12 research outputs found

    Engaging consumer through the storefront: evidences from integrating interactive technologies

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    Although previous studies identified the importance of storefront windows on consumer’s entry decision, there is still a lack of research on engaging consumers at the storefront through the integration with interactive technologies. The purpose of this study is to carry out an exploratory investigation into the consumers preference for a certain store based on the storefront windows (in terms of entry decision), with emphasis on the current most attractive interactive technologies. Thus, we examine the extent to which an exploratory sample of consumers is influenced by storefront interactive technologies. Emotional aspects emerge as the most influencing ones in the case of traditional storefronts, while both emotional and functional aspects emerge as the most influencing factors while considering the integration of interactive technologies. In particular, our results shed light on the way these elements can be managed for the design of future attractive storefront windows, by providing important insights for scholars and practitioners

    Engaging consumer through the storefront: evidences from integrating interactive technologies

    Get PDF
    Although previous studies identified the importance of storefront windows on consumer’s entry decision, there is still a lack of research on engaging consumers at the storefront through the integration with interactive technologies. The purpose of this study is to carry out an exploratory investigation into the consumers preference for a certain store based on the storefront windows (in terms of entry decision), with emphasis on the current most attractive interactive technologies. Thus, we examine the extent to which an exploratory sample of consumers is influenced by storefront interactive technologies. Emotional aspects emerge as the most influencing ones in the case of traditional storefronts, while both emotional and functional aspects emerge as the most influencing factors while considering the integration of interactive technologies. In particular, our results shed light on the way these elements can be managed for the design of future attractive storefront windows, by providing important insights for scholars and practitioners

    Placing fashion: art, space, display and the building of luxury fashion markets through retail design

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    This paper explores the performative and affective affordances enshrined in contemporary fashion space. Fashion markets need to be placed in a much more serious conceptual way. Whilst much critical attention has been focused on the geographies of fashion production, it is also important to explore the spaces in which fashion is displayed, consumed, exhibited and performed and thus to understand how fashion markets are ordered, regulated and maintained in space and through time. In order to ‘place’ fashion space within the contemporary city the paper focuses on a set of alliances between art and fashion in the making of current consumption space. It is argued that the collaboration between art and fashion opens up a means to critically explore how representational worlds are brought into being and offers new ways to understand how creative activity can be rooted in (and reflective of) broader social, economic and cultural concerns. Such collisions and collusions represent a key means of making and shaping value and reveal the significance of visuality, singularity and judgement in determining commodity and brand meaning and valu

    Information Technology Enabled Persuasion: An Experimental Investigation of the Role of Communication Channel, Strategy and Affect

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    With advances in information and communication technologies (ICT), organizations of various forms now deploy an increasing number of ICT-enabled persuasive systems in several domains. Traditional computer-mediated communication (CMC) theories mainly focus on the effectiveness of media in the synchronous/asynchronous spectrum for effectively matching medium with communication task. The contemporary communication environment is rich with asynchronous channels such as email, Web, and text messaging, which makes it important to go beyond synchronicity and determine the nuances among various asynchronous channels. No rigorous research has compared the effectiveness of these channels in the persuasive systems domain where organizations use technology to persuade users to modify their behavior in a direction that they mutually agree to be desirable. In this paper, we study the effectiveness of CMC and the strategy used to frame the persuasive message. We explore persuasive strategies of praising, reminding, suggesting, and rewarding for health behavior and promotion. We model user experience as a mediator between channel strategy combinations and persuasive effectiveness. Through controlled user studies, we compared sixteen combinations of communication channel and persuasive strategy with or without emoticons. We found that channel/strategy combinations affect persuasive effectiveness (mediated by user experience) in varying degrees. Our findings contribute to the body of CMC and persuasive system knowledge and have practical implications for online advertising, health promotion, and persuasive technology design

    Placing fashion: art, space, display and the building of luxury fashion markets through retail design

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    This paper explores the performative and affective affordances enshrined in contemporary fashion space. Fashion markets need to be placed in a much more serious conceptual way. Whilst much critical attention has been focused on the geographies of fashion production, it is also important to explore the spaces in which fashion is displayed, consumed, exhibited and performed and thus to understand how fashion markets are ordered, regulated and maintained in space and through time. In order to ‘place’ fashion space within the contemporary city the paper focuses on a set of alliances between art and fashion in the making of current consumption space. It is argued that the collaboration between art and fashion opens up a means to critically explore how representational worlds are brought into being and offers new ways to understand how creative activity can be rooted in (and reflective of) broader social, economic and cultural concerns. Such collisions and collusions represent a key means of making and shaping value and reveal the significance of visuality, singularity and judgement in determining commodity and brand meaning and valu

    Increasing Passersby Engagement with Public Large Interactive Displays: A Study of Proxemics and Conation

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    This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in the Proceedings of the 2018 International Conference on Human Factors on Computing Systems on the ACM Digital Library at https://dx.doi.org/10.1145/3279778.3279789Prior research has shown that large interactive displays de- ployed in public spaces are often underutilized, or even un- noticed, phenomena connected to ‘interaction’ and ‘display blindness’, respectively. To better understand how designers can mitigate these issues, we conducted a field experiment that compared how different visual cues impacted engagement with a public display. The deployed interfaces were designed to progressively reveal more information about the display and entice interaction through the use of visual content designed to evoke direct or indirect conation (the mental faculty related to purpose or will to perform an action), and different ani- mation triggers (random or proxemic). Our results show that random triggers were more effective than proxemic triggers at overcoming display and interaction blindness. Our study of conation – the first we are aware of – found that “conceptual” visuals designed to evoke indirect conation were also useful in attracting people’s attention.Natural Sciences and Engineering Research Council of Canad

    Virtual Field Studies: Conducting Studies on Public Displays in Virtual Reality

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    Field studies on public displays can be difficult, expensive, and time-consuming. We investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments of public displays. Specifically, we investigate whether results from virtual field studies, conducted in a virtual public space, would match the results from a corresponding real-world setting. We report on two empirical user studies where we compared audience behavior around a virtual public display in the virtual world to audience behavior around a real public display. We found that virtual field studies can be a powerful research tool, as in both studies we observed largely similar behavior between the settings. We discuss the opportunities, challenges, and limitations of using virtual reality to conduct field studies, and provide lessons learned from our work that can help researchers decide whether to employ VR in their research and what factors to account for if doing so

    Placing fashion: art, space, display and the building of luxury fashion markets through retail design

    Get PDF
    This paper explores the performative and affective affordances enshrined in contemporary fashion space. Fashion markets need to be placed in a much more serious conceptual way. Whilst much critical attention has been focused on the geographies of fashion production, it is also important to explore the spaces in which fashion is displayed, consumed, exhibited and performed and thus to understand how fashion markets are ordered, regulated and maintained in space and through time. In order to ‘place’ fashion space within the contemporary city the paper focuses on a set of alliances between art and fashion in the making of current consumption space. It is argued that the collaboration between art and fashion opens up a means to critically explore how representational worlds are brought into being and offers new ways to understand how creative activity can be rooted in (and reflective of) broader social, economic and cultural concerns. Such collisions and collusions represent a key means of making and shaping value and reveal the significance of visuality, singularity and judgement in determining commodity and brand meaning and valu

    Model-based engineering of animated interactive systems for the interactive television environment

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    Les interfaces graphiques Ă©taient la plupart du temps statiques, et reprĂ©sentaient une succession d'Ă©tats logiciels les uns aprĂšs les autres. Cependant, les transitions animĂ©es entre ces Ă©tats statiques font partie intĂ©grante des interfaces utilisateurs modernes, et leurs processus de design et d'implĂ©mentations constituent un dĂ©fi pour les designers et les dĂ©veloppeurs. Cette thĂšse propose un processus de conception de systĂšmes interactifs centrĂ© sur les animations, ainsi qu'une architecture pour la dĂ©finition et l'implĂ©mentation d'animations au sein des interfaces graphiques. L'architecture met en avant une approche Ă  deux niveaux pour dĂ©finir une vue haut niveau d'une animation (avec un intĂ©rĂȘt particulier pour les objets animĂ©s, leurs propriĂ©tĂ©s Ă  ĂȘtre animĂ© et la composition d'animations) ainsi qu'une vue bas niveau traitant des aspects dĂ©taillĂ©s des animations tels que les timings et les optimisations. Concernant les spĂ©cifications formelles de ces deux niveaux, nous utilisons une approche qui facilite les rĂ©seaux de Petri orientĂ©s objets pour la conception, l'implĂ©mentation et la validation d'interfaces utilisateurs animĂ©es en fournissant une description complĂšte et non-ambiguĂ« de l'ensemble de l'interface utilisateur, y compris les animations. Enfin, nous dĂ©crivons la mise en pratique du processus prĂ©sentĂ©, illustrĂ© par un cas d'Ă©tude d'un prototype haute-fidĂ©litĂ© d'une interface utilisateur, pour le domaine de la tĂ©lĂ©vision interactive. Ce processus conduira Ă  une spĂ©cification formelle et dĂ©taillĂ©e du systĂšme interactif, et incluera des animations utilisant des rĂ©seaux de Petri orientĂ©s objet (conçus avec l'outil PetShop CASE).Graphical User Interfaces used to be mostly static, representing one software state after the other. However, animated transitions between these static states are an integral part in modern user interfaces and processes for both their design and implementation remain a challenge for designers and developers. This thesis proposes a process for designing interactive systems focusing on animations, along with an architecture for the definition and implementation of animation in user interfaces. The architecture proposes a two levels approach for defining a high-level view of an animation (focusing on animated objects, their properties to be animated and on the composition of animations) and a low-level one dealing with detailed aspects of animations such as timing and optimization. For the formal specification of these two levels, we are using an approach facilitating object-oriented Petri nets to support the design, implementation and validation of animated user interfaces by providing a complete and unambiguous description of the entire user interface including animations. Finally, we describe the application of the presented process exemplified by a case study for a high-fidelity prototype of a user interface for the interactive Television domain. This process will lead to a detailed formal specification of the interactive system, including animations using object-oriented Petri nets (designed with the PetShop CASE tool)

    Digital Behaviour Change Interventions to Break and Form Habits

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    Digital behaviour change interventions, particularly those using pervasive computing technology, hold great promise in supporting users to change their behaviour. However, most interventions fail to take habitual behaviour into account, limiting their potential impact. This failure is partly driven by a plethora of overlapping behaviour change theories and related strategies that do not consider the role of habits. We critically review the main theories and models used in the research to analyse their application to designing effective habitual behaviour change interventions. We highlight the potential for Dual Process Theory, modern habit theory, and Goal Setting Theory, which together model how users form and break habits, to drive effective digital interventions. We synthesise these theories into an explanatory framework, the Habit Alteration Model, and use it to outline the state of the art. We identify the opportunities and challenges of habit-focused interventions.</jats:p
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