• Title/Summary/Keyword: Emotional value

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A Human Sensibility Ergonomic Design for Developing Aesthetically and Emotionally Affecting Glass Panels of Changing Colors

  • Kim, Sang Ho;Kim, Sun Ah;Shin, Jong Kyu;Ahn, Jeong Yoon
    • 대한인간공학회지
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    • 제35권6호
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    • pp.535-550
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    • 2016
  • Objective: To enhance user experience of the product by using "wow" materials and parts, a framework for participatory emotional design and evaluation was proposed and validated through a case study in this paper. Background: Customers in recent days value a product which provides new feeling and images they want to get while interacting with it beyond its function, quality, and usability. Since the product consists of various parts and materials, "wow" materials and parts which can affect the customer's feeling and emotions are the essential components for changing the user experience. Method: A framework for participatory and human sensibility ergonomic design was considered and applied on developing the aesthetically and emotionally affecting glass panels of changing colors. Design experts defined a target market for this multicolor glass panels and modified the existing designing goal. Constraints for this design modification were identified by market trend research and consulting with the company which owns the technology for checking out its feasibility. The company developed and provided prototype samples as well as their competing materials. Quantitative and qualitative evaluation of the emotional quality was conducted to validate whether the design goal was achieved successfully. Results: The target market for the developing materials was defined as finishing for the buildings. The designing goal was set as to feed new visual sensation of clean and colorful images. The emotional quality of two different types of multicolor glass panels and an ordinary unicolor panel were evaluated quantitatively with semantic differential method. Results showed that the emotion of the subjects for the multicolor glass panels can be abstracted into two dimensions; named 'colorfulness' and 'harmony'. It was found that the developed samples got higher scores in emotional quality for both dimensions compared to the ordinary one. Age was found to be a significant factor for evaluating the emotional quality of colorfulness. Conclusion and Applications: The proposed framework is a valid approach for enhancing the user experience of the product by participatory design of emotional materials and parts. This framework can be applied easily on the emotional design and evaluation of different materials and components.

대기업 구성원의 장기지향성이 감성활용과 변화 조직시민행동에 미치는 영향 (Employee's Long Term Orientation's Effect on Change Oriented Organizational Citizenship Behavior with Emotional Regulation Mediating)

  • 강윤희
    • 한국콘텐츠학회논문지
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    • 제19권10호
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    • pp.315-324
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    • 2019
  • 본 연구는 기업 구성원의 장기지향성이 변화 조직시민행동에 미치는 영향 및 감성활용의 매개효과를 살펴보았다. 홉스테드 연구에 의하면 동아시아국가 중 한국은 장기 지향성이 높은 국가로 나타났으며, 절약, 장기적 관계 및 소속된 집단의 화평을 중요하는 문화라고 볼 수 있다. 이와 관련 선행 연구들은 학교 및 국가별 차원에서 연구되었으며, 개인차원의 자발적 역량인 변화 조직시민행동에 미치는 영향을 검증한 연구는 많지 않다. 또한 글로벌 환경의 급격한 변화에 노출된 구성원들의 감성활용 능력은 조직의 구성원으론 매우 중요한 개인 역량으로 평가된다. 이런 현상을 바탕으로 본 연구는 대기업의 구성원들의 감성 활용 능력이 장기지향성과 변화 조직시민행동을 매개 할 것이라 예측했다. 본 연구는 홉스테드 문화차원을 개인적 차원으로 설문화한 Yoo's Cultural Value Scale (CVSCALE) 사용하여 통계프로그램인 SPSS 21.0을 통해 국내 S전자회사의 임직원 200명을 상대로 설문 및 분석했으며 결과는 다음과 같다. 장기지향성은 변화적 조직시민행동에 유의한 (+) 영향을 미친다고 나타났으며 개인의 감성활용이 장기지향성과 변화 조직시민행동을 완전 매개한다는 결과가 나타났다. 본 연구 결과를 통해 감성활용이 기업의 구성원의 변화 조직시민행동에 긍정적 영향을 준다는 점을 검증하였으며 구성원들의 감성 활용 훈련 및 교육을 통해 조직효율성을 높이고 자발적 행동역량인 변화적 조직시민행동도 높일 수 있다는 가능성을 제시한 점에 의미가 있다.

모바일 콘텐츠 서비스에 대한 인지된 사용자 가치 결정요인에 관한 연구 (Determinants of Users' Perceived Value on Mobile Contents Service)

  • 박상철;김종욱
    • Journal of Information Technology Applications and Management
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    • 제15권4호
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    • pp.221-245
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    • 2008
  • Recently, mobile internet technologies are enabling the possibility of radically new computing services which can share information and communicate with others on the move. In this situation, prior studies have attempted to identify of what factors make people use mobile internet. However, prior researches focused on investigating the factors affecting users' adoption to Mobile Internet. In order to offer beneficial materials to mobile internet companies, we investigated important factors to increase mobile users' value from the viewpoints of customer. In particular, this study was progressed how characteristics of mobile contents affect users' intrinsic attributes and how perceived users' network effects affect users' value in the mobile computing environments. To empirically test proposed hypotheses, we have analyzed 285 survey data gathering from mobile internet users and verified hypotheses by using SEM (structural equation modeling). Based on the results of this study, we found that content accessibility and content quality have significant impacts on users' intrinsic attributes such as perceived usefulness and perceived enjoyment. In addition, this study also revealed that perceived usefulness and perceived enjoyment were positively related to users' emotional value. Moreover, this study found that perceived users' network effects could affect users' monetary value by mediating expected benefits. Based on our findings, we can understand that this perspective can provide a deeper understanding of the mobile users' value adoption by bridging the gap between mobile internet studies and actual practice.

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패스트 푸드점 이용고객의 지각된 가치가 고객만족 및 재방문의도에 미치는 영향 - 외식관여도 수준에 따른 차이 - (A Study on the Effects of Perceived Value on Customer Satisfaction and Revisit Intention - Focused on the Differences of Involvement Level -)

  • 이선령;남궁영;윤혜현
    • 한국조리학회지
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    • 제19권3호
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    • pp.18-32
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    • 2013
  • This study attempts to 1) identify the dimensions of perceived value in the restaurant industry and 2) assess the effects of these dimensions on overall customer satisfaction and behavioral intent. With a total of 272 samples obtained from empirical research, this study reviews the reliability and fitness of the research model, and verifies a total of 4 hypotheses using the Amos program. The hypothesized relationships in the model were tested simultaneously using a structural equation model(SEM). The proposed model provided an adequate fit to the data:${\chi}^2$ 140.087(df 80), CMIN/df 1.751, RMR .060, GFI .937, AGFI .906, NFI .962, CFI .983, RMSEA .053. As a result of confirmatorical analysis, the quality value, emotional value and economical value were quantified as perceived value in fastfood restaurants. These factors were indicated to have influence on customer satisfaction and re-visit intention. Limitations and future research were also discussed.

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Analysis of Value Pursuit Discount Store Customers Using Means-End Chain Theory

  • Yang, Hoe-Chang;Han, Sang-Ho;Eom, Keun
    • 산경연구논집
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    • 제4권2호
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    • pp.31-40
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    • 2013
  • Purpose - This study attempted to identify the value promotion clues that may operate as a consumer's motive, by shedding new light on consumer value and by reconstructing each variable analyzed through the means-end chain (MEC) theory. Research design, data, and methodology - In this study, 202 copies of effective questionnaires using the data of Yang and Ju (2012) were subjected to correlation, regression, and SEM. Results - All store selection attributes were verified as having a positive influence on the relationship quality. Although the store selection attributes were verified as exerting a positive influence on the relationship quality, according to the verification result of the mediating effect, consumer value was verified to be influenced only by the relationship quality instead of by the store selection attributes. Conclusion - As a result of path analysis on the proposed model after modification, it was verified that only product factor had a statistically significant positive influence and that social value was completely mediating between relationship quality and emotional value. It may be highlighted that the MEC theory concept would be applicable to the cause-and-effect relationship model.

빈티지 의류 소비에서의 소비자 가치구조 분석 -텍스트 마이닝 기법과 수단-목적 사슬 분석을 중심으로- (Analysis of Consumer Value Structure in Vintage Clothing Consumption -Based on Text Mining and Means-End Chain Analysis-)

  • 원유정;강찬희;이유리
    • 한국의류학회지
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    • 제47권4호
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    • pp.729-742
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    • 2023
  • This two-part study explores the changes in the types of perceived value and consumption channels for vintage clothing and the relationship between the two variables. In Study 1, we used text mining with the keyword "fashion+vintage." Emotional value was the most frequently mentioned, and environmental value increased the most. We also revealed an increasing trend in online channels for vintage clothing consumption. In Study 2, we analyzed 30 interviews with consumers who had purchased vintage clothing through online channels. We identified 7 attributes and 20 goals for vintage consumption online and pinpointed three strong connections. First, consumers reported high levels of service satisfaction due to the usefulness of algorithms. Second, the authenticity and heritage information available through online and mobile channels were associated with consumers' perceptions of value related to financial benefits. Third, consumers sought to find rare products through online channels, leading to a strong influence on their sense of achievement. Overall, this study proposed ways to increase the value of vintage clothing perceived by consumers through consumption online.

스텝과 사운드의 정량적 감성반응 분석에 관한 연구 (The study on Quantitative Analysis of Emotional Reaction Related with Step and Sound)

  • 정재욱
    • 디자인학연구
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    • 제18권2호
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    • pp.211-218
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    • 2005
  • 디지털정보기기의 등장은 정보의 대량생성과 대량소비라는 사회 혁명적 요소와 더불어, '기능을 위한 종속관계의 형태소멸' '유기능 무형태(宥機能 無形態)' 라는, 디자인 분야의 새로운 패러다임 형성의 원인이 되고 있다. 이러한 관점에서의 디자인 행위는 그 관심이 시각적 대상(對象)에서 벗어나 인간과 기기(器機)사이의 '관계'에 집중되고 있으며, 그 결과 디자인의 감성적 요소가 접목된 감성인터페이스라는 새로운 분야가 형성되었다. 본 논문의 목적은 멀티미디어 데이터의 검색에 있어서, 이러한 감성인터페이스를 활용할 수 있는 방안을 제시하는 것이다. 효과음과 걸음걸이(step)이를 연구대상으로 하여, 실험에서 수집된 감성어 사이의 유사성을 수량적으로 계측-분석한 후 시각화하는 것을 주된 연구방법으로 취하였다. 감성연구에 있어서 개인적인 견해 및 청각정보와 걸음걸이의 특징, 사례연구 등을 이론적 배경으로 제시하였고, 음에 관한 실험내용은 본인의 선행연구내용을 인용하였다. 걸음걸이에 대해서는, 자극에 대한 감성반응치를 수량화이론 1류를 이용한 회귀식으로 추출함으로써 걸음걸이의 물리적 요소와 감성반응 사이의 관계를 정량적으로 정리하고자 했다. 연구결과를 응용한 프로토타입의 제안은 검색환경과 사용성 평가에 대한 구체적 연구를 진행 한 후, 이어지는 연구에서 제안 할 예정이다.

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언론인의 인구사회학적 특성에 따른 신체적 증상과 정서적 탈진 -서울시 언론인을 중심으로- (Journalists, according to the demographic characteristics of the physical symptoms and emotional exhaustion -Study of Seoul journalists-)

  • 박상영;조성제
    • 한국산학기술학회논문지
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    • 제14권12호
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    • pp.6218-6226
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    • 2013
  • 본 연구의 목적은 언론인을 대상으로 인구사회학적 특성에 따른 신체적 증상과 정서적 탈진과의 관련성을 파악함으로써 원활한 업무수행을 위한 기초 안을 수립하고자 시도되었다. 연구대상자는 서울시에 소재하는 종합일간지 11개사 편집국 소속 언론인 124명을 대상으로 2013년 5월 1일부터 8월 31일까지 설문조사를 실시하였다. 자료 분석은 SPSS Win 18.0 프로그램을 사용하여 빈도분석, 요인분석, T-test 등을 실시하였고 실증분석은 유의수준 5%에서 검증하였다. 연구결과 언론인의 인구사회학적 특성에 따른 신체적 증상은 성별과 연령, 결혼여부, 직급과 유의미하였고, 정서적 탈진은 성별과 연령, 일요일 근무주기 등이 영향을 미치는 것으로 나타났다. 본 연구의 시사점은 언론인의 인구사회학적 특성에 따른 육체적, 정신적 건강증진 프로그램을 위한 기초적인 자료가 될 것으로 사료된다.

감성적 접근에 의한 구겐하임 뮤지엄의 공간구성과 조형특성에 관한 기초적 연구 - 라이트와 게리 작품 비교를 중심으로 - (A Basic Study on the Space Organization and Forming Characteristics of the Guggenheim Museums based on Emotional Approach - Focused on Frank L. Wright & Frank O. Gehry′s Works -)

  • 서수경
    • 한국실내디자인학회논문집
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    • 제13권5호
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    • pp.82-89
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    • 2004
  • Today, people are bombarded with information, high-technology and multimedia. With that in mind, museum can no longer attract visitor with traditional concept, so it must find some solution or stimulation to attract their attention back. New museum is becoming a experimental space for new culture, new education, and most of all a place to fulfill one's satisfaction of life. Over the past centuries, Guggenheim Foundation has done a great job in providing place for art and place to get emotional stimulation. Out of all of their museums, Frank L. Wright's Solomon R. Guggenheim in New York and frank O. Gehry's Guggenheim Museum in Bilbao had most unique character yet share similar feature to be recognized as the architectural landmark of the 20th & 21st century Although there are close to 50 years of gap between two museums, their unique, attractive, site-specific, emotional value comes from the two most innovative architect of the past and present century. For Wright the Guggenheim was his last project but it had one of the greatest impact on his career and for Gehry the museum gave him confidence that anything is possible. This study will focus on the spatial organization as well as the architectural formation of both museum to compare and analyze. The goal of the research is to give fundamental data which will reveal emotional elements as well as concepts from each work. The content of this research will mainly focused on their architectural philosophy and it will reveal their concept on human emotion as well as the characteristics of the spatial organization. The result of the study will be a valuable reference for people designing art & cultural facilities in the future.

온라인 쇼핑몰에서 상품 표현방식에 따른 감성변화에 관한 연구 (A study of customer's emotional change by the ways of presenting pictures of clothing at online shops)

  • 박성종;석현정
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2008년도 추계학술대회
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    • pp.74-77
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    • 2008
  • Online shoppers are not able to try clothing on. Therefore, the pictures of clothing on the website play a significant role when shoppers make decision on their purchase. There are generally three different ways to show clothing at online shops. The first one is showing only clothing images, and the second one is showing the pictures that have actual fitting models wearing clothing on (In this case, Model's face is mostly not shown in the picture.), and the third is showing the pictures of professional fitting models who wear goods. The shopping malls adopt each of the different ways but little is known about affect on purchasing from these three ways. The aim of this study is to figure out how the online shopper's emotional status is affected by these three ways of presenting pictures of clothing. At first, we developed a set of adjective words of human emotion to set up the evaluation criteria for user's emotional status. Those adjectives are originally from the precedent research on human emotion. To cut 99 adjectives down to a proper number for the criteria, we conducted a preliminary survey, and finally, 5 adjectives are selected as appropriate criteria for evaluating users' emotional status while they are shopping. Those five adjectives are 'possess','sensual', 'unique', 'tasteful', and 'stylish'. Then, we conducted the main survey showing 10 kinds of cloth (each cloth was consist of 3 ways). And in the page of model images, we measured the model's preference for understanding the relation with customer's emotion criteria of the product. As a result of the test there was statistically significant difference between product only images and anonymous images, but there was no significant difference between anonymous images and model images. And the preference of the model and value of the emotion criteria have large correlation except 'unique' criteria. It is expected that the result in this study will help to build new marketing strategy which satisfy customers' emotion.

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