Carlos A. Arce-Lopera, Gilberto D. Avendaño, Brayan Rodríguez, D. Victoria
{"title":"In store shelf display technology for enhancing customer brand recognition","authors":"Carlos A. Arce-Lopera, Gilberto D. Avendaño, Brayan Rodríguez, D. Victoria","doi":"10.1145/3292147.3292186","DOIUrl":null,"url":null,"abstract":"Customer brand recognition is a critical factor in the retail environment. Here, we tested two prototypes with ambient technology and gamification elements in a store shelf display for enhancing customer brand recognition. The first prototype focused on showcasing the environmental labor of the company when the customer played a ball tossing game. The second prototype was a shelf display with a virtual reality experience based on the brand identity. Subjects tested both prototypes using a user engagement scale and results show that they were positively perceived in usability and enhance user engagement, brand recall and brand perception.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"447 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3292147.3292186","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Customer brand recognition is a critical factor in the retail environment. Here, we tested two prototypes with ambient technology and gamification elements in a store shelf display for enhancing customer brand recognition. The first prototype focused on showcasing the environmental labor of the company when the customer played a ball tossing game. The second prototype was a shelf display with a virtual reality experience based on the brand identity. Subjects tested both prototypes using a user engagement scale and results show that they were positively perceived in usability and enhance user engagement, brand recall and brand perception.