• Title/Summary/Keyword: Experiential Store

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Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

A Study on the Satisfaction of Service Design of Food and Beverage Flagship Stores (식음료 플래그십스토어 서비스디자인의 만족도 연구)

  • Kim, Hye-Ji;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.24 no.4
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    • pp.70-79
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    • 2015
  • The concept of food and beverage space in modern society is changing into complex space where various experiences are provided. With the increase of food service brands, those brands are getting standardized. Providing more differentiated experience and service became an element of competition to companies. The flagship stores among stores presented by companies have much influence on promotion and sales. Thus, it would be necessary to provide integrated service by adopting service design process for the differentiated design of such experiential space. The objective of this study is to examine the satisfaction of service design of food and beverage flagship stores. By creating a checklist to evaluate the space through the theoretical consideration of flagship stores and service design, the satisfaction of service design of food and beverage flagship stores was analyzed. Through the survey with users of the case space, it was possible to check the satisfaction of the service design elements applied to the food and beverage flagship store space. The satisfaction with service design was evaluated through the 5point scale. When the average point was high, the satisfaction with service design elements was high. In the results of the analysis, regarding the spatial composition of flagship stores, the overall interior/exterior atmosphere should contain the image of the company. As flagship stores compose space that can express various event space and company itself on top of the space for sales, they should present the spatial composition differentiated from other general commercial spaces. The significance of a study on service design of flagship stores is to show positive effect on flagship store space. In the future, it would be necessary to have comparative analysis on domestic and foreign cases applied with the service design process, and also to analyze the strategies in the aspect of service design.

A Study on Vitalization Plans for the Publishing Culture and Industry with a Book Vending Machine at Convenience Stores (편의점 도서자판기를 활용한 출판문화산업 활성화 방안 연구)

  • Lee, Yusin;Ahn, Kyu-Seo
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.247-260
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    • 2022
  • This paper investigates plans to expand distribution channels for books by installing a book vending machine at convenience stories for the vitalization of the publishing culture and industry. After establishing the meaning of convenience stories and the concept of a book vending machine, the researcher identified a need for the installation and management of a book vending machine at convenience stories. This plan will promote fairness and transparency in book sales through the convenience store system and push forward outsourcing between the publishing industry and the convenience store industry, the expansion of omnichannel service for consumers, and experiential values for clients to increase their customer satisfaction. The composition of the book vending machine will take the smart library form for its management with a universal design applied to a kiosk program. In the study, the researcher schematized this process and conducted a survey with 310 adults to search for practical management plans for a book vending machine. In the future, more research on the diversification of sales and distribution channels for publications such as the installation of a book vending machine at convenience stores will hopefully contribute to the growing amount of reading per capita and promotion of a reading environment for people according to the vitalization of the publishing culture and industry.

The Effects of Consumer's Experiential Factors on the Building Process of Online Brand Equity. (e브랜드 자산 구축과정에 있어 소비자의 체험적 요소들의 영향에 대한 연구)

  • Kim, Moon-Tae;Kim, Yong-Ho;Ork, Jung-Won
    • Management & Information Systems Review
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    • v.25
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    • pp.115-142
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    • 2008
  • Much attention has been devoted recently to the concept of brand equity. The Definition of brand equity is the added value with which a brand endows a product. From a consumer's perspective, this added value can be viewed in terms of enhancing a consumer's ability to interpret and store large amounts of information about a product. Online, several different approaches are also need to enhance brand equity of website. Noteworthy, significant research has not been conducted on the effectiveness of experiences in websites. As such, several researchers are discussing mainly as strategic alternatives that websites can use to build brand equity. This article explores the roles of many online brand experience variable like attention, arousal, telepresence, and flow on brand equity factors. And findings show that these kinds of experiences variable can be major factors that lead the better brand association, strong brand loyalty and brand equity.

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Interior Project of INCHEON 'G' Elementary School English Only Zone (인천 'G' 초등학교 영어 전용 구역 구축 프로젝트)

  • Lee, Hyok-Jun
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.251-252
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    • 2005
  • The present design, which is English Zone Development Project for 'G' Elementary School at Seo gu, Incheon, contained various booths for experiential learning corners as well as spaces of teaching learning through group study, dramas and role plays, breaking away from the structure and atmosphere of traditional language labs, and at the same time it include a school building as an affiliated space where the whole students can gather for discussion and learning. The general design concept adopted the atmosphere of an exotic street, installing five theme booths (airport, bank, hospital, book/game store and shop) along the wall and applying the image of road to the floor in order to perform role plays. The blackboard and furniture were also designed to produce the atmosphere of street so that elementary students take interest and actively participate in learning.

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A study on the user experience according to place branding -Focused on the experience store of Samsung and Apple- (장소 브랜딩에 따른 사용자 경험 연구 -삼성, 애플의 체험 매장을 중심으로-)

  • Chung, Seung-Jae;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.293-298
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    • 2019
  • This study is a user experience study based on location branding at mobile experience stores. As mobile devices have recently become saturated beyond the penetration, the IT industry is encouraging users to buy through experience and can be competitive by increasing brand loyalty through experience stores. The purpose of this study is to analyze the effect of place branding among experience stores through qualitative and quantitative measurements and analyze the user experience factors related to the location branding to present a future direction. A total of eight subjects were given tasks and then experimented with participatory observations and conducted in-depth interviews. The experiment showed that the experience had a significant effect on users, but the difference between each brand was obvious. Since this study has identified the experience-oriented elements, we expect to provide better service and experience for future users.

The mediating role of visual merchandising consciousness in offline apparel retailing (의류점포유통에서 비주얼머천다이징 의식성의 매개적 역할)

  • Lee, Kyu-Hye;Jang, Jung-Won
    • The Research Journal of the Costume Culture
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    • v.27 no.3
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    • pp.285-297
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    • 2019
  • Retail firms have begun to pursue the marketing strategies, which stimulate consumers' sensibility and lead people to purchase their products. The visible effects of visual merchandising (VM) arouse consumers' interest and play an effective role in having busy people efficiently choose products. Apparel retail stores such as SPA use the offline store to be the experiential environment of their branding. Consumers' sensitivity and response toward various visual merchandising strategies needs to be accessed. The purpose of this study is to identify VM consciousness and VM evaluation attribute factors. Relationship of such variables with other variables were accessed. As consequence variables, product satisfaction and unplanned purchase behavior were included in the study. An empirical survey data was collected from men and women of various ages. Results indicated that VM consciousness and VM evaluation attribute factors were not correlated with consumer demographic variables. VM evaluation attributes were factored into appropriateness, attractiveness and functionality dimensions. Clothing involvement and brand orientation significantly influenced product satisfaction and unplanned purchase. The direct and indirect effect (via VM consciousness) were significant. For unplanned purchase, brand orientation only had indirect effect. The influence of VM evaluation attribute factors were significant. Appropriateness had stronger effect on product satisfaction whereas attractiveness had stronger effect on unplanned behavior. Functionality dimension had only indirect effect on product satisfaction but did not show significant direct and indirect effects on unplanned purchase. This study identified the pivotal role of VM consciousness in various shopping and purchasing circumstances in offline retail store of apparel brands.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

Effect of Consumer Shopping Value on Recognition of the Importance of Customer Experience in Sportswear Stores (스포츠웨어 매장 내 고객 경험의 중요성 인식에 미치는 소비자의 쇼핑 가치 영향에 관한 연구)

  • Hwa-Sook, Yoo
    • Human Ecology Research
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    • v.60 no.4
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    • pp.521-533
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    • 2022
  • Using Bernd H. Schmitt's experiential modules, this study investigated the effect of shopping value on recognizing the importance of customer experience. A survey was conducted with 400 adults aged in their 20s to 50s. To analyze the data, factor analysis, a reliability test, cluster analysis, and ANOVA were conducted. The results were as follows. First, the shopping values exhibited by sportswear consumers were a utilitarian shopping value and a hedonic shopping value. Through these, consumers were classified into four groups: a shopping value-oriented group, a utilitarian shopping value group, a shopping value-unconcern group, and a hedonic shopping value group. Second, the customer experience consisted of five factors: sensory experience, emotional experience, cognitive experience, behavioral experience, and relational experience. Third, a significant difference was observed in customers' perceived experiences according to shopping value type. In the shopping value-oriented group, all customer experiences were generally considered important, followed by the hedonic shopping value group and the shopping value-unconcern group, with the utilitarian shopping value group least likely to perceive customer experiences as important. In addition, cognitive and emotional experiences were rated highest among the five experiences, indicating that these were the most important store experiences among the various customer experience components.

Iterative Cyclic Model of Generation MZ's Consumer Purchase Decision Journey for a Fashion Product (MZ세대 소비자의 패션상품 구매의사결정여정의 반복순환모델)

  • Lee, Jung-Woo;Kim, Mi Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.4
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    • pp.638-656
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    • 2022
  • This study aimed to identify characteristics of Generation MZ's consumer purchase decision journey to develop the new fashion CDJ model. The initial stage was affected by habit, online community, social media, aesthetics, circumstantial need, and proxy. In the search and consideration stage, mobile channels were used actively. In the active search and evaluation stage, online media, experiential data, and personal information were employed. In the purchase stage, zoomers took plenty of time in search and evaluation before spending, contrary to millennials who made their purchases more quickly. In the post-purchase experience stage, zoomers actively displayed follow-up behaviors depending on their satisfaction, such as retaining or deleting the app. While, millennials did not turn away from the store or brand, but followed up on their purchases even when they had an unsatisfactory experience. Based on the characteristics of CDJ, iterative cycle CDJ models were developed. Zoomers CDJ model was presented as a search loop that consists of the search and evaluation process, in which information accumulates, and a purchase loop in which the actual purchase occurs. The iterative cycle CDJ model was presented connected to the loyalty loop as the main section, which is accelerated in millennials' CDJ model.