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Designing New Environments, Devices, and Interfaces that Promote Propensity to Consume |
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March 2004 |
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AUTHORS |
| Takeshi Hoshino |
Interaction Design Gr., User Experience Research Center, Design Div., Hitachi, Ltd. |
| Hiroshi Hanyuu |
VPS Planning & Development Office, Information Business Gr., Hitachi, Ltd. |
| Youichi Horry |
Human Information Lab., Advanced Research Lab., Hitachi, Ltd. |
| Yukinobu Maruyama |
Interaction Design Gr., User Experience Research Center, Design Div., Hitachi, Ltd. |
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OVERVIEW |
By observing the consumption behavior of consumers we can infer consistent values and tendencies, and the acquisition of this information is extremely important for offering products and information services.
Examining these trends more closely, it is apparent that consumption rarely occurs in isolation but is generally linked to a particular location, an event, or certain specific information in what we call a consumption chain.
Considerable attention has recently been focused on efforts to analyze consumption chains, figure out consumer behavior, and apply the findings to retail and service industry solutions.
We have conducted surveys and other studies to explore three aspects of consumption chains ? (1) designing spaces where information can be more easily accessed, (2) the concept of digital information devices that are fun to use, and (3) user interfaces that are easier to use ? then applied the findings to create information environments that trigger agreeable consumption chains and encourage consumers in the enjoyable buying of the goods and services that they like.
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KEYWORDS |
consumer behavior, information environment, ubiquitous, user centered design, user interface
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