• Title/Summary/Keyword: Purchase satisfaction

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Survey on the Use of Farming Materials in the Elementary School Vegetable Garden in Jeonbuk Area

  • Lee, Sang Mi;Jang, Yoonah;Chae, Young;Han, Kyung Sook;Lee, Byoung Kwon;Jeong, Sun Jin;Gim, Gyung Mee
    • Journal of People, Plants, and Environment
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    • v.21 no.6
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    • pp.473-484
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    • 2018
  • The purpose of this study is to analyze the patterns of farming materials required for creating and operating elementary school vegetable gardens and to propose a plan for vitalizing business related to urban agriculture. As a result of the survey, the farming materials purchased most for the operation of the school gardens were seeds materials focused on seedlings, compost/fertilizer, and farming tools focused on trowels, sprinklers, and hoes. Purchases of farming materials were made mostly through the internet, while most purchases of seedlings were made in pesticide stores. Therefore, it is necessary to provide information and education related to the use of farming materials. Thus, establishment and maintenance of highly accessible and reliable internet sources are recommended to provide the lists of farm products necessary as well as related information to help users in purchase and use in order to create and operate the school garden. In order to supply high-quality seedlings, it is necessary to provide information and education on the kinds of seedlings, management, cultivation, delivery methods, and the like, focusing on pesticide stores producing and distributing seedlings. Providing such information for participants will improve their satisfaction. Also, if businesses related to urban agriculture use these study results in producing, preparing, managing and selling seedlings and farming materials, they will also be able to generate profits and vitalize urban agriculture.

Using Motivation of Short Video Advertising Marketing in China: An Exploratory Study of Douyin

  • Zeng, Nai
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.8
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    • pp.229-237
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    • 2021
  • This paper aims to study the using motivation and influencing factors of Chinese users' participation in live stream shopping through theoretical and empirical analysis, so as to evaluate the change in users' needs and improve marketing strategies. In doing so, I conducted a questionnaire survey for Chinese live stream shopping users and collected the required data. For empirical analysis, I used SPSS and AMOS software to carry out descriptive analysis, reliability and validity analysis and structural equation model analysis (SEM) to test the hypothesis. The results of the analysis showed that core competency and brand personality of the short video industry have a significant impact on user and customer perceived value, thus influencing users' using motivation. That is, users do not blindly follow live stream shopping but make their active choice. Therefore, it is suggested that live stream shopping platform should strengthen the e-commerce attributes and eradicate "the sense of false satisfaction", in order to achieve the effective communication of information. On the other hand, to stimulate the purchase motivation of users, the brand should build up its personality, and enhance user and customer perceived value in cyber marketing.

Study on the Usage of Acne Patches in Patients with Acne (여드름 환자에서 여드름 패치 사용에 관한 연구)

  • Jung, Hye Jung;Jang, Dong Hyuk;Lee, Jae In;Bae, Joo Youn;Ahn, Ji Young;Park, Mi Youn
    • Korean journal of dermatology
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    • v.56 no.9
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    • pp.539-542
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    • 2018
  • Background: Patients with acne are at risk of using various over-the-counter drugs (OTCs). In addition, several OTCs are introduced in pharmacies in Korea. However, only few drugs are supported by well-established data. Among the treatments, acne patches are easy to purchase and use. Thus, they are widely used by patients. Objective: This study aimed to investigate the patient's perception and usage of acne patches. Methods: A questionnaire survey was conducted on 80 patients with acne who visited the outpatient department of the National Medical Center for 2 months. Results: A total of 42 (52.5%) patients answered that they had used acne patches, and 38 (47.5%) patients stated that they had never used patches. Moreover, 27 (64.29%) patients responded that they used the patches on inflammatory lesions. Moreover, several patients were using acne patches after pricking themselves. There was only one response to confirm the ingredient when purchasing acne patch. Moreover, 14 (33.33%) participants responded that they noted side effects after using acne patches. Overall, the satisfaction score for the use of acne patches was 5.05. Conclusion: Patients often use acne patches because they can be easily purchased and used. However, they do not know how to properly choose and use the product that fits their skin. Therefore, doctors must educate patients on how to properly select and use the products.

User Value Analysis in Social Commerce Using Means-End Chain Theory (수단-목적사슬이론을 이용한 소셜커머스의 사용자 가치 분석)

  • Choi, Jeong-Ah;Lim, Yeong-Woo;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.1-26
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    • 2022
  • With the spread of social networks, platform-based social commerce has grown rapidly with the use of multiple smart devices. Given the rapid growth of social commerce sites such as Coupang and Ticket Monster, it is very important to understand the user's purchase decision-making process in a social commerce environment. The purpose of this study is to develop a richer understanding of the goals of users using social commerce. Second, a methodological alternative for analyzing the user's goals is introduced. In this study, laddering interview and means-end chain analysis were used. As a result of interview conducted on 40 users who have more than 6 months of purchasing experience using social commerce, a hierarchical goal map showing the user's goal structure was derived. This map contains 22 ultimate goals of social commerce, including warm relationships with others, fun and enjoyment of shopping, accomplishment, satisfaction, financial saving, and convenience. In addition, there are various paths from activities to ultimate goals, so investigating the goals pursued by users can give us insight into understanding user.

A Study on the Effects of Strategic Item Attributes on Strategic Partnership in Supplier Dominant Relationship-Focused on Shipbuilding Industry (구매자 열위, 공급자 우위 시장에서 전략품목의 속성이 전략적 동반자관계에 미치는 영향 - 조선업을 중심으로)

  • Yang, Han-Na;Kwak, Jae-Woong;Shin, Chang-Hoon
    • Journal of Navigation and Port Research
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    • v.46 no.3
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    • pp.259-268
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    • 2022
  • Unlike the general buyer-supplier relationship, there are cases wherein the bargaining power of suppliers is greater than that of buyers. This relationship can be found especially in the shipbuilding industry. Thus, this paper focused on strategic items presented in Kraljic's study. The purpose of this study was to examine factors influencing buyers' purchase of strategic items in a market wherein the bargaining power of suppliers is superior. Results show that the path coefficient between environment factor and satisfaction factor was the highest. Additionally, the path coefficient between environment factor and reliability factor was the next highest. Also, as a result of analyzing if there is a difference in perception according to the superiority and inferiority of bargaining power perceived by buyers, significant results were found in some path coefficients.

The Influence of Customer Perception about Food Safety on the Use of Restaurant Food Delivery or Takeout (식품안전성에 대한 인식이 배달 또는 테이크아웃 음식 이용에 미치는 영향)

  • Baek, Seonyeong;Suk, Younghee;Lee, Hyeonsook;Ham, Sunny
    • Journal of the Korean Dietetic Association
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    • v.28 no.3
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    • pp.182-194
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    • 2022
  • After the onset of the COVID-19 pandemic, there has been an explosive increase in restaurant meal delivery or takeout. The purpose of this study was to analyze the consumer perception of food safety and its influence on the purchase of delivery or takeout food from restaurants. This study, the 2020 Consumer Behavior Survey for Food (CBSF), was conducted from June 10 to August 21 2020. A total of 6,355 responses were used for the analysis. The results were as follows: First, the differences in consumer perception about food safety were analyzed according to whether they used delivery or takeout. Concern about food safety, satisfaction with dietary habits, and the ability to maintain safe dietary habits were higher in the non-user group. Except for food at home, the perception about food safety at other locations was higher in the user group. Food hazards such as antibiotics were perceived to be safer in the user group. Second, the perception of food safety affecting use of delivery or takeout was analyzed. It was found that the usage of delivery or takeout increased when the perception of the safety of home meal replacement (HMR), delivery or takeout food, and the ability to be informed about the harmful factors of agricultural products increased. The findings of this study may offer the basis for the food and food service industry to consider safety issues seriously and develop strategies to lead to feasible practices. Further, this study also supports the direction of the government toward strengthening the safety of new segments which have shown explosive growth in the COVID-19 era.

A Study on the Development of a Dog Fashion Show Program Using Metaverse (메타버스를 활용한 반려견 패션쇼 프로그램 개발 연구)

  • Jin-Beom, Pyeon;Hee-Eun, SunWoo;Yun-Seo, Hong;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.101-107
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    • 2023
  • The purpose of this study is to research and develop the concepts and functions of the Metabus dog fashion show. Currently, as the pet-related industry grows rapidly, the pet fashion industry is also naturally growing. However, unlike the fast-growing fashion industry, it was not enough to meet the needs of dog owners. Therefore, this study attempted to develop a metaverse dog fashion show by supplementing the problems that arise when purchasing existing pet clothes through metaverse. As a research method, first, a survey was conducted on the rise in the actual pet-related industry and the social trends of metaverse and virtual fashion shows. Second, the existing dog clothing purchase characteristics were examined through user demand analysis, and user needs were derived. Third, the appropriate form of content was established, and a new content consumption environment called metaverse was analyzed and derived. Finally, functions were derived and developed to give users satisfaction. In the future, it is necessary to study a clear payment system in connection with the actual dog clothing business based on this.

An Exploratory Study on the Hierarchical Model of Consumer Orientation

  • Seungbae Park;Jaewon Hong
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.217-227
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    • 2023
  • This study aims to stratify consumer market evaluation items from the Consumer Decision Journey(CDJ) perspective and understand the relationship between laws/systems and consumer orientation through the Korea Consumer Agency's '19 Korea Consumer Markets Evaluation Indicators. This study divided consumer market evaluation items into the selection comparison stage, selection decision stage, and post-purchase experience stage. And present a model that stratified the relationship with consumer orientation of laws/systems and verified using the CDJ model's experience as a control variable. Studies have shown that the relationship between the consumer market evaluation index that evaluates consumer orientation can be stratified according to the consumer decision-making stage and positively affects the relationship with consumer orientation of laws/systems. In addition, the impact of consumer market evaluation variables (reliability, and price) on the consumer orientation of laws/systems was different depending on the presence or absence of consumer damage experience.

Implementation of Secondhand Clothing Trading System with Deep Learning-Based Virtual Fitting Functionality (딥러닝 기반 가상 피팅 기능을 갖는 중고 의류 거래 시스템 구현)

  • Inhwan Jung;Kitae Hwang;Jae-Moon Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.17-22
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    • 2024
  • This paper introduces the implementation of a secondhand clothing trading system equipped with virtual fitting functionality based on deep learning. The proposed system provides users with the ability to visually try on secondhand clothing items online and assess their fit. To achieve this, it utilizes the Convolutional Neural Network (CNN) algorithm to create virtual representations of users considering their body shape and the design of the clothing. This enables buyers to pre-assess the fit of clothing items online before actually wearing them, thereby aiding in their purchase decisions. Additionally, sellers can present accurate clothing sizes and fits through the system, enhancing customer satisfaction. This paper delves into the CNN model's training process, system implementation, user feedback, and validates the effectiveness of the proposed system through experimental results.

User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.47-55
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    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.