Commenced in January 2007
Paper Count: 31824
An Interactive 3D Experience for the Creation of Personalized Styling
Authors: Dawei Lin
Abstract:This research proposes an Interactive 3D Experience to enhance customer value in the fantasy era. As products reach maturity, they become more similar in the range of functions that they provide. This leads to competition via reduced retail price and ultimately reduced profitability. A competitive design method is therefore needed that can produce higher value products. An Enhanced Value Experience has been identified that can assist designers to provide quality products and to give them a unique positioning. On the basis of this value opportunity, the method of Interactive 3D Experience has been formulated and applied to the domain of retail furniture. Through this, customers can create their own personalized styling via the interactive 3D platform.
Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1072599Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1144
 R.D. Hisrich, & M.P. Peters, Marketing Decisions for New and Mature Products, 2nd edn, Prentice-Hall, Upper Saddle River, 1991.
 H.Y.K. Lau, K.L. Mak, and M. T. H. Lu, "A virtual design platform for interactive product design and visualization", Journal of Materials Processing Technology, vol. 139, pp. 402-407, 2003.
 S. M. Noble, D.A. Griffith, and M.G. Weinberger, "Consumer derived utilitarian value and channel utilization in a multi-channel retail context", Journal of Business Research, vol. 58, pp.1643-1651, 2005.
 L.H. Amato, and R.P. Wilder, "Global competition and global markets: some empirical results", International Business Review, vol. 13, pp. 401-416, 2004.
 G.L. Manning, and B.L. Reece, Selling Today: Creating Customer Value,Prentice-Hall, Upper Saddle River, 2004.
 W.C. Kim, and R. Mauborgne, Blue Ocean Strategy: How to Create Uncontested Market Space and Make Competition Irrelevant, Harvard Business School Press, Boston, 2005.
 R. Kapoor, "Future as fantasy: forgetting the flaws", Futures, Vol. 33, pp. 161-171, 2001.
 B.H. Schmitt, Experiential Marketing: How to Get Customers to Sense, Feel,Think, Act, and Relate to Your Company and Brands, Free Press, New York, 1999.
 D. LaSalle, and T.A. Britton, Priceless: Turning Ordinary Products into Extraordinary Experiences, Harvard Business School Press, Boston, 2003.
 J. Cagan, and C.M. Vogel, Creating Breakthrough Products: Innovation from Product Planning to Program Approval, Prentice Hall, Upper Saddle River, 2002.
 M.D. Rosenau, Successful Product Development: Speeding from Opportunity to Profit, Wiley, New York, 2000.
 A. Weinstein, and W.C. Johnson, Designing and Delivering Superior Customer Value: Concepts, Cases, and Applications, CRC Press LLC, Boca Raton, 1999.
 J.M. Hulbert, N. Capon, and N.F. Piercy, Total Integrated Marketing:Breaking the Bounds of the Function, Free Press, New York, 2003.
 B.J. Pine, and J.H. Gilmore, The Experience Economy: Work is Theatre & Every Business a Stage, Harvard Business School Press, Boston, 1999.
 C. Shaw, Revolutionize Your Customer Experience, Palgrave Macmillan, New York, 2005.
 V. Postrel, The Substance of Style: How the Rise of Aesthetic Value is Remaking Commerce, Culture, and Consciousness, HarperCollins, New York, 2003.
 M.C. Beardsley, "Aesthetic experience as a three-fold phenomenon",in E. J. Coleman (ed), Varieties of Aesthetic Experience, University Press of America, Boston, 1983.
 D. Kooijman, "Shop image and interaction: the use of senses in consumption space", in D. McDonagh et al. (ed), Design and Emotion: The Experience of Everyday Things, Taylor & Francis, London, 2004.
 B. Kahn, "Variety: from the customer-s perspective", in T.H. Ho &C.S. Tang (ed), Product Variety Management: Research Advances, Kluwer Academic Publishers, Boston, 1998.
 K. Ulrich, T. Randall, M. Fisher, and D. Reibstein, "Managing product variety", in T.H. Ho & C.S. Tang (ed), Product Variety Management: Research Advances, Kluwer Academic Publishers, Boston, 1998.