• Title/Summary/Keyword: Visual marketing

Search Result 284, Processing Time 0.024 seconds

A Study on Development Plan of Local Character for SNS Marketing -Focused on Korean and Japanese Local Character- (SNS 마케팅을 위한 지역 캐릭터 개발 방안 연구 -한국과 일본 지역 캐릭터 비교를 중심으로-)

  • Cho, Yoon-ju;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.14 no.12
    • /
    • pp.457-462
    • /
    • 2016
  • This study is to understand the needs of local character design for SNS marketing and find development plan. We analyzed successful cases in Korea and Japan to find out development plan of competitive local character for SNS marketing. Method of study was literature research, case study and in-depth interview, based on component of character. These are the results. First, development of local character has to consider the use in SNS marketing. Second, local character has to be more concerned with intimacy than Symbolic. Third, it should have attractive visual, reflecting the taste of people. Fourth, it should have creative design to arouse people's curiosity. Finally, name and design of the character should be intuitive. Therefore, we expect improvement of Korean local characters, which reflect SNS marketing and current trends.

Digital Marketing Tools for Managing the Development of Park and Recreation Complexes

  • Chaikovska, Maryna;Mashika, Hanna;Mankovska, Ruslana;Liulchak, Zoreslava;Haida, Pavlo;Diakova, Yana
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.5
    • /
    • pp.154-162
    • /
    • 2022
  • Digital marketing tools are actively used in managing the development of park and recreation complexes to familiarize the population with the objects of natural heritage. This article aims to empirically evaluate digital marketing tools for popularizing the park and recreational complexes. The methodology was based on the concept of ecosystem value of park and recreation complexes as a natural heritage site. These methods included: identifying and selecting websites with information about park and recreation complexes in Slovakia and Ukraine. structural analysis of the main channels of online details about natural parks. Assessing the current state of online identity of the studied sites from the perspective of Internet users. The results indicate that to manage the development of park and recreational complexes developed their driven official websites in the Internet space, on which sections structure the information with the allocation of data on tourism and recreational potential. The article identifies additional digital marketing tools for managing the development of park and recreation complexes, particularly social networks and tourist websites. There is a sufficient amount of information about tourist recreation sites within these natural parks and tourist routes. Among the main problems of the websites: the information on the websites is entirely textual, there is a lack of sufficient data on social networks, despite the created official pages, there is no video content, which was more attracted tourists and visitors, allowing a visual assessment of the tourist potential; there is a problem of many communication channels to present the natural heritage of the countries. The research proves that the website is the primary and most common digital marketing tool for natural heritage, structuring information about tourism potential and recreation.

A Study on the Adaptation and Prospects of the 3-dimensional Computer graphics in the field of Fashion Design (웹스페이스 시대에 3차원 컴퓨터 그래픽스를 도입한 의상디자인 분야의 현황 및 전망에 관한 연구)

  • Bae Lee-Sa;Lee In-Seong
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.7 no.2
    • /
    • pp.1-10
    • /
    • 2005
  • This study intends to examine extensively on the current situation where the full capacity of 3D CG is not being highlighted because of the lack of the information and the awareness and to look at how the virtual reality technology is being applied ranging from the design of the clothes to the marketing. A set of processes ranging from the development of the clothing design to the marketing will be performed on the web. Designers will design with 3D CG and make the patterns and will hand this over to the producer together with the virtual swatch. But there are important problems to work out. First, it is the problem of the virtual fitting room. Second, it is the absence of the 3D CG, which is easy and convenient for the clothing design. Third, it is to perfect the visual reconstruction. Fourth, it is the security of the distribution system. Fifth, it also calls for the strengthened internet network that can smooth the flow of the tremendous data. Consumer will be able to produce according to their needs and will become designer and producer at the same time, resulting in the achievement of the consumer-oriented marketing in real sense.

  • PDF

Analysis of Visual Attention in Bank Brand Logo using Eye-Tracking (시선추적장치를 활용한 은행 브랜드 로고의 시각적 주의집중도 분석 연구)

  • Park, Min Hee;Hwang, Mi Kyung;Kim, Chee Yong;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.9
    • /
    • pp.1210-1218
    • /
    • 2020
  • This study selected brand logos of six South Korean and Chinese banks including KB, IBK, SH, ICBC, ABC, and SISB, conducted Eye Tracking experiment among 36 South Korean and Chinese university students(Nine male and female students, respectively), and analyzed the difference of visual attention of consumers on bank brand logo, symbol, Korean/Chinese character logo types as well as the difference of visual attention of these consumers on English logo types. Results were represented by using statistics and visualization including GAZEPLOT, HEATMAP, and visual expression. Results showed that most generally gazed logo types more often and longer than symbols when they watched bank brand logos. A slight difference was observed between both groups in terms of gazing English logo types. This study has a implication that it proposed the possibility of drawing quantitative and reliable outcomes by utilizing eye tracking device and approaching in an objective standpoint beyond a methodological aspect on bank brand logo primarily leaning over the analysis of case research or design development. Moreover, findings are expected to serve as basic data for proposing the direction of special bank brand logo design and marketing strategies.

A Study on the Effects of Visual Aesthetics and Usability of Web Site Design on their Performance (웹사이트 디자인의 시각적 요소와 유용성이 성과에 미치는 영향에 관한 연구)

  • Kim, Seung-Kyung;Lee, Jae-Kwan
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.32 no.2
    • /
    • pp.17-40
    • /
    • 2007
  • Most research on web site design has focused on technological factors, while visual aesthetic factors have been considered less important. In contrast, this study focuses on visual aesthetic factors in web site design. Findings of this study can be summarized as follows : (1) The result of SPSS-factor analysis shows that there are 3 distinct factors, 'classical aesthetics', 'expressive aesthetics', and 'usability' 'Classical aesthetics' and 'expressive aesthetics' can be described by visual aesthetic design, 'Visual aesthetic design' can be distinguished from 'usability'. This conceptual confusion relating to 'usability' and 'visual aesthetic design' can be clarified by these findings. (2) As a result of multiple regression analyses, 'classical aesthetics', 'expressive aesthetics', and 'usability' have a positive influence on 'interactivity' and 'web site evaluation'. This research clarifies the concepts of 'expectations' of Grier [18] and 'engagement' of Rosen and Purinton [33] as the 'interactivity' between users and web sites. Furthermore, this research suggests a valid model with high $R^2$(interactivity, 48% : web site evaluation, 68%). (3) Empirical tests show that the differences among users in 'entry point' are related to the characteristics of web sites and the personal characteristics of users. The differences among users in terms of 'scanning time' are closely related to the attitudes and evaluation tendencies of users with respect to web sites. These findings could contribute to the 'search phase' of the Faraday model [16], enabling it to be more precise and extensible. The managerial implication of this study is that customers' preferences regarding web site designs are differences, as their preferences are based on their individual characteristics. Therefore, marketing managers should consider promotional tools on web sites that are relevant to the target market. An optimal strategy for web design could be a carefully-selected combination of factors that are relevant to the 'interactivity' and 'evaluation' of web sites. Additionally, if marketing managers want to attract more favorable attitudes and more affirmative evaluations from users, web sites should be designed so that they are understood more quickly by users. finally, this study suggests that 'good design' for web sites depends on understanding how to attain the appropriate balance between 'classical aesthetics' and 'expressive aesthetics', based on the target customer.

The Analysis of Visual Image of One-Point Graphic Appeared on T-shirt (티셔츠 상품에 활용된 원 포인트 그래픽의 시각이미지 분석)

  • Lee Mi-Yoen
    • Journal of the Korean Society of Costume
    • /
    • v.55 no.8 s.99
    • /
    • pp.15-29
    • /
    • 2005
  • In these days, T-shirt is not only the simple wearing goods but also the suggestive communication, which is not showed outward as well as being intended. Also, it indicates expression of contemporary sensitive living, expression of substantial oneself, and the effective commercial promotion fer advertising fashion brand and promoting the object's sale. Following the above concept, the aim of this study is to understand the outstanding tendency of ' The T-shirt one-point graphic's functions and visual image ', which is appeared after 2001 in the fashion industry's commercial aspects. The visual image's applicative rate of the T-shirt one point graphic is the following; The best applicative rate on T-shirt one- point graphic is the visual image using the mix & match technique shown 42.8 percent applicative rate. The second one is the visual image using the typography shown 38.7 percent. The third one is the visual image using the animals and plants shown 8.5 percent. The fourth one is the visual image using the person's character shown 3.8 percent. The fifth one is the visual image using the geometry shown 2.4 percent. The least one is the visual image using the cartoon character shown 1.6 percent. On the other hand, another important function of t-shirt one-point graphic is the following; 1, The essential function as t-shirt design factor. 2, The promotional function as brand image marketing and brand advertisement. 3. The communicative function as discriminative strategy of object. 4. The achievable function as value added goods.

Design Case Analysis of Hotel Room Based on Artistic Quotient - Focused on the Experience of Livability Using Refuge and Sense - (예술 지능에 기반한 호텔 객실의 디자인 사례 분석 - 은신처와 감각을 활용한 생명감 체험을 중심으로 -)

  • Kim, Nayeon;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
    • /
    • v.26 no.6
    • /
    • pp.116-125
    • /
    • 2017
  • The study is aimed to analyze cases of hotel room designs based on the 'Art Quotient'. It is focused on design elements of livability, analyzing the space design in terms of biophilic design and experiential marketing. This paper proposes a direction for hotel design based on the analysis result. The scope of the study includes the cases of 17 hotels in the area of Seoul achieving five stars in Korea. This paper presents an analysis whether the room space of hotels provide a user-oriented life experience from the perspective of biophilic design and experiential marketing. In this study, we focused on the concept of 'refuge', one of the biophilic design elements that express the value of life sense, and the element of 'sense', one of the strategic experiential modules of experiential marketing. After analyzing the hotel case studies, the space was evaluated using five factors of art quotient as a design method to provide a life experience in the hotel room. Analysis of the design space from the viewpoint of refuge, rather than architectural elements, proved that decorative elements appeared most commonly in all hotel rooms. Further, through an analysis based on the measures of 'sense', an experiential element, visual elements were mostly enforced in among the elements of the five senses. In other words, when designing a hotel room space, visual elements such as color, pattern, furniture, lighting and style are mainly utilized. Examining the analysis of the design elements from the point of view of the art quotient, the rooms of all the hotel's suite types include elements of 'communication'. Most of the hotel rooms focused on stimulating the aesthetic sensibility of customers. This resulted in the elements of 'immersion' showing poor results. In conclusion, it is necessary to provide the five senses of the arts index in a balanced manner to provide a life experience through the five senses.

The Moderating Effect of Visual Cues in eWOM on the Relationship between Perceived Risk and Purchase Intention (위험지각과 소비자의 구매의도의 관계에 대한 온라인 구전정보의 시각적 단서의 조절효과)

  • Ahn, Sun Young;Hong, JungHwa
    • Journal of Digital Convergence
    • /
    • v.16 no.11
    • /
    • pp.281-288
    • /
    • 2018
  • The current study examined the moderating effect of visual cues in eWOM on the relationship between perceived risk and purchase intention. Specifically, the study tested the different directions of the moderating effect in positive and negative eWOM. Two studies from a 2 (perceived risk: high vs. low) by 2 (visual cue: presence vs. absence) experimental design were used with online subjects. Findings from study 1 (n=123) supported that visual cues in positive eWOM help to reduce the negative effect of perceived risk on purchase intention. However, study 2 (n=122) showed that visual cues in negative eWOM intensify the negative effect of perceived risk on purchase intention. The findings demonstrated that visual cues in eWOM influence consumers' decision under high risk conditions. We discussed findings of this study how visual cues in positive and negative eWOM can be strategically managed for new online sellers.

Study on the Need of Developing Manuals for Visual Merchandising for Traditional Market: Focusing on the Korean Rice Cake Shop

  • Lim, Jeanny
    • Journal of Distribution Science
    • /
    • v.10 no.9
    • /
    • pp.13-21
    • /
    • 2012
  • Purpose - Korean traditional markets are falling behind the times, because they have not met the demands of social changes including: an overall improvement in standards of living, shift in purchasing form and propagation of cars. It is one of the most indigenous and conventional foods of Korea, taking a seat far in the corner of Korean traditional culture. Research design / data / methodology - Korean traditional rice cakes however have their limits. They are produced and sold by independent shop owners who cannot compete with the brand power of franchise organizations. The leadership of adminstration is needed for these shop owners particularly in visual merchandising related to interior design and display. Results - Additionally, the advent of major company-run rice cake cafe adds fresh fuel to the problem in addition to small but luxurious packaging. Small business owners need packaging technology for overall quality improvement of sales of rice cakes. Additional help is needed with the mode of packing to promote sales and win consumer confidence. Conclusions - Further assistance with marketing for seasonal displays is needed as well as teaching business owners how to read graphic data. Regular specialized education for visual merchandising of rice cakes could help independent market owners win the competition against franchise-based organizations.

  • PDF

A Study on the Visual Precautions of Soju Advertising Posters Using Eye Tracking (아이트래킹을 활용한 소주광고 포스터의 시각적 주의에 관한 연구)

  • Hwang, Mi Kyung;Kwon, Mahn Woo;Park, Min Hee;Kim, Chee Yong
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.2
    • /
    • pp.368-375
    • /
    • 2020
  • In this study, the area of interest(AOI) of Soju ad poster was tracked for analysis the time to frist fixation, the average of fixation duration and count by the study indexes. As a result of the analysis, Visual attention was higher the face than the body shape of the ad model. This means "when we look at printed ads, we see picture elements first, not language one" but language elements can't be overlooked either. Also, the importance of the model role could be verified by measuring the visual attention on the Soju ad poster. Based on the results of this study, if further research on ad posters is carried out and scientific and quantitative interpretation methods are presented, it can be used as product marketing data that can be reflected in ad model selection and poster design.