• Title/Summary/Keyword: Visual marketing

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A Study on the Intergrated Images in Exterior and Interior Design According to the Apartments Brand (아파트 브랜드에 따른 외관 및 실내디자인 이미지 통합에 관한 연구)

  • Shen, Mei-Yu;Kim, Nam-Hyo
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.139-143
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    • 2008
  • The brand power is getting more important in apartment market so that consumers are accustomed to ask first what the apartment brand is when they are considering to buy an apartment. Even so the brand name is the first factor which approaches to the consumer, message and image can be delivered to customers by visual factors. Since visual image can be effective to remind of customers brand image, construction business company should make portfolio to synthesize brand Image actively. This research investigate images of consistency in extenor and interior design according to the apartments brand. Used lexical meaning of the adjective used to discern standard to extract images, selected survey, and evaluated by step 1 to 5 using semantic differential method, SD. The collected cases are analyzed by using statistics software SPSS for windows release 11.0. This research provides conveyance of the vision image which fits to the brand Image and further design direction.

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A Study on the Correlation between Customer's Circulation and VMD in Planning the Interior of Department Stores (백화점 매장계획을 위한 VMD와 고객동선의 상관관계에 관한 분석적 연구)

  • 최영신;차소란;임채진
    • Korean Institute of Interior Design Journal
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    • no.32
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    • pp.121-130
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    • 2002
  • At the large commercial facilities, people try to grasp a customer's needs as the marketing strategies for effective management and maximization of profits as well as the primary purpose for functional and effective spatial plan. In planning the interior of each department, they try to provide the image of the interior environment corresponding to customer's emotional needs. And this kind of efforts also have been improved as visual merchandising strategies based on the transmission of visual information. This study is to examine the correlation among customer's behavior, circulation and VMD by gasping their shopping patterns at the department stores based on the spatial and emotional approach to form an environmental image of each department. The researcher focused on time, speed and rate of shopping that show customer's behavioristic characteristics and examine the factors to have an influence on decision making. With the result, this study proposes the primary data and evidence for MD planning, circulation planning and VMD planning of each department.

고객 스코어링 캠페인 시스템 개발에 대한 연구

  • 한상태;강현철;이성건;장명석
    • Proceedings of the Korean Statistical Society Conference
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    • 2001.11a
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    • pp.83-88
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    • 2001
  • 최근 대부분 기업에서는 통합 데이터베이스 정보를 모델화하고 이를 전략적으로 활용하는 움직임이 가속화되고 있다. 이는 고객과의 커뮤니케이션 및 관계유지로 대변되는 CRM(Customer Relationship Management)이 기업들의 가장 중요한 이슈 중 하나로 부각되고 있기 때문이다. 이런 관점에서 본 연구에서는 CRM의 핵심 요소인 데이터마이닝 기법을 이용하여 개발한 고객 스코어링 모델을 마케팅 층(Marketing Layor)에 연결해주는 스코어링 캠페인 시스템을 개발 하고자 한다. 개발한 시스템은 고객 스코어링 결과 및 캠페인 대상자 선정 작업을 쉽게 할 수 있도록 GUI환경에서 제공해 줌으로서 일반 사용자들이 쉽게 활용할 수 있도록 하였다.

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Perceptual Effect of Package Design According to Consumers' Purchase Behavior (소비자구매행동에 따른 포장디자인의 지각효과)

  • Kim, Gyo-Wan;Han, Seung-Mun
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.259-267
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    • 2007
  • The visual activity comes first in the commodities marketing, which emphasizes the importance of the external appearance of package. Package expresses all the visual characters including colors, logos, phrases, and specific features and other design qualities. Package gives the first impression of these features strongly to the viewers. I surveyed and analyzed the objective factors of visual phenomena in seeing and recognizing goods. Especially I tried to deal with the theoretical background and purchase behavior of consumers. I also tried to find out what the first and largest stimuli are when consumers buy goods. In addition to this, I analyzed the priority order of those elements to give reference to others who would design package.

Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes - (패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 -)

  • Lim, Hyun-Jung;Park, Hye-Won
    • Journal of Fashion Business
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    • v.9 no.4
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    • pp.1-15
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    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.

Effect of Design Elements and Brand Identity on Brand Association, Brand Personality, and Brand Image: Focusing on Franchisee Coffee Shop

  • SHON, Jung Hieh;SONG, Jisung
    • The Korean Journal of Franchise Management
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    • v.12 no.3
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    • pp.21-34
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    • 2021
  • Purpose: As the visual expression cue that can easily reveal and imprint the brand image to consumers becomes more important, franchise coffee shops are making various efforts to establish design elements and brand identity. Therefore, the purpose of this study is to examine the structural model between design elements, brand identity, brand association, brand personality, and brand image of franchise coffee shops from various angles, and to suggest a plan for using visual elements makes a brand image on the franchise in the future. Research design, data, and methodology: This study tests the structural relationship between design elements, brand identity, brand association, brand personality, and brand image of franchise coffee shops. design elements are divided into three attributes (interior design, product design). And brand identity is divided into two attributes (brand name, brand symbol/logo). In order to achieve the purposes of this research, research model and hypotheses were developed based on previous researches. All constructs were measured with multiple items developed and tested in the previous studies. The data were collected from 380 customers who visited franchise coffee shops and were analyzed through SPSS 26.0 and SmartPLS 3.0 statistical package program. Result: As a result of this study, first, it is confirmed that product design has a positive effect on brand association toward coffee shops. Second, interior design and product design have a positive effect on brand personality. Third, all brand identity have a significant positive impact on brand association and brand personality. Finally, brand association and brand personality of coffee specialty shops have a positive effect on brand image. Conclusions: The following implications of this study are as follows. This study is confirmed that there is an effect of design elements attributes and brand identity attributes on brand association and brand personality. And, the brand image was found to be influenced by brand association and brand personality. This suggests that it can be used to establish visible marketing strategies for franchise coffee shops. Therefore, it is necessary to further improve efforts to raise the level of the brand image through visual factors such as unusual interior design, product packages.

Case Study on Positioning of City Marketing - Focus on City Marketing in Daejeon - (도시마케팅 개념정립을 위한 사례 연구 - 대전시의 도시마케팅을 중심으로 -)

  • Seo, Yong-Mo;Oh, Chi-gyu;Kim, Hung-jun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.663-667
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    • 2008
  • This study suggested model that the practical core process of regional city image which are city identity and strategies of the conservation, promotion and development in city development. In this paper compared and suggested city images as the urban culture strategies, its limitation and evolution in Daejeon metropolitan city as regional developmental paradigm. And this paper present the core idea of city brand and guide line for the success strategies of City marketing in Daejeon. We examined the analysis of positioning on differentiation and symbolism as City brand in Daejeon. This paper suggest we understand that city design and city marketing as universal and sustainability design.

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Types of Video Content for SMEs' Digital Marketing (중소기업 디지털 마케팅을 위한 영상 콘텐츠 유형 연구)

  • Jung, Hoe-Kyung;Lee, Sung-Mi
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.441-446
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    • 2018
  • The purpose of this study is to investigate the digital media strategies for small business branding. To understand the effective strategies for promoting small business through digital content marketing, we conducted in-depth interview with small business managers. The results of in-depth interview revealed that it is critical for small businesses to start creating and including video marketing as part of their entire content strategy. Especially, small business managers considered that video that provides rich media content can boost consumer engagement and increase the time spent on a branded contents. From a managerial perspective, this study provides guide on what small businesses should consider when developing and implementing digital strategies. For future research, this study provides the guide to investigate the effects of digital contents on the brand equity of small business.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.