33,955 research outputs found

    Point of Purchase Communication: Role of Information Search, Store Benefit and Shopping Involvement

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    Point of Purchase (PoP) is the place where a customer is about to buy the product. This is the crucial point where the exchange takes place. It offers us a last chance to remind or attract customers. In spite of a considerable expenditure on point of purchase material by companies, there is a lack of an established method of measuring the effectiveness of communication at the retail outlet. The current study is an attempt to define and measure the extent of usage of PoP by consumers while shopping. It explores the phenomenon with the help of an experimentation using two main variables; level of information search and store benefits sought. It uses shopping involvement as a mediating variable. During the course of study scales for usage of PoP communication and shopping involvement were developed. In-depth interviews were carried among shoppers to understand their motivations and gratifications with regard to shopping. The interview findings were used to develop scales, which were tested before being used during the experiment. The experiments involved building scenarios specific to shopping situations. Participant observations were carried out at stores with different formats. The study found that all the three variables were significant in terms of main as well as interaction effects. Based on the findings the authors suggest a framework for enhancing the effectiveness of PoP Communication.

    Designing appliances for mobile commerce and retailtainment

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    In the emerging world of the new consumer and the `anytime, anywhere' mobile commerce, appliances are located at the collision point of the retailer and consumer agendas. The consequence of this is twofold: on the one hand appliances that were previously considered plain and utilitarian become entertainment devices and on the other, for the effective design of consumer appliances it becomes paramount to employ multidisciplinary expertise. In this paper, we discuss consumer perceptions of a retailtainment commerce system developed in collaboration between interactivity designers, information systems engineers, hardware and application developers, marketing strategists, product development teams, social scientists and retail professionals. We discuss the approached employed for the design of the consumer experience and its implications for appliance design

    Mobile Agent based Market Basket Analysis on Cloud

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    This paper describes the design and development of a location-based mobile shopping application for bakery product shops. Whole application is deployed on cloud. The three-tier architecture consists of, front-end, middle-ware and back-end. The front-end level is a location-based mobile shopping application for android mobile devices, for purchasing bakery products of nearby places. Front-end level also displays association among the purchased products. The middle-ware level provides a web service to generate JSON (JavaScript Object Notation) output from the relational database. It exchanges information and data between mobile application and servers in cloud. The back-end level provides the Apache Tomcat Web server and MySQL database. The application also uses the Google Cloud Messaging for generating and sending notification of orders to shopkeeper.Comment: 6 pages, 7 figure

    Kiosks in retailing: the quiet revolution

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    Kiosks have the potential to be a significant application of IT in retailing, information provision and service delivery. This article discusses and analyses the application of kiosks as a channel for in-store service delivery. For these kiosks a taxonomy that characterises kiosks by their function: inform, interact, transact and relate is proposed. Eight case study examples of in store kiosks are analysed in using a framework that includes environment, task, audience, and technology. Included are: kiosks used by Halifax, Daewoo, Argos, Ikea, Debenhams, GNER, Sainsbury’s. and Boots. Both the taxonomy and the framework provide a basis for further analysis of the role of kiosks in service delivery, by allowing analysis and discussion of individual kiosks to be contextualised within a wider framework. </p

    From Personal Memories to Sharable Memories

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    The exchange of personal experiences is a way of supporting decision making and interpersonal communication. In this article, we discuss how augmented personal memories could be exploited in order to support such a sharing. We start with a brief summary of a system implementing an augmented memory for a single user. Then, we exploit results from interviews to define an example scenario involving sharable memories. This scenario serves as background for a discussion of various questions related to sharing memories and potential approaches to their solution. We especially focus on the selection of relevant experiences and sharing partners, sharing methods, and the configuration of those sharing methods by means of reflection

    Current Practices for Product Usability Testing in Web and Mobile Applications

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    Software usability testing is a key methodology that ensures applications are intuitive and easy to use for the target audience. Usability testing has direct benefits for companies as usability improvements often are fundamental to the success of a product. A standard usability test study includes the following five steps: obtain suitable participants, design test scripts, conduct usability sessions, interpret test outcomes, and produce recommendations. Due to the increasing importance for more usable applications, effective techniques to develop usable products, as well as technologies to improve usability testing, have been widely utilized. However, as companies are developing more cross-platform web and mobile apps, traditional single-platform usability testing has shortcomings with respect to ensuring a uniform user experience. In this report, a new strategy is proposed to promote a consistent user experience across all application versions and platforms. This method integrates the testing of different application versions, e.g., the website, mobile app, mobile website. Participants are recruited with a better-defined criterion according to their preferred devices. The usability session is conducted iteratively on several different devices, and the test results of individual application versions are compared on a per-device basis to improve the test outcomes. This strategy is expected to extend on current practices for usability testing by incorporating cross-platform consistency of software versions on most devices

    Why the Initially Confused Should Get a Clue: The Battle Between Trademark Infringement and Consumer Choice Online

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    Mobile information access in the real world: A story of three wireless devices

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThe importance of the user perspective to the wireless information access experience cannot be understated: simply put, users will not indulge in devices that are perceived to be difficult to use and in technologies that do not offer quality infotainment – combined information and entertainment – content. In this paper, we investigate the impact that mobile devices have on the user wireless infotainment access experience in practice. To this end, we have undertaken an empirical study placed in a ‘real-world’ setting, in which participants undertook typical infotainment access tasks on three different wireless-enabled mobile devices: a laptop, a personal digital assistant and a head mounted display device. Results show that, with the exception of participants’ level of self-consciousness when using such devices in public environments, the user wireless information access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation. Whilst the interaction between device and environment was found to influence entertainment-related tasks in our experiments, the informational ones were not affected. However, the interaction effects between device and user type was found to affect both types of tasks. Lastly, a user’s particular computing experience was shown to influence the perceived ease of wireless information access only in the case of online searching, irrespective of whether this is done for primarily informational purposes or entertainment ones
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