Siregar, Y ORCID: https://orcid.org/0000-0001-6442-2323, 2018. User experience and interactive technology in fashion stores. PhD, Nottingham Trent University.
Preview |
Text
Yuri Siregar 2018.pdf - Published version Download (31MB) | Preview |
Abstract
Many fashion brands have already incorporated interactive technology (IT) into their stores as a means to provide consumers with digital experiences. Interactive technology enables consumers, that is, store visitors, to explore the digital world of the brand interactively while being immersed with the physical store elements. Consumers can therefore have experiences in both physical and digital worlds. It can be argued that the integration of interactive technology in fashion stores can potentially heighten the overall consumer experience.
The research purpose was to explore consumer experience with interactive technology in fashion stores. More specifically, it centres on the evaluation of consumers' interaction experience with the digital world while in parallel experiencing the physical world. Given that the underlying phenomenon concerns interaction between humans and interactive devices, a user experience design (UXD) approach was adopted for this research; as the lens for the literature review, the methodology and the analysis of data.
The strategy for the primary research was rapid ethnography; combining three methods: protocol analysis, observation and interview. The data collection was undertaken for over eleven months, consisting of two main studies and eight data collection activities (DCAs). Fifty-one people participated in the studies and DCAs. All the data were analysed via five stages, in which one prominent UXD framework: the four threads of experience (4TE), was utilised for the analysis process.
The findings are presented thematically; there are four main themes and nine subthemes. All of these embody Insights and narratives for responding to the research questions. The first core concept that can be taken from the findings is the notion of dynamic experience referring to a moment in which the users of interactive technology (IT) can experience the two world frames of digital and physical dynamically. Another core concept is channel harmonisation that refers to the implementation of a balanced channel. The research demonstrates the suitability of UXD as an interactive design theory or framework for fashion marketing research concerning experiences of technology. Implications for research and recommendations are provided.
Item Type: | Thesis |
---|---|
Creators: | Siregar, Y. |
Date: | September 2018 |
Rights: | This work is the intellectual property of the author. You may copy up to 5% of this work for private study, or personal, non-commercial research. Any re-use of the information contained within this document should be fully referenced, quoting the author, title, university, degree level and pagination. Queries or requests for any other use, or if a more substantial copy is required, should be directed to the owner(s) of the Intellectual Property Rights. |
Divisions: | Schools > School of Art and Design |
Record created by: | Linda Sullivan |
Date Added: | 23 Oct 2019 11:57 |
Last Modified: | 23 Oct 2019 11:58 |
URI: | https://irep.ntu.ac.uk/id/eprint/38027 |
Actions (login required)
Edit View |
Statistics
Views
Views per month over past year
Downloads
Downloads per month over past year