Purpose This paper attempts to identify items for improving the usage of PLM(Product Lifecycle Management) systems and suggests ways to prioritize improvement items on the basis of importance. It also tries to find out differences in the importance of improvement items due to the company size, the industry, the job, or the PLM solution. Design/methodology/approach Through a survey from participants to a PLM System Conference, data were collected from a sample of 181 users who had the previous experience in using a PLM system. In order to figure out the differences in the importance among user groups, the F-test with the Scheffe test as a post-hoc analysis was used in case of equal variances and the Welch test with the Dunnett T3 test was used in case of unequal variances. Findings This study sorted out 25 improvement ideas according to their importance assessed by the PLM system users. The top five ideas are improving data consistency, error minimization, fast system response time, enhancing user recognition, and business process improvement. The support group puts higher importance than the general user group in data consistency, fast system response time, enhancing user recognition, business process improvement, dedicated team for data consistency, continuous support from management, hardware performance upgrade, output linkage to other systems, and shortening problem solving duration. The largest company group attaches significantly higher weights than the smallest company group to data consistency, error minimization, fast system response time, business process improvement, dedicated team for data consistency, security with proper access management, output linkage to other systems, and better user interface.
1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in
, research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation.
indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.
This research is based on product development that improves user experience such as design and function by analyzing the usage behavior of elements experienced by generation Z as customers and users in the process leading to disposal of earphones even before purchase. The behavior of earphones in Generation Z was analyzed through in-depth interview and surveys of the customer experience and user experience of earphones. The results of the study were common or characteristic. They are user experience based on brand dependency, sharing experiences and seeking simplified design and convenience, which is related with the lifestyle of the generation Z. This study is expected to be a fundamental study of product research and marketing strategies that will take advantage of the characteristics of Generation Z, who will be the main player of the market in the future.
Journal of the Korean Operations Research and Management Science Society
/
v.29
no.2
/
pp.59-75
/
2004
Recommendation is a personalized information filtering technology to help customers find which products they would like to purchase. Collaborative filtering works by matching customer preferences to other customers in making recommendations. But collaborative filtering based recommendations have two major limitations, sparsity and scalability. To overcome these problems we suggest using adjusted product hierarchy, grain. This methodology focuses on dimensionality reduction and uses a marketer's specific knowledge or experience to improve recommendation quality. The qualify of recommendations using each grain is compared with others by several experimentations. Experiments present that the usage of a grain holds the promise of allowing CF-based recommendations to scale to large data sets and at the same time produces better recommendations. In addition. our methodology is proved to save the computation time by 3∼4 times compared with collaborative filtering.
Journal of the Korean Society of Clothing and Textiles
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v.23
no.2
/
pp.185-195
/
1999
The purpose of this study is to identify store image and clothing satisfaction of various clothing distribution type and is to compare the difference due to demographic variables. The data were obtained 407 housewives using questionnaire. The results were as follows. First Store image of clothing distribution types was found significant differences in product service atmosphere. Second Clothing satisfaction of clothing distribution types was founded significant differences in price brand name fashion design material sewing size. Third The new distribution types in general were not visited upon despite their high degree of recognition and using experience of new distribution types was founded significant differences in Store image of new distribution types. Fourth Among demographic variables significant difference in usage of the distributions was founded. Fifth Among demographic variables significant difference in usage of the distributions was founded. Fifth Among demographic variables significant difference in clothing satisfaction of the distributions was founded.
Journal of the Korean Society of Clothing and Textiles
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v.32
no.11
/
pp.1669-1679
/
2008
This study examined what differences were shown in the types of impulsive buying according to consumers' viewing circumstance, previous purchasing experience, and demographic factors on CATV home-shopping. For this study, data were obtained from adult women in twenties to fifties who have frequently viewed CATV home-shopping. The questionnaire was composed of three sections; characteristics of home-shopping usage, behaviors of impulsive buying and demographic factors. Data from 403 questionnaires were used for the statistical analysis. The results of this study were as following. First, four factors of impulsive buying types were identified. Second, differences in impulsive buying according to viewing circumstance of TV home-shopping were significant. New products were easily accepted by consumers who were reminded of previous needs with more viewing time and frequent viewing chances. Also, differences in impulsive buying according to the reason of viewing were meaningful only for the 'reminder impulsive buying. Third, consumers with more previous purchase experiences had higher reminder impulsive buying on home-shopping. Fourth, there were significant differences in age and marital status according to impulsive buying. The biggest difference was shown in the 'planned impulsive buying' corresponding to age and in the 'reminder impulsive buying' to marital status.
A core technology that may realize the Semantic Web is Ontology. The OWL (Web Ontology Language) has been positioned as a standard language. It requires technical expertise to directly represent the domain knowledge in OWL. Based on our experience of analyzing the fundamental relationships of concepts in e-catalog domain, we have developed a visual product information modeler called PROMOD. The modeling editor makes it possible to automatically generate the OWL codes for the given product information. We employ an Extended Entity-Relationship for conceptual modeling, enriched with modeling elements specialized for the product domain. In this paper, we present our translation schemes from EER model to OWL codes, and how to design and implement the modeling editor. We also provide a scenario to demonstrate the usage of the editor in practice.
This study put its major concern in consumer behavior during a purchase of fashion products through the Internet marketing channels. Therefore, it investigated the Internet shopping and tried to find the reasons why clothes shopping through the Internet marketing channels is not popular enough. Then, alternative marketing strategies would be suggested which is accessible from the relationship marketing approach. The study adopted a qualitative research method to implement those purposes. In-depth interviews were conducted with the interviewees who had an experience of buying a fashion merchandise through the Internet or who had such an intention. And the information on stages of decision-making process and actual purchase was obtained by participating in and observing the process. The results revealed stages of decision-making in purchasing a fashion product through the Internet channels, the process of relationship development, and the elements of relationship marketing which affect purchase intention. The elements of relationship marketing to promote a purchase of a clothing product via the Internet marketing channels included convenience; communication and socal experience; sensual information; risk acknowledgement and pursuit for safety; and usage of complexed marketing channels. Based on these, a few strategic points such as remote reality, database of communication basis, strengthening individualized services, and development of complex marketing channels were suggested.
From the past to the present, reviews have had much influence on consumers' purchasing decisions. Companies are making various efforts, such as introducing a review incentive system to increase the number of reviews. Recently, as various types of reviews can be left, reviews have begun to be recognized as interesting new content. This way, reviews have become essential in creating loyal customers. Therefore, research and utilization of reviews are being actively conducted. Some studies analyze reviews to discover customers' needs, studies that upgrade recommendation systems using reviews, and studies that analyze consumers' emotions and attitudes through reviews. However, research that predicts the future using reviews is insufficient. This study used a dataset consisting of two reviews written in pairs with differences in usage periods. In this study, the direction of consumer product evaluation is predicted using KoBERT, which shows excellent performance in Text Deep Learning. We used 7,233 reviews collected to demonstrate the excellence of the proposed model. As a result, the proposed model using the review text and the star rating showed excellent performance compared to the baseline that follows the majority voting.
Customers' evaluation of Website with satisfaction is critical in electroniccommerce. Previous research has studied in a distinct approach; especially IT oriented constructs-perceived usefulness, easy of use and marketing oriented constructs-product, shopping experience, service quality. Despite those important previous studies regarding the usage and the purchase of goods and services, how consumers are satisfied and why consumers leave Web sites without purchasing have not been extensively researched. This study explored those determinants of consumer satisfaction with Web site using expectation-disconfirmation theory (EDT). The present paper extends the range of EDT from antecedents of expectation to consequence of satisfaction. The result suggests that experience and familiarity has an impact on expectation as well as perceived performance and satisfaction. Second, higher expectation makes a negative impact on disconfirmation of expectation. Third, positive disconfirmation of expectation makes a positive impact on satisfaction. Forth. satisfaction produces loyalty and repurchasing intention. Finally, loyal customer has stronger intention to repurchase than satisfied customer.
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