Relevance: communication and cognition
Relevance: communication and cognition
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Recommender systems: a market-based design
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
interactions - Funology
Tangible products: redressing the balance between appearance and action
Personal and Ubiquitous Computing
The impact of search engine optimization on online advertising market
ICEC '06 Proceedings of the 8th international conference on Electronic commerce: The new e-commerce: innovations for conquering current barriers, obstacles and limitations to conducting successful business on the internet
Real life experiences with experience design
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
The dynamics of viral marketing
ACM Transactions on the Web (TWEB)
Dynamically transparent window
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Out of the box: exploring the richness of children's use of an interactive table
Proceedings of the 8th International Conference on Interaction Design and Children
Designing urban media façades: cases and challenges
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Flow: an interactive public artwork
Proceedings of the international conference on Multimedia
Projections on museum exhibits: engaging visitors in the museum setting
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
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The two-dimensional model presented in this article is a contribution to the discussion of the ways in which IT-based marketing experiences in a physical setting may be designed and understood. In the presentation of the model, the focus has been on central issues regarding the design of the IT-based experience's physical design, interaction, and content, with regard to ensuring the achievement of the desired behavioural, cognitive, and affective effects, and, in the final analysis, the desired overarching marketing effect. The paper draws on three installations from a research project, which include two commercial partners: a major department store, and a large international chewing gum research and manufacturing company, whose primary marketing channels are international sweets conventions. Additional inspiration for the model's strategies have been drawn from the field of digital art installation.