• 제목/요약/키워드: Experiential Design

검색결과 257건 처리시간 0.02초

체험마케팅에 의한 기업의 복합문화 공간 표현특성에 관한 연구 (A Study on the Expressive Characteristics in Multi Functional Corporate Culture Space of experiential marketing)

  • 박소영;윤상영
    • 한국실내디자인학회논문집
    • /
    • 제21권3호
    • /
    • pp.31-39
    • /
    • 2012
  • This is the time we need differentiated strategy due to consumer's standard of purchasing is becoming more complicated and corporate marketing war is intensely competitive. For a long-term strategy, making competitive corporate image is important because companies have their own competitiveness. In addition, importance of having a relationship with customer is magnified through consumers'direct and indirect experience. "The corporate complex cultural space is designed place for experiential marketing to convey its meaning to consumers." Under above concept, this study analyzed the theory of experiential marketing and conducted a survey which is based on experiential marketing strategic module (SEMs) using the analyzed theory. This study drew expression characteristics of space through case analysis and conducted a survey to have more effective corporate complex cultural space. As a result, the experience in the space enables people to understand of the space through five senses, not consist of simply chucks of sense-date, and this result emphasizes the importance of 'Event' because people tend to escape from restriction for reality to relive stress and have emotional satisfaction. In addition, it shows expression characteristics which provide sympathy as a flexible interaction through symbolical image. The result of the expression characteristics' survey is showed up to improve effect of corporate complex cultural space. This study is analyzing the corporate complex cultural space through experience marketing for the company which wants provide differentiated experience of various space expression methods and catching current position. Also, this study places its significance to give a way to increase space preference and effect of corporate complex cultural space. Based on the result of this study, I hope the future corporate complex cultural space will develop refreshingly.

  • PDF

스마트 자동차의 경험 마케팅 효과에 대한 연구: 인간-자동차 상호작용 디자인의 마케팅 패러다임 적용 (Effect of Experiential Marketing on the Smart Car: Application of Human-Car Interaction Design to a Marketing Paradigm)

  • 김택수;유가온;최준호
    • 한국HCI학회논문지
    • /
    • 제12권4호
    • /
    • pp.17-25
    • /
    • 2017
  • 이 연구는 자동차-인간 상호작용 디자인의 관점에서 사용자경험을 핵심 가치로 하는 경험 마케팅 패러다임의 효과를 확인하고자 하였다. 주행 맥락과 비주행 맥락을 구분하여 스마트 크루즈 컨트롤과 스마트 트렁크를 사례로 하여 전통적 마케팅과 경험 마케팅 메시지를 대비한 실험을 시행하였다. 분석 결과 두 기능 모두 경험 마케팅 메시지가 전통적 메시지 노출에 비해 전반적 만족도가 높았다. 유용성, 사용성, 감성에서도 부분적으로 경험 마케팅 메시지 효과가 높게 나타났다. 이 연구의 의의는 경험 마케팅 패러다임을 자동차 UX에 적용하여 검증한 데 있으며, 실무적으로는 스마트 자동차 시스템의 경험 디자인 가치를 예증하였다.

작업자의 인지를 고려한 공정 설계에 대한 실증 연구 (An Empirical Analysis of a Process Design Considering Worker's Cognition)

  • 김연민
    • 대한산업공학회지
    • /
    • 제42권2호
    • /
    • pp.80-85
    • /
    • 2016
  • This study suggests a process design using cognitive processes. Job characteristic model for job design and recent cognitive engineering studies for process design are reviewed briefly. By using these concepts, the lean production system is re-interpreted in terms of cognitive engineering and the latent dimensions of the lean production system are revealed as the application of cognitive engineering principles. An integrated process design framework for cognitive manufacturing system using job characteristic model is suggested for the effective design of manufacturing system. Propositions for empirical analysis of this model are also analyzed through a questionnaire survey. Propositions are (1) experiential cognition and motivation potential affect the ability, role perception, and need for achievement of the operator in the manufacturing system, (2) the ability, role perception, and need for achievement of the operator affect the job performance. Both propositions are supported by correlation analysis and path analysis.

The Influence of Purchase Types on Happiness: A Review

  • ZONG, Lu;DUAN, Xiaowei;DUAN, Shen
    • 융합경영연구
    • /
    • 제10권3호
    • /
    • pp.9-19
    • /
    • 2022
  • Purpose: Previous studies have shown that consumers feel more happiness when they have experiential purchases than material purchases. This experiential advantage has aroused great concern of researchers in the field of social and consumer psychology. Focusing on this issue, the paper aims to tease out the relevant academic work and to further provide with some significant implications. Research design, data and methodology: The paper has divided the review into the following parts. Firstly, the connotation of experiential purchase and material purchase has been simply defined; Secondly, based on the logical framework of pre-factor variables, intermediary variables and regulating boundary conditions, this paper has collated the causal chain of the influence of purchases types on happiness; Finally, this paper has reviewed and summarized the shortcomings of existing studies, and have pointed out specific objectives of future research. Results: From the perspective of time utility and space form, this paper has expounded the substantive differences between the two types of purchase, which lays a foundation for the explanation of the follow-up mechanism. Moreover, the paper has mainly interpreted the intermediary mechanism from two aspects, namely, individual elements of consumers and social elements of consumption situations. Conclusions: This study expands the scope of previous happiness research and strengthens the negative events adaptation research.

스포츠웨어 점포 내 체험요소가 점포 만족도, 브랜드 호의도 및 구매의도에 미치는 영향 - 충동구매에 따른 조절효과를 중심으로 - (Effects of In-store Experiences on Store Satisfaction, Sportswear Brand Preference and Purchase Intention - Focus on Moderating Role of Impulse Buying Tendency -)

  • 한예지;황선진;전호경
    • 복식
    • /
    • 제63권8호
    • /
    • pp.90-105
    • /
    • 2013
  • The purpose of this study was to explore how experiential factors in sportswear stores influenced store satisfaction, brand preference, and purchase intention among potential consumers, and to reveal the moderating effects of impulsive buying. The subjects of this study were 306 male and female adults in their 20s and 30s, who had visited sports brand stores within the past year. To analyze the data, Cronbach's ${\alpha}$, structural model analysis and path analysis were performed. The results of this study were as follows. First, there is a strong relationship between store satisfaction and experiential factors in sportswear apparel stores. All experiential factors significantly influenced store satisfaction in a positive direction. Second, consumers' store satisfaction positively influenced on brand preference. Third, consumers' store satisfaction had positive influences on their purchasing intention. Fourth, consumers' impulsive buying tendency showed significant moderating effect on the experiential factors. Consumers with low level of impulsive buying tended to be influenced more by 'think', 'relate', and 'sense' experiential factors on their store satisfaction. However, consumers with a high level of impulsive buying tendency revealed that they were more likely to be influenced by 'act' and 'feel' experiential factors.

Dimensions of Experiential Value: Is it the same across Retail Channels?

  • Jin, Byoung-Ho;Lee, Yong-Ki;Kwon, Soon-Hong
    • 마케팅과학연구
    • /
    • 제17권4호
    • /
    • pp.223-245
    • /
    • 2007
  • Purpose: While empirical importance of dimensionality of perceived value is widely accepted, our understanding of experiential value dimensions in other retail channels and other cultures has not been explicitly tested. This study attempted to determine if the dimensions of experiential value scale (EVS) by Mathwick, Malhotra, and Rigdon (2001) identified in US catalog and Internet contexts could be applied in other international markets (South Korea) and in other retail channels (department store versus Internet shopping mall). Methodology/Approach: Two data sets, one from 220 department store shoppers and the other from 359 Internet shopping mall shoppers, were analyzed. Findings: Confirmatory factor analysis confirmed four different EVS dimensions by retail channels. Overall, entertainment and intrinsic enjoyment values were found to be more important in department store while economic and efficiency value dimensions were interpreted critical in Internet shopping mall context. Visual appeal aspect constitutes distinct value dimension in two channels. Practical Implications: One separate dimension of time efficiency in Internet shopping mall suggests that more efficient web design and functions that can save time and promote convenience are needed to better accommodate their customers. Internet has heavily relied on traditional attributes, such as factual information, price comparability, and brand name reliance. However, this study suggests that Internet shopping mall retailer should offer visual diversion and stimulation just as brick and mortar shopping malls do. Originality /Value of Paper: Although the research findings must be viewed as tentative because the results are from one country, they provide a rich basis for further understanding the dimensions of experiential value in other international markets and other retail channels. Category: Research Paper

  • PDF

Study on Consumer Preferences for Discount Presentations in Different Purchase Contexts

  • ZONG, Lu;DUAN, Shen
    • 유통과학연구
    • /
    • 제19권12호
    • /
    • pp.15-22
    • /
    • 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.

경험적 감성 측정 방법의 제품 디자인 적용성에 관한 연구 -해변 벤치 이용자 대상의 자기-보고법을 중심으로- (Research on the Applicability of Experientially Emotional Measurement Method in Product Design - Centred on Self-report Taking Seaside Seat Users-)

  • 황차오;고정욱
    • 한국콘텐츠학회논문지
    • /
    • 제19권9호
    • /
    • pp.658-665
    • /
    • 2019
  • 현재 수많은 새로운 기술과 재품을 급속히 발전하는 시대에서 제품과 사용자의 감성 커뮤니케이션이 중요한 연구 과제가 되었다. 하지만 제품 디자인 분야에서 사용자 감성 측정 방법의 활용도가 낮다고 볼 수 있다. 또한, 해변공간은 사람들이 도시 레저문화생활에서 감성적 즐거움을 높여주는 매우 중요한 공간으로 인간, 경관, 환경시설 간의 감각적 정보의 소통이 빈번히 이루어진다. 본 논문은 경험적 감성 측정 방법이 제품 디자인에 적용성 및 장단점을 도출하기 위해 해운대 해변 벤치 이용자를 대상으로 경험적 감성 측정법인 자기-보고법(self-report)을 실행하였다. 해변 벤치 이용자 감성을 측정하여 영향을 미치는 요인 및 영향력을 알아보기 위해 자기-보고법 실험은 사전 조사와 본조사 2단계로 구성하며 가설을 설정하여 SPSS를 통하여 단순, 다중회귀분석 분석을 진행하였다. 자기-보고법 실험을 통해 경험적 감성 측정 방법이 제품 디자인에서의 적용성 및 "경제적이며 특별한 장비가 없어도 광범위한 감성 측정이 가능하다", "자신의 감성을 제대로 인식하지 못하거나 의도적으로 감성을 숨길 가능성이 높다" 등 장단점을 도출하였다. 향후 본 연구에서 도출된 경험적 감성 측정 방법이 제품 디자인에 적용성 및 장단점을 기반으로 제품 디자인에 적용하는 감성 측정 방법 개발의 기초자료로 기대된다.

인천 'I' 여고 영어 전용 구역 인테리어 구축 프로젝트 (Interior Project of INCHEON I Girls' High School English Zone)

  • 이혁준;이종석
    • 한국실내디자인학회:학술대회논문집
    • /
    • 한국실내디자인학회 2005년도 춘계학술발표대회 논문집
    • /
    • pp.281-282
    • /
    • 2005
  • The present design, which is the result of English Zone Project for 'I' Girls' High School in Yeonsu dong, Incheon, purposed to produce atmosphere like a cafe so that students can attempt more comfortable and diverse learning methods, breaking away from the structure and atmosphere of traditional language labs while providing functions such as experiential learning, teaching learning and native speaker conversation. In addition, it applied colors close to primary colors so that students throw away their fixed idea of language lab as a special class and access it easily at any time. Moreover, it was designed for the maximum changeability using foldable and portable furniture so that various types of group study can be performed. Ultimately the design project is expected to suggest methods of experiential learning distinguished from existing knowledge delivering education as it provides teaching learning methods beyond simple interior design.

  • PDF