Showing posts with label retail. Show all posts
Showing posts with label retail. Show all posts

Wednesday, February 16, 2011

Silverlight TV 61: Chat on Deep Zoom, Touch, and Windows Phone 7

Thinking about writing a touch intensive Windows Phone 7 application? In this episode, David Kelley of Wirestone shares his experience creating rich experiences with Silverlight. David has been involved with many high profile applications and he shows off both the Jordan Deep Zoom mosaic and his Simon for Windows Phone 7 application that's in the marketplace (for free). This is a great discussion with a Silverlight user experience expert.

Watch the video here: http://channel9.msdn.com/Shows/SilverlightTV/Silverlight-TV-61-Expert-Chat-on-Deep-Zoom-Touch-and-Windows-Phone

Jordan Mosiac: http://www.jumpman23mosaic.com/

MS Retail: http://blogs.msdn.com/b/mvpawardprogram/archive/2011/01/04/achieving-digital-zen-in-retail.aspx

DeepLink for Simon on the phone: http://social.zune.net/redirect?type=phoneApp&id=65c23c5b-73e9-df11-9264-00237de2db9e

Tuesday, January 25, 2011

Achieving Digital Zen in Retail at MIX11

Vote for my session at mix11:

Abstract:

The road to Digital Zen in building cohesive, immersive experiences in retail from the web to touch walls in the real world can be long. This session is about the long road to designing building and implementing real world experiences that go from the web to brick and mortar using real world examples including the Nike Touch wall and the Microsoft Retail store and more using technologies like WPF/Silverlight. The session will touch on design elements including topic on and off screen from hardware, software, sensors and mobile devices like Phone 7.

Vote here: http://live.visitmix.com/OpenCall/Vote/Session/87

and don't mind the cats...

Wednesday, January 5, 2011

Achieving Digital Zen in Retail

"My “thing” is more or less about embracing the digital space, integrated experience, and fluid emotional connections with a target demographic. I want to hear “wow that’s cool!” That’s when I know it’s a success. That was our goal with the on-demand software kiosk my team at Wirestone and I created for the new Bellevue Microsoft retail store.



Microsoft’s developer centric approach (“Developer, developer, developer!”) has put the experience with Microsoft tools at least a decade ahead of everyone else. Now we need to look beyond the developer centric approach and more and more focus on a user centric approach.

..."

Read the rest and watch the video here:

http://blogs.msdn.com/b/mvpawardprogram/archive/2011/01/04/achieving-digital-zen-in-retail.aspx

Friday, March 26, 2010

Immersive UX Changing the Face of Retail

Changing the Face of Retail is an article I’ve been thinking about most of the past couple weeks. I think my goal with the article is to one talk about how technology built into the retail environment can be used to build better experience’s for customers and 2 to talk about how this kind of evolutionary extension of the retail environment is better for customers AND retailers.

I walked into the Microsoft Retail Store or at least one of them, (see one at Mission Vejo or Scottsdale) and its really impressive how the store is built with this wide open and inviting layout, if you didn’t pay close attention one might think it’s more about interior design then about selling computers and software. One of the most striking features is the video wall that wraps around the entire store. But once I walked around looking at everything, what strikes me the most about this store is actually in the far corner or the software section where this small ‘podium’ with a touch screen built in sits. Granted up front I have a strong emotional tie to this ‘kiosk’ but I can’t really talk about it, with that said I wanted to talk about the idea that this ‘kiosk’ represents from a retail standpoint regarding targeted customer experience and UX in general.

So I played with this ‘kiosk’ and what I found interesting besides the ‘metro’ design aesthetic was that as I browsed software titles on this ‘Software’ Kiosk I realized that each time I entered a new ‘category’ of software the video wall nearby changed with the top 5 titles in that category. And then what I really think (in the case of the MS store) what is the most impactful is that they manufacture most of the titles in this kiosk on the spot when I ask for them. Theoretically the store could have a limitless list of titles, no inventory and just manufacture anything I want on the spot. How is that for brick and mortar?

My point in this story is how technology integrated into our environment can be such a huge game changer. When me, a person interested in software, in a retail space has this elegant multi-touch podium with a grand view of all the software in the universe that can lead me easily through all the titles, finding what I need and manufacturing it on the spot is the norm then other business’s in the same line of work or even Amazon.com will really need to bring up the game or fall behind. This is the kind of technology that really changes the face of retail.

So I work for Wirestone an Interactive Design Agency (so I have a vested interest in the technology). We do work like this touch kiosk in the retail space and specialize in ‘Targeted Customer Experience’s.’ So how would I help a retail store build a ‘game’ changing user experience like this (minus the replicator in back)? How can we make a ‘Retail’ experience that much more emotionally engaging, interesting, fun etc? Can we make something cooler that what we saw in the ms store? I really wanted to have something as engaging so I went and spoke with our R and D team in Seattle and we came up with a vision of a retail space like the following user story that we thought we could implement in our UX lab in Seattle.

Let’s say we have John Doe that is interested in Camera’s. He goes into our theoretical retail space looking to buy a camera. He sees one that looks interesting? As he stands in front of it for a few seconds and the price tag visually transforms. The price is adorned and highlighted and across the bottom some text slides in that says ‘touch here to compare’. John touches the digital price tag and the wall behind the product comes alive as that camera slides in to center in front of John with some of the key features listed below. John then takes a few steps down the aisle and realizes that the product detail on the wall follows him; he then touches another tag of a similar camera and that one slides in next to the first on the wall and John can see the key differences highlighted. John quickly is enthralled with this ‘experience’ and the short is he spends lots of money…

With this in mind I started out to build a prototype. One of the Integrators on our team besides having great design and UX skills, happens to write custom serial drivers for fun… I talked with him about it and he pointed me in the right direction including sensors, controller boards and drivers and sample app etc. (See Ryan’s post here: http://www.futile.com/2010/02/wpf-sonar-application-using-arduino-and-ping-sensor/ ) That aside I wanted to be able to talk about this kind of technology at MIX around integrating technology into the retail environment so I had to get busy. What I ended up with was a custom Silverlight control built out to include custom events and interfaces so it could be consumed by a WPF windows object controlled by a custom ‘windows’ manager in WPF for having lots of these little usb powered touch screens all wired together. Plus adding some more ‘custom’ code, some serial port programming over USB, a few config issues, sensors and a simple design later I had my working app for MIX.

Now dragging this around mix was kind of shock to see how interested people were and how extremely geeky it was to have all the cables and the sensors and the like mucking about but it turned out to be a great conversation starter. The next step in developing this kind of technology was around the Business Intelligence aspect of this. In our typical retail touch kiosk work it is always interesting to see how things are used. We normally do lots of user studies with the target demographic getting everyone from IA to devs and creative involved with working with the data collected around making the UX not just work but better. In the case of our touch tag prototype a lot of things came to mind. I ended up talking to a friend at Preemptive Solutions (Gabriel Torok) that did this cool BI tool for Silverlight and we met at MIX to talk about how integrated BI analytics would enhance our work around the touch tag prototype.

Many times knowing how users interact with a system and with the environment helps a business better enhance what and how users experiences a retail space to better help the custom solve the issue that they might not even know they have. With the touch tag system we are looking at retail heat maps, working with touch and interaction data as it related to products and POS data. Questions like what products to people pick up? Vs what do the buy? Vs what do the put back vs. what area of the store is most interesting? What areas of the store are ignored? How can I make better use of my retail space?

Being able to engage customers faster with more interesting experiences that get them engaged with the product they are most interested in and in how that product is the best for them through touch, through visuals and all the senses helps the customer connect with the product emotionally faster. In user studies we have found that this kind of holistic approach to the retail environment really ups the game not only for the end users or customer and the retailer but also for everyone else that has to compete. This is how you change the face of retail.

Next on my list of to-dos is making the average retail employee a super star with augmented reality. You might even think I’m kidding but I’m not. I meet with another friend a few days ago that runs a small but high end UX shop in Canada and that is our next project. I’d love to hear what everyone else is doing to make targeted customer experiences that much better.

Oh and here are a couple of pictures of the UI and hardware for the prototype:

http://www.facebook.com/photo.php?pid=4246729&l=bfecdad661&id=721326429

http://www.facebook.com/photo.php?pid=4246858&l=8936a70219&id=721326429

I published this post initially on the Interact Seattle Site at:

http://www.interactseattle.org/?p=538


some related links include:

post from MIX w/ video showing prototype hardware:
http://community.infragistics.com/ux/media/p/225460.aspx?CommentPosted=true#commentmessage

and this one talking about touch in general and mention the touch tag prototypes:

http://hackingsilverlight.blogspot.com/2010/03/me-on-windows-7-touch-and-i-mention.html

and the Silverlight TV ep3 I did on multitouch:

http://hackingsilverlight.blogspot.com/2010/01/silverlight-tv-episode-3-multi-touch.html

the touch tag demo at MIX on Channel9:

http://channel9.msdn.com/posts/Psychlist1972/Pete-at-MIX10-David-Kelley-on-the-Prototype-WPF-and-Silverlight-Retail-Experience/?FlagType=Rating&FlagState=1#Page=1

Thursday, January 14, 2010

Silverlight Multi-Touch In the Real World (once you go touch you never go back)

John Papa asked me to help do a 10 minute segment for the Silverlight TV show for Channel 9. This got me thinking about multi touch from a demo standpoint and made me really think about what we have learned so far.

In the general since we (as an industry or society) are really just starting to see touch become a major part of our day to do human machine interaction. On the Microsoft stack using Surface, Windows 7 and WPF/Silverlight Multi touch support it is really becoming standard stuff. At Wirestone we have really been on the fore front of doing user experience testing and real world development over the past year primarily in the retail space. Now the specific projects I can't talk about yet but let me see if I can come up with some usability rules that might help in your development. If you first just trying to figure out how to do it in Silverlight (starting in at least Silverlight3 or better) there is one main API you need to care about.

take a look at this line of code:

Touch.FrameReported += new TouchFrameEventHandler(Touch_FrameReported);

this associates our one event handler that we care about. now lets take a look at using the event handler:

void Touch_FrameReported(object sender, TouchFrameEventArgs e)
{
foreach (TouchPoint tp in e.GetTouchPoints(Positions))
{
if (tp.Action == TouchAction.Down)
{
// DO SOMETHING
}
else if (tp.Action == TouchAction.Up)
{
// DO SOMETHING ELSE
}
else if (tp.Action == TouchAction.Move)
{
// OR DO SOMETHING MORE ELSE
}
}
}

you'll note that basically we are looping through the touch points, we get touch id's and based on the touch action we can do whatever it is we want. I encourage you to take a look at Tim's post on this and download his sample as he goes through this in detail and built a great multi touch app for testing how touch works using this method.

check it out here and download Tims app. (it also converts to SL4 seamlessly):

http://timheuer.com/blog/archive/2009/07/30/silverlight-3-multi-touch-introduction-fundamentals-basics.aspx

so now that we talked out how to do basic multi touch lets get back to my experience in user experience development with multi touch.

In our work we have been doing allot of users studies with Retail systems including kiosks, touch walls, surface and the like. But my favorite lesson learned has todo with the UX professionals... One day have a long day of debugging and unit testing I went home and wanted to check email on our home computer. I forget what it was exactly but I went to touch the screen and for several minutes I couldn't, I think I almost broke it before I realized that it wasn't touch. And the next week I realized that everyone on the team was having the same problem. Worse still once you realized that was a problem I found I can't stop... really once I went touch... I can't go back. don't get my wrong 'touch' will not replace the mouse in its current form/technology but it extends our experience and allows technology to be better integrated into our lives.

So lets talk about another story we saw in users studies. There are lots of different kinds of hardware, apps and technologies. One good thing to watch out for is the 'kinds' of things that register as a 'touch'. So in Silverlight on my multitouch laptop its not a big deal but I have seen hardware that the light conditions effect touches and even worse some of the hard where is so sensitive that the brush of a sleeve can cause problems. Granted this is more a surface thing then the typical Silverlight retail kiosk but still. When building experiences you need to get they system, hardware and any other bits in place so that you can see how users interact with the system so I can identify things like this 'before' they go live.

When considering design some good things to think about include How the user will tend to interact with the system. On thing you notice is that you loose those the mouse. no mouse overs etc. We have found that user's need and expect feedback. and many times when users 'touch' elements in the UI and nothing happens the user then tends to think that they did something wrong. Help the users by providing feed back even if its just a subtle 'bonk' noise that lets the users know the touch was received. When the user does touch something that does something make sure that 'something' shows that on the screen IE drop shadow forms and element moves slightly etc.

Also remember that we have trained our users to do and respond to computer UI a certain way. Consider that frequently we see users 'double' touch where the users expects there to be something like a double click. Users also tend to click the bottom of images or things below the image before things above. I can't express enough how much better a system is that has gone through extensive user testing and user centric design can be from a User Experience standpoint.

Another big topic in now days is gestures, in Silverlight this can mean 'more' code :) but focusing on the user we found that users tend to do only a few things 90% of the time or more... Touch, move and pinch... everything else that users use once they get past the fact they can touch everything is secondary at least currently. Although subtle things like letting users resize via pinch and the use of touch in the UI that has been carefully thought out regarding interaction really cranks up the end product.

But given considerations like that... touch is where its at and once you go touch, you never go back. :)