提高客户品牌认知度的店内货架展示技术

Carlos A. Arce-Lopera, Gilberto D. Avendaño, Brayan Rodríguez, D. Victoria
{"title":"提高客户品牌认知度的店内货架展示技术","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":"{\"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}","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

摘要

顾客对品牌的认可是零售环境中的一个关键因素。在此,我们测试了两个在商店货架陈列中使用环境技术和游戏化元素的原型,以提高顾客的品牌识别度。第一个原型主要是在顾客玩抛球游戏时展示公司的环保劳动。第二个原型是基于品牌识别的虚拟现实体验货架展示。受试者使用用户参与量表对这两个原型进行了测试,结果表明它们在可用性方面获得了积极评价,并提高了用户参与度、品牌回忆度和品牌认知度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
In store shelf display technology for enhancing customer brand recognition
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信