3 research outputs found

    The integration of hotel interactive lighting systems to support users' visual comfort and activity needs

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    This study explores the standards of interactive lighting systems in the hospitality industry, specifically those spaces found in hotels, to enhance the experience for customers. Case study analysis was selected as the research methodology to evaluate the lighting quality and capabilities of three commercial hotels in New Orleans as they may inform new hotel interactive lighting capabilities. The study considers three aspects: first, the lighting source, second, the lighting control system, and third, the lighting system structure. Lighting sources are evaluated as they pertain to universal design characteristics. The study focuses on principles 2 and 4 of the seven universal design principles. Principle 2, Flexibility in Use, considers whether the light can be adjusted according to the different needs of users. Principle 4, Perceptible Information, evaluates whether the lighting system can provide sufficient lighting required to support the activities within the space such as route guidance and legibility of important information (Connell et al., 1997). Lighting control is evaluated from the aspect of the user interface considering minimal switching to more state-of-the-art technology to control the lighting quality within a given space. In the lighting structure, the lighting system gradually removes the traditional lighting line based on the single point structure into a wireless chip based on the systematic regional module structure, reducing the difficulty of adjustment, and overall enhancing the efficiency of lighting control. This paper suggests a design standard for interactive lighting systems in hotels based on human behavior patterns and perception levels

    Dynamic and Interactive Lighting for Fashion Store Windows

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    Smart light technology offers new dynamic and interactive capabilities that extend the potential of traditional lighting systems of attracting people and affecting their mood, emotions, and behavior. Our research explores smart lights in the context of shopping windows. The paper describes an extensive empirical study that has been performed for 5 weeks in a fashion store located a top-level shopping area in Milan (Italy). The data automatically collected from over 1 million people passing by or stopping in front of the 3 shopping windows of the store in three different lighting conditions (static, dynamic, and interactive) enable us to provide some empirical evidence of the potential of smart light technology to enhance the shopping experience in brick-and-mortar stores

    Increasing Passersby Engagement with Public Large Interactive Surfaces

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    Despite the proliferation of Public Large Interactive Surfaces (PLISs), and their potential to provide a more engaging and interactive user experience, these surfaces often go unnoticed by passersby, or not immediately comprehensible in terms of usage. Current research in addressing this problem involves modeling the user-surface interaction through observational studies, and deriving recommendations for interface design to facilitate the interaction. This approach is often context-specific, requires elaborate setup, and lacks experimental control. To mitigate this problem, an interaction model, named DISCOVER, was developed by drawing ideas from classic usability research and focusing on the discoverability aspect of the interaction. This approach allows the model to serve as a lens for understanding and synthesizing existing work on PLISs, and to be used as an evaluation framework to assess effectiveness of potential designs. To accompany this evaluation capability, a laboratory-based evaluation methodology was developed to allow researchers to quickly implement and evaluate potential designs, particularly for the early stages of interaction that precede the more commonly studied explicit and direct interaction (e.g., touches, mid-air gestures). Using the model and the evaluation methodology, a proximity-based interaction mechanism using animated content and shadow visualizations was designed and evaluated as an effective technique in drawing attention from unknowing study participants. A follow-up, more conventional in-the-wild study also verified this finding, and further demonstrated the usefulness of shadow visualizations in drawing attention from passersby, retaining them, and enticing playful interaction. The goal of this thesis is to better equip researchers and practitioners of PLISs with tools that allow them to evaluate and improve existing interfaces, and to provide them with insights into designing future ones employing better and more engaging technologies
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