28 research outputs found
Towards a framework for validating the matching between notifications and scents in olfactory in-car interaction
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
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Opportunities for olfactory interaction in an automotive context
Driving is a highly visual task. Nevertheless, it is a process that involves other senses as well. When we drive, we touch the steering wheel; we listen to what is happening around us, and, even if we are not paying attention to that, we smell what is happening with the car or around it. A scent of gasoline, the burning rubber, the plastic heated up by the sunlight - these are just a few examples. Smell is a very important sense for driving, though it has not been studied much in this context [85], despite being able to provide a much more vivid experience than any other human sense [80]. This thesis aims to fill this gap by investigating opportunities for olfactory interaction in an automotive context. The thesis is mainly focused on designing a scent-delivery device suitable for in-car interaction, on the topic of delivering driving-relevant notifications using scents, and on studying the effects scents have on the driving performance and behaviour, as well as the driver’s mood and well-being. This paper-style PhD thesis consists of two parts. Part II is a collection of seven published papers written in the scope of this thesis, and Part I describes how these papers build a coherent story. Part I starts with an introduction (see Chapter 1) that covers the research questions and contributions of the thesis. It continues with a summary of the background research (see Chapter 2). This overview part then moves on to the description of the approach (see Chapter 3) that covers the process of designing the scent delivery device, the olfactory interaction space, and the studies conducted throughout this PhD. Chapter 4 then summarises the core findings of each study, which are finally discussed in Chapter 5. Part I finishes with a conclusion (see Chapter 6)
New trends in marketing: the impact in convenience store's atmosphere
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.EstÃmulos 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 hÃbridas, 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 cientÃfica e aplicação empÃrica 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 hÃbridas, 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 hÃbridas); 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 empÃrica, 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
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
Practical, appropriate, empirically-validated guidelines for designing educational games
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