Interaction with various forms of media is changing. Today, interaction technologies like touch, gesture, or speech are ready for deployment in consumer products. Given that most of these technologies are available for more than 20 years, the take up in end consumer products is limited. To investigate the problems on the introduction of touch interaction to the end consumer market, an experimental comparison of a traditional remote control interaction with a touch remote control was performed to investigate users' perceived differences in usability and user experience. Finally, some insights on usability and user experience measurements as possible entry barriers for the market are presented.
In this paper, we present an interactive mannequin for persuading bypassing customers to extend the perceived time they stay in front of a shop window. The mannequin was designed and prototyped to be seamlessly integrated into a real shop window, constituting an ambient persuasion interface. The design concept of our virtual mannequin is based on actual "real world" mannequins. Based on implicit input from the customers, the mannequin reacts on their presence by looking into their direction. We implemented a prototype of the persuasive interactive mannequin (PIM) as a 3D model, visualized on a large LCD screen and deployed it in a retail store within a shopping mall. The results from a three days field study of this deployment are presented and discussed. The study results give insights about the persuasive effect of the mannequin as well as implications for the user centered design of interactive agents in the context of shopping.
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