• Title/Summary/Keyword: Success Elements

Search Result 321, Processing Time 0.023 seconds

A study on the new product development strategy patterns and their performance (신제품개발 전략유형과 그 성과에 관한 연구)

  • 유병우;송준민
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 1989.10a
    • /
    • pp.108-125
    • /
    • 1989
  • A new product development is critical to the growth and success of most business firms. Increasingly, the new product development is recognized as an essential component of the corporate plan. But, relatively few research investigations have focused on the elements of a new product development strategy and its performance results. This study aims to identify the patterns of new product development strategy which business firms adopt, and its performance results. To identify these patterns and results, 268 firms in four industries known to be active in new product development were selected as a matter of convenience, and surveyed by the questionnaire and interviews. The questionnaire is composed of 67 strategy variables, 8 performance variables, and other variables. To analyze the data from samples, various statistical methods such as factor analysis, Pearson correlation analysis, sluster analysis, and one-way ANOVA were employed. This analysis brought forth the following major findings: First, three new product development strategy patterns were identified. Each strategy pattern was proved to be different from the others in terms of group of strategy elements that were adopted. Second, the new product development strategy was closely linked to its performance. Third, the difference of performance results among strategy groups in each industries was rather significant, however, the performance difference among industries in each strategy group was less significant.

  • PDF

Cross-Cultural Comparisons of Customer Perception at Restaurant Franchises in Beijing, Tokyo, and Seoul (북경, 동경, 서울 소재 체인 음식점에서의 문화 차이에 따른 고객 인식 비교 연구)

  • Choe, Pilsung;Rau, Pei-Luen Patrick;Jeon, Gicheol
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.39 no.4
    • /
    • pp.239-246
    • /
    • 2013
  • Global restaurant franchises are becoming more and more popular in China, Japan, and South Korea. Understanding target customers' needs for restaurant franchises is considered one of the most important factors for their business success. In this study, four domains-food-related domain (FRD), interior-related domain (IRD), staff-related domain (SRD), and convenience-related domain (CRD)-and 24 elements were classified. A survey with 450 respondents in the three capital cities (Beijing, Tokyo, and Seoul) was then conducted to examine the effect of the factors influencing customer satisfaction. After statistical analysis, thirteen main elements were found as factors influencing customer satisfaction. The analysis result showed that the food-related domain (FRD) was the most important in Beijing. The interior-related domain (IRD) and the convenience-related domain (CRD) were considered the most important in Tokyo and Seoul. Some cultural differences in customer satisfaction were also found. The results provide a guideline for better customer experience management of a restaurant franchise in the three cities.

A study on the 'Fun' in Hangul Iconicity (한글 도상성에 나타난 '재미'에 관한 연구)

  • Park, Young-Won
    • 기호학연구
    • /
    • no.54
    • /
    • pp.65-92
    • /
    • 2018
  • Hangul 's iconicity based on the scientific creation principle makes it possible to expand into various designs. 'Fun' is a factor for success in the cultural contents industry. Through the design process, it is possible to apply fun elements to the design of cultural contents to meet the purpose. The characteristics of Hangul icons that can be used in cultural contents design, the concept of 'fun', the inducing factors of fun and the production methods of visual fun are summarized. The production method of visual fun has suggested the same way as the design humor creation method in visual communication design. 10 types of examples of Hangul in relation to visual 'fun' have been analyzed by the semiotic approach. This suggests a design methodology for the creation of fun elements that utilize Hangul Iconicity in cultural contents design in the future.

Research of popular success factors of game content

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
    • /
    • v.11 no.2
    • /
    • pp.83-87
    • /
    • 2022
  • Genshin Impact is an open-world action role-playing game launched by miHoYo in 2020 and has been released on multiple platforms. Due to the excellent character design, it has received widespread attention once it was released, and it has been ranked in the top 10 best-selling lists in several countries after a few weeks of launch. This article will first analyze the map design of the game's open world, and what elements are used on the game map to allow players to immerse themselves in it. Then, in the gameplay of the game, a rich and varied combat system is formed by using the relationship between the elements to restrain each other.There is also a card drawing system added to it, which makes the acquisition of characters full of randomness and allows more players to participate in it. It is concluded that the novel design and rich and varied play methods have made the game Genshin Impact high in popularity, occupying the forefront of the app download list for a long time.

A Study on Fashion Startup Ecosystem Trends in Korea Using Big Data Analysis - Focusing on Newspaper Articles in 2012-2022 - (빅데이터 분석을 활용한 우리나라 패션 스타트업 생태계의 추세 연구 - 2012~2022년 신문기사를 중심으로 -)

  • Soojung Lim;Sunjin Hwang
    • Journal of Fashion Business
    • /
    • v.27 no.1
    • /
    • pp.1-15
    • /
    • 2023
  • This study divided articles into two time periods, from 2012 to 2022, with the aim of using big data analysis to look at patterns in the ecosystem of fashion start-ups. The research method extracted top keywords based on TF(Term Frequency) and TF-IDF(Term Frequency-Inverse Document Frequency), analyzed the network, and derived centrality values. As a result of comparing the first and second fashion startup ecosystems, elements of policy, support, market, finance, and human capital were derived in the first period. In addition, in the second period, elements of policy, support, market, finance, and culture were derived. In the first period, the fashion startup ecosystem focused on fostering new designer startups by emphasizing support, finance, and human capital factors and focusing on policies. Meanwhile, in the second period, online-based fashion platform startups and fashion tech startups appeared with the support of digital transformation and fulfillment services triggered by COVID-19(Corona Virus Disease 19), private finances were emphasized, and cultural factors were derived along with success stories of fashion startups. This study is meaningful in that it helps in developing strategies for fashion startups to grow into sustainable companies.

Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
    • /
    • v.32 no.4
    • /
    • pp.750-769
    • /
    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

A Study on Cyber Operational Elements Classification and COA Evaluation Method for Cyber Command & Control Decision Making Support (사이버 지휘통제 의사결정 지원을 위한 사이버 작전요소 분류 및 방책 평가 방안 연구)

  • Lee, Dong-hwan;Yoon, Suk-joon;Kim, Kook-jin;Oh, Haeng-rok;Han, In-sung;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
    • /
    • v.22 no.6
    • /
    • pp.99-113
    • /
    • 2021
  • In these days, as cyberspace has been recognized as the fifth battlefield area following the land, sea, air, and space, attention has been focused on activities that view cyberspace as an operational and mission domain in earnest. Also, in the 21st century, cyber operations based on cyberspace are being developed as a 4th generation warfare method. In such an environment, the success of the operation is determined by the commander's decision. Therefore, in order to increase the rationality and objectivity of such decision-making, it is necessary to systematically establish and select a course of action (COA). In this study, COA is established by using the method of classifying operational elements necessary for cyber operation, and it is intended to suggest a direction for quantitative evaluation of COA. To this end, we propose a method of composing the COES (Cyber Operational Elements Set), which becomes the COA of operation, and classifying the cyber operational elements identified in the target development process based on the 5W1H Method. In addition, by applying the proposed classification method to the cyber operation elements used in the STUXNET attack case, the COES is formed to establish the attack COAs. Finally, after prioritizing the established COA, quantitative evaluation of the policy was performed to select the optimal COA.

Derivation of Success Elements for the Sustainability of Landscape Agreements - A Case Study on Ongjin-gun Mungab Island and Suwon Gobuk Market - (경관협정의 지속성을 위한 성공요소 도출 - 옹진군 문갑도와 수원시 거북시장길 사례분석을 통하여 -)

  • Park, Hye-Eun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.47 no.6
    • /
    • pp.24-36
    • /
    • 2019
  • This study shows that the role of residents in landscape management is becoming increasingly important. The purpose of this study is to suggest elements that can continue the operation of landscape agreements and directions for promoting them. Therefore, 1)the operational elements considering the sustainability of the landscape agreements were proposed by way of literature research, expert interviews, and surveys. 2)The sustainable operation of elements of the landscape agreement were applied and best practices were developed through interviews with participants and literature analysis. 3)The final plan operational elements considering the sustainability of the landscape agreements and the directions for implementation were presented. As for the results, it was first presented that the elements of continuous operation of the landscape agreement, consisted of 3 major categories, 10 subcategories, and 25 details. These include resident awareness, practical applicability, effectiveness of administrative means, securing the budget, maintenance, public relations, expert support, dedicated support organization, sustainability of participation, and resident participation and communication methods. It is a detailed list of items that should be considered in the preparation phase, maintenance phase, and conclusion phase. Second, it suggested the direction for the sustainable operation of the landscape agreements be highly backed by the residents, and after reaching consensus on a landscape agreement, it is necessary that the agreement is based on contents that the residents can execute themselves. In addition, it was found that there is a need for a system to prepare the basis for securing the budget for the continuity of work, preparation of the landscape agreements, and consultation and activity costs during the maintenance phase. In addition, continuous exchanges and capacity building among residents have signed landscape agreements, and step-by-step support from experts in accordance with the level of involvement of residents is necessary. Third, even if a landscape agreement is concluded in connection with public projects, it is understood that the residents have the capacity to participate and can continue to support the administration and experts to enable the continued operation of the landscape agreement.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
    • /
    • v.17 no.1
    • /
    • pp.23-38
    • /
    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

A Study on the Multi-dimensional Greening Preferential Factors for Securing Green Spaces in Cities (도시 녹지 공간 확보를 위한 건물의 입체녹화 선호요인에 관한 연구)

  • CHOI, Jae-Hyun;LEE, Myeong-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.20 no.6
    • /
    • pp.521-530
    • /
    • 2019
  • With a view to respond to urban climate change issues and improve the urban environment in a qualitative manner, the strategy of multi-dimensional greening of the traditional markets in the City of Seoul to secure the multi-dimensional green spaces can result in a significant effect in terms of landscaping, environment, and spatial aspect. The purpose of this study is to examine the elements of multi-dimensional greening for the multi-dimensional greening of buildings in order to enhance the greening function within urban phenomena and, with this, establish the criteria for success introduction of multi-dimensional greening and its qualitative expansion. For this, a total of 569 consumers of traditional markets have been interviewed, and the data from their questionnaires were analyzed through SPSS and AMOS software. The result of the analysis showed that the elements of the multi-dimensional greening of traditional markets, such as the economical, physical, functional, visual, and facility aspects all affected the consumer expectation in a positive manner. Also, depending on the gender of the customers of traditional markets, the ecological aspect among the elements of multi-dimensional greening had a significant difference. And, by the age, the functional, physical, and visual aspects of the elements of multi-dimensional greening showed a significant different. And, the expectation on the multidimensional greening of traditional markets also showed a statistically significant difference. By the level of education, there were significant differences in terms of the physical and visual aspects of the multi-dimensional greening elements. And, the level of expectation on the multidimensional greening also differed significantly.