• 제목/요약/키워드: Design Thinking methodology

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Study on Consumer Preferences for Discount Presentations in Different Purchase Contexts

  • ZONG, Lu;DUAN, Shen
    • 유통과학연구
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    • 제19권12호
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    • pp.15-22
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    • 2021
  • Purpose: There is still lack of guidance for merchants toward price discount presentations (absolute/relative), especially for consumers in different purchase contexts. Based on the general evaluability theory, this study investigates consumers' preferences for the presentation of discounts in various contexts through experiments. Research design, data and methodology: The relationship between discount presentation and consumers' preference is investigated in Study 1 using a two-factor between-subject design of 2 (purchase type: material vs. experiential) ×2 (discount type: absolute vs. relative). The Moderating effect of thinking mode has been examined in Study 2 via a multi-factor intergroup design of 2 (purchase type: material vs. experiential) ×2 (discount type: absolute vs. relative) ×2 (cognitive load: high vs. low). One-way ANOVA and planned contrast have been performed for analysis. Results: Experiment 1 reveals that consumers prefer absolute discounts rather than relative discounts when in material purchases. However, when in experiential purchases, they are willing to choose relative discounts. Experiment 2 verifies the boundary conditions of matching effect and illustrates the generation of matching effect is determined by thinking mode. Conclusions: Our study enriches the theories of purchase type and thinking mode. Simultaneously, the results provide practical guidance for merchants to formulate the discount presentation and distribution pricing strategies.

정보기술 비수용에 영향을 미치는 요인: 근거이론에 의한 접근 (The Factors Influencing Information Technology Non-Acceptance: Approach by Grounded Theory)

  • 이웅규;박진훈
    • 한국정보시스템학회지:정보시스템연구
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    • 제24권4호
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    • pp.83-97
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    • 2015
  • Purpose: Traditionally, information technology acceptance have been considered one of the most important research issues. However non-acceptance, which was main objective of acceptance theories, have not been included in main research area by communities of information systems. This study is to identify the factors influencing non-acceptance of information technology and suggest a total research model for explaining the phenomena of non-acceptance. Design/methodology/approach: Grounded theory was adopted as a principal research method. which is an inductive technique of interpreting qualitative data about a social phenomenon to build theories about that phenomenon. Data were collected by depth interview and open question on potential non-adopters during 3 months. The collected data were coded by two main coding paradigm in ground theory, open coding and axis coding. Findings: Factors influencing non-acceptance, status quo, imitation, value evaluation, and concerning risk were extracted from open coding. These factors were integrated into system 1 thinking and system 2 thinking, which were from axis coding. More specifically, status quo and imitation are system 1 thinking which are more responsive and emotional thinking and value evaluation and concerning risk are system 2 thinking which are more rational and reasoning thinking.

The Blind Men and the Soft Drinks Industry in the United Arab Emirates

  • Annabi, Carrie Amani;Hassan, Fatima;Amer, Islam
    • 산경연구논집
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    • 제9권10호
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    • pp.21-37
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    • 2018
  • Purpose - This paper explores the contribution lean makes to service levels by addressing lean thinking application in logistics process improvement within a MNC soft drinks manufacturer situated in the United Arab Emirates, and identifies the most significant sources of wastes and their interdependence and highlights key attributes of successful lean implementation. Research design, data, and methodology - This case study examines key logistics employees' perceptions on lean methodology. Results - The results highlight the most significant types of wastes in logistical processes and illustrates ways to eliminate wastes and streamline process flow. The importance of the human role within lean methodology is also identified. Findings suggest that managers should follow both a micro and macro approach when implementing lean practices, as focusing on one waste often leads to ignoring the significance of other wastes. Conclusions - This study highlights the importance of implementing lean at both micro and macro levels and shows how staff involvement increases the efficacy of lean thinking. It offers guidance towards the efficiency of creating value stream mapping processes in situ, which considers different wastes and their interdependence. Managers with limited resources are encouraged to implement lean methodology taking cognizance of these factors.

디자인 사고 기반 메이커 교육 모형 개발: 상호보완적 특성을 바탕으로 (Development of a Model of Maker Education Utilizing Design Thinking : Based on the Complementary Features)

  • 윤혜진;강인애
    • 한국콘텐츠학회논문지
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    • 제21권4호
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    • pp.707-722
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    • 2021
  • 새롭게 야기되는 문제들을 능동적이고 창의적으로 해결할 수 있는 역량 함양을 위한 교육 환경으로 메이커 교육에 대한 관심이 증대되고 있으며, 이를 현장에 적용하는 다양한 연구들이 이루어지고 있다. 그 중 많은 사례들이 메이커 활동의 적용 단계로 디자인 사고 방법론을 활용하고 있다. 메이커 활동과 디자인 사고 방법론은 개념적으로 유사하지만 다른 특성을 가지고 있음에도 불구하고 이에 대한 고찰 없이 단순히 단계를 차용하여 수업이 설계되고 있어, 각 개념의 교육적 가치가 부각되지 못하고 있다. 이에, 본 연구는 메이커 교육과 디자인 사고의 상호보완적 관계를 바탕으로 메이커 교육 설계 모형을 개발하고자, 초안 개발, 형성평가, 최종안 완성의 절차에 따른 형성적 연구를 수행하였다. 그 결과 학습자의 자율성, 여러 가지 도구와 재료를 활용한 가시적 결과물 생산의 메이커 활동 특성과 문제 해결의 구체적인 과정, 사회 참여의 실천이라는 디자인 사고의 특성을 접목한 메이커 교육의 단계를 시각화하고 단계별 상세 활동과 교수전략을 제시하였다.

Emotional Robotics based on iT_Media

  • Yoon, Joong-Sun;Yoh, Myeung-Sook;Cho, Bong-Kug
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.804-809
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    • 2004
  • Intelligence is thought to be related to interaction rather than a deep but passive thinking. Interactive tangible media "iT_Media" is proposed to explore these issues. Personal robotics is a major area to investigate these ideas. A new design methodology for personal and emotional robotics is proposed. Sciences of the artificial and intelligence have been investigated. A short history of artificial intelligence is presented in terms of logic, heuristic, and mobility; a science of intelligence is presented in terms of imitation and understanding; intelligence issues for robotics and intelligence measures are described. A design methodology for personal robots based on science of emotion is investigated. We investigate three different aspects of design: visceral, behavioral, reflective. We also discuss affect and emotion in robots, robots that sense emotion, robots that induce emotion in people, and implications and ethical issues of emotional robots. Personal robotics for the elderly seems to be a major area in which to explore these ideas.

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The Effect of Counterfactual Thinking on Post-purchase Behavior of Retail Management

  • Kim, Young-Ei;Yang, Hoe-Chang
    • 유통과학연구
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    • 제16권2호
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    • pp.25-33
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    • 2018
  • Purpose - This study focused on the effect of counter-factual thinking on post-purchase behavior producing consumer regret at HMR selection and purchase. We have analyzed the factors that HMR production and distribution businesses should consider because distribution and marketing strategy reflecting consumers' demand. Research design, data, and methodology - For the purpose of carrying out this research, we conducted a direst structured questionnaire to students at 'J' college. A total of 237 valid questionnaires were collected for students and their parents at 'J' university. For the hypothesis test, exploratory factor analysis, t-test, regression and structure equation path analysis were performed. Results - The consumers who often resented HMR purchase did counter-factual thinking on post-purchase behavior were likely to do switching purchases. Counter-factual thinking on post-purchase behavior had a negative influence upon consumer's satisfaction with HMR safety and marketing characteristics. Conclusions - Consumers who had been satisfied to a certain degree might have cognitive dissonance of minor mistakes of HMR product were likely to have downward counter-factual thinking through contrast effects. Therefore, HMR producer and distribution businesses that had production, distribution and marketing strategy to satisfy consumers by raw material, freshness and safety were likely to switch to another product at one time mistake of selection, purchase and use.

디자인씽킹 방법론을 적용한 지속가능발전목표(SDGs) 기반 공학계열 비교과 프로그램 개발 사례 연구 (A Case Study on the Development of an Engineering Extracurricular Program based on the Sustainable Development Goals(SDGs) applying Design Thinking Methodology)

  • 황윤자
    • 실천공학교육논문지
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    • 제16권4호
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    • pp.423-432
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    • 2024
  • 본 연구는 창의융합형공학인재 양성을 위해 공학계열 학생들에게 지능형 로봇 분야의 공감할 수 있는 지역 문제를 발견하고 해결할 수 있도록 디자인씽킹 방법론을 적용하여 SDGs(Sustainable Development Goals)를 기반 비교과 프로그램을 개발 및 운영 효과를 탐색하는데 목적이 있다. 분석 결과, 전체 만족도 모두 4.55점 이상, 관련 역량들이 모두 증가하였으며 학생들의 최종 결과물에서도 지능형 로봇 분야 SDGs 주제와 연관성이 있었다. SDGs가 대학 교육에서 지속가능한 활동들이 중요한 평가 지표로 자리잡고 있는 시점에 공학계열 학생들에게도 본 프로그램의 개발 사례가 4차 산업혁명 시대와 함께 미래 사회를 이끌어나 갈 수 있는 창의융합형 인재 양성을 위한 융복합 프로그램 개발에 활용될 수 있기를 기대한다.

현대(現代) 후기(後期) 실내디자인의 표현성(表現性) (A Study on the Stylistic Expression of Late 20th Century Interior Design)

  • 이춘섭
    • 조형예술학연구
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    • 제1권
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    • pp.189-226
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    • 1999
  • The purpose of this paper is to examine the common characteristics of late 20th century interior design style and the post-modern thinking system. A period has its own predominant spirit which determine the tendency of art, and the ubiquitous power in the spirit decides the period's pattern of art. Therefore the interior design style belongs to general art sphere that has its own individual character derived from the dominant power of the controlling system. Paying special attention to this understanding, the auther has processed this paper by combining the post-modem thinking with special characteristics of each of the 20th century interior design style. Until now, researches have been focused on the individual style of post-modern design; however, a general research comprising the whole characteristics of expression has not been made. Accordingly, the rationale of emphasizing the general point of view is establshed. Also, this study suggests a model applicable to studies concerning other art area. This type of methodology is receving more attention as an approach investigating new art ideology for researching post-modern thinking and late 20th century art styles. The conclusions are as follows: First, the distinctive expressions of postmodernism appear to be characteristic of illusion, metaphor, pluralism, decoration, and symmetry, Those of late modernism appear to be the characteristic of complicated simplicity and symplified complexity, passiveness of symbolism and harmony, indeterminacy of form and space, and unintentional decorativeness. And the characteristics of deconstructionism are spatial difference and temporal defferal, and un-reductive and non formal abstractiveness of the space, unfinishness, chance, and secretiveness of individual style. Second, the disinctive expression seems to share common characteristics with postmodern thinking. The best examples are pluralism, non-formalism, populism, and historicism, originating from the deconstruction of 'meta-narrative'. Third, based on the second conclusion, general distinctive expression could be simplified as chacteristics of plurality, hybridity, and indeterminacy. These expressive chacteristics appear to be automatically connected with general postmodern thinking. Last, in consideration of the above conclusion, the extreme generality could be distinctively clarified as 'textural co-exsistence'. Accordingly, the author might confirm that 'textural co-existence' originated from the text that comes from postmodern thinking. In conclusion, design expression of late 20th century interior design accepts the ?universal theme of ubiquitous postmodern thinking. And universal expressions and supreme generality can be common analysis tools for understanding and studying complicated late 20th century interior design.

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객체지향 방법론을 이용한 자동차부품기업의 영업관리시스템 설계 및 구현 (Design and Implementation of Marketing and Sales Information System for Automotive Part Company Using Object-Oriented Methodology)

  • 강성배;문태수
    • 한국정보시스템학회지:정보시스템연구
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    • 제13권1호
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    • pp.77-95
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    • 2004
  • According to the increase of organizational complexity and the change of rapid information technology environment, many firms have shifted their information technology(IT) strategy from developing information systems in-house to purchasing application software such as Enterprise Resource Planning(ERP) Systems. Marketing and Sales functions within a Korean automotive part company include developing new assembly products, determining pricing, taking customer's orders, and shipping assembly products to customers. Marketing and Sales Information System(MSIS) in ERP system plays an important role in next Production Planning process. MSIS also makes management reporting and decision making faster and more uniform throughout an organization. MSIS promotes thinking about corporate goals, as opposed to thinking only about the goals of a single department or functional area. This paper intends to design and implement a MSIS in ERP systems for Korean automotive part company using object-oriented methodology In order to accomplish the implementation of MSIS in ERP system, we employed UML as its standard modeling language. In this study, four diagramming techniques such as use case diagram, sequence diagram, class diagram, component diagram among eight modeling techniques are used for analyzing hierarchical business process. In traditional marketing and sales function, a company with an unintegrated information system can have marketing and sales data that is data redundant or inaccurate. MSIS integrated in ERP system can solve the sales forecast problem, which minimizes the total costs of production, inventory, and transportation under constraints of production capacity. Also, the use of UML methodology makes S/W programmers shorten the phase of analysis and design in the implementation of MSIS system, and increase the reuse of software and the interoperability with corporate internal Information system.

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Role-playing을 적용한 가구 디자인 수업 개발 사례 연구 (Study on Development Process of Furniture Design Class by Applying Role-playing)

  • 인치호
    • 한국가구학회지
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    • 제27권4호
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.