• 제목/요약/키워드: market segment

검색결과 259건 처리시간 0.024초

남성의 연령과 성역할 정체감 유형에 따른 가방 선호도 (Bag Preference of Men according to their Age and Gender-role Identity Types)

  • 이영주
    • 한국의류산업학회지
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    • 제13권1호
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    • pp.82-90
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    • 2011
  • This study examines if men in the 20's and 30's have different preference for bag types according to their age and gender-role identity types in order to provide foundational data for the male bag market to segment its customers and establish marketing strategies. Total 288 questionnaire sheets were distributed to 186 men in the 20's and 102 men in the 30's residing in Busan. First, according to the result of analyzing their preference for bag types, adult men in the 20's and 30's preferred cross bags the most. It was also shown that men who are feminine or androgynous prefer back packs, shoulder bags, and tote bags to the other two types. Second, about cross bags, men in the 20's showed a higher rate of having two or three than those in the 30's. Men in the 20's possessed back packs more than those in the 30's. And men tend to show a lower rate of having shoulder bags compared with that of cross bags or back packs. Men in the 30's possessed briefcases more than those in the 20's. Masculine men had more briefcases than the other types of bags, and androgynous men tend to have more tote bags than the other types of bags. Third, men in the 20's and 30's all deemed that back packs go well with the casual style. Men in the 20's regarded shoulder bags are the type of bags that harmoniously matches all styles including casual or semi-suit; however, men in the 30's think they only suit casual or semi-suit. And it was also found that men in the 20's think briefcases are the type of bags that goes well with various styles of clothes while men in the 20's consider they are the type of bags only matching suits.

Digital화에 따른 인쇄산업의 Work flow에 관한 연구 (The Study on the Work Flow of Printing Industry with the Digitization)

  • 김세진;하영백;오성상;이의수
    • 한국인쇄학회지
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    • 제25권2호
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    • pp.29-44
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    • 2007
  • The printing industry is getting more digitalized and integration. It has enabled the interactive information and networking from Pre-Press, Press, to the Post-Press. These are efficient management and the improved process and productivity are getting more important. Such trends improved in the functionality and automation. This paper tries to find out how technology for CIP3/4 -based process may be applied and resolved. Such subject includes the domestic and international cases regarding each manufacturer's CIP3/4 technology types. Another purpose is to emphasize on the needs to establish the environment. Under this environment, it is possible to integrate network in exchangeable form through JDF standard format after CIP3/4. Based on the data from this study, it is expected to collect further substantial data which is related to the domestic printing company's CIP 4 operation. It will be also possible to perform subsequent studies on the proper variables of the market segment. CIP4 stands for "International Cooperation for Integration of Prepress, Press and Post-press, it is an association of around forty international companies, mostly manufacturers of prepress, press and post-press, as well as suppliers and users. In this paper, we studied on the acting application of CIP4 work flow.

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중국 여성 소비자의 라이프스타일 유형별 한국 화장품 소비행동 비교 (Chinese female consumers' lifestyle groups and consumer behavior for Korean cosmetics)

  • 박지선;유혜경;김찬주
    • 복식문화연구
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    • 제24권4호
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    • pp.511-529
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    • 2016
  • The current study aims to segment Chinese female consumers using their lifestyle dimensions in the cosmetics market, and analyze their cosmetics purchasing behavior based on that segmentation. Specifically, lifestyle groups were examined to see if there is any group difference(s) in consumer behavior for Korean cosmetics. Lifestyle groups were examined based on: consumers' demographic characteristics, perceived brand attributes, loyalty toward Korean cosmetics, usage of Korean cosmetics products, preferred stores of shopping for Korean cosmetics, and use of information sources in purchase decisions. An online survey was administered to female consumers who live in Beijing and Shanghai. A total of 493 surveys were used for data analyses. The results of the study were as follows: First, factor analysis revealed 11 significant lifestyle dimensions. Second, using these 11 lifestyle dimensions, cluster analysis was conducted, which revealed four distinct groups of consumers: (1) "timid inactive group," characterized by having low scores in most lifestyle dimensions; (2) "showcase goers," who tend to be highly fashion/appearance-conscious and brand-oriented; (3) "practical buyers," who tend to be price-conscious, sensitive and timid; and (4) "sensible buyers," who enjoy finer meals and wellbeing lifestyles, as well as hardworking in everything and impulse-buy things. Third, consumer behavior of purchasing Korean cosmetics brands were examined; significant differences among the four lifestyle groups were found. The study concludes with a discussion of the results and practical implications.

국내 캐릭터 커리어 여성복 브랜드의 스타일 정체성에 대한 소비자 인식 연구 (Consumer's Recognitions on Style Identity of the Contemporary Korean Woman's Apparel Brands)

  • 박재민;천종숙;최선희;최은아
    • 복식문화연구
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    • 제18권2호
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    • pp.337-347
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    • 2010
  • The purpose of this study was to figure out consumer's recognition on brand's peculiar style on Korean contemporary women's apparel brand. The contemporary women's apparel brands show advanced and stylish merchandise at better price points. This segment of the Korean ready-to-wear market has been growing fast in last decades. Four contemporary women's apparel brands(I, K, M, and T) were participated in this study. The data(n=216) were collected with questionnaire survey at 24 apparel retail shops in metro Seoul area. The questionnaire measured the consumers' recognition on each brand's peculiar style. The subjects evaluated each brand's typical silhouette, materials, and style image. The results of the survey showed that the style image factors were 'stylish', 'simple', 'casual', 'feminine', and 'classic'. The style image of each brand was differentiated from others. The brand T had classic image, the brand K had simple and casual image, brand M had stylistic image, and the brand I had feminine image. The features of materials that used at the four brands were not very different by the brands. They used the high valued materials. The common features of the materials were 'smooth', 'thin' and 'light weight.'

의료복합시설 개발을 위한 시설용도별 이용자 선택기준에 관한 연구 (A Study on the Consumer Choice Criteria based on Facility Purpsoe for Multi-Mixed Complex Medical Care Facility Development)

  • 성나영;이상엽
    • 한국건설관리학회논문집
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    • 제17권4호
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    • pp.28-39
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    • 2016
  • 소득수준 향상 및 인구특성 변화에 따라 증가하는 복합의료서비스 수요에 대응하여 본 연구는 의료복합시설을 부동산개발을 위한 독립적인 대상으로 고려하여 의료복합시설 개발을 위한 시설용도별 이용자 선택기준에 대한 분석을 실시하였다. 이를 위해 개발수요분석을 위한 기초자료로서 시설선택기준을 정의하고 AHP분석을 통해 중요도와 우선순위를 도출하였다. 의료복합시설을 구성하는 '의료관련시설', '지원시설', '보건 및 편의시설' 및 '기타시설'의 네 가지 시설용도에 따라 중요도를 비교 분석한 결과, '시설의 수준', '이용가격', '이용 편리성', '병원의 수준', '서비스', '인접성', '교통의 편리성' 등의 기준들이 서로 다른 차이를 보여 복합 시설 용도 별 이용객의 선택속성에 대한 시사점을 제공하였다. 연구결과를 통해 향후 의료복합시설 개발 시 타당성 분석 및 평가를 위한 기초적인 자료를 마련하고 용도 간의 최적의 조합을 통한 시설구성 대안을 도출하여 효율적인 개발을 위한 자료로 활용되고자 한다.

뉴 시니어 여성을 위한 아웃도어 웨어 디자인 개발 - CLO 3D를 활용한 여름용 상의 디자인 - (Design Development of Shirts in Outdoor-Wear for New Senior Women's Using 3D Simulation Software - CLO 3D -)

  • 지경하;최윤미
    • 복식
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    • 제65권5호
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    • pp.62-73
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    • 2015
  • The aim of this research is to propose the final shirt design modified for new senior women that fulfills their emotional and physical needs. The modifications were based on the results of in-depth interviews and literature search, and the study was conducted in order to understand the desires and preferences of senior women, as consumption of outdoor-wear by the group continues to increase. To develop the design of outdoor-wear that satisfies the physical and emotional qualities and preference of the new senior women, six different designs with lines, combined materials, as well as materials that were layered, pleated and draped were proposed using virtual-dressing simulation software. Then, the modified designs were derived from the six original designs by reflecting the opinions collected in the in-depth interviews with eleven women in their 50s. The responses in the interviewed showed a preference for lines, pleats and layers, as these features made the clothes look trendy, gave it a slender-look, and improved the body shape of the women. As the color is the critical factor for outdoor-wear, there was an overwhelming preference for primary colors by the women, which was in contrast to their color preference in general clothes. A sleeve design modification was proposed to convert the half-sleeves to 3/4-long sleeves in order to account for changes in body temperature at menopause, and to satisfy the aesthetic needs for covering wrinkles. Research of new senior outdoor-wear designs will help segment and differentiate strategies for the increasingly fierce competing outdoor market, as well as l provide directions in the design creation process using the simulation of 3D virtual model.

관광기념품 개발을 위한 마케팅 전략에 관한 연구 -전주를 방문한 동남아 지역 외국 관광객을 중심으로- (A Study of the Marketing Strategy based on the Tourist Souvenirs development -focusing on the foreign tourist call on jeonju-)

  • 이강일;이상락
    • 디자인학연구
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    • 제15권3호
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    • pp.223-230
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    • 2002
  • 한 나라의 관광기념품은 그 나라의 문화와 정신세계를 상징하는 매개체로서 나아가 그 사회 문화의 가치체계를 제시하는 역할을 한다 즉, 관광기념품은 관광지의 문화요소의 총체이며 한 나라의 문화${\cdot}$역사${\cdot}$예술의 구체적 소산으로서 고도의 상징성과 고유성을 지니는 문화상품이라고 할 수 있다. 관광기념품의 고유성은 이러한 기념품의 역할을 통해 조명될 수 있으며 고유한 관광기념품이란 특정 관광지이외에는 구하기 어려운 관광지의 문화적${\cdot}$역사적 요소를 함축하고 상징하는 고도의 문화상품이라고 할 수 있다. 본 연구에서는 관광기념품의 고유성과 구매행동에 관한 선행연구를 바탕으로 외국관광객의 기념품 구매행동의 특성을 분석하고 이를 토대로 지리적 세분시장별 관광기념품 구매유형을 분석, 각 세분시장에 적절하고 효과적인 마케팅 전략수립의 기초로 삼고자 하였다

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비처방의약품 허가 제도의 국가별 비교 연구 및 고찰 (Comparison of Approval Process for Nonprescription Drugs in Different Countries)

  • 김주희;이정;이관영;이경은;곽혜선
    • 한국임상약학회지
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    • 제28권4호
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    • pp.263-272
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    • 2018
  • Nonprescription drugs have become increasingly important in Korean healthcare. By leveraging lower-cost drugs and reducing expenditure associated with fewer physician visits, the nonprescription segment can deliver tremendous value to individual consumers and the Korean healthcare system. Many countries have provided simpler and more rapid routes to market entry for qualifying nonprescription drug products, using the established data on drug safety and efficacy, as well as public and professional opinion. In US, the FDA waived the pre-approval process for over-the-counter (OTC) drugs marketed through the OTC Monograph Process. In Australia and Canada, different OTC product application levels are defined, with a reduced level of assessment required when the risks to consumers are considered low. Japan established a new OTC evaluation system in 2014 to facilitate the Rx-to-OTC switch process. The legislative framework for medicinal products in the European Union allows for drugs to be approved with reference to appropriate bibliographic data for old active substances with well-established uses. Through a comparison of the regulatory framework and the requirements for nonprescription approval process in different countries, several ways to improve regulatory practice for the evaluation of nonprescription drugs in Korea have been suggested.

AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구 (Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users)

  • 정주연;강윤극
    • Journal of Information Technology Applications and Management
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    • 제28권1호
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

Innovative Marketing Channel in the South Korean Retail Banking Industry: The Case of KB Rockstar

  • Chung, Hwan;Kim, Sang Yong;Yoo, Changjo
    • Asia Marketing Journal
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    • 제15권1호
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    • pp.23-42
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    • 2013
  • To overcome the profitability challenge these days, many global banks are increasingly focusing on cost efficiency through more efficient banking processes, such as online and mobile banking, whereas a number of other banks choose to differentiate their services for retaining and attracting the most valuable customer segment (Deloitte, 2011). While global banks in the retail banking industry are adopting either of these two business models as a strategic choice for their long-term growth, KB Kookmin Bank, one of the leading retail banks in South Korea, has begun to operate 'KB Rockstar' as a strategic channel, particularly designed to target college students in the youth market. The new marketing strategy has resulted in a positive impact on its brand image in customers' perception as well as a drastic increase in the number of youth customers. In this study, we analyze the case of 'KB Rockstar' and summarize the key factors for its success from a marketing perspective. First, 'KB Rockstar' is not simply a good channel strategy, but an innovative marketing strategy that aligns place, product and promotion together in order to create a synergy effect, resulting in the successful implementation of the bank's targeting strategy. Second, the strategy effectively establishes 'KB Rockstar' as a brand targeted to youth customers while also competently strengthening the image of the corporate brand, KB Kookmin Bank. The skillful implementation of organically combined marketing mix strategies has enabled the successful launch of the bank's sub-brand. Third, the strategy considers a retail bank branch as not only the place that makes sales transactions in order to generate short-term profits, but also the place that builds a long-term relationship with customers in order to maximize their lifetime values in the long run.

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