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The Effects of Consumers` Perceived Relational Benefits of Fashion Products on Long-term Orientation
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유주현 Joo-hyun Yoo , 황선진 Sun-jin Hwang |
JEWNR 43(0) 119-130, 2014 |
ABSTRACT
This study is to connect relationship benefits, which is provided by a company in fashion industry in order to have a long-term relationship with customers, with perceived reciprocity and perceived underlying intention, and examine how customers affect a company to have a long-term relationship continuity intention . In particular, this study classified customers according to the type of self-regulatory focus, and then analyzed the effect of perceived reciprocity and perceived underlying intention of vender on how two types of customers perceive relational benefits, and as a result, how it affects long-term relationship continuity intention of customers. Taken together from these results, psychological benefits is proved to be the most important regardless of the type of self-regulatory focus, which means that consumers want to maintain relationship with company or vendor motivated by psychological benefits than economic aspects. On the hand, when customers perceived various types of benefits, there was a little difference in moderating effect according to perceived underlying intention and perceived reciprocity, however, this interacted with psychological benefits and accordingly affected long-term relationship continuity intention. It is especially interesting result that psychological benefits showed negative effect on long-term relationship continuity intention due to moderating effect of perceived underlying intention, which has great implications for relationship marketing strategy of clothing companies.
keyword : 관계편익, 숨은 의도 지각, 장기관계지향성, relational benefits, long-term orientation perceived underlying intention
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User Satisfaction Factors Influencing Uses the Reward Application of Smart phone : Focus on Motives, Perceived Attributes, Audience Innovation
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염동섭 Youm Dongsup |
JEWNR 43(0) 131-140, 2014 |
ABSTRACT
This study were examined user satisfaction factors influencing uses the Reward Application. For this application, use the rewards on the basis of an analysis of prior literature to affect satisfaction inferred motives and perceived attributes and innovation in the audience were selected. The results of this study are as follows. First, the reward motives appeared as the application of six sub-factors, ease of use, take advantage of free time, motivation factors, satisfaction with financial compensation a significantly positive affected. Second, the perceived usefulness and ease of use of the property by both satisfaction significantly positive affected. Third, users` satisfaction by innovation propensity significantly positive affected. Finally, the application of these factors using rewards relative influence on the result of verifying the satisfaction, perceived usefulness, perceived ease of use, utilize the free time, ease of use affected the motivation in order. Over the recent in studies Rewards applications and provide the basic data of the study were related. Rewards for industry practitioners as well as the successful early market applications for settlement in that it provides practical implications are worth.
keyword : 리워드 어플리케이션, 이용 동기, 지각된 속성, Reward Application, Use Motivation, Perceived Attributes
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Survey Consequence of the Students Satisfaction for Integrated Design Education in Business Department
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이현경 Lee Hyun-kyung , 이상원 Lee Sang-won |
JEWNR 43(0) 141-150, 2014 |
ABSTRACT
The aim of this article is to examine the diverse means of integrated design education to enhance creativity of undergraduate students through design management courses in a business major department. In this creativity-focused society where novelty and creativity generate value of learning and competitiveness, the authors argue that students today learn more effectively in pedagogical practices that emphasize holistic thinking, active learning through design-based integrated education. For the methodology, authors conducted mixed of quantative and qualitative research using a survey, in-depth interview and observation for generating results of student feedback and response after the semester ends. Our belief is that the methods explored in this article represent the seeds of a new model of education based on creative and applied learning. It is important for developing creativity based on hands-on experience, participation-centered and indirect industry experience rather than the established education that tend to transfer knowledge passively through design-based integrated education program even in the business major department. This article presents an design-based integrated education model with five manners: team activity focused social creativity, presentation from self-chosen topic in certain boundary, hands-on design auction experience with paddles, art and design exhibitions tour, special lecture from design professionals in field to absorb some aspect of market trends.
keyword : 디자인 기반 융복합적 교육 프로그램, 디자인경영 수업, 창의성 개발, Design-Based Integrated Education Program, Design Management Class, Creativity
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Comparative Job Analysis of Fashion designers between the participatory design process and general process
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이지현 Lee Jeehyun , 이은지 Lee Eun-jee , 안지원 Ahn Jiwon , 김지은 Kim Jieun , 류림정 Ryu Limjeong , 오누리 Oh Nuri , 장건 Zhangjian |
JEWNR 43(0) 151-164, 2014 |
ABSTRACT
Collaborations with consumers are used as the different method to planning and production of products, unlike the traditional fashion designs planning and production process Leading by designers, Therefore, this study focused on the phenomenon of the expansion of participatory fashion design and Open platform and analyzed extended role object requiring to Participatory fashion designers.
The results shows, in the general design process, the role of fashion designers as multi-taskers are required. In the cases of participatory design, facilitating roles, planning and the correlation with progression were required to designers. Also, participatory work contents of participatory designers are to overall business planning and progress control, running between consumers and producers are emphasis. Main jobs of general designers were to analyze the market trends and design concepts to set up and run, going through the assessment process. The main jobs of participatory designers were understanding the needs of sponsors and consumers, sharing creative ideas among stake-holders and design and control of production of selected models.
As a result, the job of participatory designers was able to be classified largely as the operational and organizational Job description. Organization contextual Job analysis is the differential system compare to general fashion design process, the role of designers is planners serving as a mediator comment, production coordinator and facilitator during feedback process and the entire process of design development and production. Participatory fashion designer`s job is defined as an integrated structure of the operational tasks and duties of the multi-layered and contextual organization.
In the future, the changing role of designers and the job analysis of fashion expertise should be studied more and the participatory systems in fashion industry should be studied also to extend the variety of fashion system.
keyword : 패션 디자이너의 직무 내용, 참여적 디자인 프로세스, 참여적 패션 디자인, Job Analysis of Fashion Designer, the participatory design process, Participatory fashion design
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Research on Consumer Preference for Blood Donation Poster Image - Focused on Print Media -
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고정미 Ko Jung-mi , 이경현 Lee Kyung-hyeon |
JEWNR 43(0) 165-176, 2014 |
ABSTRACT
Rate of blood donation does not come up to self-sufficiency in Korea. So, more efficient and active blood donation campaign is needed to increase blood donation. In addition, it aims at change of long-term awareness and behavior of the people through project and implement of the efficient blood donation campaign.
For this, the study selected domestic and foreign blood donation campaign, recently made, and analyzed them according to expression type. The result of the analysis showed that the value of blood donation, which people usually think of, matched with the content of most favorable blood donation campaign and the value, people usually thought the most important, had a big impact on the content of the campaign. To the people, the most important value of blood donation was practice for the sanctity of life and the most preferred slogan was also rescue of life. People favored family concept for expression around characters, graphic art expression for expression with illustration, indirect symbolic expression for expression using symbolic subjects and family concept for overall expression types. The study suggests the promising perspective of expression type of blood donation campaign and expects to be a contribution to blood donation market with improvement of blood donation by having a positive impact on consumers.
keyword : 헌혈포스터, 헌혈캠페인, 헌혈 광고표현, Blood donation poster, Blood donation campaign, Blood donation advertisement expression
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Characteristics of Spatial Furniture Observed in Communal Space of Offices - Focused on Cases of Body Supporting Furniture Observed in Communal Space of Offices in Overseas -
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이지은 Lee Jieun , 김진우 Kim Jinwoo |
JEWNR 43(0) 177-188, 2014 |
ABSTRACT
This study aims to draw the characteristics of the spatial furniture observed in communal space of offices. The spatial furniture chosen for cases of this study refers to the furniture that represent combinational aspect of traditional function of furniture and architectural elements such as wall, floor, ceiling, column, and stairs or that form small scale of interior space by itself.
The background and the purpose of this study were proposed in introduction placed in Chapter 1. In Chapter 2, the previous studies on communal space of office and spatial furniture were described through analysis by splitting them into thematic aspect and content aspect after discussing those studies. The terms on spatial furniture were defined and categorized into two major types followed by description of each case in Chapter 3. Chapter 4 was composed of the deduction of the major classification on characteristics of such spatial furniture shown in communal space of offices into the spatial furniture`s own characteristics and relational characteristics with the space by introducing the framework for analysis based on the knowledge provided in chapter 2 and 3. In conclusion, the spatial furniture`s own characteristics were openness, flexibility, and independence whereas their characteristics related to space were revealed as interactivity and closure.
The concept of characteristics for furniture located in communal space have been changed and expanded to spatial concept as the office environment in 21st century became to possess horizontally organized system and the boundary between the spaces for working and resting faded away. In addition, the characteristics of such space were revealed to carry dual function as the meeting space for interacting with other people in convenient and organic manner and closed space for ensuring one`s privacy. The results of this study were obtained by simultaneously drawing the basic characteristics of spatial furniture and its relation characteristics upon space. This study is thought to be utilized as useful data required to predict user`s purpose of utilization and to determine the concept during the planning phase of office design in future.
keyword : 오피스 공용공간, 공간적 가구, 인체계 가구, Communal Space in Office, Spatial Furniture, Body Supporting Furniture
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A Study on Figurative Languages of April Greiman Analyzed by Keyword of Post-Modernism
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박지연 Park Ji Yeon , 손소영 Son So Young |
JEWNR 43(0) 189-198, 2014 |
ABSTRACT
As modern design stepped into digital age, April Greiman explored a new area and established the foundation for American style of post-modernism. When her dialogue was used first, it appeared arbitrary and ridiculous. However, it was because it was attempted first without any other`s touch. Since mid-80s, the structure of Greiman`s American style of post-modernism was a new one which no one had ever thought of, and the visual message containing all types of information was more intellectual.
However, in spite of unique and innovative creative works of Greiman, it is very unfortunate that they did not establish theoretical forms or philosophies that can be defined clearly unlike such areas as literature and architecture.
Thus, this study derives out the keyword of post-modernism distinct from modernism, and analyzed the figurative languages found in Greiman`s works based on the 5 key words among them which are recognized as more important in graphic design.
To look at the figurative languages in Greiman`s works, the first thing we can notice is `maximization of subjectivity` which is the basic proposition of post-modernism. Second, `de-centering` in the context of deconstructivistic design. Third, `concept of ambiguity` which appeared in opposition to modernism with its purpose of clear delivery of information. Fourth, `expression of spatiality` by overlapping which became available with the advent of computer. Fifth, `multi-dimensional effects` which induce all possibilities into the work.
Such Greiman`s figurative languages played an important role in positioning of American post-modernism in graphic design field. The present researcher hopes that there would be various figurative analyses on the modern designers` works, expressing respect to Greiman`s experimental mind and authorship in her unique and experimental works along with the changes in design tools.
keyword : 포스트 모더니즘, 에이프릴 그레이만, 조형언어, post-modernism, April Greiman, figurative language
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The Research for the Advertising Effect of Brand-webtoon - Focusing on the Webtoon “Wound Sympathy Diary” -
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류유희 Ryu Yuhee , 이승진 Lee Seungjin |
JEWNR 43(0) 199-207, 2014 |
ABSTRACT
As the webtoon market is activated and the platforms are extented, the webtoon platforms generate contents providing various services for the increase of residence time in platform. The brand webtoon has the purpose of promotion delivering its brand story using the funny elements of webtoon and can advertise in the form of familiar webtoon without resistance. On the portal sites like Naver and Daum, the brand webtoons of various genres and corporate are appeared serially but the research for the advertising effect of brand webtoon is very insignificant now. So this research is to find the effect that the brand webtoon affects the brand image and the purchase intention of promotions brand. The objects are < wound sympathy diary > and < wound sympathy diary season 2 >, the brand webtoon of Fusidine, and these are analyzed as an effective advertising contents.
keyword : 브랜드웹툰, SPSS, 브랜드이미지, 구매의도, Brand-webtoon, brand image, purchase intention
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An Evaluation of the Emotional Value for Social People Gained Through a DIY Furniture Making Experience
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이태경 Lee Tai-kyoung , 최진경 Choi Jin-gyeong |
JEWNR 43(0) 209-222, 2014 |
ABSTRACT
An emotional society is one where the emotional values of members of the society are considered important and a field of self-realization through which the differentiated values of each can be achieved. Members of an emotional society consume `stories for themselves` based on amusing emotional values in their everyday lives to create `their own value and meaning in life`.
Emotional social people who have mental stress caused by social activities regardless of their own intent require physical labor for therapy. A body and mind tired of mental labor can be treated through physical labor. Therefore, this study aims to speculate on the values of a happy experience in everyday life that emotional social beings pursue through DIY and in a DIY furniture experience.
To look at the achievements of self-efficacy through diverse emotional satisfaction and the self-realization of emotional social beings, this study examined the following:
First, as an emotional condition where a DIY furniture experience can be the main trend of a leisure culture in an emotional society and where members can have productive and valuable consumption for themselves. Also the fun, meaning, spontaneity and economy of the program were looked at. For this purpose, the author participated in a DIY experience program with those who had DIY furniture making as a hobby and analysed different cases of the experience. Then, this study analysed the emotional value of the furniture making experience for the subjects.
As a result, it was discovered that subjects who participated in the DIY furniture making experience received emotional value such as a sense of production and consumption, belonging and achievement, and self-realization through the program.
It is certain that the DIY furniture making experience can satisfy native human needs. In addition, it is a valuable consumptive activity as well as being an intentional and conscious creative activity. The DIY furniture making experience is a place of mental value where we can enjoy the pleasures of creative production.
keyword : 감성사회인, DIY 가구체험, 감성적 효용성, Emotional Social People, DIY Furniture Making Experience, Emotional Value
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Suggestion of a classification table of design modeling elements in cultural dimensions - Focused on Geert Hofstede`s cultural dimensions -
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백혜주 Hye-joo Back , 정주현 Joohyun Chung |
JEWNR 43(0) 223-232, 2014 |
ABSTRACT
Designers consider cultures in design process, because customer`s design taste is influenced by local cultures. Moreover, an expanding internalization can enhance the value of local culture as it reduces the fear of vanishing local identity.
The goal of this study is to suggest a classification table of design modeling elements in cultural types. In the literature research, I studied cultural dimensions and modeling elements. Cultural dimensions are organized by five dimensions through each culture theory from Geerf Hofstede which includes PDI, IDV, MAS, UAI, LTO dimensions. Through each modeling theory from five experts, modeling elements are organized by three elements including material, color and form. Each element has opposite sides.
With two fixed models I designed an experimental module. As a result, a classification table was produced from the compiled statistics, and `Culture dimensions - Modeling elements` table was completed.
Main purpose of this study is to suggest a classification table of modeling elements in cultural types by integrating experts` opinions. This table presents a design methodology for designers.
keyword : Cultural design, Modeling elements, Cultural dimensions
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