• 제목/요약/키워드: fashion mobile application types

검색결과 10건 처리시간 0.009초

An exploratory analysis and usability evaluation of fashion mobile applications - Focus on Korea and U.S. App stores -

  • Ju, Na-An;Lee, Davin;Jeon, Hyung Min;Lee, Kyu-Hye
    • 복식문화연구
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    • 제21권2호
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    • pp.287-300
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    • 2013
  • The aim of this study was to find typology of fashion-related mobile applications through exploratory investigation and to investigate differences in Korea and U.S. App stores. And then, through the qualitative evaluation about fashion mobile applications, this study proposes fashion mobile application's design and contents which can be preferred by users. By conducting keyword search in each store, 122 Korean applications and 150 US applications were analyzed. Empirical findings revealed that there were seven major types of fashion mobile applications: brand, magazine, information, SNS, game, shopping and coordination. Information type applications took up the largest portion, and SNS and game type applications showed higher ranking among customers. There were more game Apps in US and more shopping Apps in Korean stores. More free Apps were found in Korean App stores, whereas relatively more paid Apps were found in US App stores especially in game, magazine and information type applications. And as a result of usability evaluation of fashion mobile application, users prefer SNS and information category application to shopping and brand category. Also users want continuous improvement and new contents for fashion mobile application.

패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로- (Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory-)

  • 박신영;이윤경;이미아
    • 한국의류학회지
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    • 제45권1호
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • 패션비즈니스
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    • 제19권6호
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 - (The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases -)

  • 박민아;고현진
    • 복식
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    • 제64권1호
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

디지털 인체 계측 방법의 유형 및 특성 (Types and Characteristics of Digital Anthropometric Methods)

  • 김리라
    • 패션비즈니스
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    • 제25권5호
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    • pp.88-98
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    • 2021
  • In this study, the characteristics of digital anthropometric methods were determined with case studies. These methods were broadly classified into two categories: non-wearable and wearable. Then, these categories were further classified into four types: 3D Scanning, mobile app, smart clothing, and smart tool Among the non-wearable types, the "3D scanning" technique was based on the use of 3D hardware equipment. With this technique, the body shape was measured and the internal body information was obtained. Therefore, it is used in fields of healthcare and fitness. Among the wearable types, "Smart clothing" involves a special clothing that measures human body and a smartphone application. Both the components are linked to a fashion platform, which is based on the measured sizes that help shoppers. The "Smart tool" has the characteristic of measuring only with smart tools and smartphone applications; it does not involve the measurement of images. The common advantage of digital anthropometric methods are as follows: they reduce the time and cost of measurement by enabling self-measurement. Moreover, simple measurements are used to determine the size of anthropometry. Thereafter, it accumulates this data to track the continuous changes in size. From an industrial point of view, digital anthropometric technology should be used to increase sales. The on-demand market can be expanded as global consumers would throng the Korean fashion market. For the consumer, an avatar should be created to fit the user's size. This would provide a fun experience to the user.

국내·외 패션교육에 있어서 3D 어패럴 CAD 시스템 활용 사례연구 (A Study on the Cases of the Application of 3D Apparel CAD System to the Domestic and Overseas Fashion Education)

  • 이민정;손희순
    • 한국의류학회지
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    • 제35권9호
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    • pp.1112-1124
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    • 2011
  • The development of computer graphics and Internet technology has created a 3D Web-based virtual world that has transformed the global fashion industry environment. In this study, the application cases of 3D virtual fashion education were analyzed to discuss the necessity and application of a 3D apparel CAD curriculum as part of a special education for global fashion talent at Korean fashion-related colleges. Prior studies, literature, photo data and Internet data (in and out of Korea) were used for this study. The demonstration case studies were conducted for the virtual fashion education 'SLCC 2007' of Buffalo State College (U.S.), 'Ratava's Line (2004)' of SFU/FIT Collaborative Design Project (Canada and U.S.) and '2011 Graduation Fashion Show' of Ueda Fashion College (Japan). The results of the study show that the 3D apparel CAD system (as a core technology of the IT fashion industry) would allow the current mass production concept to change to a new paradigm of 'mass customization' along with new fashion business types that include global fashion companies and Web-based Internet, mobile and virtual-world shopping malls. In addition, it appears that the system should be included in the curriculum of fashion-related colleges and institutes to educate technical designers for the global fashion industry and global fashion talent with comprehensive system operation and management ability, and to promote single proprietor companies.

신발장착형 보행분석 트래커의 사용자경험 분석 (User Experience Analysis of a Shoe-mounted Gait Analysis Tracker)

  • 김시연;정다희;이주영;권지현;임대영;정원영
    • 한국의류산업학회지
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    • 제23권3호
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    • pp.390-405
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    • 2021
  • Gait analysis trackers have been developed to monitor daily gait patterns to improve users' running performance and reduce the risk of injuries. A variety of gait analysis trackers are available on the market(e.g., foot pods, insoles). Depending on the type of gait analysis tracker, users' discomfort or satisfaction as well as required properties may differ. Hence, the purpose of this study was to compare and analyze user experience of three different types of commercial shoe-mounted gait analysis trackers and their mobile applications in a laboratory environment using questionnaires based on actual experiences of each product. Ten males and ten females who regularly enjoy walking and running exercises participated in the experiment. After the participants set up the tracker and application themselves without support from researchers, ten to thirty minutes' exercise was permitted on each product. Following this, the participants answered questionnaires containing evaluation variables on the device and mobile application, as well as satisfaction, intention to use, recommendation, and purchase. In addition, they were asked questions about the attractive features and shortcomings of each device and application. The results showed that the PRO-SPECS® smart insole was preferred over the others for ease of use, perceived durability, psychological burden of the design, and usefulness of the information provided by the application. Along with the results of questionnaire, this study also discussed strategies and recommendations for future product design and development.

패션애플리케이션 사용자의 정보추구 혜택이 충성도와 만족도에 미치는 영향 - 아이폰 패션애플리케이션을 중심으로 - (A Study on Information-seeking Benefits of Fashion Applications of Users and their Effects on loyalty and Satisfaction - Focused on iPhone Fashion Applications -)

  • 최가현;이승희
    • 패션비즈니스
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    • 제16권2호
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    • pp.27-43
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    • 2012
  • Considering the rapid growth of mobile industry and the emerging application marketing, this study focused on fashion applications, which had not drawn much academic attention before, and analysed relevant content composition, information-seeking benefits based on users' lifestyles and resulting differences in satisfaction and loyalty. In short, fashion applications were divided into fashion and non-fashion brand apps. Brand apps were subdivided into luxury, women's wear, men's wear, casual wear, sportswear, accessories and the like. Non-brand apps included commerce, magazine, information, style tip, SNS and wardrobe manager types. As for users' lifestyle-based information search, the higher the tendency to search information on the internet and to favour reasonable consumption, the more basic information on products and brands they sought, whereas the higher the tendency to look for high-profile brands and to favour global culture, the more additional information like images or entertainments they sought. To sum up, given that studies on fashion-specific applications were rare, the present study reviewed and categorized current fashion applications, and suggested theoretical and practical groundwork for developing content based on target consumers' lifestyle and for planning fashion applications in practice.

패션 추천서비스 알고리즘에서 상품유형과 속성 조합의 영향 (Influence of product category and features on fashion recommendation service algorithm)

  • 최지윤;이규혜
    • 한국의상디자인학회지
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    • 제24권2호
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    • pp.59-72
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    • 2022
  • The online fashion market in the 21st century has shown rapid growth. Against this backdrop, using consumer activity data to provide customized customer services has emerged as a viable business model that draws attention. Algorithm-based personalized recommendation services are a good example. But their application in fashion products has clear limitations. It is not easy to identify consumers' perceptions of the attributes of fashion, which are various, hard to define, and very sensitive to trends. So there is a need to compile data on consumers' underlying awareness and to carry out defined research to increase the utilization of such services in the fashion industry and further engage consumers. This research aims to classify the attributes and types of fashion products and to identify consumers' perceptions of a given situation where a recommendation service is offered. To find out consumers' perceptions of and satisfaction with recommendation services, an online and mobile survey was conducted on women in their 20s and 30s, a group that uses recommendation services frequently. A total of 455 responses were used for analysis. SPSS 28.0 was used, combined with Conjoint Analysis and multiple regression, to analyze data. The study results could provide insights into a better understanding of recommendation services and be used as basic data for companies to identify consumers' preferences and draw up a detailed strategy for market segmentation.

합리적 행동이론을 적용한 초국가적 소비행동에 관한 연구: 해외직구를 중심으로 (The Application of the Theory of Planned Behavior to Transnational Consumption Behaviors: Focused on Cross-Border Online Shopping)

  • 서민정;정유진
    • Human Ecology Research
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    • 제56권2호
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    • pp.109-122
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    • 2018
  • Cross-border online shopping is an example of non-mobile transnational consumption behavior that has become more popular over the last decade due to the development of technology and transportation. Based on the Theory of Reasoned Action(TRA), this study proposed and tested the hypothesized model that would explain the relationships among consumption beliefs, attitudes toward cross-border online shopping, subjective norms, and purchase intention. Consumption beliefs were measured by global consumption orientation, consumer orientation, and global brand beliefs. In addition, subjective norms included two types: online and offline norms. Descriptive statistics and path analysis were employed for the analysis of the dataset of 174 participants. As a result, the hypothesized model was generally supported. Consistent with the hypothesis, global consumption orientation and global brand beliefs were positively related to positive attitudes toward cross-border online shopping but negatively associated with consumer ethnocentrism. Offline subjective norms positively predicted both the attitudes and purchase intention whereas online subjective norms only predicted purchase intention. The results reflected that TRA was applicable to the intention of cross-border online shopping in a current on-line shopping context. We also discussed the practical applications and limitations of the study.