Collaborative Tabletop Solution for Retail Environments

Design team members: Tianyang Chang, Arthur Chow, Gartheepan Rasaratnam

Supervisor: Prof. Stacey D. Scott 

Background

In current retail environments, most retailers invite customers to their stores, evaluate their inventories and then make a purchase. This traditional method of sales enables customers to physically see and feel the products prior to purchase. However, this existing way of retailing has its drawbacks. First, it is expensive for the shop owners to physically display all their inventories to the customers. Second, customers lack a direct understanding of the product’s spatial specifications relative to the area in which they intend to use the product.

Some retail shops, such as furniture chains, have come up with digital solutions to such problems. However, the current solutions of an online catalogue with static images are far from satisfying to the customers.  They are typically not designed to be user-friendly, or do not have enough functions to support customers’ requirements, such as the ability to spatially map the purchased object to their space.

Motivation:
In many retail based decision-making problems, there is a need for people to consider the opinions of others (family, agent, etc.) while making a decision. Whether the task is finding the right colour paint for the living room, or finding a house, or even choosing which digital images to print, people value other people’s opinions. There are current solutions for meeting some of these needs; however these approaches do not sufficiently take into account the need for collaboration.

Problem Statement:
Customers have a difficult time making decisions on purchases when spatial specifications of the products are of center importance of the decisions. This is, because current solutions for spatial visualization and group decision making provided by the retailers are neither intuitive nor convenient. Meanwhile, the current solutions are also expensive for retailers to display their entire inventory to customers. Recent developments of digital tabletop computers that allow users to interact with computers using touch gestures, and the increased adoption of cellular phone technology present an opportunity to make shopping a more pleasant experience for customers, while reducing expenses for the shop owners at the same time.

The motivations for the collaborative tabletop solution

Project description

The final product of this design project will be dedicated to benefit both store owners and customers: for the store owners, the design will make a major cut to their expenses by reducing the needs of physically displaying their entire inventories; for the customers, this new device will improve the shopping experience by providing them a better group decision making tool and allow for a better perceptive of the products being purchased.
To deliver this result, the concept of surface computing is employed. As an important function of the group thinking tools, the final design should be able to handle multi-touch simultaneously from multiple users. The product should have the ability to differentiate touches of one user from those of another, possibly through user-tracking implemented with vision image processing (VIP). The design group will work closely with another team on this matter and rely entirely on their engineering proficiencies to deliver the function.

Design methodology

  • Identify the user interaction requirements for a retail tabletop application
    • Conduct a literature review of existing research in multiple user interaction with tabletop displays in retail environments. During the design process, the development will involve users and other stakeholders and obtain feedback and suggestions in the development process. 
       
    • Conduct a usability test and observe behaviour of multiple users in the prototype application and utilize the findings to further improve the prototype.
  • Identify the user-specific data that would be necessary in the retail environment application
    • Determine what information would be useful to the user through interviews and surveys.
       
    • Investigate aggregated usage data that may be of interest to retailers, such as preferences as users create their ideal rooms.
       
    • Attempt to integrate user-specific data with helpful User Interface (UI) elements to provide furniture recommendations based on user preferences inferred based on their prior selection of colour schemes and furniture styles.
  • Design an interactive prototype for a multi-touch tabletop computing system
    • Develop easy-to-use and inviting display elements to support an effective and elegant user interaction.
       
    • Three major iterations of the prototype will be created: a low-fidelity, medium-fidelity, and high-fidelity prototype. 
       
    • Prototypes will be used to gather additional user feedback for improvement in the next iteration.
      • The low-fidelity prototype is used to explore the design and allow for quick modification. 
         
      • The medium-fidelity prototype will present a more refined version approaching the final design.
         
      • The high-fidelity interactive prototype will be very similar to the final design and will be enhanced with individualized user tracking with an user identification module provided by the VIP group.