• 제목/요약/키워드: Design for Experience

검색결과 3,898건 처리시간 0.029초

서비스 산업의 브랜드 체험, 고객의 지각된 가치, 브랜드 지지행동의 관계 (The Relationships among Brand Experience, Customer Perceived Value, and Brand Support Behavior in Service Industry)

  • 정진봉;김규배
    • 유통과학연구
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    • 제17권2호
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    • pp.91-100
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    • 2019
  • Purpose - The importance of customer experiences has been increasing in retail industry as wells as theme park industry. The purpose of this research is to investigate relationships among brand experience, customer perceived value and brand support behavior in theme park industry. Furthermore, we tried to examine the moderating effects of interaction with customers in the relationships between brand experience and customer perceived value. Besides, we provided some implications for not only the theme park industry but also other service industries such as retail industry. Research design, data, and methodology - The research model has nine hypotheses, and we examined them empirically in this study. Five hypotheses were about relationships among theme park brand experiences, customer perceived value, and brand support behavior. The other four hypotheses were about the moderating effects of customer interactions in the causal relationship between brand experiences and customer perceived value. A total of 167 samples who had visited the theme park were surveyed and the hypotheses were tested with the statistical package programs such as SPSS 21.0 and AMOS 21.0. Results - The results of this study are as follows. First, it was proved that theme park visitors' sensory experience, emotional experience, and cognitive experience have significant positive effects on perceived value, although the hypothesis about the causal relationship between behavioral experience and perceived value is not supported. Second, the customer perceived value has a positive effect on brand support behavior. Third, customer interaction has a positive moderating effect between brand experiences and perceived value, except for behavioral experience. Conclusions - Based on the results of this study, there can be following significances and implications from both theoretical and practical perspectives. First, we confirmed the importance of experiential marketing in other service industries such as retail industry as well as the theme park industry. The marketing managers in these industries need to design various experience programs considering the various characteristics of experiences such as sensory, emotional, and cognitive experiences. Second, it will be necessary for the theme park managers to encourage active participation of customers, and raise the level of interaction between employees and customers.

계획되지 않은 햅틱 경험이 상품의 가치 평가에 미치는 영향 (Effect of Unplanned Haptic Experience on Product Evaluation)

  • 박용배;박주화;조광수
    • 디자인융복합연구
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    • 제14권5호
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    • pp.47-56
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    • 2015
  • 사람들은 상품에 대한 선호 결정과 가치 평가를 위해 제품을 직접 만져보기를 원한다. 일반적으로 사람들은 경험되는 햅틱 경험이 제품의 속성에 의해 이루어지고 있음을 가정하고, 계획적으로 선호와 판단의 근거로 사용한다. 하지만 경험되는 햅틱 경험이 제품의 속성에 의해 이루어지지 않았음에도, 즉 비계획적인 햅틱 경험이 제품의 선호와 가치 평가에 영향을 줄 수 있음을 시사하는 연구가 제안되고 있다 (Ackerman, Nocera, & Bargh, 2010). 본 연구는 이러한 비계획적/우연적 햅틱 경험이 (1) 사용자의 인지적 경향성을 변화시키는지 (2) 햅틱 경험의 원인에 대한 오귀인을 일으키는지, 두 가설을 제안하고 경험적으로 검증하였다. 실험 참여자는 태블릿 컴퓨터 화면에 제시되는 상품을 보고 부드러운 소재의 제품군과 딱딱한 소재의 제품군의 최대 지불 용이 가격을 책정하였다. 실험 결과 비계획적 햅틱 경험은 사용자의 인지적 경향성을 변화시킴으로서 상품의 가치 평가에 영향을 주었다. 모바일 디바이스의 커버, 오프라인 커머스 환경에서 제품의 포장재, 판촉물, 메뉴판 등 사용자들과 직접적으로 접촉하는 다양한 상황에서 발생하는 비계획적 햅틱 경험의 활용가능성을 논의하였다.

여성의 구두 구매 및 착용에 관한 연구 (A Study on Purchase and Use of Women's Dress Shoes)

  • 천종숙;최선희
    • 한국의류학회지
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    • 제24권2호
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    • pp.185-191
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    • 2000
  • This survey was carried out to clarify the consumers' behavior related the purchase and use of women's dress shoes. The subjects participated in this study were 386 Korean women. Their age were ranged from 18 to 86 years. The results of this study were as following; 1. The most popular women's dress shoe sizes were 235 and 240. 2. 82.6% of subjects had experienced uncomfortable fit when they wore dress shoes. 3. The subjects aged over 30 years preferred low heel shoes. They valued wearing comfort above fashion trend in shoe design consideration. 4. The subjects aged under 30 years gave more emphasis on fashion trend than comfort and fit when they purchase dress shoes. 5. Consumer's experience of unfit with dress shoes was different with age. The younger subjects complained improper bottom sole shape. The older subjects had experience of unfit with outshell design and material. The subjects aged over 60 years thought that their dress shoe design was too narrow at the toe and lack for flexiblity of shoe material.

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항공기 시스템 설계와 안전성평가에 운영경험 반영 사례 연구 (A Study on the Application of Operational Experience in the Stage of Aircraft System Design and Safety Assessment)

  • 구민성
    • 한국항공운항학회지
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    • 제22권2호
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    • pp.34-39
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    • 2014
  • Airworthiness authorities specify the technical standards of airworthiness that propose minimum requirement of the commercial transport category and apply the rules in the certification process to ensure the safety of the aircraft. The Federal Aviation Administration and other national airworthiness authorities define the fatal accident risk levels for the safety assessment of the aircraft system and establish standard procedures to apply both qualitative and quantitative analysis techniques. However, an accident or incident may occur by the combination of various factors, although the aircraft is designed in accordance with the strict standards and approval by the Airworthiness Authorities. There are some key factors, such as human error, unpredictable complex system failures, degradation of the components reliability, improper maintenance task and intervals. Risk can be reduced by reflecting aircraft operational experience with similar types of aircraft in the process of aircraft development and safety assessment. Result of the root cause analysis for the Airbus A300-600 incident in which the aircraft engine reverser was deployed in the air have been introduced to reflect the design of system and related components. Also, this paper suggests to create a big-database in order to provide a feed-back to the FAR Part 25 transport category design and safety assessment of the operational experience.

서울시 문화콘텐츠 모바일 애플리케이션 사용자 경험 연구 (A Study on the User Experience of the Mobile Application of Cultural Contents in Seoul)

  • 심효빈;김승인
    • 디지털융복합연구
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    • 제18권9호
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    • pp.357-362
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    • 2020
  • 본 연구는 기존 서울시 문화콘텐츠 애플리케이션 사용자 경험을 비교 분석함으로써 통합 애플리케이션의 효율적인 사용자 경험을 제안하는 데 목적이 있다. 연구 방법으로는 기존 애플리케이션의 사용자 경험 측정을 위하여 허니콤모델의 7가지 요소를 기반으로 인터뷰를 실시하고 분석하였다. 연구결과, 세 가지로 요약하였다. 첫째, 다양한 정보를 한눈에 알기 쉽게 범주별로 정리해야 하는 것, 둘째, 애플리케이션 내에서 관람권을 쉽게 구매할 수 있도록 해야 하는 것, 마지막으로 나에게 맞는 문화콘텐츠 추천이 이루어져야 한다는 것을 알 수 있었다. 본 연구는 효율적인 서울시 문화콘텐츠 통합 애플리케이션 사용자 경험의 기초자료로 활용될 수 있기를 기대한다.

농촌마을의 지역유산활용에 대한 연구 (A Study on the Application of Regional Heritage for Rural Community)

  • 방한영
    • 한국농촌건축학회논문집
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    • 제6권2호
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    • pp.53-64
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    • 2004
  • The result of this study about application methods of regional heritage are important things. 1. Rural community going ahead Rural Activation Policies applied in regional heritage, have principal experience programs based on visiter's demands. 2. The programs applied regional heritage are most useful application methods of traditional-cultural experience, and following, folk-life and nature environment experience. 3. Insufficient of scheme for applying regional heritage, and specific characters and identity of rural community, is coming out the inadequate plan of community design with comparing other neighborhoods.

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웹 접근성을 준수한 웹 사이트 제작에 영향을 미치는 요인 (Analyses of Factors Affecting Accessible Website Design)

  • 강영무;홍순구;김동완;차윤숙
    • 한국IT서비스학회지
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    • 제11권1호
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    • pp.1-14
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    • 2012
  • The Web accessibility compliance rate of public organizations and private enterprises is still low due to the lack of awareness of Web accessibility by website developers and managers in spite of the fact that web accessibility compliance became mandatory in 2008. Web developers and managers think the website visual quality might be compromised or the website requires more development time and budget in order to comply with the web accessibility guidelines. Therefore, this paper has analyzed whether developers with various training in web accessibility or experience on website development have different perception on time, cost and design issues for developing accessible websites. For this purpose, 72 Web developers with hand-on experience working for website development companies in Korea were sent to the questionaries. The results have indicated that the group of developers with many hours of training in web accessibility and rich experience on website development perceives that they can develop accessible website without additional cost and time or compromising design quality. The contributions of this paper are following: (1) proving the widely recognized perception on budget, time, and design for developing accessible website is incorrect and (2) motivating further research on this subject in the future.

PC사용경험이 PDA사용에 대한 직관적 인지에 미치는 영향에 관한 연구 (The effect of the PC experience on the usability of PDAs - make a comparison between Palm Vx and iPAQ Pocket PC on intuitive recognition to use the PDAs, based on laboratory-based usability testing)

  • 정상훈;이건표
    • 디자인학연구
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    • 제16권2호
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    • pp.301-310
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    • 2003
  • The interface design of mobile products has become a hot issue recently as a variety of products are being developed for extended usages. There have been two different views on interface design of mobile products like PDAs(personal digital assistants) or cellular phone. One 치aims that the current interface design of PC cannot be directly applied because mobile products have their own specific functions and requirements. On the meantime, the other argues that an extended application of PC metaphors to mobile products can have advantages because users'PC experiences can reduce the learning efforts and thus contribute to intuitive understanding mobile products. In this research, two types of PDAs, developed according to the aforementioned conflicting philosophies were compared and evaluated, based on laboratory-based usability testing conducted by novice users. The experiment consists of asking subjects to perform identical tasks for the two different types of products. The interaction data collected during usability testing were analyzed in terms of time taken, rate of success of tasks and errors. The experiment shows that there were some meaningful effects of users'experience of PC on the usability of PDAs.

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백화점 직영 여행사를 위한 인테리어 디자인 (Interior design for the travel agency in Karstadt department store in Dusseldorf)

  • 이란표
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2005년도 추계학술발표대회 논문집
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    • pp.213-216
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    • 2005
  • This work aims on the one hand at the sublation of the typical image of the existing travel agencies and on the other at the making of new image that meets the clients' wishes. Looking in the face that in the existing travel agencies most clients are straying with the overflowing and selling-oriented informations, this design work pursue the image making of a new atmosphere of travel agency, in which the clients can make a rational choice. In complying with the policies of the travel agency in the Karstadt department store I have arrived at the basic design theme: the desire for travel depends on how organically and reciprocally the interest on the travel and the presentation of the travel information are combined with and permeated into each other, and furthermore how multifariously and plentifully these reciprocal combining and permeating are put on the stage. So it follows that the travel agency must let the clients indirectly experience the wished travel through staging various kinds of experience spaces. Consequentially the basic concept of the design can be summarized in the following: overlapping-transmitting and permeating-suspending.

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