• Title/Summary/Keyword: Design-marketing Strategy

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A Case Study on the Design of Container Terminal in Vietnam

  • Choi, Yong-Seok;Choi, Sang-Hei;Kim, Woo-Sun;Ha, Tae-Young
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2006.10a
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    • pp.193-202
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    • 2006
  • Port development is remarkable increased due to the progress of industrialization in ASEAN area. Especially, Vietnam has increased the international physical distribution in this area rapidly. The main issues facing decision makers at container terminals in Vietnam are how to expand the existing container terminals and construct new container terminals. In this paper, we performed the basic design based on simulation analysis in order to support the expansion of Quy Nhon port in Vietnam as a case study. The preliminary capacity analysis was conducted on the one berth at the port to analyze the scale of C/C and yard area. Alternative scenarios were created based on the preliminary capacity analysis and the detailed simulation analysis was conducted fur the scenarios. And in order to establish the marketing strategy, we classified the marketing elements by industrial environment and performed SWAT analysis of the port.

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디자인 중심 신제품 개발 전략의 성공 요인에 관한 연구 - 초콜릿 폰 개발 사례를 중심으로 -

  • Jang, Seong-Geun;Ryu, Seong-Il;Kim, Jin-U
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.545-559
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    • 2006
  • The function of product design has been an important part for success on new product development We deeply studied 'Chocolate-Phone' case which is considered as a representative of adopting design-oriented new product development strategy. According to this study, we found three contextual factors and nine key success factors for design-oriented new product development. The contextual factors consist of the strong needs for innovative product development, customer's needs for the emotional value, competitive situation for the new product launching. The key success factors consist of design, development marketing, overall sides. The key success factors of design side are to select talented designers and take an insight for market and communication skill. The key success factors of development side are to possess high technological abilities, to do divergence with removing or giving up some function management's strong support. The key success factors of marketing side are to bring core marketers from outside, capacity to gather ideas from outside. The key success factors of overall side are to share design-oriented principle with other parts and to change member's mind from engineer-oriented to market-oriented.

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A Study on Cultural Product Design Development -Case Study on Concept Design Development from the Cultural Factors of Gwang-Ju (문화상품 디자인개발에 관한 연구 -광주광역 문화요인에 대한 컨셉 디자인 개발 사례를 중심으로-)

  • 김혜숙
    • Archives of design research
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    • v.15 no.1
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    • pp.299-308
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    • 2002
  • Along with the increasing social concern on cultural products and corresponding policy development by government many domestic regions have been trying to establish their own cultural identity. Based on the case stuffy for Gwang-Ju, this paper provides a methodology of developing cultural products from the unique regional resource. Its scope was classified into three categories: alread-developed, regional character and regional theme products. For this purpose, marketing strategies were established for quality improvement and promotion of cultural products through analysis on the current products including a questionnaire to customers. Then, conceptual designs for each scope were developed through the five steps of "selection of items", "target customer analysis", "concept establishment", "extraction of cultural factos7" and "derivation of conceptual design". The concept establishment was based on the expression of the material characteristics, the harmony of tradition and modernity, symbolization of images and so on. The cultural factors taken into account included the natural resources, historical heritages and landmarks. Finally, several examines of the conceptual designs were illustrated for commercial products. This study could be extended further in the future by introducing potential immaterial resources into the cultural factors.

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A Study on Content Marketing for Travel Brand Focus on Youtube Vlog Formed Travel Video - (여행 브랜드를 위한 콘텐츠 마케팅 연구 -여행 영상 형태의 유튜브 Vlog를 중심으로-)

  • Jo, Jang-Hwan;Park, Bo-ram
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.445-450
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    • 2019
  • lock in effect This study aims to examine the viewing pattern of travel vlog on video-sharing platform YouTube. Preliminary survey was conducted with in-depth interviews on the usability and sensibility aspects of creating pleasurable interfaces model. As a result, first, viewers obtains general information on travel using travel vlog. Second, there were difficulties from the informational quantity. Third, the contents marketing using travel vlog could have limitation when it comes to the consistency of product's exposure which common mass media advertisement format have. Improvements driven from this study may provide insight in contents marketing strategy to travel-related companies and provide practical help to creators in contents production.

A Study on the Consumer's Perception of HiSeoul Fashion Show Using Big Data Analysis (빅데이터 분석을 활용한 하이서울패션쇼에 대한 소비자 인식 조사)

  • Han, Ki Hyang
    • Journal of Fashion Business
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    • v.23 no.5
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    • pp.81-95
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    • 2019
  • The purpose of this study is to research consumers' perception of the HiSeoul fashion show, which is being used by new designers as a means of promotion, and to propose a strategy for revitalizing new designer brands. This was done in order to secure basic data from fashion consumers, to help guide marketing strategies and promote rising designers. In this research, the consumers' perception of HiSeoul fashion show was verified using text-mining, data refinement and word clouding that was undertaken by TEXTOM3.0. Also, semantic network analysis, CONCOR analysis and visualization of the analysis results were performed using Ucinet 6.0 and NetDraw. "HiSeoul fashion show" was used as the keyword for text-mining and data was collected from March 1, 2018 to April 30, 2019. Using frequency analysis, TF-IDF, and N-gram, it was also shown that consumers are aware of places where shows are held, such as DDP and Igansumun. It was also revealed that consumers recognize rising designer brands, designer's names, the names of guests attending the show and the photo times. This study is meaningful in that it not only confirmed consumers' interest in new designer brands participating in the HiSeoul Fashion Show through big data but also confirmed that it is available as a marketing strategy to boost brand sales. This study suggests using HiSeoul show room to induce consumer sales, or inviting guests that match the brand image to promote them on SNS on the day the show is held for a marketing strategy.

A Study on the Effect of Storytelling Marketing on Brand Image and Brand Attitude

  • Kim, Hye-Jin;Park, So-Yeon;Park, Hye-Yoon
    • The Journal of Economics, Marketing and Management
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    • v.6 no.4
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    • pp.1-16
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    • 2018
  • Purpose - This study will investigate and identify the relationship between brand image, brand attitude and intent to purchase based on subjects that have remembered or watched more than one storytelling marketing ad related to airlines. The purpose of the project is to secure market competitiveness by presenting the basis for and use of the marketing strategy using storytelling, which can capture the goodwill of the aerospace competition market in the future. Research, design, data, and methodology - Prior to the research model and hypothesis testing phase, a verification factor analysis was conducted to assess internal consistency among each measurement item and to ensure reliability and validity of the measurement tool. Further, the organization was assessed for validity by calculating the mean variance estimation (AVE) and the construction concept reliability (CCR) through a positive factor analysis. Hypothesis verification was analyzed through a structural equation model, and each concept set in the hypothesis was entered as a potential variable, and each measurement item was entered as an observation variable. Results - Airline's storytelling marketing has a significant impact on the brand image and two emotional and cognitive responses have been shown to influence the brand image. In addition, airline storytelling marketing has a significant impact on brand attitudes and airline storytelling marketing derived from factor analysis has shown two emotional and cognitive responses to brand attitudes. Conclusions - The parts derived based on the research results show that storytelling marketing has a strong influence on the airline's brand image and attitude, and that it is necessary for airlines to have a brand image and attitude. Also, forming a favorable brand image has a significant impact on brand attitudes. We believe that by presenting basic data to the aviation industry in future research on airline storytelling, we will be able to increase understanding and contribution to development of storytelling marketing in aviation.

A Study on the Brand Situations of Neck-tie-industry and Consumer Purchasing Behavior (넥타이 업체의 브랜드 현황과 소비자 구매행동에 관한 연구)

  • 이인자;박지영
    • Journal of the Korean Society of Costume
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    • v.23
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    • pp.169-181
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    • 1994
  • The Purpose of this study is to help the neck-tie business enterprise establish the reasonable marketing strategy meeting consumer' needs by grasping their characteristic of purchasing neck-ties and their attitudes toward trademarks. The findings of this study are as follows : 1. It was shown that the neck-tie enterprise tended to appeal to megazines, catalogues , etc as promotional politics, while the tips obtained by consumers would come from the showcase at the purchasing place. and the consumer showed a positive response to the salesperson's advice. For this result, it is required to place further emphasis on the marketing policy such as the display of products at the store or the education of sales persons. 2. It was shown that the consumer tended to use the department store as the purchasing place remarkably, and so it could be found that the use of the department store is becoming generalized to the consumer. But is was shown that the consumer sensitive to prices tended to make use of the marketplace as the purchasing place, so the practical marketing strategy should be established in relation to this trend. 3. The important elements excreting an influence on the consumer's purchasing the neck-tie were shown to be in orders of design > color> harmony > with suit > price > quality, and the product differentiation policy used by the business enterprise to appeal to the consumer was shown to be in orders of design >color > quality > material > price. Accordingly , it was consistent with the consumer's criterion for choice to an extent. 4. It was shown that the selling price for the neck-tie brand actually was higher for imported or technically cooperated brands than for the home-made brand. Thus, the consumer's perception of the price for the neck-tie was consistent with in this regard, consumers did not feel some difference in quality between the home -made neck-tie brand and the imported or technically cooperated neck-tie brand . Therefore, it is important to produce the product capable of satisfying the consumer's need by manufacturing the own brand on basis of impored technology.

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The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

A Study on Types of Strategies of Brand Communication and Analysis of a Case of Fashion Flagship Store applied with VMD Expressional Elements (브랜드 커뮤니케이션 전략유형과 VMD표현요소를 적용한 패션 플래그쉽 스토어 사례 분석 연구)

  • Lee, Jeong-Yoon;Jung, A-Young;Kong, Soon-Ku
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.167-175
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    • 2013
  • This study aims to suggest a direction for interior space design for fashion flagship stores in the future where the brand identity can become correctly recognized by the consumers, and consumers can have various and differentiated experiences. As research method, theoretical concept review and case study on brand communication and VMD were used. Specifically, for review on brand communication, concept, strategies, and space types were explored, and, for review on VMD, concept, purpose, and expressive elements were researched. Also, the study looked at the relevance between and importance of strategy types of brand communication and VMD. Through these reviews, strategy types of brand communication and analysis criteria for VMD application were written based on the research and analysis of 8 cases in Korean and elsewhere. The results of this study is as follows: Based on marketing-oriented thinking with understanding of VMD, the plan must accurately understand the image and identity pursued by the brand, take into account the store layout, atmosphere, product concept, trend, and display, so that the store can communicate with the customers with cognitive consistency, diversity of senses, and differentiation from other companies. Currently, fashion flagship stores in Korea are concentrated on sales in expressing VMD, and, therefore, are difficult to deliver brand identity to consumers and they require diversity in expressive elements in doing so. Therefore, in the interior space design of fashion flagship stores in Korea, brand communication must enhance cognitive, behavioral, relationship, and culture marketing, and, requires confirming VMD expression in details by linking with brand communication and specific expressions based on it.

Difference of Motive and Coping Strategy between Anger and Sadness

  • CHOI, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.11 no.6
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    • pp.19-28
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    • 2020
  • Purpose: Current study aimed at exploring the effects of ambient anger versus sadness on motive type and coping strategy type when consumers make decision. It focused on whether the negative affects of the anger and the sadness differentially induce approach versus avoidance motive at the place of making decision, and also explored the coping strategy differences between the consumers under the anger and those under the sadness, that is, which strategy is more used between problem-focused strategy and affect-focused strategy when they are under each negative affect. Research design, data and methodology: The experimental groups were divided into two types of group such as the anger-felt group and the sadness-felt group. The experiment was performed with the between-subjects design based on the anger and the sadness. Questionnaire data were collected from undergraduate students assigned to each of the anger group and the sadness group operated by the scenario method, and the data were used to verify research hypotheses by t-test. Results: - First, the anger induced the approach motive more rather than the avoidance motive in making decision. Second, to cope the negative affects, consumers under the anger used problem-focused strategy more than affect-focused strategy, while those under the sadness used affect-focused strategy more than problem-focused strategy. Therefore, this article contributes to the theory related to motive and making decision taken place to consumers under ambient negative emotions. Conclusions: Focusing on the results of this study, there could be managerial implications to brand or product marketing managers. Checking which affect consumers previously felt between anger and sadness when they are under negative affects is at issue to the brand or product marketers when they appeal their brand or product to the consumers. The marketers should build and communicate the messages about their product or brand in the respect of the points of showing problem solution or the best way to handle things to appeal the consumers under the anger. And they should develop and communicate the messages about their product or brand emphasizing the aspects of letting consumers' sad feelings out somehow or controlling their emotions to the consumers under sadness.