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In store shelf display technology for enhancing customer brand recognition

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

3 Scopus citations

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.

Original languageEnglish
Title of host publicationProceedings of the 30th Australian Computer-Human Interaction Conference, OzCHI 2018
EditorsAnn Morrison, George Buchanan, Jenny Waycott, Mark Billinghurst, Duncan Stevenson, J.H.-J. Choi, Mark Billinghurst, Ryan Kelly, Dana McKay, Artur Lugmayr
PublisherAssociation for Computing Machinery
Pages416-420
Number of pages5
ISBN (Electronic)9781450361880
DOIs
StatePublished - 04 Dec 2018
Externally publishedYes
Event30th Australian Conference on Computer-Human Interaction, OzCHI 2018 - Melbourne, Australia
Duration: 04 Dec 201807 Dec 2018

Publication series

NameACM International Conference Proceeding Series

Conference

Conference30th Australian Conference on Computer-Human Interaction, OzCHI 2018
Country/TerritoryAustralia
CityMelbourne
Period04/12/1807/12/18

Keywords

  • Ambient technology
  • Brand recognition
  • Customer engagement
  • Gamification
  • Retail
  • Virtual reality

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