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Consumers' Involvement on (Re)Engineering Store Design: A Cloud Approach

Consumers' Involvement on (Re)Engineering Store Design: A Cloud Approach

Gianpiero Di Blasi, Eleonora Pantano
ISBN13: 9781466682979|ISBN10: 1466682973|EISBN13: 9781466682986
DOI: 10.4018/978-1-4666-8297-9.ch002
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MLA

Di Blasi, Gianpiero, and Eleonora Pantano. "Consumers' Involvement on (Re)Engineering Store Design: A Cloud Approach." Successful Technological Integration for Competitive Advantage in Retail Settings, edited by Eleonora Pantano, IGI Global, 2015, pp. 23-42. https://doi.org/10.4018/978-1-4666-8297-9.ch002

APA

Di Blasi, G. & Pantano, E. (2015). Consumers' Involvement on (Re)Engineering Store Design: A Cloud Approach. In E. Pantano (Ed.), Successful Technological Integration for Competitive Advantage in Retail Settings (pp. 23-42). IGI Global. https://doi.org/10.4018/978-1-4666-8297-9.ch002

Chicago

Di Blasi, Gianpiero, and Eleonora Pantano. "Consumers' Involvement on (Re)Engineering Store Design: A Cloud Approach." In Successful Technological Integration for Competitive Advantage in Retail Settings, edited by Eleonora Pantano, 23-42. Hershey, PA: IGI Global, 2015. https://doi.org/10.4018/978-1-4666-8297-9.ch002

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Abstract

The emerging need to make more attractive physical stores for catching new clients and maintaining the existing ones pushes retailers to develop efficient practices for acquiring knowledge from consumers and involving them in the points of sales' design. The final users' needs and preferences are considered a core in design process. This chapter proposes a system for involving consumers in the store design process through an innovative cloud participatory platform. It is a low cost hardware/software architecture offering a user-friendly interface able to be adopted by audiences with different background. Results show the consumers' interest to contribute in the design by using such technologies and providing a large amount of detailed information useful for future appealing stores' development. Finally, this chapter shows how the inclusion of modern low-cost game technologies in retail industry might provide ripper effects in several disciplines such as human-computer interaction, marketing, and management.

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