• 제목/요약/키워드: consumers information needs

검색결과 380건 처리시간 0.023초

감성공학의 개념과 연구 및 응용 방법 (Sensibility Ergonomics : Needs, Concepts, Methods and Applications)

  • 이구형
    • 대한인간공학회지
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    • 제17권1호
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    • pp.91-102
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    • 1998
  • History of the Sensibility Ergonomics is explained. Concepts, definition, and research methods on the human sensibility are proposed for systematic applications of human sensibility studies to product and environment developments. Sensibility Ergonomics was born in socio-technological environments where consumers required aesthetic and satisfactory products in addition to useful and usable ones, and manufactures were trying to develop consumer-oriented, user-friendly products. Sensibility Ergonomics is defined as "multi-disciplinary and inter-disciplinary processes for developing products and environment as usable, comfortable and satisfactory with the information on human sensibility." Human sensibility is functionally defined as "feelings generated when perceived sensory and information stimuli are reflected from memory which has been accumulated through personal experiences." Human sensibility is affected by at least three factors: personal, social, and cultural. Consumers evaluate products in three aspects : functional, sensorial, and cultural sensibilities. Human sensibility is personal, dynamic, and ambiguous. It is generated reflectively and intuitively against external stimuli. No Physiological responses are accompanied, and one cannot control his/her sensibility. However, the sensibility affects the decision making or behavior of the person. To understand the human sensibility many inter-disciplinary methods should be used instead of one-variable approach. Micro-scopic studies such as Questionnaire, interview, behavioral analysis, and psychophysiological experiments can be performed. In addition, social and cultural studies are essential to understand an individual's sensibility. Results of sensibility studies can be applied to setup new interactions between human and machine through sensible(or affective) human-machine (computer) interfaces. Human-oriented and user-friendly products can be made with the information on human sensibility.

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모바일 쇼핑몰의 속성이 소비자의 충성도에 미치는 효과 : 소비자의 O2O 서비스 경험여부를 조절변수로 (The Effects of Mobile Shopping Mall Attributes on Consumer Loyalty : Consumers' Experience with O2O Service as a Moderating Variable)

  • 김혜진;이정승;송용욱;김수경
    • Journal of Information Technology Applications and Management
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    • 제27권3호
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    • pp.77-92
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    • 2020
  • As mobile shopping has been increasing, the competition has been also increasing to satisfy various consumers' needs. Despite such increase in terms of the volume of the consumers who use mobile shopping, there has been very few studies to examine characteristics of mobile shopping malls. The purpose of this empirical study is to investigate the effect of characteristics of mobile shopping malls on consumer loyalty and the interaction effect of the O2O experience on the relationship between the characteristics of mobile shopping malls and consumer loyalty. Using a sample of 276 individuals who have experienced mobile shopping, we found that certain characteristics such as ubiquity, personalization, or convenience have a positive impact on consumer loyalty and a design characteristic solely has an interaction effect on consumer loyalty. As consumer loyalty has a critical factor on mobile shopping mall's profit, examining which factor has a positive effect on consumer loyalty is beneficial for mobile shopping malls. The results of the study have both practical and empirical implications.

패션 사회적 기업의 지속가능성을 위한 사회적 자본 및 공동체의식 형성에 대한 연구 (The Study on Social Capital and Community Sense Formation for the Sustainability of Fashion Social Enterprises)

  • 나윤규
    • 패션비즈니스
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    • 제19권5호
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    • pp.157-174
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    • 2015
  • This research intends to observe the effects of social capital regarding fashion social enterprises on the community sense of participating consumers, and verify the relationship of the effects that such social capital and community sense have on sustainability formation variable(shared values, suitability of values, behavioral flow, cognitive belief and long-term relationship orientation) of social enterprises. For such analysis, a sample of 400 consumers with experience of purchasing products of fashion social enterprises more than once was utilized, and path analysis was conducted utilizing AMOS 20.0. As a result of this research, first, information sharing, social participation among the characteristic factors of social enterprises' social capital had a meaningful impact on shared values, and self-pursuit and significance meaningfully affected the suitability of values. Second, mutual influence, sense of belonging, satisfaction of needs and emotional bond among the characteristic factors of community sense between social enterprises and consumers meaningfully affected shared values, whereas mutual influence, sense of belonging and emotional bond substantially influenced suitability of values. Third, shared values and suitability of values affected the relationship between behavioral flow and cognitive trust, and behavioral flow and cognitive trust both had meaningful impact on long-term relationship orientation.

레스토랑의 정보 원천이 즐거움, 태도, 그리고 방문 의도에 미치는 영향 (Effects of Information Sources on Enjoyment, Attitude, and Visit Intention in Restaurant)

  • 강병승;양재장;이수덕
    • 한국프랜차이즈경영연구
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    • 제9권3호
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    • pp.7-18
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    • 2018
  • Purpose - Consumers have a variety of strategies to find information about restaurants they want to visit. Consumers can search for and use information from a variety of sources before purchasing a product or service. The development of the Internet has made that consumers could access various informations easily. Therefore, this study classified commercial information provided by restaurants, public information shared by other unknown consumers, and personal information shared by customers' personal experiences or friends/family. This study is information sources influence on enjoyment, attitude and visit intention. Research design, data, methodology - In order to verify the research hypothesis, this study created questionnaires for each variable. Hypothesis analysis data were collected through surveys. In order to develop research hypotheses for this study, the scales was developed. The survey was conducted by an online survey company. Among the online panels owned by survey company, those who have visited restaurants through at least one of the 11 sources provided in this study within the last 3 months were surveyed. The survey period was 10 days from March 5 to 14, 2017. A total of 1,500 e-mails and messages were sent back to 301 of them, and 288 were used for analysis except for 13 missing responses. The data was analyzed by using SPSS 21.0 and AMOS 21.0. Results - As a result of analysis, commercial and personal information have a positive effect on enjoyment, but general information did not affect enjoyment. In addition, personal information has a positive effect on attitude, but commercial information and general information did not affect attitude. It was found that commercial information influenced attitude by mediation of pleasure, and pleasure had no significant effect on visit intention. Finally, attitude has a significant effect on visit intention. Conclusions - The restaurant needs to provide accurate information through its homepage or brochure. Accurate information that is not exaggerated can save customers's the cost of believing on a restaurant and the cost of searching for other information. The restaurant which provides unfaithful advertisement would be excluded from customer's choice because customers perceive it as a unreliable restaurant. The marketing of restaurant should be carried out through customer-oriented for the visit of customers. And restaurants need to provide optimized services to their first-time customers in order to increase their revisit.

스키마 관점에서 살펴본 인터넷 쇼핑몰 선택에 대한 소비자행동의 이해: Bricks & Clicks와 Pure-Player 인터넷 쇼핑몰 비교를 중심으로 (Empirical Analysis of Consumer Behavior on the Internet Shopping Mall Choice from the Schema Perspective: Comparison Between Bricks & Clicks and Pure-Player Shopping Mall)

  • 정남호;이건창
    • Asia pacific journal of information systems
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    • 제17권4호
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    • pp.165-186
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    • 2007
  • With the advent of a wide variety of Internet shopping malls, consumers can choose a best appealing shopping mall from among the Bricks-and-Clicks and Pure-Player malls. Pure-Players launched their operation grandiosely with the early stage of Internet use in 1995. However, after the burst of Dot-com company bubbles in 1997, Pure-Players introduce various types of business models to meet potential needs of consumers. While Pure-Players suffer skeptical views from market analysts as well as consumers, traditional offline companies learned important lessons from Dot-com companies collapse phenomena, and expanded their business channels into online in the name of Bricks-and-Clicks. Nowadays, Bricks-and-Clicks successfully establish in the market as one of reliable business partners among consumers. Therefore, it is no surprise that recent competitions between Bricks-and Clicks and Pure-Players become fiercer than ever to attract potential customers to their websites. In this situation, consumers can choose a shopping mall to their best satisfaction. Consumers can enjoy both offline and online options for shopping because Bricks-and Clicks provide both offline and online channels to consumers, which is compared with Pure-Players offering only online channel. Offline channel is unique in providing consumers with chances to touch and feel target products and services. Meanwhile, online channel is considered very viable and convenient shopping options for consumers. In this respect, it is easily assumed that consumers will show different online shopping behavior when they have to choose either Bricks-and-Clicks mall or Pure-Player mall for the sake of shopping. Remaining research issue in this case is how much consumers' schema would influence online shopping behavior between Bricks-and-Clicks and Pure-Players. Basically, schema is a framework for synthetic information recognition that individual consumers have and is very characteristic in that it focuses not on fragmentary facts but on the combination of various causes affecting results. Consumers' schema is closely represented by trust, structural assurance, and perceived relative advantage towards a specific type of shopping mall. In literature, there exist a lot of studies comparing Bricks-and-Clicks and Pure-Players. However, there is no study to pursue the analysis of consumer behaviors comparing Bricks-and Clicks and Pure-Players from the schema perspective. Therefore, this study aims to investigate this research gap. Empirical analysis is adopted by garnering valid questionnaires from 514 Internet shopping mall users. 237 were mainly using Bricks-and-Clicks for shopping, while 277 were found to visit Pure-Players for shopping. PLS was applied to analyze the survey data to verify the proposed research hypotheses. Findings from the empirical test results are as follows. First, consumers perceive more trust and relative advantage in Pure-Players, comparing with Bricks-and-Clicks. This result is against widely-accepted perception that Bricks-and-Clicks would be perceived by consumers as more trustworthy and relatively advantageous because they have offline reputation and stores. Therefore, it becomes more obvious that Internet is becoming daily necessaries, and consumers increasingly feel very comfortable in using the Internet for their own personal purposes. Second, consumers have firm faith in transaction safety, regardless Bricks-and-Clicks and Pure-Players. This seems due to the fact that most of shopping malls showing dubious transaction safety have no place in the market. In a nutshell, empirical results tell us that Pure-Players will grow very much in the future, to the extent that consumers perceive no difference in comparison with Bricks-and-Clicks. Besides, consumers' schema accumulated through trust and perceived relative advantage plays crucial role in determining consumer behavior.

빅데이터 분석결과와 실증조사 결과의 비교 (Comparing the Results of Big-Data with Questionnaire Survey)

  • 김도관;신성윤
    • 한국정보통신학회논문지
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    • 제20권11호
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    • pp.2027-2032
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    • 2016
  • 스마트폰 보급의 확산과 데이터 저장 및 분석 기법의 발전은 빅데이터 관련 산업을 미래의 유망 산업으로 탈바꿈하게 만들었다. 마케팅 분야에서는 소셜 데이터를 분석하여 소비자의 니즈를 파악하고, 효과적인 마케팅의 수단으로 활용하고 있다. 빅데이터 분석이 불가능했던 시대에는 소비자를 이해하기 위해서는 소수의 소비자를 대상으로 하는 조사 및 실험에 의존할 수밖에 없었으며, 이러한 전통적인 시장조사 방법은 현재도 활용되고 있다. 빅데이터 분석과 전통적인 조사방법 모두 고객을 이해하는 중요한 방법이기는 하지만, 두 가지 방법을 통해 도출된 결과가 소비자의 트랜드에 대하여 유사한 시사점을 주는지는 확인할 필요가 있다. 이러한 점에서 본 연구에서는 화장품 브랜드를 대상으로 소셜 데이터 분석 결과와 소비자를 대상으로 하는 설문조사의 결과를 비교하고자 하였다. 연구 결과 두 가지 방법 모두 유사한 시사점을 제공하는 것으로 나타났다.

고령친화 용품의 소비와 관련된 노인 소비자 행태 특성 -대구시를 중심으로- (The Characteristics of Elderly Consumer Behaviors in the Consumption of Aging friendly products)

  • 김영근
    • 한국노년학
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    • 제29권1호
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    • pp.21-35
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    • 2009
  • 본 연구는 노인소비자 특성을 인구사회학적 기준에 따라 실증적으로 분석함으로써 고령친화 산업을 준비하는 기관과 기업체에 유익한 정보를 제공하고자 한다. 이 연구에서는 노인들의 제품 선호도, 제품 선택 기준, 제품 구입자, 선호하는 매체를 연령, 성별, 월 소득수준, 교육수준을 기준으로 설문조사하였다. 1차 조사는 2008년 5월27일부터 6월 5일까지 노인 600명을 대상으로 조사하였다. 1차 조사 후 노인들과 젊은 층과 비교해보기 위해 동년 7월 27일부터 8월 7일까지 400명을 대상으로 2차 조사를 추가로 실시하였다. 1차조사결과 노인소비자들이 제품을 선택하는 기준은 기능적인 면을 가장 많이 고려하였고 제품 구입은 본인이 직접하는 경향이 높았으며 가장 선호하는 매체는 TV였다. 노인소비자들은 건강에 관련된 제품에 높은 관심을 가지고 있었다. 남성노인들은 여성노인들에 비해 레저스포츠 및 여행 상품을 많이 선호하였다. 2차 조사에서는 노인과 비노인을 비교하였는데 제품선호도, 선택 기준에서 연령에 따라 차이가 있었다. 연구 결과를 통하여 노인소비자들의 특성을 분석하면 첫째, 노인소비자들을 위한 제품은 기능적인 면을 갖추어야 한다. 둘째, 노인소비자들은 경제적인 면에서 주도적이고 능동적이며 사회적인 면에서 독립성이 강한 경향이 있다. 셋째, 노인들은 건강관련 제품을 선호하였고 노인소비자에 대한 마케팅 계획에는 성별, 교육수준, 월소득 수준과 같은 배경정보에 대한 사전 조사가 필요하다. 앞으로 노인소비행태에 영향을 주는 다양한 변인에 대한 연구가 지속적이고 심도 있게 이루어지는 것이 필요하고 노인소비자 시장을 겨냥한 중장기적인 계획이 필요하리라 판단한다.

SLA기반 IT서비스관리시스템의 품질개선 후보요인 도출방안 연구 : K사를 중심으로 (A Study on Deducing Quality Improvement Candidate Factors of IT Service Management System Based on SLA)

  • 정상철;김명숙
    • Journal of Information Technology Applications and Management
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    • 제15권4호
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    • pp.103-121
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    • 2008
  • Service Providers need to monitor the level of consumer's satisfaction on service they provide continuously and they use appropriate method to measure their operating status. They have to make a plan on their resource and infrastructure to provide their service in the right place at the right time whenever they need. Most previous studies on IT service quality are mainly focused on criteria or levels of quality measurement even though those criteria and levels should be set by considering consumer's needs. And considering for consumer's needs with managerial factors was not found on those studies. So, we suggest deducing quality factors for continuous improvement of IT service management system in this paper as identify the relative priority using QFD method which consider consumers' voices and managerial factors when decide quality factors of IT service management system introduced SLA. We also confirm that our suggestion is practicable and applicable for current operation by case study.

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공동주택 단위주거의 친환경 계획요소에 대한 전문가 의식조사 (Practitioners' Awareness of Planning Features for Environment-Friendly Apartment unit)

  • 권오진;이연숙
    • KIEAE Journal
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    • 제3권3호
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    • pp.11-18
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    • 2003
  • The purpose of this study was to find out awareness of the environment-friendly planning elements for residential unit space among practitioners. The respondents in this questionnaire survey were 140 practitioners in architecture and interior design field. The major findings of this study were as follows; most of the respondents were aware of the impact of indoor built environment on residents' wellness. In addition, the survey respondents viewed that the factors for planning environment-friendly high-rise apartments were represented by gardening and energy-saving while their perception on the concept excluded comprehensive components affecting residents' life quality. Over 50% of respondents had an experience of applying environment-friendly planning elements in their works, and high frequency appeared on the general planning elements which had been applied special awareness as pro-environmental features. The respondents considered environment-friendly planning elements as important. Specially, space planning and system were considered more likely important in interior design field. In application of environment-friendly planning elements, cost, lack of consumers' awareness of and underdevelopment of environment-friendly materials were of concern. Therefore, the consumer's cognition needs to be improved for wide application about environment-friendly planning element, and then consumers are willing to pay additional construction cost of environment-friendly apartments. At the same time, the current practice that housing developers pass the additional cost on to residents needs to be changed. Then, the quality of life in high-rise residential settings can be improved. More importantly, the exchange and development of the reliable information on environment-friendly planning elements need to be made, and technical support and long-term policy for the development are required. This research showed current status of knowledge and practice in sustainable planning of unit apartment and proved basic information for future direction.

모바일 데이터서비스 선택 결정요인에 관한 연구 (A Study on Determinants of Consumers' Choice of Mobile Data Service)

  • 최새솔;한성수
    • 한국통신학회논문지
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    • 제40권1호
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    • pp.115-123
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    • 2015
  • 스마트폰과 LTE 서비스가 국내 이동통신시장의 주류적 단말과 서비스로 자리 잡으면서, 데이터 서비스의 가치와 중요도는 더욱 높아지고 있다. 이미 이동통신 사업자들은 데이터 서비스를 시장의 핵심 니즈로 인식하고, 전송속도, 데이터 제공량, 무제한 요금 등 다양한 데이터 서비스 품질요소로 소비자에게 소구하고 있다. 따라서 성숙기에 진입한 스마트폰 시장에서 과연 소비자가 어떠한 기준으로 데이터 서비스를 선택 하는가?는 매우 중요한 문제로 인식된다. 이러한 배경에서, 본 연구는 이동통신 이용자의 데이터 서비스 선택 결정요인과 세분화된 이용집단내에서의 서비스선택 속성의 상대적 중요도에 대해 다루고 있다. 본 연구는 데이터서비스 중심 시대의 다양화된 이용자특성의 이해를 확장하며, 관련 통신정책 및 사업전략의 방향 설정에 시사점을 제공한다.