal of Fashion Business
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    • v.11 no.6
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    • pp.101-114
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    • 2007
  • This research aimed to identify the differences, in terms of the pattern, of using wool and jersey for designing jackets and to provide a theorized solution. The object of this study is development of women's tailored jacket pattern by the traits of fabrics with fabrics those are generally used to develop the power of manufacturing technique about fit of jacket. Basic bodies prototype, graphics of sleeves prototype and graphics of jacket pattern those a clothing company at present(on&on, a brand of Beaucre Merchandising Co.,Ltd) is using were used as basics of tailored jacket pattern. Three kinds of fabric(wool, polyester, jersey) were chosen, we made jackets in the same manufacturing process of the clothing company, modified and made up for the weak points and then we compared and analyzed differences of pattern by the traits of fabrics, the results are as follows: 1) We drafted basic tailored style jacket pattern, made a jacket with wool fabric, made wearing experiment, modified and made up for the weak points by the trend, then developed JacketⅠ for study; 2) With JacketⅠ for study as the basic, we made a jacket with polyester fabric, made wearing experiment, modified and made up for the weak points, then developed Jacket II for study; 3) With JacketⅠ for study as the basic, we made a jacket with jersey fabric, made wearing experiment, modified and made up for the weak points, then developed Jacket III for study; 4) We presented final degree of polymerization of pattern with Jacket I II III for study; 5) We compared and analyzed the differences of pattern with the degree of polymerization of pattern with Jacket I(Wool) for study and Jacket II(Polyester), there was no change of size overall except extra amount which happens because of the trait of the fabric in 20 items of body format pattern, there were differences of size in 3 items(height of a sleeve, width of a sleeve, length of a sleeve) among 5 items of sleeves pattern; 6) We compared and analyzed the differences of pattern with the degree of polymerization of pattern with Jacket I(Wool) for study and Jacket III(Jersey) for study, there were differences of size by the kinds of fabric in 11 items(neck point to shoulder point length, Bishoulder point length, back interscye length, front interscye length, armhole circumference, depth of armhole, chest circumference, bust circumference, waist circumference, hip circumference, waist dart) among 20 items of body format pattern, there were differences of size by the kinds of fabric in 5 items(height of a sleeve, circumference of a sleeve, width of a sleeve, length of a sleeve, width of bottom of a sleeve) among 5 items of sleeves pattern.

Study on the Place Image Factors for Place Branding of Public Libraries (공공도서관의 장소브랜딩을 위한 장소이미지요인에 관한 연구)

  • Yu Jeong, Kang;Jee Yeon, Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.4
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    • pp.129-159
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    • 2022
  • This study generated primary data for supporting the place branding as a part of the library advertising and marketing strategies to increase public library visits. The literature review enabled the use of the place branding concepts to discover the relationships among the constituent parts, factors, expected outcomes, and loyalty, then to develop the research model and the hypothesis, which were verified using the Structural Equation Model. There were 34 research hypotheses, of which 21 were adopted. The place image factors such as library reliability, library reciprocity, and library safety were found to be significant. This study derived social contribution value as new place value and place image factors as the potential brand image of public libraries. It helped select the place image factors that best fit the local library's core values (i.e., place value). This study is meaningful because it is a fundamental study to introduce place branding in public libraries as an advertising and marketing strategy. And it is expected that public libraries will grow into high-quality brands with high awareness, loyalty, and secure leadership in the local community.

A Study on Sustainable Packaging for Flower Basket Design (지속 가능한 꽃바구니 디자인 패키징에 관한 연구)

  • Ahn, Hye Kyung;Kim, Heung Ryeol
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.81-100
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    • 2020
  • Since sustainable packaging of flower basket designs that are sold from florist shops is needed for both the seller and the buyer, studying of second packaging of flower basket design has begun. In this study, based on the survey that has been done in 2019, and the analysis of the interview that has been done in 2020, the suggestion of sustainable packaging development is the purpose. The definition of flower basket design was done and surveys of the status of domestic flower basket designs' second packaging were done in accordance with the type of basket which is an object, transportation, and characteristic of a florist shop. For sustainable packaging, based on physical theory, second packaging which depends on the packaging that includes design factor, transportation final destination has to be different. The factors to be considered as sustainable packaging are the quality of opaque paper, the necessity of first packaging, packaging structure that can fix an object, the form of second packaging influenced by types of transportation. Suggestions for packaging development included new materials for first packaging, eco-friendly objects that can be recycled and reused, structural packaging design, standardization and variability of packaging, protection of floristry which is the fundamental purpose of packaging, and brand advertisement effect. Based on the result of this study further designs of packaging will be commercialized. This study is significant for serving the opportunity of new packaging design for futuristic floristry that fit for unmanned system and studying of categories of products.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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