• 제목/요약/키워드: Store Design

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Store's Visual Sensory Cues, Emotion, and Reusage Intention

  • Choi, Nak-Hwan;Zhang, Jia-Ling;Chen, Chang
    • 유통과학연구
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    • 제16권2호
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    • pp.35-45
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    • 2018
  • Purpose - This research aimed at exploring the mediation roles of the arousal and pleasure in the effects of the congruity between visual sensory cues of a retail store and consumers' self-image on the intent to reuse the store. Research design, data, and methodology - The data from 278 Chinese consumers who answered the questionnaire online were analyzed by using structural equation model of Amos 21.0 program to verify the hypotheses. Results - Store's visual sensory cues congruent with consumers' self-image directly affected the intention to reuse the store, and had positive impacts on both their arousal and pleasure states. The consumers' pleasure positively influenced on their intention, but their arousal did not influence on the intention. Consumers' pleasure played mediation roles in the effect of the congruity on the intention to reuse the store. Conclusions - Retail store marketers should pay attention to visual sensory cues to match the cues to consumers' self-image, when designing their store settings. When developing the cues, to help consumers feel pleasure which in turn, induces loyalty to their store, the marketers should develop the atmosphere setting in the respects of the congruity between the visual sensory cues and the self image.

소비자 행동 경향에 따른 플래그십스토어 계획 요소에 관한 연구 - 코오롱스포츠 플래그십스토어를 중심으로 - (A Study on the Flagship Store design element based on the Change of the Customer Behavior - Focused on the kolongsport Flagshipstore -)

  • 안현정
    • 한국실내디자인학회논문집
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    • 제20권2호
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    • pp.72-84
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    • 2011
  • In accordance with an active development, we now enjoy web 2.0 generation centering bilateral participation through the web 1.0 environment mainly providing the offering information and take a step web 3.0 understanding information by itself. The same time of digital technic development, consumption market arrived at market3.0 generation, also passed by market 1.0 and went via market 2.0 based on bilateral participation and understanding. This change have the marketing implement index changed as well. Nowadays, 7C is generalized of making up sensibility, emotion, communication, relationship, customization and interactive built as a major strategy from the day of 3p focused on customer environment, service process and 4P focused on physical quality of product. It isn't that brand and merchandise create life and experience like as past. It is focused on embodiment of a way of life, culture and creative experience from consumers' own. This treatise, therefore, fixes the object as flagship store positively reflecting the change and examine the change of a marketing code element and social factor stimulating customer behavior change. As a condition of this study, It fixes Maslow Motivation Theory as the main index of customer behavior, and 7C as the marketing code. This treatise ultimately studies the index of flagship store discussion based on domestic outdoor brand cases.

냉감소재를 사용한 여름철 의류의 구매행동과 디자인 선호도 연구 (A Study on Clothing Purchasing Behaviors and Design Preference of Summer Clothes using Cooling Textiles)

  • 권은순;이미숙
    • 한국의상디자인학회지
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    • 제16권2호
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    • pp.55-70
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    • 2014
  • The purpose of this study was to investigate purchasing behaviors of summer clothes using cooling textiles and clothing design preference in summer season. The subjects were 623 married women aged from 30s to 60s. The research method was a survey and the measuring instruments consisted of purchasing behaviors of summer clothes using cooling textiles, clothing design preference in summer season, and subjects' demographics attributions. The data were analyzed by frequency analysis, multiple response analysis, cross tabs analysis, and $x^2$ test, using SPSS statistical program. The results were as follows. First, important clothing selection criteria were design, price, and textiles. The main items using cooling textiles that female consumers purchased were T-shirts, pants, and outdoor & sportswear. Main information sources of summer clothes using cooling textiles were internet and store display, and purchasing places were fashion outlet, internet, brand store, and department store. Second, female consumers most preferred comfortable and casual style. They mainly preferred white and blue color, pastel and pale tone, plain pattern, and cotton and functional materials in summer season. Third, there were many important differences among 4 age groups on purchasing behaviors of summer clothes using cooling textiles and design preference in summer season.

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NUMERICAL STUDY OF AN EXTERNAL STORE RELEASED FROM A FIGHTER AIRCRAFT

  • Yoon, Young-Hyun;Cho, Hwan-Kee;Chung, H.S.;Lee, S.H.;Han, C.H.
    • 한국전산유체공학회지
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    • 제13권4호
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    • pp.80-85
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    • 2008
  • The prediction of the separation trajectories of external stores released from a military aircraft is an important task in the aircraft design area having the objective to define the operational and release envelopes. This paper presents the results obtained for store separation by employing commercial softwares, FLUENT and CFD-FASTRAN. FLUENT treats the rigid body motion by employing a remeshing scheme. CFD-FASTRAN uses Chimera(overset) grid and interpolations. It was found that, for the prediction of the trajectories and behavior of the stores separated from the wing, both codes show the good agreement with the experimental results.

나이키, 퓨마, 구호 팝업 스토어 방문자들의 팝업 체험감성 및 구매행동 비교 연구 (Comparison of Feel/Sense and Purchase Behavior among NIKE, PUMA, and KUHO POP-UP Store Visitors)

  • 김선영;김칠순
    • 복식문화연구
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    • 제19권6호
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    • pp.1288-1301
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    • 2011
  • The purpose of this study was to observe a case study of pop-up stores in an apparel company in Korea in order to evaluate different feel and to determine the purchase behavior of pop-up visitors of three major fashion brands. This research was conducted through secondary data collection and primary data collection. A survey was conducted among NIKE, KUHO, and PUMA pop-up store visitors who were 20 to 40 years old, via questionnaires. Data were collected on-line and off line at the pop-up store. Data were analyzed using SPSS program. Through data analysis, we learned that most of the study participants were captivated by the digital elements in the environment of the NIKE pop-up store. Puma, the second most favorably ranked, was favored for its interior design. Meanwhile, KUHO stimulated its customers with its limited edition fashion products at a good price. Several feels of visitors about the pop-up stores were significantly different among the 3 different brands. There was a significant difference in purchase criteria, such as brand recognition, size, and design among visitors of the three different brands. Visitors who preferred KUHO considered design of products more than NIKE-preferred visitors. In conclusion, the clothing pop-up stores have the possibility of satisfying consumers' desires. Each brand can achieve a good performance in promotion with a differentiated strategy.

소비자의 쇼핑성향과 소매점속성이 소매점 애고의도에 미치는 영향 (The Influence of Shopping Orientation and Store Attribute on Store Patronage Intentions)

  • 남미우;김광경
    • 대한가정학회지
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    • 제42권12호
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    • pp.161-174
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    • 2004
  • The primary objective of this study was to employ Darden's store patronage model in order to investigate the role that shopping orientation and store attributes play in store patronage. The study sample consisted of 340 female university students residing in Seoul. The data was analyzed by using path analysis and factor analysis. The recreational shopping orientation played a greater role in influencing the importance of store attributes than did the convenience shopping orientation. Recreational shoppers want a variety of brands and convenience shoppers can be attracted by a convenient location and availability of parking. Six important store attributes(variety of products and price level, proximity, variety of trendy brands, store decor, sales promotion, sales personnel) have a differential influence on store patronage. Shopping orientation was a direct predictor of patronage behavior and mediated the relationship between shopping orientation and store attribute importance. The finding indicated that both the recreational shopping orientation and convenience shopping orientation can be used effectively to position store patronage in such a way as to provide a strong means for shoppers to satisfy their needs. The findings of this study demonstrated that South Korean female shoppers with different shopping orientation have different store attribute preference and store patronage. The results provide a basis for building a successful strategy to attract shoppers and generate sales. The study focused on a specific product category, i.e., women's apparel. To meet the needs of female apparel shoppers, further research is needed to learn more about the distinctive characteristics of Korean consumers that could be applied to a variety of jobs, ages and living areas.

Design-First Approach 와 UML이용 (A Case Study on the Design-First Approach and using UML for a Video Rental Store)

  • 국중각
    • 한국컴퓨터산업학회논문지
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    • 제8권1호
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    • pp.1-8
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    • 2007
  • 객체지향기술을 이용하여 소프트웨어를 개발할 때 소위 @큰 그림@ (big picture)으로 나타내는 @design-first@ approach 방식으로 채택하는 하는 경향이 있어 관심을 끌고 있다. 본 연구도 이 방식을 채택하여 video rental store(VRS) system을 개발하였다 이 system은 효과적으로 모델링(modeling) 할 수 있도록 UML을 이용하였으며, PHP script, MySQL Database, Java를 함께 사용하였으며, 실습 프러적트(project)로 구현하였다. 단계별 프로세싱을 통해 학생들이 프로그래밍을 작성하는데 원칙을 따르도록 지도 하였으며, 코딩(coding)을 시작하기 전에, 계획, 분석, 그리고 설계를 이행하도록 지도했다. 학생들이 가능한 실제 세계와 같은 경험을 가지도록 노력했다. 그리고 전반적으로 그 개발과정은 긍정적이었다.

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유니클로의 온라인과 오프라인 이미지가 멀티채널 브랜드 구매의도에 미치는 영향 (The effect of UNIQLO's online and offline brand images on the purchase intention as a multichannel brand)

  • 김지연
    • 복식문화연구
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    • 제21권1호
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    • pp.42-56
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    • 2013
  • Nowadays the advantages of multichannel retailing strategy in fashion business have been widely discussed, but empirical research on fashion retail has been limited. The purpose of this research is to provide some ideas on multichannel retailing strategy to fashion retailers through the case of UNIQLO. The online survey was conducted on each 100 female customers in their 20s, 30s, 40s living in seoul among UNIQLO customers. The survey was consisted of measurement items for UNIQLO's online store image and offline store image, customer satisfaction, purchase intention, and demographic attributes. The online survey was found that 30.3% of UNIQLO's multichannel customers bought a product from offline store using online shopping mall as a search channel, on the other hand, 20.7% of UNIQLO's multichannel customers bought a product from online store using offline store as a search channel. Factors of the online shopping mall image were consisted of shopping convenience, product information, price policy, trust. And factors of the offline store image were consisted of trust and store, product information, service. Some factors of online store and offline store image had impact on multichannel customer satisfaction. And, customer satisfaction also had impact on purchase intention of UNIQLO product. Some suggestion for the future of multichannel research in fashion retailing was given.

라이프스타일 숍의 체험 요소가 스토어 아이덴티티, 쇼핑 만족 및 행동의도에 미치는 영향 (Effect of Experience Elements on Store Identity, Shopping Satisfaction and Behavioral Intention in Lifestyle Shops)

  • 우승현;황진숙
    • 한국의류학회지
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    • 제40권4호
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    • pp.685-700
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    • 2016
  • This study investigated the effects of experience elements on store identity, shopping satisfaction, and behavioral intention in lifestyle shops. The respondents of the study were 300 adult males and females who visited lifestyle shops. The data were analyzed by using SPSS 18.0 for exploratory factor analysis and reliability analysis, and AMOS 18.0 for confirmatory factor analysis and path analysis. The results showed that there were four experience elements: entertainment, education, escapist, and esthetic. The experience elements are based on Pine & Gilmore's Experience Economy Theory. The result of path analysis showed that the entertainment experience and escapist experience had significant influences on store identity. Store identity positively influenced shopping satisfaction, but it had no significant influence on behavioral intention. Shopping satisfaction was found to have a significant effect on behavioral intention. The indirect effect analysis showed that the entertainment and escapist experiences have positive influences on shopping satisfaction and behavioral intention mediated by store identity. The store identity had an influence on behavioral intention mediated by shopping satisfaction. This study provides helpful information to domestic lifestyle brands for the establishment of a competitive store identity strategy by implementing the important store experience elements of lifestyle shops.

게임화(Gamification)을 이용한 매장 관리 디자인 : 고객-매장관리자 협업모델 (Design the Customer-Retailer Collaboration Model Using Gamification for In-Store Management)

  • 백시현;원즈허주
    • 산업경영시스템학회지
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    • 제38권2호
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    • pp.8-16
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    • 2015
  • How to measure and evaluate the performance of managing a store? Although it is important for a retailer to execute good management in a store, there are few efficient measurement tools and methods for In-store management. Also few people are trying to deal with variety of goods (number of categories), depth of a catagory (number of stock-keeping units within a category), and stock level (the number of individual items of a particular SKU) in a store. To solve the problem, this paper suggests the Customer-Retailer Collaboration (CRC) model that utilizes Gamification. By embedding gaming elements, the store management activities can be viewed as more game-like processes. Customers find some problems they encountered in the store and send the related signals via mobile APP, and the relevant store personnel copes with the signals. As the return for their collaboration, they both will obtain points and badge. This paper designs the CRC model and shows the flow of the model briefly.