• Title/Summary/Keyword: product aesthetics

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The Effects of Quality Factors on Customer Satisfaction, Trust and Behavioral Intention in Chicken Restaurants (치킨전문점의 품질요인이 고객만족, 신뢰와 행동의도에 미치는 영향)

  • Kim, Ho-Sik;Shim, Jae-Hyun
    • The Journal of Industrial Distribution & Business
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    • v.10 no.4
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    • pp.43-56
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    • 2019
  • Purpose - The purpose of this study is to classify the quality factors of chicken restaurant customers with the service quality based on the SERVQUAL, the quality factors based on the selection attributes and service qualities of chicken restaurants used in the previous studies. Research design, data, and methodology - This survey was carried out on the students of Kangwon University in Samchuk City, Kangwon Province from November 20 - November 30, 2017, and a total of 260 questionnaires were distributed, with 222 collected. Of them, effective questionnaires applied in the final study were a total of 193 except 29 that couldn't be used. Results - The findings of this study are as follows: Firstly, chicken restaurants' quality factors were divided into seven categories like cleanliness, service encounter quality, product quality, aesthetics, overall interior, purchase quality, and convenience. Secondly, it showed that service encounter quality, purchase quality, and cleanliness had a positive impact on customer satisfaction, respectively. Thirdly, it showed that service encounter quality, purchase quality, and cleanliness had a positive impact on trust, respectively. Fourthly, it showed that customer satisfaction had a positive impact on behavioral intention. Additionally, it suggested that customer satisfaction of chicken restaurant consumers had a positive impact on behavioral intention and thereby, higher customer satisfaction leads to higher levels of reuse and recommendation intention. Lastly, after checking the effect relations of trust between customer satisfaction about chicken restaurant and behavioral intention, it was analyzed that customer satisfaction has a positive impact on trust and trust has a positive impact on behavioral intention. On the other hand, it showed that trust have a partially mediating effect in the relations between customer satisfaction and behavioral intention. But, it showed that product quality, aesthetics, overall interior, purchase quality, and convenience did not have a positive impact on customer satisfaction. Conclusions - Chicken restaurant consumers put more priority on friendly and good services of chicken restaurant staff in service encounter and delivery order, rather than on reasonable price and discount systems. Thereby, chicken restaurant marketers need to take factors like service encounter quality, cleanliness into more consideration.

A Study on the Determinants of Winning Products in Korea (우리나라 히트상품의 성공요인에 관한 연구)

  • Son, Eun-Il;Park, Young-Taek
    • Journal of Korean Society for Quality Management
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    • v.28 no.4
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    • pp.119-139
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    • 2000
  • In order to examine the determinants of new product success, 217 winning products in Korean market are analyzed with a focus on merchantability. For the purpose of the analysis, dimensions of products are classified into function, aesthetics, economy, safety, usability, reliability, brand image, assurance, distribution channel, advertisement, DFE(desing for the environment). The major dimensions of sinning products were identified for each category of the products. The results this study would be a cue to the future direction of new product development.

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Designing Structure of Selfie Stick & Case to Minimize Damage when Carrying (휴대시 파손을 최소화하기 위한 일체형 케이스 방식의 셀카봉 설계)

  • Kim, Dohyeong;Chu, Suhong
    • Proceeding of EDISON Challenge
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    • 2015.03a
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    • pp.535-537
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    • 2015
  • We present selfie stick case design, which can protect upper part of Selfie Stick. Many of current products are damaged when it is carried without cases, especially upper part of the product, because protection case is irrelevant to handle in urgent or frequent use of the product. To solve this problem, we design the case part which is attached to stick. For designing the part, we considered functionality, aesthetics, portability and profitability.

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A Study on the Design Direction of the Panic Device (패닉디바이스 디자인 방향성에 관한 연구)

  • Kang, Soon-Ok;Lim, Bo-Hyeok;Lee, Joo-Won;Lee, Hae-Yeol
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2023.05a
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    • pp.209-210
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    • 2023
  • A panic device is a type of door lock that opens when pressed or pushed by the body, so it is an emergency escape device designed to easily open the door and escape in an emergency situation such as fire or earthquake. It is an ideal door handle for an emergency exit. Because many people move quickly and it is easy to use, it is common in Europe and North America, but in Korea, the product is expensive, so it is used on a limited basis in luxury buildings such as hotels, but its use is gradually increasing. East Asian countries such as Korea, China, and Japan mainly prefer the North American type. The design of the penic device used in is a uniform and universal design, and research and development of a new design of the penic device was required to develop a new design type product considering the aesthetics of the building.

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A Study of the Characteristics of Cybernetics Exhibited in Fashion as a Media of Digital Environment (디지털환경 매체로서 패션에 나타난 사이버네틱스의 특성에 관한 연구)

  • Kim Hyun-Soo;Kim Min-Ja
    • Journal of the Korean Society of Costume
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    • v.55 no.4 s.94
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    • pp.79-94
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    • 2005
  • The goal of this research, contorted from the perspective of media aesthetics, is to uncover the ways how mechanical/cybersensual fashion products express aesthetic characteristics of cybernetics, by comparing them with digital products designed by an application of cybernetics. The other goal is to provide a cultural and design framework of cybernetics as d digital-environmental medium for fashion in which hightech and human sensibilities are fused. The results urged to explore two new contrasting perceptual possibilities for an understanding of digital technology application: negative and positive feedbacks. Cybernetic optimism, centered on technological dimensions, focuses on a concept of fashion that emphasize instrumental aspects-efficiency and convenience. In contrast, cybernetic pessimism focuses on digital fashion that expresses environmental destruction and the loss of human identity. A comparative analysis of the aesthetics of expression in digital fashion design and digital industrial products from a cybernetic perspective showed that in digital environment society, the combination of negative and positive feedbacks resulted in design products in which internal and external aspects of beauty complemented each other.

A Study on the Development of Sports Jackets Using LED LIGHTING (LED LIGHTING을 활용한 스포츠 재킷 개발에 관한 연구)

  • Park, Jinhee;Kim, Jooyong
    • Journal of Fashion Business
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    • v.23 no.1
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    • pp.103-115
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    • 2019
  • In this study, we provided examples of light emitting diodes (LEDS) in everyday sportswear and confirmed their usefulness to provide functionality, aesthetics, and entertainment. One type of sports jacket and one set of sportswear were designed and manufactured using LEDs and made available to the general public for use in daily life to provide functionality, aesthetics, and entertainment. To generate digital images, a textural design of a circuit image was developed and applied, and the LEDs were placed on the developed textile in an attempt to merge the LEDs with the design. The product was equipped with a tilt sensor and produced a randomly lighted jacket with LEDs that adjusted according to movement. The LEDs turned on in the desired location by lifting the arm during night sports activities. The tricolor of NEO PIXEL LEDs lit randomly and its rhythmical design could be maximized when moving or exercising outdoors, and also for entertainment. The role of creating interest for lively and unexpected pleasures and the aesthetic beauty of LED lights were also obtained. There was no inconvenience or restriction of movement by LEDs or internal structures using the hot-melting technique, and the removable attachment of the device made it easier to wash.

A Study on the Direction of the Development of Hearable Devices for Seniors -Focusing on Wireless Earphones- (시니어를 위한 히어러블 디바이스 개발 방향성 연구 -무선 이어폰을 중심으로-)

  • Kijeong, Choi;Seunghee, Suh
    • Journal of Fashion Business
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    • v.26 no.5
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    • pp.135-152
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    • 2022
  • This study aimed to evaluate the user experience of hearable devices for seniors and suggest possible development directions. A literature review, case study, and in-depth interviews were conducted. Based on the literature review, convenience, accessibility, transmissibility, wearability, aesthetics, and interest were determined as the user experience factors of hearable devices. Then, in-depth interviews were conducted with 12 participants aged 60 or older regarding four devices. Participants tried four different types of wireless earphones which were selected based on a case study: open-type, kernel-type, neckband-type, and earring-type. Regarding convenience, the participants preferred to carry small devices and regarding accessibility, participants responded positively for most product types. For transmissibility and wearability, there were differences depending on whether devices were put on correctly, but the participants preferred products that did not wholly block external sounds. For aesthetics, participants preferred small and cutting-edge designs. Interest was noticeable among those who had not used the devices before, and for stability, the neckband-type was the most preferred. Based on the results we suggest designing small cutting-edge designs and button-type assist devices, not blocking the external sound, providing a participation program, simplifying device functions, and establishing a method that can be combined with and stored in clothes and a delivery method that can signal danger.

The impact of Fashion Brand Collaborations in Sandbox Games on Purchase Intention: The Role of Brand Coolness and Self-Avatar Identification

  • He Yang;Ding Hongyi;Geng Yingjie;Chen, Mingyuan;Yoo, Seungchul
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.214-226
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    • 2024
  • This study examines the impact of fashion brand collaborations in sandbox games on consumer purchase intentions, focusing on brand coolness and self-avatar identification. Through online surveys of U.S. consumers aged 20-40, it finds that aesthetics, scarcity, and familiarity contribute to brand coolness, with only aesthetics directly impacting purchase intentions. Emotional engagement, self-expression, and perceived enjoyment enhance brand coolness, with emotional engagement being the most influential, and all except perceived enjoyment positively affect purchase intentions. Brand coolness from collaborations positively impacts purchase intentions, indicating that positive consumer attitudes drive behavior. Self-avatar identification moderates the relationships between familiarity and brand coolness, self-expression, and purchase intentions, and moderates the mediating effect of brand coolness. The study underscores the importance of self-avatar identification in shaping consumer behavior and calls for further research in diverse industries and new marketing forms.

The effect of personality on preference and purchase intention of negative novelty design product (부정이탈디자인 제품의 선호도와 구매의사에 미치는 성격의 영향)

  • Chung, Eun-Kyung;Kwak, Hae-Lie;Kim, Yoo-Kyoung;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.243-250
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    • 2010
  • A study is presented that examines the effect of personality on preference and purchase intention of positive and negative novelty design products. Participants evaluated their preference and purchase intention on 18 design products including positive and negative novelty design products. A cute Scream character was created as a positive novelty design and a skeleton Mickey character was used as a negative one. We measured extroversion, neuroticism, and visual product aesthetics as individual traits. The results shows that people, of course, prefer(and want to buy) the positive novelty design product to the negative novelty design product. Only in the case of the negative novelty design product, the more neurotic people is, the more they prefer it. Also, among the people who like the negative novelty design product, introvert ones are likely to purchase it but extroverted ones are not. These findings imply that personality plays an important role in liking and purchasing negative novelty design product.

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A Study on the aesthetic factors of product design according to user's preference - Foucsed on Jeollabuk-do, Chungcheongnam-do and Daegu - (제품디자인의 사용자 선호에 따른 심미성 요소에 관한 연구 - 전라북도, 충청남도, 대구지역을 중심으로 -)

  • Jeong Su-Kyoung;Hong Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.203-212
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    • 2005
  • In the highly developing industrial society the design has been playing the central role in the managerial strategy of a company and has been one of the central agendas in determining the economical competence of a country, and it is also regarded as a means to acquire sustainable superior competence And these trends suggest that the esthetic value of a product has become more important than the technological function. In this study we review theoretically esthetic factors influencing the preference of a product, so that we can make a list of eight esthetic factors based on the various referential studies. They are simplicity, balance, unity, rhythm, style, novelty, typicality, and proportion. We research esthetic factors affecting consumers' preferences and evaluation of a product and typical esthetic factors specific to the characteristics of each product. Therefore, in this study we tried to provide available materials in developing product design by present of esthetic guideline and to put this materials to practical use in product design by finding considered elements and importance of esthetic factors which had important effects on the tastes of the consumers classified by manufactures.

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