• Title/Summary/Keyword: product usage experience

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A Study on the User Needs for Developing Smart Fashion Items Using Energy-Harvesting Technology Based on Outdoor Activity (아웃도어 활동기반 에너지 하베스팅 스마트 패션 아이템 개발을 위한 사용자 니즈 분석)

  • Lee, Eunyoung;Roh, Jung-Sim
    • Fashion & Textile Research Journal
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    • v.19 no.2
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    • pp.221-229
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    • 2017
  • This study researched the needs of smart fashion items using energy harvesting for outdoor wearers and surveyed the application areas and design preferences for energy-harvesting systems based on outdoor activities. A total of 217 subjects were surveyed. Subjects who had at least 3 years of experience in outdoor activities were selected in order to increase the reliability of the research results. The survey investigated lifestyles based on outdoor activities, outdoor clothing and electronic equipment usage, purchase style, utilization plan, and design preference for energy-harvesting clothing and supplies. The results showed that 62.7% of the respondents had experience in outdoor activities for more than five years. 96.3% of the subjects carried electronic equipment, and 179 participants(82.5%) experienced discomfort due to battery consumption/dead batteries during outdoor activities. 78.4% were interested in smat fashion items using energy-harvesting technology, and the energy-conversion technology that was useful for outdoor activities was "kinetic energy"(74.7%). Participants showed a high preference for a detachable type(30.9%) and a city type(69.1%) that can be worn in outdoor activities as well as in general life. The preferred location of the electric power-charging device was the "Hem area of top garment"(35.9%), and the reason for this selection was that it was easy to operate and did not interfere with movement. The data from this paper can be used as a basis for product planning and product design for energy-harvesting apparel designers and supply developers for outdoor clothing.

A Study on the Exploration of Anthropomorphism during the Product Usage : Focusing on the Cultural Difference of Mobile Phone, MP3 Player, TV, Refrigerator Users in Germany and India (디지털 기기의 의인화 경험 요소 파악에 관한 연구 : 독일, 인도의 핸드폰, MP3 플레이어, TV, 냉장고 사용자에 대한 문화적 차이를 중심으로)

  • Kim, So-Lyung;Lee, In-Seong;Lee, Ki-Ho;Choi, Gi-Woong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.185-192
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    • 2008
  • 지난 몇 년간 HCI 분야에서 사용자 경험 (User Experience)이라는 용어는 전통적 의미의 사용성부터 심미적, 유희적, 감성적 그리고 기술 사용을 포함하는 사용의 전반적인 경험을 일컫게 되었다. 기술 성숙과 더불어 제품의 빈번한 상호작용으로 인해, 사용자는 제품의 도구적 의미의 유용성과 사용성에 대한 기대 충족 뿐만 아니라, 심미성, 감성 등 사용자의 내재적 가치까지 만족시켜주길 원한다. 본 연구는 사용자의 실용적인 목적 뿐만 아니라, 내재적 가치까지도 고려한 전체 사용자 경험 연구를 위해, 제품의 '도구적 요구 관점' 과 '비도구적 요구 관점' 을 함께 고려하고자 한다. 비인간 대상을 사람으로 간주하는 의인화 (Anthropomorphism) 연구에서는 대상을 도구적임과 동시에 비도구적으로 대하려는 현상을 보여준다. 이런 의인화 연구들을 착안하여, 본 연구는 의인화의 의의와 도출 과정을 살펴보고 HCI 분야에서 왜 의인화 관점의 연구가 중요한지, 사용자들은 언제 어떻게 사용하는 제품을 의인화하려는지 다른 분야의 의인화와 비교 설명하려 한다. [연구 1]에서는 2 개국 (독일, 인도) 에서 4 개의 디지털 기기 (핸드폰, MP3 플레이어, TV, 냉장고) 사용자를 대상으로 Contextual Interview 를 실시 후, 분석하여 국가별 디지털 기기 별 주요 의인화 요소들을 도출하였다. [연구 2]에서는 의인화 관점의 분석 결과가 문화적 차이에 따라 어떤 영향을 받는지를 검증하기 위해 [연구 1]의 통일 2 개국에 문화적 성향 측정을 위한 설문을 실시하였다. [연구 1]과 [연구 2]의 결과를 통해 HCI 분야에서의 의인화 관점 연구의 의의와 프레임웍을 설명하고, 문화적 차이를 반영한 제품의 의인화 가이드라인을 제시하고자 한다.

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The Effects of online shopping mall Usage Motives in e-commerce on Repurchase Intention: Centered on international Chinese students (온라인 쇼핑몰의 이용동기가 재구매 의도에 미치는 영향에 관한 연구: 중국 유학생을 중심으로)

  • Fang, Luqi;Lee, Yoon-koo
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.207-223
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    • 2021
  • The purpose of this research is to study the influence of online shopping motives on repurchase intentions with Chinese students studying in South Korea. To this end, a questionnaire survey was conducted with 255 Chinese students studying abroad. The SPSS 23.0 analysis clarified the structural relationship between the online shopping mall's motivation and customer satisfaction, and repurchase intentions. First, in the motivation of online shopping, product perception, customer service and shopping experience have a positive impact on customer satisfaction. Second, in the motivation of use, product perception, customer service, and shopping experience have a positive impact on repurchase intentions. Third, satisfaction has a positive effect on repurchase intentions. The results show that the motivation of using online shopping for Chinese students in South Korea is an important factor affecting satisfaction and repurchase intentions. In future research, further research is needed according to the type of online shopping mall.

The Role of Source Credibility of Streamer and Platform Policy in Live-commerce: A Perspective on Reduction of Consumer's Uncertainty (라이브 커머스 스트리머의 자원 원천 신뢰성과 플랫폼 정책의 역할: 소비자 불확실성 감소의관점)

  • Inho Hwang
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.2
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    • pp.81-99
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    • 2024
  • Live commerce, a rapidly growing sector, facilitates real-time interaction between streamers and consumers about specific products. This business model aids rational purchasing decisions by offering visual demonstrations of product usage. This study aims to identify potential uncertainties faced by consumers in live commerce and propose strategies to mitigate these uncertainties for streamers and platforms. A research hypothesis was formulated based on prior studies and tested through surveys conducted on consumers aged 20 and above with live commerce experience. The study revealed that a streamer's credibility (trustworthiness, expertness, and reputation) significantly impacts purchase intention by mitigating uncertainty. The platform's return policy also interacted with product uncertainty, influencing consumer purchase intention. These findings provide a roadmap for creating a tailored service strategy for live commerce platforms, focusing on reducing uncertainty in the product purchase process.

Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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Effects of TikTok fashion advertising characteristics and preferences on fashion product purchase intention- Focused on female consumers in their 20s and 30s in China - (틱톡 패션광고의 특성 및 선호도가 패션 상품의 구매 의도에 미치는 영향 - 중국 20~30대 여성 소비자 중심으로 -)

  • Kim, Chil Soon;Yu, Miao
    • The Research Journal of the Costume Culture
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    • v.30 no.4
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    • pp.548-562
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    • 2022
  • We conducted this study to determine the TikTok usage status of Chinese consumers, and the effect of fashion advertisement type preference and TikTok characteristics on fashion product purchase intentions. For this study, we conducted a literature review and survey method. The following conclusions were drawn by collecting data online and performing statistical analysis. Firstly, the period of use was 2 - 4 years, and 95.1% of people used it for 2 - 3 hours a day, and 95.1% of the people had a purchasing experience on TikTok. Secondly, the most people were interested in self creating and editing videos in TikTok. With regards to TikTok content, groups aged 30 are significantly more interested in fashion coordination suggestions and influencer' recommendations than groups aged 20. Thirdly, this study found that the characteristics of TikTok fashion advertisements significantly influenced purchase intention. Among the characteristics of fashion advertisements, this study conclude that the "fashion entertainment" characteristic factor that fashion advertisements are fun and entertaining was the most influential variable on purchase intention, followed by useful information, reliability, and interactivity related to fashion. Fourthly, the types of preferred TikTok fashion advertising had a statistically significant effect on product purchase intention. The influential types of preferred advertising are top view, live advertisement, hashtag challenge, in-feed ads, and sticker ads.

A study on standardization through the analysis of the survey on the use of fishery sea anchor (어업용 씨앵커의 사용실태 분석을 통한 표준화 연구)

  • KIM, Namgu;KIM, Hyung-Seok;LEE, Yoo-Won;RYU, Kyung-Jin
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.58 no.1
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    • pp.10-18
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    • 2022
  • Fishery sea anchor is widely used for many fishing vessels. However, standardization of the dimension and terminology of the fishery sea anchor has not been achieved, reducing the reliability of the performance and safety of the fishery sea anchor. Therefore, this study researches the reality of usage of fishery sea anchor and then attempts to suggest the development direction of the standard draft as basic data. As a result of the survey on the reality of usage show that various terms were used for each part of the fishery sea anchor (including the incorrect form of non-standard words derived from Japanese) and that the production of this product in the fishery sea anchor market was concentrated on one specific manufacturer. In addition, the main specifications of the fishery sea anchor are set and manufactured based on conventional experience without standards. In the field, there was no standardized drawing for fishery sea anchor and users had low awareness of the main specifications of fishery sea anchor. Therefore, this study suggested the following regarding the fishery sea anchor: standard terms for each part including Korean and English names and standard drawing of sea anchor. It is hoped that this study will contribute to research for the standardization of fishery sea anchor, which will increase in reliability and lead to increased interest in standardization in the fishery field.

A Study on EC Acceptance of Virtual Community Users (가상 공동체 사용자의 전자상거래 수용에 대한 연구)

  • Lee, Hyoung-Yong;Ahn, Hyun-Chul
    • Asia pacific journal of information systems
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    • v.19 no.1
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    • pp.147-165
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    • 2009
  • Virtual community(VC) will increasingly be organized as commercial enterprises, with the objective of earning an attractive financial return by providing members with valuable resources and environment. For example, Cyworld.com in Korea uses several community services to enable customers of Cyworld to take control of their own value as potential purchasers of products and services. Although initial adoption is important for online network service success, it does not necessarily result in the desired managerial performance unless the initial usage is continuously related to the continuous usage and purchase. Particularly, the customer who receives relevant online services and is well equipped with online network services, will trust the online service provider and perceive less risk and experience more activities such as continuous usage and purchase. Thus, how to promote continued online service usage or, alternatively, how to prevent discontinuance is a critical issue for VC service providers to consider. By aggregating a wide range of information and online environments for customers and providing trust to its members, the service providers of virtual communities help to reduce the perceived risk of continuous usage and purchase. Drill down, online service managers realize that achieving strong and sustained customers who continuously use online service and purchase on it is crucial. Therefore, the research into this online service continuance will identify the relationship between the initial usage and the continuous usage and purchase. The research of continuous usage or post adoption has recently emerged as an important issue in the IS literature. Individuals' information systems(IS) continuous usage decisions are congruent with consumers' repeat purchase decisions. The TAM(Technology Acceptance Model) paradigm has been strongly confirmed across a wide range from product purchase on EC to online service usage contexts. The analysis of IS usage based on TAM has proven to be successful across almost online service contexts. However, most of previous studies have focused on only an area (i.e., VC or EC). Just little research has tried to analyze the relationship between VC and EC. The effect of some factors on user intention, captured through several theories such as TAM, has been demonstrated. Yet, few studies have explored the salient relationships of VC users' EC acceptance. To fill this gap between VC and EC research, this paper attempts to develop a research model that extends the TAM perspective in view of the additional contributions of trust in the service provider and trust in members on some factors that affect EC and VC adoption. In this extension, we applied the TAM-to-TAM(T2T) model, and analyzed the transfer effect of trust between these two TAMs. The research model was empirically tested on the context of a social network service. The model was to extend TAM with the trust concept for the virtual community environment from the perspective of tasks. By building an extended model of TAM and examining the relationships between trust and the existing variables of TAM, it is aimed to explain a user's continuous intention to use VC and purchase on EC. The unit of analysis in this paper is an individual user of a virtual community. The population of interest is the individual with the experiences in virtual community. The data for this paper was made available via a Web survey of VC users. In total, 281 cases were gathered for about one week, but there were some missing values in the sample and there were some inappropriate cases. Thus, only 248 cases were finally analyzed. We chose the structural equation analysis to test the hypotheses and it is better suited for explaining complex relationships than the other methods. In this test, AMOS was used to test the Structural Equation Model (SEM). Noticeable results have been found in the T2T model regarding the factors affecting the intention to use of virtual community and loyalty. Our result showed that trust transfer plays a key role in forming the two adoption beliefs. Overall, this study preliminarily confirms the salience of trust transfer in online service.

Acceleration of the Customer Education Paradox by a Smartphone

  • Lee, Ji-Eun;Zoe, Chou
    • International Journal of Contents
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    • v.11 no.1
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    • pp.31-40
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    • 2015
  • This paper primarily intends to explore whether smartphones accelerate the customer education paradox. Smartphone usage is becoming a mainstream habit, and it is changing people's shopping experience and conventional practices, hence presenting new challenges to the market. A smartphone affects customers strongly when they are trying to choose a product/service among a variety of options, and making purchase decisions. With smartphones bringing such changes and challenges to the market, especially to the companies and stores, it is important to understand market trends in order to retain the loyalty of existing customers as well as to attract new buyers. Therefore, companies and stores should offer enhanced and better technical service quality, along with the use of tools such as QR codes. Further, mobile based websites would offer a suitable approach in assisting customers using smartphones to obtain better information of greater value. The results of this study imply that there is an opportunity for organizations to design various methods of imparting customer education by using smartphones, such as loading applications on a smartphone that lead to more information with good quality and present real benefits regarding the products/services.

Current Use and Development Demand for Processed Blue Crabs (꽃게 가공식품 이용실태 및 개발 요구도 조사)

  • Moon, Sook-Jeong;Hong, Wan-Soo
    • Journal of the Korean Dietetic Association
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    • v.20 no.4
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    • pp.306-319
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    • 2014
  • This study is basic research focused on product development and market activation based on analysis of current usage and demand for development of processed blue crabs. A total of 556 subjects aged 20s to 60s living in the Seoul area were surveyed. According to the survey, 65.1% of subjects consumed blue crabs at home, and 82% of them purchased blue crabs whole and undressed. Respondents gave higher marks to taste, nutrition, and texture compared to ingredient preparation, eating method, and price. Majority of blue crab consumers had no experiences of consuming processed blue crabs. Exactly 57.0% of consumers purchased them at big shopping centers, and the reason for purchasing was their good taste. When female consumers purchased processed blue crabs, they checked every part carefully compared to male consumers. Women gave high scores to blue crab powder, blue crab extract, blue crab croquette, and blue crab cake compared to men, demonstrating the necessity of developing processed blue crabs. Furthermore, the experienced processed blue crab group recognized the necessity of developing processed blue crabs compared to the inexperienced group. People showed significant differences in purchasing processed blue crabs according to gender as well as previous experience of blue crab consumption.