• 제목/요약/키워드: Shopping Application

검색결과 221건 처리시간 0.024초

E-Satisfaction and E-Loyalty of Online Marketplace Mobile Applications: An Empirical Channel Study in Indonesia

  • LOE, Kevin;TASIA, Aniq;INDRA, Ricardo;MANI, La
    • 유통과학연구
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    • 제20권9호
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    • pp.61-71
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    • 2022
  • Purpose: This study analyzes the effects of variables affecting e-satisfaction and e-loyalty in e-commerce. Research design, data, and methodology: A survey was conducted to 384 Indonesia online shopping mobile application users. The questionnaire construct was designed based on several independent variables, such as application attractiveness, application functionality, and customer service on e-satisfaction and e-loyalty. E-satisfaction was positioned as an intervening variable to determine the effect on e-loyalty. Results: Application attractiveness, application functionality, and customer service shown positive effect on e-satisfaction in online shopping mobile application. At the same time, e-satisfaction also affected e-loyalty significantly as referred in previous studies. However, application attractiveness, while showed positive effect on e-satisfaction, in contrary with previous study does not showed very significant effect. Conclusion: Application functionality significantly influences users satisfaction compared to application attractiveness. E-satisfaction mediates as a factor between visual design, information access, and transaction in online shopping mobile application, which stimulates user loyalty. The study findings' can be a reference for companies to create and maintain users' satisfaction and loyalty via different aspects of mobile application. Further research should be conducted on other field of study as the industry has different aspects that affects user loyalty.

모바일 쇼핑 활성화를 위한 스마트폰 패션 어플리케이션에 대한 탐색적 연구 (An Exploratory Study of Smartphone Fashion Application to Promote Mobile Shopping)

  • 성희원
    • 한국의류산업학회지
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    • 제14권6호
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    • pp.941-951
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    • 2012
  • As smartphones permeate the consumer lifestyle, branded application and mobile shopping have also received increased attention as an important marketing channel. This study identifies the general information about the use of smartphones, attitudes toward fashion applications, and mobile shopping intentions for smartphone users. Focus group interviews were conducted and 22 interviewees participated. The age of the participants ranged from 21 to 45 years old (55% were females). When examining the motivation to adopt a smartphone, respondents presented the comparable characteristics of early adopters and late adopters according to the time of adoption. Most respondents over the age of 30 showed some troubles to use a smartphone; however, participants in their 20s tended to enjoy exploring the new technology. More than half of respondents were aware of fashion applications, but were dissatisfied with fashion apps and used them infrequently. Respondents pointed out that fashion related apps were not too practical because they were not updated regularly, provided only limited information, and focused on brand promotions. In order to increase the intention to adopt mobile shopping, the price and payment security system needs to be considered. This was an exploratory study to identify the possibility of fashion branded apps as a major distribution channel. The findings of this study provide fundamental information to formulate marketing strategies for fashion businesses that have developed fashion apps.

An exploratory analysis and usability evaluation of fashion mobile applications - Focus on Korea and U.S. App stores -

  • Ju, Na-An;Lee, Davin;Jeon, Hyung Min;Lee, Kyu-Hye
    • 복식문화연구
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    • 제21권2호
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    • pp.287-300
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    • 2013
  • The aim of this study was to find typology of fashion-related mobile applications through exploratory investigation and to investigate differences in Korea and U.S. App stores. And then, through the qualitative evaluation about fashion mobile applications, this study proposes fashion mobile application's design and contents which can be preferred by users. By conducting keyword search in each store, 122 Korean applications and 150 US applications were analyzed. Empirical findings revealed that there were seven major types of fashion mobile applications: brand, magazine, information, SNS, game, shopping and coordination. Information type applications took up the largest portion, and SNS and game type applications showed higher ranking among customers. There were more game Apps in US and more shopping Apps in Korean stores. More free Apps were found in Korean App stores, whereas relatively more paid Apps were found in US App stores especially in game, magazine and information type applications. And as a result of usability evaluation of fashion mobile application, users prefer SNS and information category application to shopping and brand category. Also users want continuous improvement and new contents for fashion mobile application.

개인정보보호를 통한 정보품질과 서비스 품질이 만족도와 충성도에 미치는 영향에 관한 실증연구: 중국 O2O 모바일 쇼핑 어플리케이션 이용자를 중심으로 (An Empirical Study on the Effect of Information Quality and Service Quality on Satisfaction and Loyalty through Perceived Privacy Protection: Focusing on Users of O2O Mobile Shopping Applications in China)

  • 노태우;노진호;오예은
    • 무역학회지
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    • 제45권6호
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    • pp.77-97
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    • 2020
  • This study investigates the effects of O2O-based mobile shopping application (O2O MSA)'s information and service quality on the user's perceived privacy protection, satisfaction and loyalty. In this study, 969 questionnaire reponses were collected, out of which 555 were used to estimate the structural paths using PLS-SEM (partial least square structural equation model) for the hypothesis test. Our empirical findings are drawn from Chinese respondents that live in a 1-line city in China and use O2O MSAs serviced by China's leading companies. This study examines and confirms that qualified information and service of O2O MSA positively affect both perceived privacy protection and customer satisfaction, which finally leads to customer behavioral loyalty through the perceived privacy protection. Further, this study presents effective practical implications for application development strategy suitable for users in the O2O-based mobile shopping industry.

Moderating Effect of Online Shopping Experience on Adoption of e-Governance in Rural India

  • Swapnil Undale;Harshali Patil
    • Asia pacific journal of information systems
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    • 제32권1호
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    • pp.32-50
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    • 2022
  • Technology acceptance is one of the most popular research areas. Rapid developments in technology are making human life more comfortable. However, still most of the rural area has been deprived of benefits of technological advancement. Seventy percent population of India resides in rural area. Leveraging the improved penetration of the internet; mobile friendly population in rural India has been increasingly shopping online in the last few years. e-Governance is one of the important vehicles to provide efficient services to the citizens by Governments. One major obstacle is acceptance of e-Governance platforms by the citizens. Considering the increasing trend of using e-Commerce in rural area, this paper attempts to investigate moderating effect of online shopping experience on intention to use e-Governance portals. We surveyed 365 villagers across Maharashtra: one of the leading states in India. The result confirmed online shopping experience moderates the relationship between: 'perceived security & privacy' and 'attitude'; 'perceived security & privacy' and 'intention to use'; 'Perceived usefulness' and 'attitude'; and, 'attitude' and 'intention to use'. In this study definition of moderating variable 'experience' is unique and different than most of the popular studies. We defined experience as: 'prior use of any application of technology similar to the target application of technology'. Whereas prior studies considered experience as prior experience with target application of the technology.

상업공간 디지털미디어 적용방안에 관한 연구 - 페르소나 기반 사용자 시나리오 기법으로 - (A Study on the Application method of Digital Media in Commercial Space - Using Persona-based Scenario Approach -)

  • 안세윤;김소연;조문가
    • 한국실내디자인학회논문집
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    • 제26권1호
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    • pp.33-42
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    • 2017
  • Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.

온라인 쇼핑몰의 해외시장 성과향상을 위한 이미지 기반 SNS 마케팅 채널의 활용방안 : 핀터레스트 활용사례 분석을 중심으로 (The Application of Image-Oriented SNS Marketing Channel for Improving Performance of Online Shopping Malls : Pinterest Case Analysis)

  • 신설희;강보현;김상현
    • 한국IT서비스학회지
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    • 제13권4호
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    • pp.377-396
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    • 2014
  • There is a phenomenon that the consumers from all over the countries are using the Korean online shopping malls, which has settled as a distribution industry. To get the attention of the consumers from other countries, the marketing strategy is important in order for the online shopping malls to go advance abroad. The purpose of this study is to overview the Pinterest, which is a shopping-oriented Social Network Service (SNS) based on the image content. The Pinterest is a valuable online shopping mall marketing channel. By looking at the background growth and feature of service, the existence of the mega SNS as a center in the social business is to see how Pinterest is targeting a niche market. As a result of this study, Pinterest has the advantage against other SNS for joining with online shopping malls because a tendency of the traffic referrals from Pinterest is increasing and the average of the cost of the purchase is high. Therefore, this study is reflecting various cases of utilizing the online shopping malls. In conclusion, Pinterest represents an illustrative case of effective marketing channel of the online shopping malls.

인터넷 쇼핑몰의 사용자 채택에 대한 구매 단계별 영향 요인 (The Impact on the User Acceptance of Internet Shopping Malls by Purchase Stages)

  • 오창규
    • 한국정보시스템학회지:정보시스템연구
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    • 제15권4호
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    • pp.125-147
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    • 2006
  • Internet shopping mall has dual nature of information technology features defined by the web-based application system and marketing features explained by the shopping marketplaces. The purpose of this study aims at analyzing the consumer's attempt to purchase and re-purchase intention to the internet shopping mall to combine the IT perspective and the marketing perspective. This paper develop the integrated research model with the acceptance behaviors of customers through consumer's purchase decision process(pre-purchase stage and post-purchase stage). The results from an empirical survey as follows: First, the integrated model is valid in predicting the acceptance of the internet shopping malls by using structured equation modeling. Second, there are the differences between pre-purchase stage and post-purchase stage by each conceptual constructs. Finally, the results of MSEM(Multi-group Structured Equation Modeling) indicate the perceived ease of use and perceived trust to the attitude to the internet shopping mall is more effectively predicted at the pre-purchase stage. Vice versa, the perceived usefulness to the intention to the purchase intention of internet shopping mall is more effectively predicted at the post-purchase stage. This study provides an integrative approach to develop the effective and successful internet shopping mall strategy.

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가상상점에서 고객 행위 연관성 분석을 위한 데이터 마이닝 기법 (A Data Mining Technique for Customer Behavior Association Analysis in Cyber Shopping Malls)

  • 김종우;이병헌;이경미;한재룡;강태근;유관종
    • 한국전자거래학회지
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    • 제4권1호
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    • pp.21-36
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    • 1999
  • Using user monitoring techniques on web, marketing decision makers in cyber shopping malls can gather customer behavior data as well as sales transaction data and customer profiles. In this paper, we present a marketing rule extraction technique for customer behavior analysis in cyber shopping malls, The technique is an application of market basket analysis which is a representative data mining technique for extracting association rules. The market basket analysis technique is applied on a customer behavior log table, which provide association rules about web pages in a cyber shopping mall. The extracted association rules can be used for mall layout design, product packaging, web page link design, and product recommendation. A prototype cyber shopping mall with customer monitoring features and a customer behavior analysis algorithm is implemented using Java Web Server, Servlet, JDBC(Java Database Connectivity), and relational database on windows NT.

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국내의 웹 상의 쇼핑 정보 서비스 분류 (Classification of Shopping Information Services on the Web in Korea)

  • 강대기;함호상;박상봉
    • 한국전자거래학회지
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    • 제4권2호
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    • pp.1-22
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    • 1999
  • In this paper, we review and classify shopping information services for electronic commerce in Korea. Shopping information services for electronic commerce can be divided into shopping mall information service and product information service. Shopping mall information service simply shows and suggests information on the shopping malls that it has in its data store. But product information service provides information about the items of the shopping malls the service has and therefore gives more powerful and convenient interfaces to users. Cutting-edge product information services can perform online comparison shopping facility, which searches and compares the items what the users want on the reasonable basis of economical criteria, such as price. Books, CDs, and Personal Data Assistant(PDA)s are the products of which the specification is clear enough to be described on the Web. And the comparison of the products by the information service is performed on the basis of "price" of the product item. The approach to design and implement product information service can be divided into two categories. The one is an application of data warehousing mechanism, which stores the product information on the regular basis of time and provide it when the users query over the Web-database gateway. The other approach is a shopping agent mechanism, which stores information on "how to shop" and the shopping agent collects the information of product items just after users query about the product and provide the information in real time or notify them by alerting service. Thirty nine shopping information services are compared and classified in this paper and they are extracted from "Naver" and "Yahoo! Korea". The final result shows that most services are just a simple shopping mall information service in growing stage, product information services with data warehousing are lack in product ontology in middle stage, and that product information services with shopping agent are in early stage.

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