• Title/Summary/Keyword: Mobile Products

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The Relationship among Chatbot's Characteristics, Service Value, and Customer Satisfaction (챗봇의 특성, 서비스가치, 고객만족 간 관계 연구)

  • Kwak, Jungki;Kim, Naeeun;Kim, Mi-Sook
    • The Journal of Industrial Distribution & Business
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    • v.10 no.3
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    • pp.45-58
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    • 2019
  • Purpose - The purpose of this study was to investigate the effects of the chatbot's characteristics (ease of use, social presence, playfulness, usefulness) on service value, customer satisfaction and reuse intention when consumers purchased fashion products in the mobile shopping environments. Research design, data, and methodology - Data were collected from Korean consumers from ages 20 to 59 who have experienced using chatbot in a mobile shopping for fashion products. After a pilot survey to 53 customers, the preliminary questionnaire was revised for the final test, and the final questionnaire was administered to 1500 customers. Out of these, 300 were collected. After deleting 48 incomplete ones, 252 questionnaires were used in the statistical analysis. Frequency analysis and exploratory factor analysis using SPSS 23.0 and confirmatory factor analysis and structure equation analysis using AMOS 18.0 were employed for data analyses. Results - First, four factors were extracted for the chatbot's characteristics: ease of use, social presence, playfulness and usefulness. Second, regarding the effect of chatbot's characteristics on service value when purchasing fashion products in the mobile shopping environment, ease of use, playfulness and usefulness of chatbot significantly affected service value. Social presence did not have significant effects on service value. Third, in terms of the effect of the chatbot's characteristics on customer satisfaction when purchasing fashion products in the mobile shopping environment, social presence, playfulness and usefulness of chatbot significantly had an effect on customer satisfaction. Ease of use did not have a significant effect on customer satisfaction. Fourth, service value of chatbot when purchasing fashion products in mobile shopping environment was found to have an effect on customer satisfaction with chatbot. Fifth, service value of chatbot on reuse intention when purchasing fashion products in the mobile shopping environment was found to have an effect on reuse intention of chatbot. Sixth, customer satisfaction with chatbot had a significant impact on the reuse intention of the chatbot when purchasing fashion products in the mobile shopping environment. Conclusions - The present study provide dimensions on the chatbot's characteristics and these may provide helpful data for further studies in this area and for marketers as well.

Consumer Satisfaction Model for Digital Convergence Products (디지털컨버전스 제품에 대한 소비자만족모델)

  • Yoo, Hyun-Jung
    • Journal of Families and Better Life
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    • v.27 no.5
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    • pp.25-42
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    • 2009
  • This study examines the actual state of using digital convergence products by consumers, and analyzes the expectation that consumers have regarding digital convergence products and the actual satisfaction of the digital convergence products. In addition, it analyzes factors affecting the satisfaction with digital convergence products. First, mobile phones, which 99.4% of those surveyed had, cameras, which 90.6% had, and mp3s, which 71.8% had, were found to be necessities. Second, the ratio of owning digital convergence products was 79.5%, 48.1%, and 52.4%, respectively. In the case of a mobile phones, a digital convergence type is already common. Third, regarding the reason for purchasing digital convergence products, they chose convergence products because there was no product with a simple function that they wanted to have: 38.2% in terms of a mobile phone, 47.2% for a camera, and 28.2% for an mp3. This shows that a consumer's choice was infringed in a great deal at the back of remarkable quantitative growth in digital convergence products. Fourth, the analysis of the factor regarding the consumer's expectation on digital convergence products showed 3 kinds of factors, i.e., expectation of benefit, expectation of risk, and expectation of situation. Fifth, as a result of analyzing the structural model regarding the effect on satisfaction by a consumer's expectation and the outcome on digital convergence products, all the expectations and outcomes of benefit, risk, and situation did not have a direct effect on satisfaction. Only an indirect effect through inconsistency showed a statistical significance.

An Investigation of Using Practices for Universal Design of Information Technology Products (IT제품의 유니버설 디자인을 위한 사용실태조사)

  • Lee, Dong-Hun;Chung, Min-K.;Kim, Jung-Young
    • Journal of the Ergonomics Society of Korea
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    • v.28 no.3
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    • pp.103-114
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    • 2009
  • This study investigated perceived discomfort and reasons related to use three information technology products (personal computer, mobile phone and digital television remote controller), and extracted the universal design factors. 240 people (30 females and 30 males for four age groups) participated in the one-to-one interview type of questionnaire, and replied to degree of discomfort at level of items and the reasons of discomfort at level of detailed elements for each product. As a result, almost all age groups answered that using input buttons of mobile phone and remote controller and watching display of mobile phone caused discomfort. Binary logistic regression of the detailed elements showed that response rate of discomfort mostly increased with age, except for specific elements such as shape of mouse and remote controller, and location of function button of mobile phone. Some of the detailed elements had high response rate of discomfort from all age groups. The age groups also showed similar tendency for the elements to select one alternative for the reason of discomfort, but not for sound volume and size of mobile phone and button sensitivity of remote controller. Finally, the universal design factors were extracted for each product based on the results, and divided into common factors and factors classified by the age group. Through this study, we identified using practices of various age groups and their demands for the products. It is expected that extracted detailed elements can be considered as important design factors to design the products universally.

The Study of Impulse Buying Behavior according to Consumption Value in Mobile Fashion Shopping Mall (모바일 패션 쇼핑몰에서 소비가치에 따른 충동구매행동 연구)

  • Kang, Eunmi
    • Fashion & Textile Research Journal
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    • v.17 no.3
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    • pp.372-381
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    • 2015
  • This study investigates differences in fashion products attributes, mobile shopping mall attributes, impulse buying behavior, and satisfaction according to mobile shoppingconsumption value. The findings provide new information on marketing strategy for mobile shopping malls. A total of 283 usable questionnaires were obtained from college students. Data were analyzed by frequency analysis, factor analysis, and ANOVA using SPSS 21.0 for Windows. The results were as follows. First, according to the consumption value, consumer were classified into 3 groups: social/functional oriented, indifference and epistemic/emotional oriented. Second, the conspicuous-functional pursuit group considered utility and exhibition more important in regards to fashion products attributes for the consumption value group, the personality pursuit group also considered aesthetics and utility more important than other groups. Third, conspicuous-functional pursuit group considered continuous management more importantin regards to the importance ofmobile shopping mall attributes for the consumption value group, the personality pursuit group considered informationexchange more important than the other groups. Fourth, the conspicuous-functional pursuit group and Personality pursuit group considered impulse purchase behavior more important than the emotionalpursuit group. The conspicuous-functional pursuit group considered satisfaction after impulse purchase behavior more important than other groups.

Structural Analysis of High-Density Mobile Micro-Connector (초소형 고집적 모바일 커넥터부품 구조해석)

  • Jeon, Yong-Jun;Shin, Kwang-Ho;Heo, Young-Moo
    • Design & Manufacturing
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    • v.9 no.2
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    • pp.1-5
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    • 2015
  • Recently, as small-sized display products such as mobile phones and digital cameras have become lighter and smaller, the size of electric signal delivery part, connector for the mobile display products, also, needs to become smaller, so high-density integration like shortening the distance between signal delivery media, conductors is necessary. With the micro and high-density integration of the connector, it is necessary to maintain contact to a certain degree for keeping intensity and delivering electric signal smoothly to prevent a defect with a specific impact. Accordingly, this study carried out a structural analysis according to the operating mechanisms of 0.16CHP Class Bottom Contact FPC Connector and 0.24CHP Class BTB Connector mostly used in small-sized mobile display products such as mobile phones and digital cameras. As a result of the analysis, both connectors had lower than 997MPa, yield strength of connector material C5240-XSH, so it is judged that permanent plastic deformation would not occur, and that a contact force between the connector and FPC film occurs to a certain degree, so that there would not be any defect in electric signal delivery.

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Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

A Comparative Study for User Interface Design between TV and Mobile Phone (TV와 휴대폰의 사용자 인터페이스 디자인 비교 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.1
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    • pp.29-35
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    • 2008
  • An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.

A Study on the Influencing Factors of Convergence Products' Utility (디지털 컨버전스 제품의 효용에 영향을 미치는 요인에 관한 연구)

  • Ko, Mi-Hyun;Kwon, Sun-Dong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.9
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    • pp.4270-4284
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    • 2013
  • This study is research of actual proof on verification of the user's utility about mobile convergence products and the types of convergence categorize into four types according to their characteristics. Four types of convergence; (1)Open service via scalable internet, (2)Close service dependent on mobile phones, (3)Broadcast services such as DMB, (4)Individual products such as camera based on digital technology. The purpose of research model is to identify differences in effect value of the types of mobile convergence according to its usage level and level of quality. As the result of this study, Usage level of open service/individual products had a significant effect on the user's utility about mobile convergence products, Also Level of quality of open service had a significant effect.

Effects of the Components of Mobile Shopping Apps On Shopping Flow and Continuous Usage Intention

  • Sangwoon BYUN;Jai-Kil KO
    • The Journal of Industrial Distribution & Business
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    • v.14 no.12
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    • pp.11-21
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    • 2023
  • Purpose: This study aims to investigate the impact of mobile shopping app components on shopping flow and the continuous usage intention of the shopping apps in the rapidly growing mobile market facilitated by advancements in the mobile environment. Research Methodology: A survey was conducted, targeting users aged 20 and older with experience in using mobile shopping apps. The responses of 456 participants were analyzed through frequency analysis, exploratory factor analysis, reliability analysis, confirmatory factor analysis, and structural equation modeling. Results: The study found that within the components of mobile shopping apps, enjoyment significantly impacted both shopping flow and the continuous usage intention of shopping apps. The diversity of product assortment had a significant effect only on shopping flow. The usefulness and ease of use influenced on the intention to continue using shopping apps. Conclusions: Based on the findings, it is recommended that shopping app operators try to identify essential components for stimulating user interest and engagement when developing or modifying apps. Additionally, a diverse range of products enhances the shopping experience and drives spontaneous purchases. Furthermore, providing an easy interface and minimizing the effort required, this experience can enhance user perception of its value and sustain consumers' continuous usage intention of the shopping app.