Development of Human Sensibility Based Web Agent for On-line Recommendation Service (온라인 추천 서비스를 위한 감성 기반 웹 에이전트 개발)
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- Journal of the Ergonomics Society of Korea
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- v.23 no.3
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- pp.1-12
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- 2004
In recent years, with the advent of e-Commerce the need for personalized services and one-to-one marketing has been emphasized. To be successful in increasingly competitive Internet marketplace, it is essential to capture customer loyalty. In this paper, we provide an intelligent agent approach to incorporate human sensibility into an one-to-one recommendation service in cyber shopping mall. Our system exploits human sensibility ergonomics and on-line preference matching technologies to tailor to the customer the suggestion of goods and the description of store catalog. Customizing the system`s behavior requires the parallel execution of several tasks during the interaction (e. g., identifying the customer`s emotional preference and dynamically generating the pages of the store catalog). The recommendation agent system composed of five modules including specialized agents carries on these tasks. By presenting goods that are consistent with user interests as well as user sensibility, the accuracy and satisfaction of the recommendation service may be improved.
The purpose of this study was to investigate the main factors of return and consumers' return behavior types and also to find out the characteristics of consumer's purchasing behavior according to consumer's return behavior type. The Questionnaires was administered 315 males and females, who had experience of clothing purchase and return in internet shopping mall. The results were as follows. First, the factors of return were classified into quality of product, delivery, service, consumer's change of mind, and impulse buying. Second, 4 types of consumer's return behavior were categorized into habitual, dissatisfaction in product quality, dissatisfaction in delivery, and impulse buying. Third, Consumer's return behavior types were not significantly related to the frequency of purchase, information search. However there were significant differences in satisfaction of return process, dissatisfaction after return, and negative word of mouth according to the consumer's return behavior types.
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
Extreme programming is the most representative methodology among agile software development methodologies that is agile in business environment which change fast. As software industry is matured, usability of software quality characteristics is emphasized gradually, but effort to obtain usability in extreme programming is insufficient. In this paper, three things lacked in extreme programming are reinforced. First, roles of user interface expert are defined. Second, usability testing method to extreme programming are introduced. Third, development process and products are proposed. The proposed plan is validated by four methods, which analyze supporting software development life cycle, analyze satisfaction of CMM key process areas, analyze satisfaction of CMM practices, and analyze development of green tea shopping mail. Green tea shopping mall is improved 23% in the estimated running time, 21% in the learnability. Also, usability is improved 18% in the heuristic evaluation and 16% in the questionnaire method.
The purposes of this study were to identify the effects of body satisfaction and self-esteem on the make-up degree of middle and high school girls. Self-administered questionnaire was used for data collection from 432 students. The results were as follows: 1) Most of middle and high school girls were in height of 161-165cm and weight of 56-60kg. Satisfaction level of middle and high school girls with their eyes was the highest and that of weight was the lowest. They showed strong intention to modify their appearances and were dissatisfied with their body. 2) Middle and high school girls' satisfaction level of home life self-esteem was the highest, but that of school life was the lowest. 3) Middle and high school girls used cosmetics to protect their skins and paid much attention to their skins. They collected cosmetics informations from their friends or family members, and began to use point make-ups from their middle school years. They purchased cosmetics at cosmetic specialty store or internet shopping mall frequently. Most of them spent less than 10,000 won monthly for cosmetics, and used lip gloss and ultraviolet rays interceptors over their face with basic cosmetics. 4) Expenditures for cosmetics, self-esteem on their appearances, and pocket money affected on make-up degree. Middle and high school girls who spent more money for cosmetics and more pocket money with higher self~esteem on their appearances showed higher degree of make-ups.
Rapid development of the information technology has influenced on the changes in every sector of human environments. One prominent change in retail market is an increase of electronic stores, which has prompted practical and research interest in the product and store attributes that include consumer to purchase products from the electronic shopping. Therefore many marketers are paying much attention to the criteria of evaluating clothing and web service on internet shopping malls. The purpose of this study is to examine differences of clothing and web service criteria of consumer groups (High-Involvement & High-Ability, Low-Involvement & High-Ability, High-Involvement & Low-Ability, and Low-Involvement & Low-Ability) who are classified into consumer involvement and internet use ability. The subjects of this study were 305 people aged between 19 and 39s, living in Seoul and Gyeonggi-do area, and having experiences in buying products on the internet shopping. Statistical analyses used for this study were the frequency, percentage, factor analysis, ANOVA and Duncan test. The results of this study were as follows: Regarded on the criteria of evaluating clothing, the low different groups had significant differences in the esthetic, the quality performance and the extrinsic criterion. Both HIHA group and HILA group showed the similar results. They considered every criterion of evaluating clothing more important, compared with other groups. Regarded on the criteria of evaluating web service related to the low different groups, there were significant differences in the factors related to the shopping mall reliance, the product, the satisfaction after purchase, and the promotion and policy criterion. Both HIHA group and HILA group showed the similar results as well. They considered every criterion of evaluating web service more important, compared with other groups. In conclusion, HI groups perceive relatively more dangerous factors which can be occurred during internet shopping. Therefore, internet shopping malls need to provide clothing that can satisfy the HI groups as well as make efforts to remove the dangerous factors on the internet.
The traditional market in the nation was forced to decrease greatly users as well as sales because of opening of all of the markets, Internet shopping mall, home shopping and other new types of marketing businesses to lose market functions remarkably. Therefore, the Agency for Traditional Market Administration of Small & Medium Business Administration made efforts to develop traditional market, for instance, modernization of the facilities to improve physical environment, and improvement of each shop by using VMD, and so on. The purpose of the study was to examine efficiency of VMD shops for development of traditional market by the Agency for Traditional Market Administration and effects of VMD upon sales of each shop, and to help establish VMD strategies for customer satisfactions as well as visual environment of traditional market. The author visited five shops at Busan Jin Market, special market of articles for wedding ceremony that joined VMD shop guide of traditional market, and taught VMD on-the-spot and investigated it. Questionnaire of Agency for Traditional Market Administration was used to interview shop owners, shopkeepers and consumers, etc and to examine factors of changes of sales and customers' satisfactions before and after VMD. The purpose of the study was to investigate effects and satisfactions of increase of the sales of VMD shop guide that the government promoted to develop traditional market so far. Therefore, the author investigated VMD presentation, increase of the sales before and after VMD presentation, increase of number of customers, and satisfactions, etc of Korean clothes shops that joined improvement of VMD shop guide of traditional market of the government in 2010. The author investigated effects of the sales, increase of customers and satisfactions, etc by case study and empirical analysis, and she presented user-oriented VMD presentation techniques of traditional market and suggested improvement. After applying VMD, the shops could increase sales more than 20 percent in average, and satisfaction of VMD presentation was more than 88 points or more to be very much high. This study suggested VMD strategies and presentation of traditional market to give consumers affirmative visual images and to develop traditional market.
The purpose of this study was to examine consumer purchasing behavior of the online shoppers particularly using online clothing shopping mall and to analyze the key factors of both satisfaction and dissatisfaction of their purchase and to compare the both group by lifestyle segmentation in order to provide the e-CRM strategies. Focus group interviews and survey were conducted in December, 2003 with 30 online shoppers who have an experience of online clothing purchasing. The data analysis included the content analysis, descriptive statistics, K-means and factor analysis. Key findings of the study were as follows: First, online shoppers spent average 3.5 hours on internet and usually purchased clothing while surfing the web. Second, consumers were satisfied with reasonable price and customized service but dissatisfied with delayed delivery, limited product availability in both size and color and return policy. Third, according to the lifestyle segmentation, online shoppers could be characterized as 'Luxurious', 'Trendy' and 'Prudent' 'Luxury-oriented consumers', who value fashion, diet and social activity, tended to purchase basic yet high quality products. However, 'Trend-oriented consumers', to whom fashion trend was most important, purchased various latest fashion products with reasonable price and showed generally positive response to emails sent by e-retailers. And lastly 'Prudence-oriented consumers', whose buying decision was based solely on practicality, appeared to be reluctant to purchase clothing online while seeking more credible information and competitive price. In conclusion, this study has its significance in that it helps promote relationships between customers and e-retailers by providing differentiated e-CRM strategies through each customer groups 'lifestyle segmentation and consumer purchasing behavior analysis.
In this study. we tried to provide basic materials for teachers to develop consumer's guide of internet shopping for middle and high school students through surveying their Purchase realities, clothing purchase behaviors. and clothing purchase attitudes when they use internet shopping mall. The questionaires were distributed to middle and high school students in Seoul, Daegu, Kyunggi, Chungbuk, Chungnam, Kyungbuk, and Kyungnam November, 2004. The followings are the results of this study. First, clothing items which were bought in internet shopping malls were shirts. shoes, pants, bags in order and they were below
The 4th Industrial Revolution and Covid 19 are moving the fashion industry from offline to online. Fashion shows that took place offline are being replaced by online. Online is greatly increasing consumers' digital customer experience based on digital technologies. In this study, we studied the effect of digital experience factors on digital customer satisfaction based on the Schmitt(1999)'s experience marketing. The effect of digital customer satisfaction on purchase, continuous use intention, and recommendation intention were also studied. In addition, the moderating effect of experience frequency was studied. We randomly sampled 180 individuals among fashion mall users.. SPSS 24, AMOS 23 and Process Macro 3.5 were used for statistical analysis. In the study in which digital experience factors influence digital customer satisfaction, all except the digital act showed positive influence. The impact of influence was digital sense (β = .366) > digital think (β = .225)> digital feel (β = .191) > digital relate(β = .163). Digital customer satisfaction have been positive impact on purchasing, continuance use and recommendation intention. In the moderating effect of digital experience frequency, between digital feel, digital act and digital customer experience showed a statistically effective relationship. Based on the this study, We suggested theoretical and practical implications.
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.
A Plan for Improvement of Usability in Extreme Programming
(극한 프로그래밍의 사용성 향상 방안)
The Relationship Between the Body Satisfaction/Self-Esteem of Female Middle and High School Students and their Use of Make-up
(여중고생들의 신체만족도와 자아존중감이 화장 정도에 미치는 영향)
Criteria of Evaluating Clothing and Web Service on Internet Shopping Mall Related to Consumer Involvement
(인터넷 쇼핑몰 이용자의 소비자 관여에 따른 의류제품 및 웹 서비스 평가기준에 관한 연구)
A Study on VMD for Development of Traditional Markets: Focused on Korean Clothes Shops
Consumer Segmentation by Lifestyle and Development of e-CRM Strategies
(라이프스타일에 따른 고객세분화 및 e-CRM 전략제안)
A Study on Clothing purchase Behavior through internet of Middle and High School Students
(중
Influence of Digital Experience Factors on Purchase - Focusing on Moderating Effects of Digital Experience Frequency -
(디지털 경험 요소가 구매에 미치는 영향 -경험빈도의 조절효과를 중심으로-)
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