• 제목/요약/키워드: Experiential Design

검색결과 255건 처리시간 0.026초

체험형 패션 매장에서의 쇼핑몰입이 브랜드 옹호행동에 미치는 영향 - 감정반응과 경험적 쇼핑가치 및 점포애착의 순차적 다중매개 효과 검증 - (Effects of Shopping Flow in Experiential Fashion Stores on Brand Advocacy - Multi-mediating Effects of Emotional Response, Experimental Shopping Value, and Store Attachment -)

  • 최미영;김우빈
    • 한국의류산업학회지
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    • 제24권4호
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    • pp.431-442
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    • 2022
  • Despite the rapid reorganization of the center of consumption online, the fashion industry is still strengthening brand marketing using offline stores. This study investigates the psychological mechanisms of shopping flow by three mediators that influence the e-word of mouth(e-WOM) as a marketing performance variable in recent marketing. Data collection was conducted online for 241 women in their 20s and 30s. The significance of multi-mediated pathways was verified using Process 3.5 Model 6. The results for multiple mediation paths are as follows. First, the direct effect of shopping flow on brand advocacy was not significant. Second, analysis of the significance of the indirect effect via simple mediation found that the path mediated by shopping value in the path from the shopping flow to brand advocacy was significant. Third, analysis of the indirect effect by double mediation revealed all three double mediating effects of shopping flow on brand advocacy were significant(emotional response and shopping value, emotional response and store attachment, shopping value and store attachment). Fourth, analysis of the significance of the indirect effect by sequential multiple mediation established the indirect effect leading to emotional response, shopping value, and store attachment was significant. These results indicate that the operation of an experiential fashion store is not just a means for sales, but a communication tool that improves and promotes the brand advocacy by providing brand experience in a store.

중국 영유아의류 브랜드의 온라인 체험 마케팅과 브랜드 충성도가 구매의도에 미치는 영향 (The Effect of Online Experience Marketing and Brand Loyalty of Chinese Infant Clothing Brands on Purchase Intention)

  • 장헌;한아영
    • 패션비즈니스
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    • 제27권3호
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    • pp.1-18
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    • 2023
  • The online shopping industry in China has experienced rapid growth, particularly in the infant goods sector, which is considered highly promising in terms of its growth potential. This growth can be attributed to the Chinese market's increasing economic power, the implementation of new policies concerning marriage and childbirth, changes in family structure, and evolving and diverse consumer demands for infant products. While the infant clothing industry has emerged as a significant player in the Chinese market, there is still a lack of sufficient academic research on the online shopping environment specific to China's infant clothing industry. The objective of this study was to explore the influence of online experiential marketing on brand loyalty and purchase intention among Chinese consumers of children's wear. The study findings indicated that the emotional experience, action experience, and relationship experience encountered by consumers during online interactions had a positive and significant impact on brand loyalty. Both perceptual experience and cognitive experience had a positive and significant influence on consumers' willingness to make a purchase. The study also revealed that brand loyalty had a positive and significant effect on consumers' purchase intention. The perception of online experiential marketing, brand loyalty, and purchase intention varied based on individual attributes, and gender was found to moderate the relationship between online experiential marketing and brand loyalty.

20대 소비자의 기초화장품 구매 전 이용한 정보원천 활용도에 따른 구매 후 만족도 (A Post-Purchase Satisfaction of Skin Care Cosmetics Depending on a Pre-Purchase Utilization of Information Sources among Consumers in Their 20s)

  • 이다영;이승신;이영희
    • Human Ecology Research
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    • 제55권6호
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    • pp.593-607
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    • 2017
  • Cosmetics market information is important due to advances in information communication technology and the growth of cosmetics market. This study analyzed the relationship between the pre-purchase utilization of information (commercial, neutral, personal and experiential) and the post-purchase satisfaction of skin care cosmetics, categorized as functionality, safety, economic feasibility, information reliability, purchase convenience, condition of purchase place, packaging/design of product and service. This study analyzed reliability, frequency, differences, correlation and regression analysis using SPSS ver. 24.0. The study results are summarized as follows. First, gender was a significant variable in the level of information source utilization. Women used commercial, neutral, and experiential information sources more actively than men. However, women had lower post-purchase satisfaction that could be understood through expectation disconfirmation theory. Women have very high expectations that can lower post-purchase satisfaction. Second, information source utilization can improve post-purchase satisfaction for cosmetics. The consumer post-purchase satisfact the lowest in the commercial information source; however, consumers were satisfied when the commercial informationinformation sourceenon and regre. Third, the consumeried itnformation sourceenon and regression analysis ial, neutral,source and reflected the characteristics of experiential goods. Therefore, companies should provide accurate commercial, personal and experiential information to increase consumervide accurate commercial, per as well as conduct experiential marketing.

현대건축의 공간구성에서 나타나는 현상학적 중심성에 관한 연구 (A Study on the Phenomenological Centrality shown in Spatial Organization of Contemporary Architecture since 1960s)

  • 서정연
    • 한국실내디자인학회논문집
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    • 제15권2호
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    • pp.56-64
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    • 2006
  • From ancient times to today the formation of centrality in architecture has taken very important role as an organizing device. However after 19th century modem architecture focused on the universal aspect and homogeneity of space, and developed its own vocabulary through de-centralization. Since 1960's the reflections on de-humanized space of modem space have been evloved. As those movement has been understood seriously, the centrality can be changed to phenomenological one. And The phenomenological centrality maintains organic balance with its surroundings not trying to form a hierarchic system. So it shows human-oriented tendency and facilitates experiential movements of human body. And it also gives a sense of being. The phenomenological centrality is comprised of center, boundary, and two types of axis. The characteristics of phenomenological centrality can be analyzed as practical and meaningful center, visible boundary, experiential movement, and unexpectable encounters with spaces and nature.

메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 - (An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing -)

  • 이민지;이정민;신은정
    • 한국의류산업학회지
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    • 제25권5호
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

대한제국 황실 복식을 활용한 어린이 체험용 복식 개발 (Development of Costumes for Children's Experience Using Imperial Attire of the Daehan Empire)

  • 김순영;김주리;장윤정
    • 한국의류학회지
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    • 제47권5호
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    • pp.907-928
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    • 2023
  • This study selects imperial clothing items for experiential learning for children aged 5 to 7, presents the pattern design process for each, and proposes a production process. We chose costume items with evident characteristics and specific uses, ensuring they did not overlap. The selection considered the need for representative imperial clothing and the diversity of children's experiences. Ultimately, we produced four costumes : emperor, empress, prince, and princess. In terms of shape, color, material, and pattern, by referring to relics and photographic materials, we developed the costume for experience to emphasize the traditional beauty of the imperial costume of the Korean Empire. Moreover, we enhanced the convenience and efficiency of the clothing for children by developing sizes and details that considered various physique conditions.

디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 - (A Study on Space Plan and Production for the Design Exploratorium - The Selection of Items and the Presentation of Alternative Plans in a Children′s Design Exploratorium -)

  • 고도재;임채진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.104-111
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    • 2003
  • Today, design is considered to have competitive power for a county, so there has been various efforts such as education, publicity and development, etc. Design has long been a national material, and Korea Institute of Design Promotion(KIDP) was inaugurated for the purpose of education, publicity, development and the management, public ownership, support of the contents. Laying stress on the results, however, the design education for children which would be the heart of a world design power is short of both investment and systematic study of education. Now that the design education for children is being active, the cultural spaces are needed to transform the current system focused on schooling and textbooks into the participating, experiential ones by the interesting, educational, and entertaining presentation. The children design exploratorium should make children have their own feelings, and present communicative methods considering children's cognition and behaviors. So, in this study, I'd like to analyze characteristics of the participating and experiential exhibition, and present a children design exploratorium as an alternative plan by the application of adequate methods to the exhibition medium, and the analysis of current exploratoriums' features case by case. The children design exploratorium is the place to maximize the educational effect of design by children's easier and exciting participation, which would offer an unique exhibition place for children to comprehend designs. In this study, on the basis of the alternative presentation of children design exploratoriums, I would refer to the future direction of the 21st century pavilions, the search for the exhibition items for active design education, and the contribution to practical plans.

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The effects of Dessert Cafe Franchise's Experiential value on Lovemarks and Brand loyalty: Focusing on the Control Variables by Structural Equation Model

  • Kim, Ki-Soo;Kim, Sung-Hun;Cho, Sung-Ho
    • 유통과학연구
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    • 제16권10호
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    • pp.39-46
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    • 2018
  • Purpose - this research is to examine the relationship between Franchise's experiential value, lovemarks, respectful recognition, and brand loyalty focusing on the control variables. Control variables such as age, occupation, education, monthly income, and kinds of restaurant are included to measure influence on these as well. Research, design, data, and methodology - 500 questionnaires were distributed from June 10th to July 10th, 2017. 225 respondents were totally included in this analysis using SPSS and AMOS program. In order to test hypothesis, factor analysis and reliability verification firstly were employed, and then covariance structure analysis was used. Results - Empirical results are as followed. First, it can be mentioned that the esthetics of dessert cafe is analyzed to have a positive effect on the perception of love and respectful perception. Second, playfulness has a positive effect on perception of love. Third, respect perception has a positive effect on brand loyalty. When variables such as age, occupation, education, monthly income, and restaurant type were used as control variables, only monthly income had a significant effect on respect recognition. This shows that the control variable has a significant effect on the causal relationship of the variables. Conclusions - In summary, it can be stated that it is necessary for marketers to establish marketing strategies in order to boost customers' experiential value such as esthetics of franchise and also to strengthen lovemarks for respectful recognition and brand loyalty.

체험 마케팅 요소를 활용한 주택문화관의 디자인 방향 (Design Directions of the Housing Cultural Center Based on Experiential Marketing Elements)

  • 김정윤;이현수;이주현
    • 한국주거학회논문집
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    • 제18권5호
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    • pp.113-120
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    • 2007
  • The purpose of this study is an analysis about space of housing cultural center with the marketing based on experience. By changing housing market, housing cultural center is a place to give an information, added value, image of housing. Consumers who experience a housing cultural center have an effect on purchase an apartment. The image of enterprise is important to select commodities to consumers. Today, company's brand image and concept include womanish, worthy and, sensual those. Under these views, housing cultural center should have continuous culture spaces that provide various experiential chance for consumers. The methods of this study are an analysis of brand image, analysis and application of experiential elements for housing cultural center. The results of this study have five parts. First, in Sense part, there are presented the sense of sight, smell and touch include material's color, finishing material, sound and etc. Second, in Feel part, consumers feel friendly and comfortable to brand through synesthesia. And they have a liberal mind about brand. Third, in Think part, consumers can experience a brand's image as a subject of event or space. Forth, in Act part, consumer is acted to scale of a space and aim of exhibition. Finally, in Relation part, consumers can have relation each other who visit Housing cultural center. And they can joint for interchange of information, culture enjoyment. In conclusion, this study has a great value of graft marketing view on the planning of Housing cultural center.

O2O 커머스 모델에 기반한 경험가치가 고객만족 및 온라인 구전에 미치는 효과에 관한 실증연구 (Effect of Experiential Value on Customer Satisfaction and e-WOM under O2O Commerce)

  • 상옥비;진요;김홍섭
    • 유통과학연구
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    • 제15권8호
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    • pp.75-86
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    • 2017
  • Purpose - The online-to-offline (O2O) business model has brought considerable changes to the traditional Chinese business model. The main difference between O2O and pure online consumption is that O2O offers a richer experience and word-of-mouth. it is easier to trigger online word-of-mouth. However, few scholars have been concerned about the impact of experiential value on customer satisfaction and online word-of-mouth (e-WOM) in the study of O2O. This study takes the O2O business model in China's catering industry as its research object and uses structural equation modelling to analyze the impact of online and offline experiential values on customer satisfaction and e-WOM. Research design, data, and methodology - According to previous researches, consumer experiential value is mainly divided into return on investment (economy and efficiency), service excellence, playfulness and aesthetics. According to the characteristics of O2O in China's catering industry, this study divides the online experience value into efficiency and economy (return on investment). The offline part is divided into return on investment (economy and efficiency), service excellence, playfulness and aesthetics. Using a web-based survey, we collected 303 valid samples. Structural equation modelling was used to create the research model. Results - The results show that efficiency (online) and service excellence (offline) have a significant effect on customer satisfaction. Economics (online) and playfulness (offline) have a positive impact on customers' e-WOM. In addition, the higher the customer satisfaction, the greater the positive impact on the spread by word of mouth. However, aesthetic(offline) and return on investment(offline) have no significant impact to customer satisfaction and e-WOM. Conclusions - The study findings show that the key to boost customer satisfaction in the catering industry is to improve product quality and service. Although traditional competitive strategies such as online discount have been questioned by many scholars about their decreasing effectiveness, they are indispensable means to attract online traffic and trigger e-WOM. The traditional enterprises can reconstruct traditional business processes through the O2O model to effectively improve customer satisfaction and word of mouth by improving the experiential value of economy and efficiency. Additionally, it can be used as the natural advantages of online communication to induce customers to engage in word of mouth and attract more potential customers.