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A Study on the mobile application of Fashion Brands

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주제분류생활과학

초록

The purpose of this study is 1) to investigate the contents of fashion brand applications and what differences and 2) to scrutinize the reviews of the applications uploaded on the app store in order to suggest strategies on how to apply them to fashion. For the study, twenty-nine free applications from different categories of the fashion brands and three hundred sixty-two reviews of these applications were investigated. The analysis of the study was conducted from June 20th to November 10th of 2010. The results showed that there are four important components for fashion brand applications: conventional information (product information and store information), the purchasing function, the fun element (social networking, blogging, music etc), and the augmented reality technique. These components are formulated based on the brand's marketing strategies. In order to know whether or not these components were successfully composed, user reviews were studied, which revealed that many users were satisfied, but the applications were insufficient to meet all of their needs.

Abstract

The purpose of this study is 1) to investigate the contents of fashion brand applications and what differences and 2) to scrutinize the reviews of the applications uploaded on the app store in order to suggest strategies on how to apply them to fashion. For the study, twenty-nine free applications from different categories of the fashion brands and three hundred sixty-two reviews of these applications were investigated. The analysis of the study was conducted from June 20th to November 10th of 2010. The results showed that there are four important components for fashion brand applications: conventional information (product information and store information), the purchasing function, the fun element (social networking, blogging, music etc), and the augmented reality technique. These components are formulated based on the brand's marketing strategies. In order to know whether or not these components were successfully composed, user reviews were studied, which revealed that many users were satisfied, but the applications were insufficient to meet all of their needs.

참고문헌 (17)

  1. Kim Younghan, "App- marketing", pp.73~75 (2010), Thenan publishing
  2. Sim Seungbae, "Diffusion strategies in Korean smart phone market", Spring Conference of the Korean Operations Research and Management Science Society and Korean institute of Industrial Engineers, pp.10~18 (2009)
  3. Joel West, "Browsing as the killer app: Explaining the rapid success of Apple"s iPhone", Telecommunications Policy, 34(5), pp.270~286 (2010)
  4. Erik G. Nilsson, "Design patterns for user interface for mobile applications", Advances in Engineering Software, 40(12), pp.1318~1328 (2009)
  5. Matt Jones, "Improving web search on small screen devices", Interacting with Computers, 15(4), pp.479~495 (2003)
  6. Reinhardt A. Botha, "From desktop to mobile: Examining the security experience", Computers & Security, 28(3), pp.130~137 (2009)
  7. 강현응, "모바일 증강현실을 적용한 유저 가이드 매뉴얼에서의 경험디자인 연구", 한국디자인문화학회지, 16(2), pp.1~12 (2010), 한국디자인문화학회
  8. Mika Raento, "Smartphones: An emerging tool for social scientists", Sociological Methods & Research, 37, pp.426~454 (2009)
  9. George Shih, "Is Android or iPhone the platform for innovation in imaging informatics", Journal of Digital Imaging, 23(1), pp.2~ (2010)

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