As the materials being used in children's clothing become diverse, the number of reported problems related to various aspects of washing and wearing is increasing. Many customers experience great dissatisfaction when using these children's garments due to their lack of professional knowledge in washing, fabric, and detergents. Thus, this paper focuses on various cases in which housewives have experienced product damage after washing their children's garments according the prescribed directions. Of particular interest is how the consumers respond to such damage in garments and how their experiences with garment damage affect the sellers of these garments. A total of 292 housewives with children less than 8 years old living in Seoul responded to our survey, out of which 83 reported to have suffered negative consequences. By analyzing the 83 responses, the following results were found: First, the problems reported by the housewives in regards to washing children's garments were mostly related to the durability or color change problems. Secondly, the most favored means of response to garment damage were 'complaining directly to the seller' (16.7%) and 'complaining at the customer service department of the manufacturer or seller' (13.5%). Thirdly, among the actions they requested to the seller/manufacturer, 'ask for an exchange' marked the highest. Lastly, respondents admitted that their experiences with garment damage as well as the attitude or response of the manufacturer/retailer to their complaints would influence their repurchase intention.
This research purposed to the conceptual model with integrates the expanded task technology fit theory(TTF) and technical acceptance model(TAM) for the effect of the motivational factor of the consumer characteristics in the used the fashion mobile commerce. To fulfill the study objectives, a total of 432 questionnaires were conducted to the customers with first-hand experience with merchandise in mobile commerce. The judgement sampling method was employed on sample population ages from 20s to 30s over two month period. Based on the results of the above-mentioned path analysis, The result showed that First, the utilization experience was adopted as the have the notes effect in the and information acquisition fit, support fit, quality fit, perceived ease of use. and the innovativeness was adopted as the have the notes effect in the information support fit, perceived trust, perceived ease of use. and the self-efficacy was adopted as the have the notes effect in the and information quality fit, perceived usefulness, perceived ease of use. Second, the information acquisition fit, support fit were adopted as the have the notes effect in the perceived trust, perceived usefulness, perceived ease of use. and the information quality fit was adopted as the have the notes effect in the perceived trust, perceived usefulness. Third, the appeared similar effect which considers from all relationships such as perceived trust, perceived usefulness, perceived ease of use, acceptance attitude and purchase intention.
The purpose of this study was to investigate the Korea-resident foreigners's adaptability and preference to Korean foods. The survey was carried out among 144 foreigners living in Seoul, Korea (male 57, female 87; from the East 109, from the West 35). Based on the first impression of Korean food, 'spicy', 'strong taste of seasoning', 'salty' were most common. About 90 percent of the foreigners adapted to Korean food in six months. It took more time to adapt to Korean food for Western people, compared to people from the East. Factors that influenced their adaption to Korean food were shown to be 'efforts by myself' and 'from friends'. Foreigners posited positive attitude toward Korean food according to their answers like 'nutritionally great food' and 'food with interesting ways of eating'. Westerners appeared to be more satisfied with Korean food. 'Too strong seasoning taste' and 'too sweet' were pointed out for further improvements. Beef Bulgogi, (Korean) fruit, Beef Ribs, Pork Ribs, and Grilled Pork Belly in order were foreigners' favorite foods, but Soju, Korean Sausage, Sliced Rice Cake Soup, Radish Kimchi and Vegetable Side Dishes were not. Taken together, the adaptability and preference to Korean foods to foreigners were different according to the gender and cultural background. Target marketing strategy of Korean Foods should be considered for foreign customers.
This study is to determine the status of satisfaction and well-being and work environment aimed at SME workers, deficiencies is to improve the overall satisfaction improvement. As a result of the confidence analysis to verify the reliability of the measurement tool, all of the factors is somewhat higher reliability coefficient was found to less than 0.6. Job factors, relationship factors, compensating factors are subjected to multiple regression analysis as job satisfaction and welfare duties factors to determine the impact on satisfaction, relationship factors, the compensation factor as an independent variable and dependent of each job satisfaction and welfare satisfaction variable result of three factors, job factors and compensation factors, two factors had significant influence on job satisfaction. When the job factor ${\beta}$ value(0.584), the compensation factor(0.369) showed a net impact on job satisfaction big. By improving the business environment and well-being through improved employee satisfaction, it came to a positive attitude to business is expected to have a positive impact on the satisfaction of external customers.
Journal of Korean Society of Industrial and Systems Engineering
/
v.40
no.4
/
pp.87-95
/
2017
This study aims to configure what dimensions make up for smart phone after service quality, and how this service quality affects customer satisfaction and customer loyalty. Smart phone market is a market of the device leading the digital convergence as well as positioning itself as one of the national growth driving industry. To survive in this matured market, companies should have to respond actively to radical changes and customers needs in the so-called Smart Revolution environment. Lately, however, the smart phone market is prospected to move from growth phase to mature phase by the scholars. In order to proactively respond to the change in such market condition, companies need to provide absolute advantage in customer loyalty over their competitors by revolutionizing the after-sales service quality. Qualified A/S will lead to service satisfaction and achieve customer loyalty. The empirical analysis results obtained through A/S quality are as follows : First, human quality (attitude, expertise, problem-solvability), environment quality (handling agility, convenience, comfort), service policy quality (quality guarantee, additional service operation) are dimensions that make up for A/S quality. Second, A/S quality dimension showed a significant positive influence on service satisfaction and A/S satisfaction showed a positive influence on customer loyalty as well. Based on this empirical study, we propose some implications for A/S quality improvement. First, human quality dimension has relatively higher influence on A/S satisfaction in case of free A/S, so companies need to solve the product problem completely when consumer's first visit by continual employee education. Second, in case of paid A/S, the service policy quality-especially A/S Warranty period- has higher influence on A/S satisfaction.
Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
Journal of Korea Game Society
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v.15
no.4
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pp.79-92
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2015
The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.
This study is concerned with the factors that influence the radicalness of new product development by firms. The innovativeness of firms' new product development differs in their frequency and radicalness. Based on previous research on product innovations, this study provides a hypothetical model that links firms' internal variables and external relations variables to the radicalness of product innovation, which in turn is linked to marketing performance. For an empirical analysis, the data were collected from South Korean firms. The result of this study provides evidence that the stronger is firms' management attitude toward risk taking, marketing competency, and technical competency, the higher is the possibility of radical product innovation. It also shows that, contrarily to the hypothesis, firms with collective reward system rather than individual reward system are more likely to develop radically new products. This study also shows that the better are firms' R & D collaboration with suppliers and interfaces with customers, the higher is the possibility of radical product innovation.
With the increase of elderly people, educators have begun designing experiences to prepare students to work with elderly group. The purpose of this study is to evaluate the knowledge and attitude of students majoring in food and nutrition for the elderly and their intentions to provide services for the elderly. The knowledge level of the students was in a medium range, and no relationship was found between knowledge and attitudes using Pearson correlation. The knowledge did not significantly differ across gender and academic level when compared using t-test and ANOVA, but knowledge level was significantly different based on residential experiences with elderly over 65 years of age (p < 0.05). Students had neutral attitudes toward working with elderly employees and working for elderly. Students had positive intentions to work with elderly employees, seek employment in an organization for elderly clients/customers, and seek opportunities for positive social interaction with the elderly. However, students do not have positive work preference with elderly employees. As a result of multiple regression analysis, it was found that knowledge was not a predictor of intentions to provide services to the elderly. However, attitudes toward working with elderly employees, attitudes toward elderly, residential experiences with elderly > 65 years have been predicted the intentions to work with elderly employees. Attitudes working with elderly employees and attitudes toward elderly influenced the intentions to work in the organizations to provide services to elderly. This study can be identified the need for additional didactic preparation and experiences to prepare students to work with elder aging population.
Although consumer needs for better products force manufactures to put emphasis on design, often development of a product has been done without the formal phase to consider human needs. In order to identify the implicit needs of customers and the areas of potential demand on a product, several analysis scheme such as QFD(quality function deployment) has been developed. For this, first of all, the methods for evaluating consumers satisfaction about their needs must be determined. However there were only few systematic methods on shoe design. In this paper we developed an innovative framework for human satisfaction evaluation of shoes. As a result, we uncovered 29 dominant human satisfaction dimensions for customer-oriented quality evaluation of a comfortable shoes. Here, 29 satisfaction dimensions were identified as the dimensions that represent the human sensitivity and psychological feeling on comfortable shoes. This study helped the designers and developers clarify the conceptual and abstract aspect of the design evaluation by proposing a more systematic and process-oriented method.
Journal of the Korean Society of Clothing and Textiles
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v.25
no.6
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pp.1155-1166
/
2001
The purposes of this research were 1) to identify shopping orientation according to customer's personality type, 2) to examine perceived importance of service and satisfaction of service related to customer's personality type, 3) to find the relationships of evaluation of salesperson's service and re-purchase intention in each of customer's personality types. The data were collected via self-administered questionnaires from 434 female formal wear shoppers. and were analyzed by frequency, factor analysis, ANOVA, Chi-square test, and multiple regression analysis. The results of this study were as follows: Shopping orientations varied according to customer's personality type. E type had stronger Hedonic/self-confidence than I type, F type had higher Depending decision making than T type and P type had higher Quick decision making than J type. And service items satisfied the customers with a certain personality type. E type was satisfied with timely and proper A/S, not forcing to purchase and trustful behavior of salesperson more than I Type was. And also with expertise, individualized care, polite attitude, and merchandising promotion. N type was satisfied with individualized care more than S type was. A service evaluation criterion affected the re-purchase intention for a customer with a certain personality type. Customer's convenience in E. I. S, N, T, F, J types had a significant effect on re-purchase intention. And Expertise/ care in E, N, T, J types had a positive effect on re-purchase intention. also Politeness in E, I, S, N, T, J, P types did. But in only E type, Merchandising promotion affected re-purchase intention.
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