• Title/Summary/Keyword: Customer-centered

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A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

A study on the impact of host's personalized offline services and platform ease of use on shared homestay consumers' purchase intention

  • Zou, Ji-kai;Yoon, Sung-joon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.7
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    • pp.109-118
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    • 2021
  • Different from previous studies, this study focuses on accommodation providers' personalization services and platform convenience variables, identifying how these prior factors affect perceived value and trust in accommodation services on a shared homestay platform, and how consumers' innovation plays a role in the process. Through this, we would like to identify the mechanism of interaction between accommodation service providers and consumers mediated by the shared homestay platform and present implications for a more customer-centered platform operation strategy. This study has an extended meaning for prior research, empirically confirming that the increase in personalized offline service quality of personalized hosts in shared economic models has a positive impact on perceived value and platform trust of consumers. At the same time, we confirm that under the shared economy model, consumers' innovation propensity plays an important positive role in regulating their perceived value aspects as well as their confidence in the platform.

Effect of Product Design Innovation on Favorability and Purchase Intention -Centered on bluetooth speaker- (제품디자인 혁신성이 호감도와 구매 의도에 미치는 영향 -블루투스 스피커를 중심으로-)

  • Lee, Junsang;Park, Jun-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.228-233
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    • 2021
  • As the number of successful design innovation product cases in business increases, interest in design innovation is increasing. This study aims to examine how the design innovation (functionality, ergonomics, aesthetics) of Bluetooth speaker products affects the customer's preference and purchase intention. It proposes a research model through rational behavior theory (TRA) and technology acceptance model (TAM) for empirical research. The questionnaire was composed of questions to understand the influence of design innovation, favorability, and purchase intention. As a result of the study, functionality, ergonomics, and aesthetics influenced product preference and purchase intention. In order for the innovative product of Bluetooth speaker design to be accepted in the early market, it is most important to form a positive attitude toward favorability centering on function and aesthetics. Favorability is a factor that has the most decisive influence on the purchase intention of design innovation products, and companies must discover and reinforce various factors that positively affect the preference.

Study on Upcycling Product Design Process using Recycled Textiles - Focusing on the Design Results of PBL(Problem Based Learning) Process- (재활용 텍스타일을 활용한 업사이클링 상품디자인 프로세스 연구 -문제중심학습(PBL) 과정의 디자인 결과물을 중심으로-)

  • Song, HaYoung
    • Journal of Fashion Business
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    • v.25 no.5
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    • pp.131-148
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    • 2021
  • Upcycling is a sustainable way to recycle waste resources and solve the global problem of environmental pollution. Upcycling is now attracting attention as fiberization and the disposal of waste clothing have become a serious issue. However, the customer's willingness to purchase upcycled products should be increased by propagating that the product value of a reborn commodity is of high value; these products are meant for new purposes and prepared with recycled materials. In this study, we created 11 designer items by applying an eco-friendly concept in the design process of upcycled textiles and products. From 2020 to 2021, a PBL(Problem Based Learning) curriculum was taught in design planning classes. The final 11 design items were derived after developing an eco-friendly product design for upcycled textiles. These final items were as follows: 5 fashion bags, 3 dog products, 1 clothing, 1 fashion accessory, and 1 sanitary mask design. In order to develop only one aesthetic design idea for upcycling, we considered the following features: user-centered convenience, functionality, and practicality. Then, tie-dye, drawing, patchwork, and embroidery were used to create innovative design items. The product design of recycled materials is based on high functionality, waterproofing, and the use of organic natural materials. The results of this study indicate that the creative product design of upcycling has contributed to a sustainable and eco-friendly environment. Related research studies must be conducted for innovating the continuous design process of the future.

Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

Analysis of Mission, Vision and Core values in Korean Tertiary General Hospitals Through Text Mining (텍스트 마이닝을 통한 상급종합병원의 미션, 비전, 핵심가치 분석 연구)

  • Ji-Hoon Lee
    • Korea Journal of Hospital Management
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    • v.28 no.2
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    • pp.32-43
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    • 2023
  • Purposes: This research is conducted to identify main features and trends of mission, vision and core values in Korean tertiary general hospitals by using text-mining. Methodology: For the study, 45 mission, 112 vision and 190 core values are collected from 45 tertiary general hospitals' homepages in 2022 and use word frequency analysis and Leyword co-occurrence analysis. Findings: In the tertiary general hospitals' mission, there are high frequency words such as 'health', 'humanity', 'medical treatment', 'education', 'research', 'happiness', 'love', 'best', 'spirit', and mission mainly includes the content of contributing humanity's health and happiness with these words. In case of vision, high frequency words are 'hospital', 'medical treatment', 'research', 'lead', 'trust', 'centered', 'patient', 'best', 'future'. By using these words in vision, it represents the definition and characteristics of vision such as ideal organizations in the future, goals and targets. As a result of the Leyword co-occurrence analysis, vision includes the content of 'high-tech medical treatment', 'special care for patients', 'leading education and research', 'the highest trust with customer', 'creative talents training'. -astly, the high frequency word-pairs in core values are 'social distribution', 'innovation pursuit', 'cooperation and harmony', and it defines standards of behavior for organizations. Practical Implication: To correct the problems of vision, mission and core values from findings, firstly, it needs for Korean tertiary general hospitals to use the words that can explain organization's identity and differentiate others in their mission. Secondly, considering strengthening the role of hospitals in their community and the importance of members in organizations, it is necessary to establish vision with considering community and members to activate vision effectively. Thirdly, because there are no specific guidelines of establishing mission, vision and core values for healthcare organizations, this research concepts and results could be utilized when other organizations establish mission, vision and core values.

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Analyzing fashion item purchase patterns and channel transition patterns using association rules and brand loyalty in big data (빅데이터의 연관규칙과 브랜드 충성도를 활용한 패션품목 구매패턴과 구매채널 전환패턴 분석)

  • Ki Yong Kwon
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.199-214
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    • 2024
  • Until now, research on consumers' purchasing behavior has primarily focused on psychological aspects or depended on consumer surveys. However, there may be a gap between consumers' self-reported perceptions and their observable actions. In response, this study aimed to investigate consumer purchasing behavior utilizing a big data approach. To this end, this study investigated the purchasing patterns of fashion items, both online and in retail stores, from a data-driven perspective. We also investigated whether individual consumers switched between online websites and retail establishments for making purchases. Data on 516,474 purchases were obtained from fashion companies. We used association rule analysis and K-means clustering to identify purchase patterns that were influenced by customer loyalty. Furthermore, sequential pattern analysis was applied to investigate the usage patterns of online and offline channels by consumers. The results showed that high-loyalty consumers mainly purchased infrequently bought items in the brand line, as well as high-priced items, and that these purchase patterns were similar both online and in stores. In contrast, the low-loyalty group showed different purchasing behaviors for online versus in-store purchases. In physical environments, the low-loyalty consumers tended to purchase less popular or more expensive items from the brand line, whereas in online environments, their purchases centered around items with relatively high sales volumes. Finally, we found that both high and low loyalty groups exclusively used a single preferred channel, either online or in-store. The findings help companies better understand consumer purchase patterns and build future marketing strategies around items with high brand centrality.

A Study on the Development of One-Mile Comfort Wear Products for New Silver Women (뉴 실버 여성의 원마일 컴포트웨어 제품개발 연구)

  • Eun-Jung Cho;Chan-Ho Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.57-72
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    • 2024
  • Currently, Korea is on the verge of entering into an ultra-aged society and the associated market size is growing. In this regard, customer-centered design that understands the consumer needs of the new silver generation, which is emerging as a new consumer group, and reflects them in products is the key to the success of the high-value-added fashion industry. Therefore, this study reviewed the changes in physical, biological, social, and psychological characteristics of the new silver generation, through a review of related books and previous studies, and secured the direction for clothing product development for the new silver generation. The literature review was supplemented by group interviews to accurately identify the needs of silver consumers. In addition, the study conducted case analysis through web searches of fashion magazines, newspaper articles, brand web sites, and trend information sites to investigate the market trends of one-mile wear products that have emerged due to the COVID-19 pandemic, the characteristics of one-mile wear brands, and products for new silver women, including size specification analysis and sewing techniques that minimize skin irritation while reflecting the consumer's characteristics. Based on the results of this study, a competitive design and product development were proposed from an economic and industrial perspective that can enhance the product value and maximize the marketing effect by developing consumer-oriented one-mile comfort wear products with aesthetic, practical, functional, and economic values that satisfy the characteristics and needs of new silver women.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.73-85
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    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.

A Study on Kiosk Satisfaction Level Improvement: Focusing on Kano, Timko, and PCSI Methodology (키오스크 소비자의 만족수준 연구: Kano, Timko, PCSI 방법론을 중심으로)

  • Choi, Jaehoon;Kim, Pansoo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.193-204
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    • 2022
  • This study analyzed the degree of influence of measurement and improvement of customer satisfaction level targeting kiosk users. In modern times, due to the development of technology and the improvement of the online environment, the probability that simple labor tasks will disappear after 10 years is close to 90%. Even in domestic research, it is predicted that 'simple labor jobs' will disappear due to the influence of advanced technology with a probability of about 36%. there is. In particular, as the demand for non-face-to-face services increases due to the Corona 19 virus, which is recently spreading globally, the trend of introducing kiosks has accelerated, and the global market will grow to 83.5 billion won in 2021, showing an average annual growth rate of 8.9%. there is. However, due to the unmanned nature of these kiosks, some consumers still have difficulties in using them, and consumers who are not familiar with the use of these technologies have a negative attitude towards service co-producers due to rejection of non-face-to-face services and anxiety about service errors. Lack of understanding leads to role conflicts between sales clerks and consumers, or inequality is being created in terms of service provision and generations accustomed to using technology. In addition, since kiosk is a representative technology-based self-service industry, if the user feels uncomfortable or requires additional labor, the overall service value decreases and the growth of the kiosk industry itself can be suppressed. It is important. Therefore, interviews were conducted on the main points of direct use with actual users centered on display color scheme, text size, device design, device size, internal UI (interface), amount of information, recognition sensor (barcode, NFC, etc.), Display brightness, self-event, and reaction speed items were extracted. Afterwards, using the questionnaire, the Kano model quality attribute classification of each expected evaluation item was carried out, and Timko's customer satisfaction coefficient, which can be calculated with accurate numerical values The PCSI Index analysis was additionally performed to determine the improvement priorities by finally classifying the improvement impact of the kiosk expected evaluation items through research. As a result, the impact of improvement appears in the order of internal UI (interface), text size, recognition sensor (barcode, NFC, etc.), reaction speed, self-event, display brightness, amount of information, device size, device design, and display color scheme. Through this, we intend to contribute to a comprehensive comparison of kiosk-based research in each field and to set the direction for improvement in the venture industry.