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Journal articles on the topic 'Store design'

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1

Rego, Arménio, Dálcio Reis Júnior, Miguel Pina e. Cunha, and Gabriel Stallbaum. "Store creativity, store potency, store performance, retailing." Management Research: Journal of the Iberoamerican Academy of Management 14, no. 2 (August 15, 2016): 130–49. http://dx.doi.org/10.1108/mrjiam-12-2015-0624.

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Purpose The purpose of the paper is to test whether retail stores’ creativity predicts several indicators of performance through stores’ potency. Design/methodology/approach A sample of 45 stores (n = 317 employees) of a Brazilian retail chain was included, and a group/store level of analysis was adopted. Performance was measured through objective measures. To reduce the risks of common method variance, group creativity and group potency were measured with data from different store members. Findings The findings show that store creativity predicts indicators of store performance through store potency. Research limitations/implications The study was carried out within a single organization, and the stores’ sample is small. Other causalities are plausible, and future studies should adopt a longitudinal design to test reciprocal effects between the variables of the study. Practical implications Cultivating creativity (via the selection of creative individuals and nurturing contextual conditions that encourage creativity) may have at least indirect effects on store performance. Originality/value While the few empirical studies relating group creativity (still an under-researched topic) and performance have mostly used subjective performance measures, this study uses objective measures.
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Haug, Anders, and Mia Borch Münster. "Design variables and constraints in fashion store design processes." International Journal of Retail & Distribution Management 43, no. 9 (September 14, 2015): 831–48. http://dx.doi.org/10.1108/ijrdm-11-2013-0207.

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Purpose – Several frameworks of retail store environment variables exist, but as shown by this paper, they are not particularly well-suited for supporting fashion store design processes. Thus, in order to provide an improved understanding of fashion store design, the purpose of this paper is to identify the most important store design variables, organise these variables into categories, understand the design constraints between categories, and determine the most influential stakeholders. Design/methodology/approach – Based on a discussion of existing literature, the paper defines a framework of store design variables and constraints between these. The framework is investigated through six case studies of fashion store design projects. Findings – Through a discussion of literature and empirical studies, the paper: identifies the most important store design variables, organises these variables into categories, provides an understanding of constraints between categories of variables, and identifies the most influential stakeholders. The paper demonstrates that the fashion store design task can be understood through a system perspective, implying that the store design task becomes a matter of defining a set of subsystems, while considering their mutual interdependencies. Research limitations/implications – The proposed framework may be used as a point of departure and a frame of reference for future research into fashion store design. Practical implications – The paper may support retail designers and retail managers in fashion store design processes by clarifying which store design variables to consider and providing an understanding of the constraints between them. Originality/value – The perspective on the fashion store design task offered by the proposed framework adds a layer of understanding to the way in which existing literature describes the challenges related to store design. The empirical studies of fashion store projects demonstrate that the described system perspective offers a useful way of organising fashion store designers’ experiences from design processes.
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Turhan, Gulden. "Building Store Satisfaction Centred on Customer Retention in Clothing Retailing." International Journal of Research in Business and Social Science (2147-4478) 3, no. 1 (January 15, 2015): 89–105. http://dx.doi.org/10.20525/ijrbs.v3i1.89.

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The study’s research model suggests that store design and ease of shopping are associated with customer retention through a mediated pathway in which store design and ease of shopping influence perceived store satisfaction, which in turn, influences customer retention. This survey was administered to two separate clothing stores offered to either females or males (in total, 533 participants). Using structural equation modelling methodology, data was analysed to explain the interrelations among the variables in the model. The results of an empirical study of a sample of store shoppers revealed that store design and ease of shopping influence customer retention in an indirect way through customer perception of satisfaction with the store. In building store satisfaction that is centred on customer retention, store design and shopping ease differ in their relative influences. This difference is high for females, but for men as low as to be considered negligible in males. As a result, improving customers’ perceptions of store design and ease of shopping is a way to ensure store satisfaction support customer retention. The results of the study provide a new insight into the relationships by suggesting indirect effects of shopping ease and store design on consumer retention by their impacts on store satisfaction, rather than direct effects.
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Zhou, Hui. "Research about the Influence of Clothing Store Designs and Displays on the Consumer Purchase Decision Based on the Data Analysis." Applied Mechanics and Materials 687-691 (November 2014): 4959–62. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.4959.

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Along with the increasing development of clothing market and our fashion industry, more and more clothing stores lay great emphasize on the designs and displays in their clothing store. In our modern time, clothing store is not only a simple place to sell goods but also a place to present the personality and characteristic of our clothing brand. In other words, clothing store has been a place for customers to enjoy beauty and spiritual experience when they purchasing and browsing their clothes. In this sense, the purpose of the designs and displays in clothing store is just to appeal customers to enter clothing store, enjoying clothes, choosing clothes and at last buying clothes. Therefore, the designs and displays in clothing store has been an important mark for the clothing brand and clothing industry. This paper mainly from the angle of designs and displays in clothing store to study the influence of customer purchase decision based on the data analysis. Using excellent design and display in clothing store can attract the customers' vision, induce customers' minds, stimulate customers' interest and change their passive purchase concept. Then the author will make a summary about some following principles about the designs and displays in clothing store which should be pay much attention and put forward the importance of making good designs and displays in clothing stores and enriching our clothing brand culture in order to satisfy our customers various needs.
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Hoffman, Mark S. "Considerations in the Design of Future Retail Point of Service (POS) Terminal Systems." Proceedings of the Human Factors Society Annual Meeting 36, no. 11 (October 1992): 862–66. http://dx.doi.org/10.1518/107118192786750430.

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Research studies were conducted in three types of retail stores: supermarkets, discount stores, and department stores. The purpose of these studies was to determine how cashiers and associates spend their time servicing customers, the inter-relationships between physical and cognitive workloads, and how these affect system performance. A detailed task analysis of the cashier's activities comparing performances in these stores was completed. Commonalties and differences in task performances were identified and measured. Task performances were grouped into one of three types: physical, POS, and management. The results showed that physical tasks were performed 39% of the total hour in a supermarket, 57% in the discount store, and 25% in the department store. Physical tasks are those most often identified in ergonomic research. Management tasks were more frequent in the department store; these tasks captured redundant information, i.e. tender approval identification that was already available in system files. These results provide a map for identifying and applying macroergonomic research techniques to integrate POS systems with new features into the retail industry.
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Yildirim, Kemal, Kubulay Cagatay, and Mehmet Lütfi Hidayetoğlu. "The effect of age, gender and education level on customer evaluations of retail furniture store atmospheric attributes." International Journal of Retail & Distribution Management 43, no. 8 (August 10, 2015): 712–26. http://dx.doi.org/10.1108/ijrdm-01-2013-0034.

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Purpose – The purpose of this paper is to ascertain the effect of age, gender and education level on customer evaluations of store atmospheric attributes (colour, lighting type, musical genre/tempo/volume, circulation area, lighting, climatic conditions, ambient scent and cleanliness) in the context of retail furniture stores. Design/methodology/approach – To that end, a questionnaire was administered to 273 customers who shopped at furniture stores in the Siteler district of Ankara. The reliability coefficients of the data were defined based on their percentage values. Then, to examine the effect of age, gender and education level on customer evaluations of store atmospheric attributes, the appropriate χ2 analysis was applied. Findings – Significant differences in customer evaluations of store atmospheric attributes emerged based on age, gender and education level. Based on those results, certain store atmospheric attributes (colour, lighting type, musical genre/tempo/volume) preferred by customers were suggested to enhance the design of furniture stores. In addition, the store’s circulation area, lighting, climatic conditions, ambient scent and cleanliness were found to have a significant impact on the duration of customer visits to furniture stores. Originality/value – The study scientifically assessed the effects of age, gender and education on the perceptions of customers in terms of ambient atmosphere. Application of these findings to store design should have positive effects on the willingness of customers to remain in the store and should positively affect their shopping decisions.
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Bonfanti, Angelo, and Georgia Yfantidou. "Designing a memorable in-store customer shopping experience: practical evidence from sports equipment retailers." International Journal of Retail & Distribution Management 49, no. 9 (March 11, 2021): 1295–311. http://dx.doi.org/10.1108/ijrdm-09-2020-0361.

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PurposeThis study aims to detect the dimensions of the in-store customer shopping experience from the sports retailer perspective and to investigate how the role of sports equipment stores is changing.Design/methodology/approachThis exploratory study performs semi-structured interviews with retail managers of sports equipment stores.FindingsThis research reveals the importance of the dimensions of immersive design, sensorial ambient elements, social relationships, trialability and real experience sharing in designing a memorable in-store shopping experience in sports stores, and it highlights that the store's role in the sports context is transitioning from sales space to an interactive, immersive, engaging and convivial place. It proposes a model to design the in-store customer shopping experience effectively.Practical implicationsSports equipment managers can make their physical stores as experiential as possible by investing in expert, passionate personnel and technology in order to create a real in-store experience of the product and the sports practice.Originality/valueWhile sports equipment retailers acknowledge the importance of providing customers with a memorable shopping experience by creating an evocative environment and placing multiple touchpoints in stores, management scholars have paid limited attention to sports stores. This study explores the ways in which sports retail managers can design their stores effectively in experiential terms.
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Ozdemir, Sahika, and Hakan TONG. "A Model Proposal for Store Design with Shape Grammar." Asian Journal of Interdisciplinary Research 3, no. 1 (March 11, 2020): 196–205. http://dx.doi.org/10.34256/ajir20115.

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With the widespread use of computers, rule-based design methods that can work in harmony with computer logic and can be easily adapted to the computer environment have come to the forefront in the design world. To be able to analyze the logic of a design made with the shape grammar method which is one of the rule based design methods; it is even possible to modify and transform the design, which has been placed on the rule base by removing shape rules, or to create new designs with the same design logic. In this study, some stores that will be exemplary for the store design are examined, analyzed and the system is designed to produce new plan schemes. In this study, it is aimed to produce a program that offers abstract plan alternatives to the designer during the early design process. In store design, clothing stores are emphasized especially due to its intensive use. Within the scope of the study, it is focused on developing a program that produces plan alternatives by using computational power of computer. In this way, it was possible to work on many plan alternatives in a short time during the design process and it became easy to examine large areas. With these alternatives, it is aimed to provide rapid and advance detection of possible problems that may arise. At this point, it is aimed to see a large number of plan alternatives by applying a few rules and to make the appropriate selection among these alternatives.
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9

Sabbadin, Edoardo, and Simone Aiolfi. "The Strategic Evolution of Fashion Flagship Stores." International Journal of Business and Management 14, no. 9 (August 5, 2019): 123. http://dx.doi.org/10.5539/ijbm.v14n9p123.

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About thirty-five years ago the trend of investing in flagship stores in the fashion and luxury sectors started, and has not stopped even since the last economic crisis. Recently, flagship stores have expanded into new sectors. There is an increased interest in flagship stores; but until now, they have received little attention in academic research. Published papers are mainly related to the fields of luxury shopping and internationalization studies. Nowadays, the term “flagship store” is ambiguous; it has different meanings. A flagship brand store is, in general terms, the most important, expensive, and representative store of the brand. It has to show the full range of products and services offered. Usually it is the largest store, in the most prestigious location, and adopts original store design solutions; they offer new facilities, and a very high service level. Moreover, flagship designers are famous and prestigious architects; (“Signature” architects, or “Archistars”) and the aim is to create iconic buildings. The store design solutions are different from other mono-brand stores or franchisee outlets of the company. Academic research until recent years has overlooked studying the trend of the main luxury and fashion international companies opening flagship stores; which are the most expensive type of retail stores to own, nevertheless a number of questions remain. The purposes of this paper are (1) to consider the evolution of the role of the main types of  flagship stores, (2) to establish whether flagship stores constitute a marketing innovation, (3) to discuss factors pushing firms to develop flagship stores and finally, (4) to assess implications for management. In order to answer to our research questions, the study adopts a qualitative approach, in the belief that this type of research is consistent with the research questions. Particularly, we adopted two research methods: interviews and cases studies. We collected interviews with store designers and entrepreneurs. Finally, some information was also collected from secondary sources such as web sites or company news. Our study provides relevant information for marketing managers considering the cost of investing in flagship stores. Vertical branding and new flagship brand stores are becoming increasingly widespread among different firms and sectors, and are bringing to the forefront a requirement for new skills. Particularly in the store design phase, where firms need to be able to take part in constructive dialogue with a wide variety of professional profiles like architects, internal designers, and visual merchandisers. They need a new approach to decoding and displaying the primary values of a brand through innovative store design solutions and sales points, which should be inspired by the communication and entertainment industries. Flagship brand stores should be designed and run to be unique unrepeatable places, able to enhance brand image and provide animation and entertainment value to the brand. Furthermore, flagship store success depends on the firm’s ability to integrate interdisciplinary issues and commercial and artistic-creative communication.
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Mohtar, Mozard, Azni Zarina Taha, Ezlika Ghazali, and Mardiana Md Radzi. "Investigating repatronage intention in stores carrying halal products through store personalities." Journal of Islamic Marketing 11, no. 2 (May 18, 2019): 423–39. http://dx.doi.org/10.1108/jima-09-2018-0171.

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Purpose This paper aims to examine the influence of store environment cues, store personality and attitude toward halal product (AHP) on store evaluation and repatronage intention. The authors extended the conceptual framework of Baker and colleagues (2002) and examined the indirect effects of store personality (i.e. sophistication and sincerity) and AHP on the outcome variables. Design/methodology/approach The authors adopted survey design to test our hypotheses. Data were collected random to store patrons and post-graduate students of public university business schools in Klang valley. There was almost equal selection of Muslim (49.6%) and non-Muslim respondents. Findings Results indicate that the model explains 44 per cent of the variance in store repatronage intention. In particular, serial mediation is not significant only for two mediation paths. Research limitations/implications The findings imply that brand personality, attitude toward halal product and store evaluation mediate the relationship between store environment cues and purchase intention. However, there are few limitations. First, the respondents were only limited to store patrons in Klang valley. Second, the authors only tested for three store environment cues. Practical implications Store repatronage intention could be increased by focusing on store environment cues (i.e. music and design), forming sincere and sophisticated store personalities and attaining favorable evaluation for both store and particularly halal products. Social implications Halal requirements for consumable goods especially food and drinks are warrant concerns for both Muslim and non-Muslim consumers. It deals with safety and health issues of producing such goods. In a nation that comprises multiethnic-multireligious population, it is not surprising that non-Muslims are assured by quality of faith-based products made for Muslims. Originality/value Store repatronage intention is a valid concern for all retailers. In this study, stores which carry halal products should focus on enhancing store design and music perception, forming sincere and sophisticated personality, and generating favorable attitudinal evaluation for both halal products and store. After all, halal products are an assurance of quality for all store patrons.
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Douglas, Lisa J., and Herbert A. Colle. "Spatial Orientation with a Prominent Hallway Landmark." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, no. 21 (September 2005): 1873–77. http://dx.doi.org/10.1177/154193120504902112.

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The design of 3-D perspective interfaces can be facilitated by using virtual room displays for spatially organizing information inside of rooms, but additional design methods are needed to enhance between-room spatial knowledge. To evaluate its potential as a design enhancement, a prominent landmark in the hallway between the rooms was compared with a no landmark condition. Participants navigated a shopping center via hallways on a desktop virtual environment. Pointing and sketch map data were obtained as measures of configural (or survey) spatial knowledge for objects in the same store or in different stores. A robust “room effect” was found. Spatial knowledge was better for objects in the same store than for objects in different stores. However, the landmark had little or no effect on between-store spatial knowledge. These results suggest that landmarks may not be effective at enhancing the design of 3-D human-computer interfaces.
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A. Abdala, Mohammed, and Noor Ahmed Khider. "Online E-Book Store Website Design." i-manager's Journal on Software Engineering 5, no. 4 (June 15, 2011): 41–46. http://dx.doi.org/10.26634/jse.5.4.1449.

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van Rompay, Thomas J. L., Karin Tanja-Dijkstra, Joost W. M. Verhoeven, and Annemiek F. van Es. "On Store Design and Consumer Motivation." Environment and Behavior 44, no. 6 (April 19, 2011): 800–820. http://dx.doi.org/10.1177/0013916511407309.

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Wu, Juanjuan, Angella Kim, and Jayoung Koo. "Co-design visual merchandising in 3D virtual stores: a facet theory approach." International Journal of Retail & Distribution Management 43, no. 6 (June 8, 2015): 538–60. http://dx.doi.org/10.1108/ijrdm-03-2014-0030.

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Purpose – The purpose of this paper is to discover user-generated visual merchandising (VM) directives that could guide VM in physical stores as well as shed light on future development of customizable virtual stores for online retailing. Design/methodology/approach – Applying a facet theory approach, our research involved consumers (n=145) in co-designing VM directives in a 3D virtual store in collaboration with target corporation. In total, 67 virtual shops in three product categories, i.e., women’s ready-to-wear, boy’s Cherokee, and men’s swim wear, were content analysed, along with written reports. Findings – The research findings focused on the three facets of VM: merchandising presentation (fixturing, product density, manner of presentation, and product adjacency), in-store environment (layout and interior), and in-store promotion (signage). The research revealed the elements that these facets contain and the relationships between the elements. The findings suggest that retailers should design an ecological instead of a merely utilitarian environment; clear section identity helps shoppers find a sense of ownership and boundaries; and stores should also present a lifestyle solution instead of a merchandise selection. Originality/value – The research contributes both original creations of VM directives and a methodical framework that moves the subject of VM from the physical to the virtual environment and shifts the traditional in-house function of VM to an open innovation in which consumers participate.
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Das, Gopal. "Impact of store attributes on consumer-based retailer equity." Journal of Fashion Marketing and Management 19, no. 2 (May 11, 2015): 188–204. http://dx.doi.org/10.1108/jfmm-11-2013-0124.

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Purpose – The purpose of this paper is to explore the impacts of store attributes on consumer-based retailer equity (CBRE) dimensions. Design/methodology/approach – A mall-intercept survey was undertaken using a systematic sampling of department store shoppers of age 18 years and above in Kolkata, a metropolitan city in India. A survey questionnaire was used to collect data from busy shopping malls or retail stores located in different places of Kolkata. The impact of store attributes on CBRE dimensions was explored using stepwise regression analysis. Findings – Results revealed that different sets of store attributes affect various CBRE dimensions differently. Originality/value – This paper is probably the first to explore the link between store attributes and CBRE dimensions in an Indian and department stores contexts.
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Storvang, Pia, Anders Haug, and Bang Nguyen. "Stimulating consumer community creation through a co-design approach." International Journal of Market Research 62, no. 2 (June 28, 2019): 176–94. http://dx.doi.org/10.1177/1470785319858929.

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Increased competition requires retail stores to increasingly focus on improving their customers’ experiences. Along this line, this article explores how a co-design approach can help retail stores of outdoor products develop consumer communities as a part of their store concept. Such stores may be particularly interesting in relation to consumer communities, because of the consumers’ often passionate relationship to activities related to the products in focus. Two longitudinal case studies of outdoor product stores in Denmark are investigated. The two cases are investigated through interviews, store observations, network meetings, and co-design workshops. Several important findings are discovered: first, in relation to community forms, the article defined three archetypes: business–consumer (BC), consumer–consumer (CC), and a combination of the two (BCCC). Second, in relation to the premises for the creation of communities, the article defined three types: consumer motivation, consumer availability, and consumer homogeneity. Third, in relation to consumer community activities, the article argued that these could be understood as being defined by three elements: the business, the consumers, and the products. Finally, the article defined four overall types of community-initiated activities by distinguishing if they are consumer-initiated or business-initiated and if they have a recreational or goal-oriented purpose.
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Chul Jae Choi and Ryoo,Cheul-Ho. "Mediating Role of Emotion in Relationships between Visual Design Environment and Store Image and Store Perceived Quality and Store Loyalty in Department Stores." A Journal of Brand Design Association of Korea 13, no. 4 (December 2015): 227–40. http://dx.doi.org/10.18852/bdak.2015.13.4.227.

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Campbell, Dennis, Srikant M. Datar, and Tatiana Sandino. "Organizational Design and Control across Multiple Markets: The Case of Franchising in the Convenience Store Industry." Accounting Review 84, no. 6 (November 1, 2009): 1749–79. http://dx.doi.org/10.2308/accr.2009.84.6.1749.

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ABSTRACT: Many companies operate units that are dispersed across different types of markets, serving significantly divergent customer bases. Such dispersion is likely to compromise headquarters' ability to control local managers' behavior and satisfy the needs of different customer types. In this study we find that market-type dispersion is an important determinant of the delegation of decision rights and the provision of incentives. Using a sample of convenience store chains, we show that market-type dispersion is positively associated with the degree of franchising at the chain level as well as the probability of franchising a given store within a chain. Our results are robust to alternative definitions of market-type dispersion and to other determinants of franchising such as the stores' geographic dispersion. Additional analyses suggest that chains that do not franchise cope with market-type dispersion by decentralizing operations from headquarters to their stores and providing their store managers higher variable pay.
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Arrigo, Elisa. "The role of the flagship store location in luxury branding. An international exploratory study." International Journal of Retail & Distribution Management 43, no. 6 (June 8, 2015): 518–37. http://dx.doi.org/10.1108/ijrdm-08-2013-0158.

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Purpose – The purpose of this paper is to explore the strategic role of the flagship store geographic location in improving luxury brand positioning. Design/methodology/approach – Drawing on the literature review on flagship store format, retail geography and place marketing, the study adopted a qualitative research design based on case studies of six luxury fashion retailers. A conceptual framework of flagship store location has been proposed, and the flagship store locations of these case studies have been examined in six worldwide capitals. Findings – The presence and the geographical proximity of many flagship stores in the same particular urban area contribute to developing a “luxury sense of place” related to their brands. Thus, through a co-branding strategy inherent in the selection of the best site for their flagship stores, luxury firms improve their brands’ positioning by the generated “luxury sense of place”. Research limitations/implications – The principal limitation of the research is the scale of the case studies, but the findings show the feasibility of extending the research basis to a larger number of luxury retailers. Originality/value – This study addresses an under-researched area in the retail literature, investigating the relationship between flagship store location and luxury branding. It is the only research to explore the social dimension of the geographic location of luxury flagship stores and the first one to examine cities in terms of flagship store density.
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Zhang, Bin, Chao Zhang, Bao Hong He, and Shu Liu. "Design and Implementation of Data Collection and Analysis Based on TWAMP." Applied Mechanics and Materials 148-149 (December 2011): 254–57. http://dx.doi.org/10.4028/www.scientific.net/amm.148-149.254.

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To analyze and evaluate IP network, large amounts of raw data measured by different protocol needs to be organized. After the network probes execute protocol issued by RFC, all raw data was stored in distributed network probes. So far system based on TWAMP is hard to find. No more details are described to teach system designers how to collect, store and analyze these data. In this paper two practical mechanisms are introduced. Data collection mechanism mainly focuses on how to effectively store information retrieved from raw TWAMP test packets. Data Analysis mechanism shows how to process raw data and retrieve network metric from these data.
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Wang, Chung-Yu. "Cross-over effects of corporate reputation and store image: role of knowledge and involvement." Management Decision 57, no. 11 (November 12, 2019): 3096–111. http://dx.doi.org/10.1108/md-11-2016-0810.

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Purpose The purpose of this paper is to analyze how store loyalty forms corporate reputation and store image conditional on prior knowledge and involvement in retailing services. Design/methodology/approach A convenient sampling technique was employed, in which student interviewers approached customers as they exited the Carrefour stores with a skip interval of 3. The final survey sample comprised 220 respondents. Findings Empirical results confirm that corporate reputation influences store image and corporate reputation and store image affect store loyalty. In addition, shopper characteristics (i.e. involvement and knowledge) positively moderate the relationships between corporate reputation and store image and store loyalty. Originality/value This study goes beyond store loyalty to demonstrate that the cross-over effects between corporate reputation and store image and the moderators of prior knowledge and involvement significantly influence the relationships between corporate reputation and store image and store loyalty.
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Delatte, Ben, and Alley Butler. "An Object-Oriented Model for Conceptual Ship Design Supporting Case-Based Design." Marine Technology and SNAME News 40, no. 03 (July 1, 2003): 158–67. http://dx.doi.org/10.5957/mt1.2003.40.3.158.

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Design of ships, including warships such as submarines, is normally begun with a feasibility study. The feasibility study provides initial proof of concept and becomes a basis for further efforts. Because time and information for analysis is usually limited, historical design data is typically used to help with the generation of conceptual designs. To support automation of design efforts under these circumstances, adaptation and reuse of earlier designs represents a very useful paradigm. This paper presents a data storage system to store historical design data for subsequent reuse in conceptual design. The database is designed to support case-based reasoning and other similar processes in which recall of past solutions becomes a basis for adaptation to form a new solution. The stored data support conceptual design for a submarine or ship using previous design information. The data involve complex geometric information, and an object oriented database system is presented. The object-oriented database stores complex information in a useful format for recall on a "similar to" basis. This architecture allows case-based reasoning and other recall-based systems to utilize feature-based design information based on similarity to new requirements. To avoid using information that is sensitive and/or classified, this system is demonstrated using unclassified commercial submarine and Maritime Administration ship data. Experiences with two generations of prototype software are discussed, and conclusions about system utility are reached.
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Gorji, Mohammadbagher, Louise Grimmer, Martin Grimmer, and Sahar Siami. "Retail store environment, store attachment and customer citizenship behaviour." International Journal of Retail & Distribution Management 49, no. 9 (March 18, 2021): 1330–47. http://dx.doi.org/10.1108/ijrdm-10-2020-0438.

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PurposeThe purpose of this study is to investigate the impact of physical and social retail store environment, referred to as “storescape”, retail store attachment and employee citizenship behaviour towards customers on customer citizenship behaviour.Design/methodology/approachThe research employed a descriptive quantitative, cross-sectional design with a self-administered survey. Data were collected through an online research panel provider from 415 customers of department and discount department stores in Australia.FindingsThe findings show social storescape predicts customer citizenship behaviour directly, and that store attachment mediates the effect of both physical and social storescape on this behaviour. Employee citizenship behaviour towards customers was found to moderate the effect of storescape on customer citizenship behaviour. In addition, the effect of both positive physical and social storescape was found to be greater in discount department stores than department stores.Practical implicationsIn addition to highlighting the factors that drive customer citizenship behaviour, the study shows that storescape factors and their effect vary for department stores versus discount department stores.Originality/valueThis study shows the effect of storescape on customer citizenship behaviour. Drawing on resource exchange theory, this study is the first-known to identify storescape as both physical and social resources which can influence retail store attachment and customer citizenship behaviour. The study provides new insights into the differential effect of storescape in department versus discount department stores in motivating customers to engage in citizenship behaviour. Further, the study makes an important contribution by demonstrating the moderating role of employee citizenship behaviour towards customers.
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Permatasari, Angelina. "Rancangan Sistem Informasi Penjualan pada Toko Kue." ComTech: Computer, Mathematics and Engineering Applications 6, no. 1 (March 1, 2015): 31. http://dx.doi.org/10.21512/comtech.v6i1.2284.

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The purpose of this research is to analyze the problems that may occur in the cake stores, especially theselling system used in the store, identify information needs and designing suitable sales information systems for the store. The methodology used in this research are analysis and design methods. Analysis methods that used in this research are study literature, observation, survey of the old system, analysis of survey needs, identification of information needs and interview. While the design method that used in this research is Object Oriented Analysis and Design (OOAD). The results achieved is sales information system for cake store in the form ofapplication design to replace the manual system. Conclusion, a computerized sales information system can improve existing sales procedures and solve the problems that may occur in the old system.
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DeWeese, Robin S., Michael Todd, Allison Karpyn, Michael J. Yedidia, Michelle Kennedy, Meg Bruening, Christopher M. Wharton, and Punam Ohri-Vachaspati. "Short-Form Audit Instrument for Assessing Corner Store Healthfulness." American Journal of Health Promotion 32, no. 1 (December 6, 2016): 224–32. http://dx.doi.org/10.1177/0890117116679059.

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Purpose: To develop a valid and feasible short-form corner store audit tool (SCAT) that could be used in-store or over the phone to capture the healthfulness of corner stores. Design: Nonexperimental. Setting: Four New Jersey cities. Subjects: Random selection of 229 and 96 corner stores in rounds 1 and 2, respectively. Measures: An adapted version of the Nutrition Environment Measures Survey for Corner Stores (NEMS-CS) was used to conduct in-store audits. The 7-item SCAT was developed and used for round 2 phone audits. Analysis: Exploratory factor analysis and item response theory were used to develop the SCAT. Results: The SCAT was highly correlated with the adapted NEMS-CS ( r = .79). Short-form corner store audit tool scores placed stores in the same healthfulness categories as did the adapted NEMS-CS in 88% of the cases. Phone response matches indicated that store owners did not distinguish between 2% and low-fat milk and tended to round up the fruit and vegetable count to 5 if they had fewer varieties. Conclusion: The SCAT discriminates between higher versus lower healthfulness scores of corner stores and is feasible for use as a phone audit tool.
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Young, Staci, Melissa DeNomie, JoAnne Sabir, Eric Gass, and Jessie Tobin. "Around the Corner to Better Health: A Milwaukee Corner Store Initiative." American Journal of Health Promotion 32, no. 6 (November 1, 2017): 1353–56. http://dx.doi.org/10.1177/0890117117736970.

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Purpose: To discuss successes and challenges of a collaborative pilot project to increase healthy food availability in corner stores in Milwaukee, Wisconsin. The Lindsay Heights Healthy Corner Store Initiative aimed to help corner stores sell high-quality produce by increasing supply of healthy foods and funding minor store upgrades to facilitate change. Design: Evaluation research. Setting: Milwaukee, Wisconsin. Participants: Corner stores; youth and adult community members. Intervention: (1) Supporting businesses in purchasing equipment to stock fresh produce, (2) connecting stores with produce sources, and (3) community outreach and marketing. Measures: Partnership capacity, youth engagement in food justice, and community members’ usage of corner stores. Analysis: Qualitative analysis; descriptive statistics. Results: Storeowners reported more sold produce items per week and increased noticeable fresh produce upon entrance into the store. There was increased or improved store redesign, fresh produce signage, in-store cooking demonstrations, and small business development resources. Conclusion: Youth learned about new vegetables, increased kitchen skills and proper food storage, and the effects of obesity on overall health. Similar interventions must address infrastructure costs, cooperation with property owners, and local policies and regulations affecting business practices.
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Dombrowski, Rachael D., and Michele A. Kelley. "Corner Store Owners as Health Promotion Agents in Low-Income Communities." Health Education & Behavior 46, no. 6 (September 6, 2019): 905–15. http://dx.doi.org/10.1177/1090198119867735.

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Reports of small business owner motivations for participation in health promotion interventions are rarely reported in the literature, particularly in relation to healthy eating interventions. This study explicates and defines the development of healthy corner stores as community-based enterprises (CBEs) within eight low-income, suburban communities. CBEs are defined as community-oriented small businesses with a common goal to improve population health. The corner stores assessed in this study were participants in Healthy HotSpot (HH), a corner store initiative of the Cook County Department of Public Health. To determine store alignment with the CBE construct, a case study design was used for qualitative inquiry. Participant narratives from store owners ( n = 21), community-based organizations (CBOs; n = 8) and consumer focus groups ( n = 51) were analyzed using an iterative process to determine how store owners aligned with the CBE construct, and how this influenced continuation of health promotion activities. Several key factors influenced the strength of store owners’ alignment with the CBE construct. They included the following: (a) shared ethno-cultural identities and residential area as consumers; (b) positive, trustworthy relationships with consumers; (c) store owners valuing and prioritizing community health, often over profits; and (d) collaboration with a highly engaged CBO in the HH project. Results can assist in theory development and intervention design in working with corner store owners, and other small business owners, as health promotion agents to improve and sustain health outcomes and help ensure the economic vitality of low-income communities.
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G. Zairis, Antonios, and Prontzas Evangelos. "Consumer behaviour toward convenience store chains in Greece." EuroMed Journal of Business 9, no. 2 (July 1, 2014): 175–97. http://dx.doi.org/10.1108/emjb-03-2013-0010.

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Purpose – The purpose of this paper is to examine consumer behavior towards Greek convenience stores chains and to determine the criteria on which store selection is based. The paper also analyses the stores’ position in the retail sector. Design/methodology/approach – A random sample of 360 convenience store consumers was surveyed across four major cities. Data were collected through personal interviews, using a structured questionnaire. Statistical analysis was applied to further evaluate the information. Findings – Consumers choose convenience stores mainly to cover their daily needs and save time on shopping, despite their dissatisfaction with the provided services. The survey also identified the characteristics of convenience store customers and their preferences. Originality/value – The principal contribution of the present research is its focus on consumer behavior towards convenience stores in Greece.
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Suhartanto, Dwi, and Anthony Brien. "Multidimensional engagement and store performance." International Journal of Productivity and Performance Management 67, no. 5 (June 11, 2018): 809–24. http://dx.doi.org/10.1108/ijppm-03-2017-0065.

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Purpose The purpose of this paper is to examine the effect of multidimensional engagement (job engagement and organization engagement) on retail stores’ performance directly and indirectly through job performance and job satisfaction. Design/methodology/approach Data were collected from frontline retail store employees. A variance-based structural equation modeling (PLS) is used to examine the relationships between multidimensional engagement, job performance, job satisfaction, and store performance. The bootstrap method was applied to examine the mediation role of job performance and job satisfaction. Findings This study supports the existence of a multi-dimension engagement consisting of job engagement and organization engagement and the relationship between these engagements. Further, this study reveals that job engagement and organization engagement are important determinants of store performance. Practical implications This study provides an avenue for retail store managers to increase their store performance through the development of employee engagement. To improve the store performance, this study suggests that store managers provide a challenging job and encourage employees to use their creativity in serving customers. It is also important to store managers to support employees in performing their jobs, including procedural fairness in stores. Originality/value This study is one of the first attempts to examine the effect of multidimensional engagement on organization performance at a business unit level (retail store).
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Jiang, Zhiqing, Shin’ya Nagasawa, and Junzo Watada. "Luxury fashion brand image building: the role of store design in Bally and Tod's Japan." Management Decision 52, no. 7 (August 12, 2014): 1288–301. http://dx.doi.org/10.1108/md-11-2012-0809.

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Purpose – The purpose of this paper is to reveal how store design influences luxury brand image building in a competitive market through the case study of two luxury fashion brands – Bally and Tod's. Design/methodology/approach – Quantitative (questionnaires) and qualitative (interview) approaches are both utilized in this research study. The authors interviewed brand managers of Bally and Tod's Japan and then conducted questionnaires to 57 consumers and six brand managers. Correspondence analysis, multidimensional analysis, and rough set theory were utilized to analyze the data obtained from questionnaires in order to draw the positioning maps of brand image and store image, calculate the distance of images between managers and consumers and derive and compare inference structure. Findings – The “Brand Dimensions Scales” created by Aaker (1997) can enable to measure luxury brand and store image in a scientific way. The results clarify that there is a big gap between consumers’ and managers’ cognition; the architect who designs the building could be a efficient way of advertising a luxury brand and its building to the public; and location and store atmosphere should influence luxury brand image building through non-verbal communication. Originality/value – This research study on luxury brand image building provides a way to measure brand image and assesses the impact change in brand image as well as its stores.
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Liang, Dong, and Xia Wang. "The neighborhood effect of online reviews." Journal of Contemporary Marketing Science 2, no. 3 (December 17, 2019): 262–83. http://dx.doi.org/10.1108/jcmars-08-2019-0024.

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Purpose Online reviews have been indicated to play an important role in consumers’ decision-making process, as supported by numerous studies. However, none of them has considered the neighborhood effect of online reviews. The purpose of this paper is to analyze the impact of neighbor store’s reviews on central store’s, along with the moderating effects of store density and product similarity. Design/methodology/approach Using data from dianping.com, this study conducts economic analysis accounting for endogeneity. Findings The results show that the neighbor store’s reviews exert a negative impact on that of central stores. Nevertheless, the relationship is moderated by store density and product similarity, such that the negative effect is stronger if there are a lot of stores around the central store, or if the neighbor store and central store provide similar products. Originality/value This study is the first to investigate the neighborhood effect of online reviews.
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Triantafillidou, Amalia, George Siomkos, and Eirini Papafilippaki. "The effects of retail store characteristics on in-store leisure shopping experience." International Journal of Retail & Distribution Management 45, no. 10 (October 9, 2017): 1034–60. http://dx.doi.org/10.1108/ijrdm-07-2016-0121.

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Purpose The purpose of this paper is to investigate the impact of store characteristics (i.e. product availability, product quality, store layout, employee politeness, décor, music, lighting, and aroma) on the various dimensions of in-store leisure shopping experience (i.e. hedonic, flow, escapism, challenge, learning, socialising, and communitas). Design/methodology/approach In order to achieve the study’s objectives, a quantitative on-site survey was conducted. Respondents were interviewed upon exiting fashion retail stores. Findings Findings indicate that not all store characteristics impact the various dimensions of experience in the same way. Product quality and in-store music were found to be the most important in-store characteristics that affected the majority of experience dimensions. Other important store attributes that emerged were store layout and ambient scent. Conversely, product range actually had a negative impact on in-store experience. Practical implications By orchestrating the most influential in-store characteristics, fashion retailers could be delivering unique in-store experiences to their customers. This research shows that they would benefit from designing experiential strategies that focus on merchandise quality, price, and availability while simultaneously carefully managing ambient (music and scent) alongside design factors (store layout and décor). Careful consideration should be paid to merchandise variety in order to avoid potentially negative effects on customers’ shopping experience. Originality/value Until now most studies that document the relationship between store elements and shopping experiences have examined the effects of store characteristics on a limited number of experience dimensions. This study adds to the body of research into in-store leisure shopping experience in two ways: by shedding light on its multi-dimensional nature, and by analysing the effect of the different store elements on the various components of the in-store experience.
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Zhou, Yuan, Ping Yan, Yaohong Sun, Weiqun Yuan, Dongdong Zhang, and Mintang Li. "Design of a Distributed-Energy-Store Railgun." IEEE Transactions on Plasma Science 39, no. 1 (January 2011): 230–34. http://dx.doi.org/10.1109/tps.2010.2049032.

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Torres, E., P. Ibanez, V. Vinals-Yufera, and J. M. Llaberia. "Store Buffer Design for Multibanked Data Caches." IEEE Transactions on Computers 58, no. 10 (October 2009): 1307–20. http://dx.doi.org/10.1109/tc.2009.57.

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Moss, J. Eliot B. "Design of the Mneme persistent object store." ACM Transactions on Information Systems 8, no. 2 (April 1990): 103–39. http://dx.doi.org/10.1145/96105.96109.

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Dakoumi Hamrouni, Amel, and Maha Touzi. "Technique of collage for store design atmospherics." Qualitative Market Research: An International Journal 14, no. 3 (June 14, 2011): 304–23. http://dx.doi.org/10.1108/13522751111137523.

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Tractinsky, Noam, and V. Srinivasan Rao. "Incorporating social dimensions in Web-store design." Human Systems Management 20, no. 2 (August 29, 2001): 105–21. http://dx.doi.org/10.3233/hsm-2001-20204.

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Buyer-seller interactions have significant social dimensions. Shopping on the Internet is mediated by technological interfaces, which are thought of as tools that suppress the social nature of the shopping activity. However, Reeves and Nass argue that technological media, such as computers, are ‘fundamentally social and natural’. Thus it is both important and intriguing to understand the social characteristics being projected by the interface or perceived by the Internet shopper. We draw from three domains – theories of social psychology, retail theories and practices, and the concept of computers as social actors – to provide theoretical basis for this thesis. Specifically, we demonstrate our approach by furnishing theoretical arguments for the need to pay attention to the following social dimensions in Web-based stores: politeness, flattery, self-evaluation and other-evaluation, expertise and aesthetics.
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Ayadi, Kafia, and Lanlan Cao. "Exploring children’s responses to store atmosphere." International Journal of Retail & Distribution Management 44, no. 10 (October 10, 2016): 1030–46. http://dx.doi.org/10.1108/ijrdm-08-2015-0125.

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Purpose The purpose of this paper is to explore children’s responses to store atmosphere, and the role of parent-child interaction in these responses. Design/methodology/approach The authors used a qualitative study within two French stores and employed a grounded-theory approach to analyse data. Data were collected from 41 in-store observations and 20 in-depth interviews with children aged 7-11. Findings This research reveals that the impact of store atmospherics on children’s responses to store environment and on their behaviour in-store is a complex phenomenon. Children passively and actively respond to store atmosphere. They appropriate and re-appropriate store environment for their own goal of play. Store atmospherics may lead to positive outcomes in the form of children’s exploration of the store, desire to stay longer and intention to revisit. However, store atmosphere can also become the source of conflicts between parents and children, and therefore have a negative impact on children’s behaviour in-store. Research limitations/implications The study deepens the understanding of children’s responses to store atmosphere by taking account of parent-child interaction. It extends research on the effects of store atmosphere on children’s behaviour by suggesting the moderating effect of parent-child conflict. Nevertheless, the number of stores selected limits the findings. Practical implications The findings of this study enable retailers to improve the atmosphere of their stores by making it fun and creative in order to attract children to play there. Furthermore, the study provides interesting findings for retailers on how to overcome the challenge of inappropriate store atmosphere creating or aggravating parent-child conflict during shopping trips. Social implications The authors suggest solving conflicts between children and parents through common activities within the store or through interactive technologies that favour communication and enable children to learn through play. Originality/value The originality of this paper lies in its focus on the role of parent-child interaction in children’s responses to store atmosphere. The authors intend to reveal the complicated relationship between store atmosphere, children’s responses and parent-child interaction in-store.
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González-Benito, Óscar, Mercedes Martos-Partal, and Mariana Fustinoni-Venturini. "Brand Equity and Store Brand Tiers: An Analysis Based on an Experimental Design." International Journal of Market Research 57, no. 1 (January 2015): 73–94. http://dx.doi.org/10.2501/ijmr-2015-006.

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The creation of strong brands interests manufacturers and distributors, as well as researchers. However, previous investigations of brand equity have focused almost exclusively on manufacturers’ brands, without considering the brand equity of store brands. A few exceptions analyse store brands from an aggregate perspective, without differentiating their types. The present study instead considers the effect of store brand tiers (e.g. generics, standard, premium) on brand equity. An experimental design compares scores for different store and manufacturer brands across branded and unbranded tests. Store brands, including premium ones, suffer a brand equity disadvantage compared with manufacturers’ brands. Generic store brands are at a clear disadvantage; premium store brands do not differ from standard store brands in terms of brand equity.
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S., Sreejesh, Abhigyan Sarkar, and Sudeepta Pradhan. "Examining the roles played by a store satisfaction-love framework in shaping the influence of store loyalty programs." Management Research Review 39, no. 8 (August 15, 2016): 879–98. http://dx.doi.org/10.1108/mrr-06-2014-0150.

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Purpose This study aims to investigate how the influences of store loyalty programs on store loyalty and store relations can be mediated by the store satisfaction-love framework. Design/methodology/approach The survey data were collected from selected retail stores using stratified random sampling. The hypotheses were tested using structural equation modeling. Findings The results indicate that the impacts of store loyalty programs on store loyalty and store relations are mediated both by store love and store satisfaction. Practical implications This study’s findings help practitioners by empirically demonstrating that the combined cognitive satisfaction of consumers with store loyalty programs and affective store love mediate the influences of loyalty programs on consumer loyalty toward the store and on the consumer–store relation. Therefore, cognitive satisfaction with loyalty programs alone cannot create strong loyalty and a customer relationship. Cognitive satisfaction with various loyalty programs must be converted into affective store love for the mediation to be significant and effective. Originality/value This research adds value to the domain of store loyalty research by empirically establishing the mediating role played by the cognitive satisfaction-affective love framework in shaping the influences of loyalty programs designed by store management on the final store loyalty and customer–store relationship.
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Houghtaling, Bailey, David Kniola, and Sarah Misyak. "Supplemental Nutrition Assistance Program (SNAP)-Authorized Grocery, Convenience, Dollar, and Restaurant or Delivery Service Settings Are Associated With Increased Obesity Prevalence in Virginia." American Journal of Health Promotion 35, no. 1 (June 22, 2020): 127–30. http://dx.doi.org/10.1177/0890117120934610.

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Purpose: United States Department of Agriculture Supplemental Nutrition Assistance Program (SNAP) participants use SNAP-authorized stores for dietary purchases. Relationships between obesity prevalence and access to grocery and varied nontraditional (eg, dollar, drug, and convenience) SNAP settings are underexplored. This research aimed to determine the association of a full range of SNAP-authorized stores with obesity prevalence in Virginia. Design: The SNAP Retailer Locator was used to cross-sectionally identify authorized stores, and county health ranking information was applied based on store location. Setting: Virginia, United States. Sample: The SNAP-authorized stores, classified among store categories: grocery or supermarket; drug; mass merchandiser; supercenter; convenience; dollar; club; other; nonfood store; farmers markets; and independent grocery stores. Measures: County-level obesity prevalence with income and rurality as potential confounders. Analysis: Multiple linear regression was used to determine associations between county-level adult obesity prevalence and available SNAP-authorized store formats ( P < .05 a priori). Results: Store format was a predictor of obesity prevalence in Virginia in simple and adjusted models ( R 2 = 0.035, P < .0001 and R 2 = 0.434, P < .0001, respectively). Grocery store or supermarket access was associated with obesity. The SNAP-authorized convenience, dollar, and nonfood stores were associated with a 0.3, 0.5, and 1.3 increase in county obesity prevalence, respectively ( P < .05). Conclusions: Research, practice, and health policy approaches to improve grocery, convenience, dollar, and restaurant or delivery service settings may favorably influence community obesity prevalence in Virginia.
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Ahn, Kyuho. "Store Environment and Consumer Satisfaction: A Theoretical Framework for Store Design and Management." International Journal of Design in Society 10, no. 1 (2016): 13–32. http://dx.doi.org/10.18848/2325-1328/cgp/v10i01/13-32.

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He, Chang Wei, Meng Zhang, Xiao Ping Jia, and Yuan Liu. "Design and Build of Teaching and Experimental Marine Cold Store." Applied Mechanics and Materials 556-562 (May 2014): 907–11. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.907.

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In the paper, the design scheme of the new cold store is proposed firstly, with the consideration of the latest technology application and the convenience and maneuverability of practical teaching. Then the refrigeration system is designed based on the calculation of the heat load of the cold store. The suited components such as compressor, evaporator, condenser and expansion valve are selected and the electrical system is designed. After that the whole unit is installed and adjusted to make sure that the installation is propitious to improve the system performance and convenient for training. Finally the thermal performance of the new cold store system is tested and compared with the old system test. The result shows that the matching of the new refrigeration system is reasonable and the new cold store is up to the mustard. With the help of training on the cold store, the students will meet the essential requirements of STCW 78/95 convention on application and management of the marine cold store.
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Krasonikolakis, Ioannis, Adam Vrechopoulos, Athanasia Pouloudi, and Sergios Dimitriadis. "Store layout effects on consumer behavior in 3D online stores." European Journal of Marketing 52, no. 5/6 (May 14, 2018): 1223–56. http://dx.doi.org/10.1108/ejm-03-2015-0183.

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PurposePositioned in the e-retailing field, this study aims to investigate the effect of the retail store’s atmosphere on consumer behavior in 3D online shopping environments, focusing on store layout as a critical influential factor.Design/methodology/approachThe research uses a mixed research method approach that includes two complementary studies. First, a three-round Delphi study with domain experts is used to develop a store layout classification scheme (Study 1), resulting in five distinct types of store layout. Subsequently, 3D online retail stores that use the five layouts are designed and developed. These serve as treatments of a laboratory experimental design, which is used to assess layout impact on a number of attitudinal and behavioral variables (Study 2).FindingsFive distinct types of store layout have been identified in Study 1, and their distinctive features are presented. The findings of Study 2 indicate that online shopping enjoyment, entertainment and ease of navigation are influenced by the store layout types of 3D online environments. Specifically, the “avant-garde” layout type facilitates the ease of navigation of customers in the store and provides a superior online customer experience. The “warehouse”’ adopts long aisles for the display of products, which simplifies the comparison of products, whereas the “boutique” layout was found to be the best in terms of shopping enjoyment and entertainment. The “department” layout shares many common characteristics with traditional department stores, providing an entertaining and enjoyable store, whereas the “pragmatic” layout emphasizes low system requirements.Practical implicationsThe paper presents characteristics that make store layouts effective for different aspects of online customers’ experience and identifies opportunities that 3D online store designers and retailers can explore for the provision of enhanced, customized services to online customers.Originality/valueThis paper examines recent technological developments in store design and visual merchandising. It identifies five layout types of 3D online stores, which are different from those of brick–and–mortar and 2D online stores, and investigates their impact on consumer behavior. Further, the paper examines how each layout type influences online shopping enjoyment, entertainment, ease of navigation, online customer experience and, in turn, purchase and word-of-mouth intentions. Finally, the paper examines the moderating role of telepresence. Individuals with high sense of telepresence conceive 3D environments as “real” and are more concerned about the attributes that trigger the sense of enjoyment they experience while browsing.
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Shinde, Ankita, Kratika Singh Rawat, Ruchi Mahajan, Veeraj Pardeshi, Balbheem Kamanna, and Sachin Sheravi. "Design and Analysis of Flywheel for Different Geometries and Materials." Global Journal of Enterprise Information System 9, no. 1 (May 5, 2017): 95. http://dx.doi.org/10.18311/gjeis/2017/15872.

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Flywheel is a mechanical device used to store energy and utilize it whenever it required. Flywheels find its application in number of fields ranging from IC engine of 2-wheeler to more powerful jet engines. Increase in Kinetic Energy of flywheel is the most critical factor for the design engineers. The literature survey shows that flywheel can be redesign for mass optimization which results light weight and Increase in storage capacity. In this project work, an attempt is made to redesign the existing flywheel in terms of its geometry and different materials. Different cross sections of the flywheel are designed using 3D designing software Solidworks 2015. Finite Element analysis is used to calculate the Maximum Rotational speed the flywheel and the amount of Kinetic energy stored at that speed. The results shows that flywheel with Triangular cross sectional geometry and made of S-glass epoxy composite material stores highest Kinetic Energy per unit mass compare to all other combination of Geometries and materials. This New design of flywheel saves weight by 65.252kg compared to existing designs.
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Kim, Jeongah, and Wookjae Heo. "Interior Design with Consumers’ Perception about Art, Brand Image, and Sustainability." Sustainability 13, no. 8 (April 20, 2021): 4557. http://dx.doi.org/10.3390/su13084557.

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In this study, the main research purpose was to determine whether artistic components of interior design in a store lead consumers to have different perceptions of the store. There were three main research questions. The first was whether consumers perceived the artistic components in a store visually. Second, based on the first research question, this study explored whether the artistic displays at the show window, around the furniture, and around the stairs were associated with consumers’ perceptions of the store as environmental-friendly. The third research question explored how the consumers’ perceptions of artistic and environment-friendly components were associated with the conventional marketing performance of the store. The 2 Stages Probit Least Squares (2SPLS) method was utilized to answer the first and second research questions and the 2 Stage Least Squares (2SLS) method was utilized for the third research question. Findings indicated that consumers had significant emotional responses from seeing artistic components in a store. In addition, these perceived art elements were associated with marketing performances, including pro-environmental perception, store differentiation, brand image, and consumer satisfaction. The practical implications were included in the discussion.
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Evangelista, Felicitas, Brian Koon Low, and Minh Thanh Nguyen. "How shopping motives, store attributes and demographic factors influence store format choice in Vietnam." Asia Pacific Journal of Marketing and Logistics 32, no. 1 (June 28, 2019): 149–68. http://dx.doi.org/10.1108/apjml-02-2018-0076.

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Purpose Despite huge investments within the modern trade arena, Vietnam remains a traditional trade retailing country. The purpose of this paper is to establish the combined effects of motivation, store attributes and demographic factors on the predictive outcome of store format choice in Vietnam. Design/methodology/approach A logistic regression model is used to determine the effect of these factors on the predictive outcome of traditional markets or supermarkets in purchasing non-food products or processed food products. Findings The dichotomy between what supermarkets and traditional markets have to offer is simple but effective. Utilitarian-motivated shoppers are more likely to shop at traditional markets. They emphasize the need to buy products quickly, find a good price, with less travel time and hence lower travel costs. Hedonistic shoppers are motivated by feelings of happiness; they shop to relieve stress and to keep up with trends. Significant difference in store choice also exists between older and higher income shoppers. Research limitations/implications Future research should examine the sociocultural dimensions of shopping at traditional stores by exploring how such shopping relates to, and is embedded in, the formation and changes of individual identity, especially in communities outside of Ho Chi Minh City where shoppers are almost entirely dependent on traditional stores. Practical implications Traditional stores have the benefit of convenient location and savings in both time and travel costs. These benefits are being eroded as supermarkets and transnational retail corporations establish new stores close to the traditional stores. Social implications Shopping at traditional markets is part of the social culture and is embedded in individuals’ identity formation, despite increasing urbanization and shoppers’ higher incomes. Originality/value This study comprehensively explores the interactions between store choice and motivation, store attributes and demographic factors, taking into account contemporary and contextually relevant factors.
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Yang, Xu, and Zhang. "Can Design for the Environment be Worthwhile? Green Design for Manufacturers Brands When Confronted with Competition from Store Brands." Sustainability 12, no. 3 (February 3, 2020): 1078. http://dx.doi.org/10.3390/su12031078.

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To contribute to global sustainability, many manufacturers are starting to implement green product development and trying to provide environmentally friendly products. Although green products are environmentally beneficial to our society, the performance of green product development remains poor because of cannibalization from traditional alternatives at lower prices. This is particularly the case in the current unforgiving marketing reality in which many brand retailers, such as Wal-Mart, Tesco, and Carrefour, offer their own store brands as traditional alternatives. Although a large stream of research has studied the effects of competition on manufacturers’ green design, to the best of our knowledge, there is a dearth of research on the effects of competition from retailers’ store brands on manufacturers’ green design. To fill this gap, we present two models in which the manufacturer has an incentive to design for the environment, and the retailer has the flexibility to sell store brands (Model S), or it does not (Model N). Surprisingly, our analysis indicates that the presence of store brands may stimulate the manufacturer to release a new greener version of the national brand. Moreover, we find that although the presence of store brands is beneficial to the retailer and industry, it always hurts the manufacturer’s profitability. To incentivize the manufacturer to support Model S, we propose a two-part tariff contract.
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Yalçın Usal, Sariye Selhan, and Ayşe Nilay Evcil. "Universal Design in Interior Architecture Education: The Case of Store Design." Iconarp International J. of Architecture and Planning 7, no. 2 (December 30, 2019): 410–27. http://dx.doi.org/10.15320/iconarp.2019.92.

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Hendrawan, Christianto, and Yohanes Basuki Dwisusanto. "Active Concept in Pedestrian Design." ARTEKS : Jurnal Teknik Arsitektur 2, no. 1 (December 1, 2017): 15–32. http://dx.doi.org/10.30822/arteks.v2i1.38.

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Abstract:
In recent times, there’s an active living design trend in cities around the world, giving chances for people to actively move inside the city, making city healthier. Active Living can occur within pedestrian way along shopping street corridor which has potential to move shoppers from one store to another through walking. Pedestrian way along shop corridor are potentially attractive for people move around inside the city. The purpose of this study is to give us information about how far active living concept has been implemented within L. L. R. E. Martadinata street. The information and analysis can be use for further development in pedestrian way design. Our study conducted through analyzing existing active design problems along with literature studies about active living in design. Within the study, we conclude that L. L. R. E. Martadinata Street hasn’t quite well providing active living movement for shopping street pedestrian way. Pedestrian way has become uncomfortable, for people to walk from store to store within street corridor. There’s a missing value about active living, where people rather use automobile than actively moving along street corridor.
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