28 research outputs found

    Towards a framework for validating the matching between notifications and scents in olfactory in-car interaction

    Get PDF
    Olfactory notifications have been proven to have a positive impact on drivers. This has motivated the use of scents to convey driving-relevant information. Research has proposed the use of such scents as lemon, peppermint, lavender and rose for in-car notifications. However, there is no framework to identify which scent is the most suitable for every application scenario. In this paper, we propose an approach for validating a matching between scents and driving-relevant notifications. We suggest a study in which the olfactory modality is compared with a puff of clean air, visual, auditory, and tactile stimuli while performing the same driving task. For the data analysis, we suggest recording the lane deviation, speed, time required to recover from the error, as well as the perceived liking and comfort ratings. Our approach aims to help automotive UI designers make better decisions about choosing the most suitable scent, as well as possible alternative modalities

    New trends in marketing: the impact in convenience store's atmosphere

    Get PDF
    The decision to apply atmospheric elements to the store environment has been implemented by many managers with favorable outcomes for the company and the clients. Despite the usual application of the traditional stimulus (e.g. color, light, music, scent) the effect of implementing new trends in marketing on the retail space remains unclear. These future trends include hybrid stores, interactive screens, new payment methods, customer-employee interaction, revolving decors, retailtainment, storytelling, co-creation, reverse channels and store mood zones. The effects of these trends become even more unpredictable if these are implemented in the convenience store sector. Hence, the goal of this master’s dissertation is to validate the impact of the new trends in marketing in convenience store’s atmosphere to impact the Portuguese customers. This dissertation reached the established goal through the study of the relevant literature and empirical application. Based on case studies from the literature, the research questions were formulated. These research questions consider the impact of hybrid stores, interactive screens, new payment methods, customer-employee interaction, revolving decor and new products, services and retail formats on the convenience store environment. Furthermore, the empirical research included an exploratory and qualitative methodology (focus group and virtual reality). The following results were confirmed in this study: displaying a parapharmacy showcase will increase the sales of the store (hybrid stores); an employee’s positive attitude will increase the satisfaction of the experience and affect the loyalty of the customer (customer-employee interaction); selling healthy food will increase the shopping intentions; the existence of a printer/copy machine will increase the interest of going to a convenience store and a fresh and natural convenience store concept will attract more customers (new retail products, services and retail formats). Other trends such as the interactive menu screen and the revolving decor (digital signage) were considered with some potential even though the insights were not sufficient to validate the research questions. The rest of the research questions were not conclusive or rejected by the empirical findings. Despite the shortcomings of this study, convenience store retail managers in Portugal must, therefore, understand the potential of these solutions towards convenience stores, but must also always consider the consumption habits of Portuguese consumers.Estímulos sensoriais em ambiente de loja (cor, luz, música e aroma), têm sido largamente implementados por muitos gestores trazendo resultados bastante positivos tanto para as empresas como para os clientes que entram na loja. Pelo contrário se considerarmos as novas tendências de marketing estas acabam por ainda não ser muito abordadas na atmosfera de loja. Estas novas tendências incluem lojas híbridas, ecrãs interativos, novos métodos de pagamentos, relação empregado-cliente, decoração rotativa, "retailtainment", "storytelling", co-criação, canais invertidos e criação de vários ambientes em loja. O impacto destas novas tendências é ainda menos estudado no sector das lojas de conveniência. Assim sendo, o principal objetivo desta dissertação é validar o impacto destas novas tendências de marketing no contexto do ambiente das lojas de conveniência, em especial para os consumidores portugueses. A questão de partida foi definida após um estudo intensivo da literatura científica e aplicação empírica existente sobre o tema. As questões de investigação foram definidas tendo por base estudos de caso das novas tendências existentes na literatura. As questões de investigação pretendem avaliar o impacto de algumas tendências num ambiente de loja de conveniência, tais como lojas híbridas, ecrãs interativos, novos métodos de pagamento, interação entre empregados e clientes, decoração rotativa e novos produtos, serviços e formatos de retalhos. O método adotado para responder a estas questões foi uma metodologia exploratória e qualitativa ("focus group" e experimentação de realidade virtual). Foram aprovadas as seguintes questões de investigação: a exposição de uma vitrine de parafarmácia irá aumentar as vendas da loja (lojas híbridas); uma atitude positiva por parte dos empregados aumenta a satisfação do cliente e influencia e lealdade do mesmo (interação entre empregados e clientes); vender comida saudável numa loja de conveniência aumenta as intenções de consumo de quem visita a loja; a existência de uma máquina de fotocópias aumenta o interesse a ir a uma loja de conveniência e por fim um novo conceito de loja de conveniência com produtos frescos e naturais vai atrair mais consumidores (novos produtos, serviços e formatos de retalhos). Outras tendências de marketing apresentadas na parte empírica, como menus interativos e decoração rotativa (sinalização digital) foram consideradas com algum potencial, apesar do "feedback" dos participantes não ter sido totalmente conclusivo. As restantes questões de investigação do estudo foram rejeitadas ou tiveram resultados inconclusivos.Apesar das limitações deste estudo, os gestores das cadeias de lojas de conveniência em Portugal devem capitalizar estas soluções para as suas lojas, não esquecendo os hábitos de consumo do consumidor Português

    Multi-Sensory Interaction for Blind and Visually Impaired People

    Get PDF
    This book conveyed the visual elements of artwork to the visually impaired through various sensory elements to open a new perspective for appreciating visual artwork. In addition, the technique of expressing a color code by integrating patterns, temperatures, scents, music, and vibrations was explored, and future research topics were presented. A holistic experience using multi-sensory interaction acquired by people with visual impairment was provided to convey the meaning and contents of the work through rich multi-sensory appreciation. A method that allows people with visual impairments to engage in artwork using a variety of senses, including touch, temperature, tactile pattern, and sound, helps them to appreciate artwork at a deeper level than can be achieved with hearing or touch alone. The development of such art appreciation aids for the visually impaired will ultimately improve their cultural enjoyment and strengthen their access to culture and the arts. The development of this new concept aids ultimately expands opportunities for the non-visually impaired as well as the visually impaired to enjoy works of art and breaks down the boundaries between the disabled and the non-disabled in the field of culture and arts through continuous efforts to enhance accessibility. In addition, the developed multi-sensory expression and delivery tool can be used as an educational tool to increase product and artwork accessibility and usability through multi-modal interaction. Training the multi-sensory experiences introduced in this book may lead to more vivid visual imageries or seeing with the mind’s eye

    The Exercise Intention-Behavior Gap:Lowering the Barriers through Interaction Design Research

    Get PDF

    interActive Environments: Designing interactions to support active behaviors in urban public space

    Get PDF

    interActive Environments: Designing interactions to support active behaviors in urban public space

    Get PDF

    Practical, appropriate, empirically-validated guidelines for designing educational games

    Get PDF
    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with
    corecore