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Universidad Politécnica

de Madrid
Escuela Técnica Superior de
Ingenieros Informáticos

Master in Human Computer


Interaction and Design

Master Thesis

Self-Service Kiosk Design Guidelines for a


Digital Retail Ecosystem

Author: Timea Udvarhelyi

Trento, March, 2023


This Master Thesis has been deposited in ETSI Informáticos de la Universidad
Politécnica de Madrid.

Master Thesis
Master in Human
Computer Interaction and
Design

Title: Self-Service Kiosk Design Guidelines for a Digital Retail Ecosystem


March, 2023

Author: Timea Udvarhelyi

Supervisor: Co-supervisor:

Luca Turchet, UniTrento Ricardo Imbert, UPM


Abstract

Self-service kiosks (SSK) have increasingly become ubiquitous in today’s society, particularly as the
automation of self-service technologies is rapidly transforming the now traditional user interactions.
Within the retail industry, omnichannel ecosystems have emerged as a powerful trend that can o↵er
customers unique brand experiences. However, incorporating self-service kiosks into these ecosys-
tems presents new challenges in terms of tailoring the technology to meet user needs and increase
engagement.

The main objective of this thesis is to explore how customer engagement can be enhanced within
a retail ecosystem through the use of self-service kiosks. As a result, a set of guidelines has been
developed that can be employed by experience design teams. To achieve these goals, a research
methodology has been established that incorporates qualitative methods such as a context analysis
involving naturalistic observation, a future casting workshop with a small representative sample of the
target audience, and an extensive interview process accompanied by usability testing that compares
two iterative versions of the kiosk design using some of the proposed guidelines. The research data
were analyzed using a thematic analysis methodology, which identified the main pain points and future
expectations of customers.

Furthermore, this study has identified several key design considerations for SSKs in the context of
omnichannel retail ecosystems. These considerations include the importance of encouraging usage,
providing flexibility to accommodate di↵erent user needs and prepare for the quickly emerging tech-
nological trends, displaying information in an informative and engaging way, personalizing the expe-
rience for the user, ensuring accessibility for all users, connecting with the broader ecosystem of the
retail environment, and optimizing the size and placement of the SSK. The research also highlights the
importance of considering the cognitive load and decision-making power of the user when designing
SSKs, in order to ensure that the user experience is smooth and seamless.

Overall, the results of this research suggest that self-service kiosks have great potential to enhance
customer engagement in omnichannel retail ecosystems when properly designed and implemented. By
providing a set of guidelines and a research methodology, this thesis aims to support experience design
teams in creating e↵ective self-service kiosks that meet the evolving needs of customers in today’s retail
landscape. The results are primarily dedicated to the digital retail design team of the host company
where the author’s internship was conducted.

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ii
Acknowledgements

I would like to express my gratitude to my thesis supervisor, Professor Luca Turchet, who guided me
along the way with high expectations and the right amount of freedom to carry out my thesis. I would
especially like to thank him for his kindness and patience.

This project could not be done without the help of the digital retail team at the internship company.
The team o↵ered me support and welcomed my findings with an open mindset and much excitement.
Thank you for encouraging me throughout these past months.

I must express my profound gratitude to my parents for supporting me through my studies. Thank
you for making this study experience possible and being there for me at all times. I love you both
tremendously.

Finally, I must thank all my friends who shared this study experience with me and made my days
brighter and all my friends who supported me from a distance. I am grateful for the new relationships
and for the old ones. To all of you, I thank you from the bottom of my heart.

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iv
Abbreviations

BITM Bring It To Me (function)


CSCW Computer Supported Cooperative Work
CX Customer experience
GTM Grounded Theory Method
GUI Graphical User Interface
HCI Human-Computer Interaction
KPI Key Performance Indicators
NPS Net Promoter Score
RFID Radio Frequency Identification
SSK Self Service Kiosk
SUS System Usability Scale
TA Thematic Analysis
TAM Technology Acceptance Model
UCA Usability Context Analysis
UEQ User Experience Questionnaire
UGC User Generated Content
UI User Interface
UX User Experience
WCAG Web Content Accessibility Guidelines

Table 1: List of abbreviations used in the research work

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Contents

Abstract i

Acknowledgements iii

1 Introduction 1

1.1 The Host Company . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

1.2 The Problem Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

1.3 The Self-Service Kiosk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

1.4 Purpose and Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

1.5 The Research Question . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

1.6 The Proposed Research Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

1.7 Thesis Outline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

2 Related work 8

2.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

2.2 Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

2.3 Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

2.3.1 Define . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

2.3.2 Search, Select, and Analyse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

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viii CONTENTS

2.4 Findings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

2.4.1 A Brief History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

2.4.2 Fields of Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

2.4.3 Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

2.4.4 Accessibility and Inclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

2.4.5 Quality Measures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

2.4.6 Self Service Technology Design Guidelines . . . . . . . . . . . . . . . . . . . . . 18

2.4.7 Digital Retail Ecosystem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

2.4.8 Methodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

3 Design and Redesign 24

3.1 Released Version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

3.2 Current Retail Ecosystem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

3.3 Beta Version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

4 Methodology 35

4.1 Methodological Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

4.2 Methodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

4.2.1 Context Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

4.2.2 Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

4.2.3 Usability Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

4.2.4 System Usability Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

4.2.5 User Experience Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

4.2.6 E↵ectiveness and Efficiency Measurement . . . . . . . . . . . . . . . . . . . . . 49


CONTENTS ix

4.2.7 Thematic Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

5 Research Process 50

5.1 Context Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

5.1.1 Data Collection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

5.1.2 Data Collection Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

5.2 Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

5.2.1 Data Collection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

5.2.2 Data Collection Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

5.3 User Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

5.3.1 Data Collection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

5.3.2 Data Collection Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

6 Results 65

6.1 Context Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65

6.2 Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66

6.2.1 Idea Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66

6.2.2 Emerging Themes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

6.3 User Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

6.3.1 Introductory Question Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . 69

6.3.2 System Usability Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

6.3.3 User Experience Questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . 73

6.3.4 E↵ectiveness and Efficiency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76

6.3.5 Open Ended Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78


x CONTENTS

6.4 Summary of Findings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

6.4.1 Shopping Behaviours . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

6.4.2 Sizing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81

6.4.3 The Store Context . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81

6.4.4 Functionalities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

6.4.5 Connecting to the Store Ecosystem . . . . . . . . . . . . . . . . . . . . . . . . . 83

7 Design guidelines 85

7.1 Encouragement of use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

7.2 Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

7.3 Flexibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

7.4 Informative Progress Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89

7.5 Personalized Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

7.6 Providing Choices to Users . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

7.7 Accessibility and Inclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

7.8 Ecosystem Connectivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93

7.9 Reducing the Cognitive Load . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

7.10 Size Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

8 Conclusion 97

8.1 Summary of Thesis Achievements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

8.2 Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

8.3 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

Bibliography 100
A Literature Review Process 109

B Context Analysis Template 113

C Workshop Script 117

D Personas 120

E Completed Artifacts 123

F User Testing Script 127

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List of Tables

1 List of abbreviations used in the research work . . . . . . . . . . . . . . . . . . . . . . v

2.1 Define step outlines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

2.2 Recommendations for the SSK for physical access . . . . . . . . . . . . . . . . . . . . . 16

2.3 The evolution of quality measures for SST . . . . . . . . . . . . . . . . . . . . . . . . . 18

4.1 Levels of experience defined by the Digital Retail team . . . . . . . . . . . . . . . . . . 40

5.1 Usability testing process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

6.1 SUS scores and their interpretation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

6.2 SUS individual scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

6.3 Prototype A’s thematic means . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

6.4 Prototype task completion rates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76

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List of Figures

1.1 Research process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

3.1 An SSK device in the store . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

3.2 Landing page showing an unfiltered catalogue of products . . . . . . . . . . . . . . . . 26

3.3 Product detail page example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

3.4 Store ecosystem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

3.5 Digital footwear wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

4.1 Interpretation scales of the SUS index . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

4.2 Percentile rank of the SUS score showing the average score . . . . . . . . . . . . . . . 47

4.3 UEQ scale structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

5.1 Relevant emerging technology presentation slide from the workshop . . . . . . . . . . . 52

5.2 The template of the final artifact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

5.3 Future casting ideation exercise slide . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

5.4 Age distribution in the participant sample . . . . . . . . . . . . . . . . . . . . . . . . . 62

6.1 Distribution of preferred shopping channels among participants . . . . . . . . . . . . . 69

6.2 Emerging themes: motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

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6.3 UEQ comparison between prototype A and B . . . . . . . . . . . . . . . . . . . . . . . 73

6.4 Table of values for UEQ comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73

6.5 Prototype A’s answer distribution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

6.6 Prototype B’s answer distribution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

6.7 Task Efficiency for the two prototypes . . . . . . . . . . . . . . . . . . . . . . . . . . . 76

6.8 Grouped expectations from the SSK before and after interaction . . . . . . . . . . . . 79

6.9 Filtering panel of prototype B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

6.10 Browse while you wait option in BITM function . . . . . . . . . . . . . . . . . . . . . . 84

7.1 Image from the starting video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

7.2 Image from the starting video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

7.3 Concept design of progress bar in fly-out component . . . . . . . . . . . . . . . . . . . 89

7.4 Browse while you wait or stay close to the kiosk choice . . . . . . . . . . . . . . . . . . 91

8.1 The revised process of the research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98

F.1 The SUS questionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

F.2 The UEQ template . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131

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Chapter 1

Introduction

In this first chapter, the causality of the research topic and question will be described, briefly establish-

ing base terminology, illustrating the relation between research work and internship, and presenting

the proposed methodology along with an overview of how this work is shown in the following chapters.

1.1 The Host Company

Adidas is a multinational company that designs footwear, apparel, and accessories that are meant to

be worn for sporting activities and everyday wear. It was founded in 1949 in Herzogenaurach, Bavaria,

Germany by Adolf Dasler. In the present day, its three-stripe logo can be instantly recognized across

the world, making the brand a household name.

The motto of the company is ”Through sport, we have the power to change lives.”, which serves as

the driving power of the company, towards the goal of becoming the best sports company in the world

(Adidas, 2018). According to their global brand strategy, they prioritize two key elements: sustain-

ability and inclusivity to leverage their sports credibility.

Being the largest sportswear manufacturer in Europe and reportedly with almost 1000 concept stores

worldwide, Adidas has an extensive reach in the retail industry, which means that their digital tech-

nology is being seen and used by thousands of shoppers daily on a global scale. This goal of becoming

the best in the market is dependent on many factors, and among high-quality products and sports

expertise, the customer experience is also a deciding factor.

Digital experience teams work with great e↵ort to achieve the latter. In my capacity as a digital

1
2 Chapter 1. Introduction

experience designer intern, I have witnessed how the teams bring scalable solutions for an inclusive

and cohesive experience to all their digital products, i.e. mobile applications, web applications, and

digital touch-points. All the presented research was carried out within the role of user experience

designer within the host company.

1.2 The Problem Space

In the aftermath of COVID-19, user attitudes changed towards in-store shopping. While many cus-

tomers started adapting to the trend of online shopping, due to its perceived usefulness and ease of

online purchase (Soares et al., 2022), many shoppers are eager to return to the physical stores after

quarantine (D’Innocenzio, 2021). Not only user attitudes were a↵ected by the pandemic, but the

business ecosystem too (Saputra and Praningrum, 2022).

The digital retail team is working on creating and delivering a seamless, connected, engaging, and

meaningful in-store shopping experience that empowers people to reach their personal goals with the

help of in-store technologies. Their strategic ambition is to provide an omnichannel, best-in-class retail

experience that can create an emotional connection with the brand itself through service experiences

and products that people enjoy using and are happy to come back to. The team defines touch-points

as interactions or points of contact between a user and the organization and defines the omnichannel

experience as the experience a user has while moving across channels throughout their customer

journey.

When talking about digital signage in the commercial domain, in retail experience the used technologies

currently enable users to interact with the brand through storytelling, events, social media, and services

with the help of touchscreens. The most important customer-facing digital signage that is available

in the store is the self-service kiosk, the smart fitting room mirror, and depending on the market the

footwear wall tablet or the footwear wall. It is important to mention here, that personal smartphone

devices are also considered part of the digital ecosystem, due to the in-store mode that has been

recently developed.

These digital touchpoints are supposed to create a consistent customer experience (CX) that guides the

users throughout their journey of discovering, trying on, and purchasing products. However, currently,

the experience feels disrupted as the touchpoints do not have a consistent connection between them.
1.3. The Self-Service Kiosk 3

The disconnected experience is the root of the current challenge that this study aims to tackle. We

suppose that a seamless omnichannel experience would increase customer engagement and would serve

as additional motivation for in-store shopping.

1.3 The Self-Service Kiosk

The primary technology and device chosen for this research work is the self-service kiosk (SSK),

through which the retail experience’s challenges are going to be tackled.

To better understand this technology the perspective of the responsible team inside the company was

examined. The SSK has the purpose of informing and delighting consumers. It allows the user to

browse products and services that the brand o↵ers, not just in the store, but outside of it, too. As

a secondary purpose, it enables brand ambassadors to inform and guide users through the o↵ered

products, o↵ering storytelling to boost engagement. The main functionalities are as follows:

• Users can browse for products with the help of the filtering and sorting options

• Users can search for specific items through a brief description or the name of the product using

a text input with the help of a pop-up keyboard

• Users can get detailed information about a chosen product

• Users can check for online availability of a liked product

• Users can add to wishlist or to shopping bag liked products by scanning a QR code and opening

the Adidas app on their phones

• Users can buy products from the online store starting the flow on the SSK and finishing it on

their phones through the Adidas app

• Users can request footwear to be brought to them in the store in a matter of 3 to 5 minutes

• Users can call store associates for help through the SSK

In the literature self-service kiosks are categorized in the group of on-site self-service technologies

(Dabholkar and Bagozzi, 2002). These technologies include graphical user interface applications that

allow for independent service performance in order to benefit the customer (Meuter et al., 2000).
4 Chapter 1. Introduction

self-service kiosks are also described by their common traits. These are systems in public locations

(Lazar et al., 2019), that serve a large variety of users by requiring them to perform a part of the

service without assistance (Yen, 2005).

1.4 Purpose and Motivation

The literature finds evidence of a well-defined set of guidelines for both digital signage design and for

self-service technology design respectively. As the two fields of research remain disjunct, this study

aims to fill that gap and unify the relevant guidelines for a self-service kiosk (SSK) in a digital retail

ecosystem, where the kiosk acts as a touchpoint, becoming a digital signage technology.

The main purpose of this work is to investigate existing design challenges, design principles, and

relevant themes for the design process of the SSK and to produce scalable guidelines based on them.

A unique angle that is being highlighted in this study is the set of guidelines proposed to tackle

omnichannel ecosystem challenges, as it is becoming a growing trend (Lindgreen et al., 2021). The

guidelines originate from the found gap in the literature, a revision of principles that the design team

already has in place and the field research carried out during this project. From this, a checklist of

guidelines was created to benefit designers in their design and evaluation processes.

The study also aims to produce guidelines applicable on a global scale, as the kiosk’s constraints tend

to di↵er between markets.

As a personal motivation, I would like to mention that working with and designing for a self-service

kiosk, gave me a great opportunity to step away from what I consider more traditional design, towards

a di↵erent context and type of device that naturally had di↵erent challenges and design guidelines.

Not only was this the first occasion working in the field of e-commerce, but also the first opportunity

to work with a team of professionals in a professional setting.

1.5 The Research Question

In order to tackle the defined challenges, the study aims to answer the following research questions:

1. How can the self-service kiosk increase customer engagement in an omnichannel retail shopping

environment?
1.6. The Proposed Research Process 5

(a) What are the needs and expectations of customers in an omnichannel retail ecosystem?

(b) How can an SSK influence the in-store shopping experience of the customer?

2. Which design guidelines should be followed to achieve touchpoint connectivity?

(a) How might we enhance the current experience, which is rooted in the web interface and

translated to various size displays surpassing PC screen sizes, by designing with touch-led

interaction at its core?

(b) How can this experience be inclusive and accessible?

1.6 The Proposed Research Process

The experience in digital retail is defined by the team using four distinct factors i.e. user, context,

experience, and device. The process of creating a quality user experience starts with identifying the

users and understanding their journeys, then the context needs to be understood. The third step is

outlining the purpose of the experience and lastly, recognizing a device that is most suitable to host

the experience.

Similarly to this process, an individual research plan was constructed and proposed that consists of

both desk research and filed research, which takes advantage of the author’s position situated as an

intern at the Adidas company. As a by-product of this study, all practical findings were tailored to

suit the use case of the self-service kiosk that can be found in the Adidas flagship stores.

Figure 1.1 shows an overview of the research that was carried out.

First, the desk research was accomplished by obtaining a holistic understanding of the fields of usage,

similar case study methodologies, and guidelines in digital signage ecosystem and self-service technol-

ogy respectively that led to the identification of the gap in the literature. These findings were later

used in the context analysis setup, the future casting workshop setup, and the guideline formulation.

Next, a context analysis was performed, providing important details on the SSK’s relation with con-

sumers, shopping assistants, and other stakeholders, as well as data about the role of the device in

the shopping journey and other contextual information. This information will be presented mainly in

chapter 3, as it o↵ers important contextual data that will help the reader understand the system of

the SSK better. Its findings were useful for the guideline formulation and the user study setup.
6 Chapter 1. Introduction

Figure 1.1: Research process

As the next step, a workshop was conducted to assess the future expectations of the primary tar-

get group. This helped to form an understanding of how users think about the future of shopping

in-store as well as how can emerging technologies influence their perspective about shopping habits.

The workshop was not limited to the SSK only but considered the entire ecosystem of touchpoints

so that purpose and perceived usefulness can be evaluated without bias caused by the necessity of

incorporating the SSK in the system. This was important for the objective of the research ensuring

connectivity between touch-points. As part of the process, touch-points can be redesigned and repur-

posed as well to ensure the overall seamless experience of the consumers. Similarly to the context

analysis, the workshop contributed to the guideline formulation and the user study setup.

Following this, a user study was conducted to discover the di↵erences between how users perceive

the original version and the new versions of the design. The study consisted of usability tests and

semi-structured questionnaires regarding the time convenience, perceived usefulness, and satisfaction

level of the users. This step served as an evaluation of the already established design guidelines and
1.7. Thesis Outline 7

helped with discovering new ones. Finlay, the user study helped finalize the list of design guidelines

for the SSK.

1.7 Thesis Outline

This thesis has been organized into 7 chapters. This section outlines the description of each chapter:

• In Chapter 2, the state-of-the-art related to self-service technology, digital signage, and retail

ecosystem are reviewed.

• In Chapter 3, the fundamentals of the self-service kiosk design are described along with a pre-

sentation of the digital touchpoint ecosystem.

• In Chapter 4, the methodological framework and the utilised methods in the field research are

introduced.

• In Chapter 5 the procedure of the field research is unveiled.

• In Chapter 6, the results of the research can be found.

• In Chapter 7, the unified design guidelines are discussed.

• In Chapter 8, the final conclusions are shown with the encountered work limitations as well as

future work possibilities.


Chapter 2

Related work

In this chapter, the process behind the literature review is presented along with the grouped findings

in the form of a general synthesis. These findings describe the work that has been done so far on the

state of design principles for self-service kiosks, with mentions of application fields, found methodology,

and arising concepts.

2.1 Overview

As one of the first steps in the research work, a thorough literature review was conducted. In this

process guidelines for high-quality literature were considered and a review approach was chosen based

on the initial research of relevant work. The topic was carefully defined and a suitable search was

conducted, after which a grouping process was done to then present the related information in a

thematic manner.

The literature shows the main areas of application with used methodologies, describes the research

domain, the evolution of the measured attributes, and the most important guidelines found in similar

areas.

2.2 Framework

In order to achieve a high-quality literature review the primary purpose of the review was determined.

This literature review aims to describe related research in the chosen field and shows how this work

8
2.2. Framework 9

extends this or addresses a gap in work in the field. This work inevitably also introduces relevant

terminology and provides definitions to clarify how terms are used in the context of the dissertation

(Randolph, 2009). More precisely, the research aims to address the gap in the modern retail ecosystem

concerned with omnichannel connectivity from the primary perspective of the self-service kiosk.

After initial research based on work given as an example, the approach of adopting a Grounded

Theory methodology was taken. Grounded Theory is defined as discovering theory from data (Glaser

and Strauss, 1967). It is a qualitative research method that involves the systematic collection and

analysis of data. It has the advantage of building a rationale for a given research work (Coyne and

Cowley, 2006), identifying important knowledge gaps that are worth inspecting (Creswell, 1998), and

showing the manner in which concepts were studied so far (McMenamin, 2006).

The two authors, B. Glaser, and A. Strauss were the first to develop this methodology and later

took di↵erent stances on how the literature review should be positioned in the methodology. There

are many nuances to Grounded Theory as it generated various discussions among researchers. The

three distinct stances about the literature review’s place in Grounded Theory Methodology (GTM)

are as followed: Glaserian GTM (Glaser, 1978), Straussian GTM (Corbin and Strauss, 2015) and

constructivist GTM (Charmaz, 2014). Glaserian GTM argues that the data collection should come

prior to the literature review. The argument is based on the premise that the literature could bias

the data collection, the analysis, and the theory development (Thornberg and Dunne, 2019). The

Straussian and constructivist perspectives both suggest conducting the literature review at an early

stage of the research work. Straussian GTM takes into account the knowledge and personal experience

of the researcher prior to the literature review. The research deals with interpreted data rather than

raw data (Thornberg and Dunne, 2019). This literature review falls in line with the latter stance. The

discovered information is viewed in context with the previous knowledge of the researcher: a real-life

encounter with the discussed technology, design guidelines studied, initial benchmarking shared by

the host company, a prior search to identify relevant concepts, and various discussions with experts

who have worked with self serve technologies before.

Lastly, a framework proposed by Wolfswinkel et al. was selected for the literature review to be based

on. The authors o↵er a guide with the purpose of enhancing the value of the review by coming up with

an accurate and concept-centric review (Wolfswinkel et al., 2013). This guide o↵ers structure and a

set of actions to all researchers, but it is most appreciated by those who have limited experience in the

field of research. It is also stated that justified deviations from the guidelines are allowed. The five
10 Chapter 2. Related work

stages of the method are as follows: define, search, select, analyze, and present. In the define stage

the researcher is instructed to decide on the criteria of inclusion or exclusion of the evaluated paper

in question. Some given examples of criteria include determining the time period of the publication

and the impact factor of a publication outlet. There is often the case that this criterion is revised

and it can be relaxed or further limited. The next step is to identify the research field. An area

nested within a discipline would be considered a narrow field and familiarity with the constituting

fields is considered advantageous. As a third step of this initial stage, the appropriate outlets and

databases are chosen. Possibly the most influential step in the define stage is determining the search

terms. There are no specified limitations for a number of research terms, however, it is suggested to

take advantage of the di↵erent functionalities of the search engines. It is also instructed to show all

the used search terms to ensure the truthfulness of the research. In the search stage the navigation

through the chosen data set takes place. The process demands documentation and mapping of which

search terms result in which findings.

The select stage requires a thorough filtering process that ensures the quality of the final data sample.

After filtering out doubles, so that each paper appears only once, a sampling is required based on

the title and the abstract followed by a sampling based on the full text. In the occurrence of forward

and backward citations, some additional papers will be selected to be cut out of the final relevant

literature.

The analyze stage aims to provide a system to a so far unstructured stack of studies. The proposed

approach suggests picking a random paper and reading and highlighting any insights that can have

a connection with the review’s scope and research question. Every highlighted instance serves as a

relevant ’excerpt’. Three di↵erent types of coding are suggested to be used together: ’open coding’,

’axial coding’, and ’selective coding’. ’Open coding’ is described as the process that transforms previ-

ously gathered ’excerpts’ into ’concepts’ that capture ideas from the excerpted data and are mutually

exclusive. These concepts are best described as umbrella terms, a classification on a higher level.

These are accompanied by meta-insights and other relevant personal comments about the findings.

Taking advantage of Grounded Theory, in this step open coding enables the conceptualizing and ar-

ticulating of the often hidden aspects of a set of excerpts to ultimately identify a set of categories and

a ’bird’s eye view’ of the findings. This process needs to be repeated for every paper that is part of

the final sample. ’Axial coding’ is meant to uncover interrelations between categories with the help

of ’comparative analysis’. ’Selective coding’ acts as a filtering process for the identified categories.
2.3. Process 11

During this step, the researcher theorizes based on their own judgment.

In the present stage all the fathered relevant knowledge is structurally described and discussed, keeping

in mind that the findings themselves shape the structure of the presentation.

2.3 Process

After an initial search on the topic of the self-service kiosks and a thorough discussion with the digital

retail team, the outline of the broader topic started to take shape. The broad topic was defined as a

contribution to the design process in the field of digital signage in a retail setting. In this case, there

was an evaluation of the state of the SSK and its connection to other digital signage in the flagship

store. This landscape is representative of the global market. After the research question and the

supporting research questions were defined, related concepts were listed based on preexisting design

knowledge.

The next step was to incorporate the selected framework (Wolfswinkel et al., 2013) as precisely as the

use case allowed.

2.3.1 Define

In the define stage first, the criteria of inclusion were defined: in the literature review topic-relevant

papers were accepted i.e. conference articles, book chapters, and journals. The original criteria about

the publication year, which was determined as the interval from 2 years prior to the time of the research

up until the time of the research, was extended to allow fundamental literature to be reviewed. This

extension was made due to the early publication years of essential books that serve as the baseline of

the later conducted research and case studies in the selected sample and the publications that allowed

for a more holistic understanding of the literature and its evolution. When finding a cited paper inside

a literature sample, the acceptance criteria, especially the publication year, were not considered. A

further deciding criterion was the paper’s availability in English, which a↵ected a small percentage of

the literature. In this case, the field of the use case was noted. Lastly, each and every paper needed

to be accessible either through public access or academic credentials.

The field of research contains HCI and Information Science, as they are the main fields of interest

both in the academia and outside of it, followed by Psychology in the capacity of reflection and
12 Chapter 2. Related work

Defining the inclusion Topic relevant scientific papers, conference articles, book
criteria chapters published in the past 10 years, available in En-
glish and accessible trough institution credentials
Identifying the field re- HCI, Information Science, Psychology, Digital Retail
search
Determining the ap- Scopus, ScienceDirect, IEEE Xplore, emerald insights,
propriate sources ACM Digital Library, University repositories
Defining the search self service kiosk + design guidelines
terms self-service kiosk + design principles
self-service kiosk + user experience
self-service kiosk + usability
self-service kiosk + design guidelines + accessibility
self-service kiosk + design guidelines + inclusion
smart retail experience + design guidelines + intercon-
nection
smart signage + design guidelines
digital retail + user experience
omnichannel retail + user experience
omnichannel retail experience + design guidelines

Table 2.1: Define step outlines

argumentation in field of user-facing technologies, and Digital retail as it is the field of application

pertinent for the research.

Appropriate sources include Scopus, one of the most commonly known databases that also presents

each paper in a conveniently structured manner, and IEEE Xplore, which is a digital library that

encompasses relevant scientific and technological content, and emerald insights, due to its accessibility

to students, ACM Digital Library, which has numerous open articles that are considered foundational

by researchers and scholars. Furthermore, University repositories were included, as an evaluation of

relevancy toward the field of digital signage and the subtext of finding similar perspectives about

innovation to this research work.

The search terms were defined based on an initial web search and affinity mapping together with the

Digital Retail team. The scope of this exercise was to identify reoccurring keywords and to evaluate the

significance of the final keyword set. The most important ones are as follows: self-service kiosk, design

guidelines, user experience, accessibility, inclusion, interconnection, digital retail and omnichannel.

These terms were combined as shown in table 2.1. This presented list is the final version of the

combination of search terms. During the process of searching a slight redefinition was made.
2.4. Findings 13

2.3.2 Search, Select, and Analyse

The next step was the Search stage, where all the combinations of search terms were used in order.

The process was as linear as possible, with the exception of the deviation where new keywords were

found and later added or subtracted from the list of terms. All the searches were done using Google

Scholar and were selected based on the inclusion criteria after the title, year of publication, keywords,

abstract, and language were examined. During the search, the admission criteria were reevaluated

and the terms were organized based on importance. The year of the publication, tho still relevant

became less significant. It later permitted the discovery of research trends in the literature. Each

search was carried out on the first two pages of Google scholar, usually stopping reading further when

no keywords were spotted in the title or the abstract.

This initial search provided 70 papers as result. All the results were documented in a table format,

where the papers got an assigned number that later was used in the mapping process that was con-

ducted with the help of an affinity map. This map was used to identify general concepts and to show

the relations between the papers.

The analysis started in parallel with the selection process as pares were excluded when no relevance

was found after the first scan. Papers were analyzed linearly instead of random, as it was more

structured for the researcher in this way. Highlights and findings were assessed on the first read and

relevant objectives were found on the second read. Every word, sentence, or paragraph that was

underlined represents a relevant ‘excerpt’. In the end, 50 papers were left and considered. However,

when inspecting the literature, additional papers were found that further solidified certain aspects of

the research. The papers underwent varying degrees of analysis and the relevant concepts were placed

in the affinity map that can be seen in appendix A’s last page.

2.4 Findings

2.4.1 A Brief History

There are multiple related terms that play an important role in the evolution of the self-service kiosks

as we know them today. This machine was invented with the purpose of improving time and cost

efficiency(MFG, 2019). The oldest predecessor of the kiosk is the vending machine. This was the
14 Chapter 2. Related work

original form of unassisted retailing. It was introduced in the 1800s and it has helped popularise

self-service as a model and a market trend (Kasavana, 2008). The first interactive self-service kiosk

was developed in 1977 at the University of Illinois by student Murray Lappe. The aim of the kiosk was

to inform students and visitors about campus information such as bus schedules (Kaur and Malhotra,

2018). This interaction meant the first encounter with a personal computer for many people. The

first network of interactive kiosks was developed in 1985 and it contained more than 600 kiosks. The

network’s purpose was to enable item searching through the entire stock of the store and indicate

locations where the searched item was available. This case is the first known application in the retail

industry. The first commercial kiosk dates back to 1991. It was on display at a computer exposition

called ”COMDEX” in Las Vegas. This machine had access to the internet and its purpose was to locate

missing children (Hampshire and Sanford, 2009). By the year 2000, approximately 15% of companies

used some form of self-service technology. Recently the three most popular self-service technology

platforms were recognized as such: vending, kiosks, and Web applications (Kasavana, 2008).

As a result of information technology innovation and a modular shift in service provision, in the present

day, numerous industries have incorporated self-service solutions in their customer-facing procedures.

Among the first to adopt this technology was the retail and the banking industry (Park et al., 2021).

Early adopter grocery stores used self-service technology(SST) in the early 1990s. The popularity of

SST in the hospitality industry is due to its ability to decrease labor intensity for employees, cost

for service providers, and time for customers. The solution is considered convenient according to the

literature (Law et al., 2019).

2.4.2 Fields of Application

In the healthcare industry, there were many fields of applications covered. Their common aim is to

provide a self-service technology that monitors data from the patients, such as signs of wellness, and

supports measurement processes in an efficient and inclusive way (Lyu et al., 2015). A more precise

use case is exploring the field of pediatrics (Gökgür, 2020). A case study was found for iris-capture

methods evaluating the usability of the biometric technology (Sirotin et al., 2016). There are many

applications in the travel, tourism, and hospitality (TTH) sector (Saputra and Praningrum, 2022) as

it is relevant for them to stay competitive. There are scientific investigations found that utilize and

evaluate self-service technology for many use cases such as restaurants(Park et al., 2021), supermarkets

(Wang and Han, 2022), airlines (Abdelaziz et al., 2010; Chang and Yang, 2008), museums (Aziz et al.,
2.4. Findings 15

2020), libraries (Garcia, 2019), banks (Curran and Meuter, 2005) and in the virtual realm too (Bolton

et al., 2018; Kral et al., 2022). In the retail industry, SST quality measures are examined for self-

checkout machines (Lee et al., 2013), exploring perceived quality measures.

2.4.3 Challenges

Diverse papers list design challenges that apply to any self-service technology. There have also been

industry-specific challenges identified in the process of the litterateur review. Describing the general

context in which the kiosk is used,

General design challenges emerging from the nature of the use of the SSK are listed as follows: time to

complete the task, flexibility of input and output, environmental noise, ease of learning/ obviousness,

and privacy (Lazar et al., 2019). The users of the kiosk generally have time-dependent conditions,

where they are potentially agitated and there can be numerous customers queuing behind them.

Kiosks must consider a wide range of users: they must be inclusive and accessible. Because of the

infrequency of use, these machines need to be obvious to use. In the case of personal data being

requested by the system, designers must be precocious about how they display sensitive information.

Lastly, environmental noise must be considered. In the case of sound used for the SSK, a best practice

in design is to equip the interface with audio control options.

In healthcare, a specific design challenge is obtaining a higher measurement accuracy through the

self-service kiosk and optimizing the interaction between the user and the system (Lyu et al., 2015).

In their design process, the authors present an approach where they generalize a solution meant

for an individual, recognizing the caused difficulty of public-use design. Their evaluation was made

by checking whether the solution meets the need of individuals with a predefined ”error tolerance”.

Another described kiosk in the literature operates with additional features such as smart voice and

the visual assistant function (Gökgür, 2020), to tackle solving the problem of optimized interaction.

These kiosks have several medical devices and sensors integrated into the system.

The public nature of self-service kiosks suggests that social context may also have an important role

in understanding the experience of users when interacting with such products. Yet, this is hardly

reflected in the development of self-service kiosks in which usefulness and functionality are still the

basic, and usually the only concerns (Günay et al., 2014).


16 Chapter 2. Related work

2.4.4 Accessibility and Inclusion

For low-vision users, it is recommended that the kiosk has a large size, a high contrast, and inter-

nal illumination. For blind or visually impaired people, locating the kiosk can be made easier by

implementing a ”contactless smart card” reader (Gill, 1997).

Physical access constraints are also considered in the literature (Veijalainen, 2017). The lowest point of

any interactive element should not be lower than 0.7 meters and the highest point should not surpass

1.2 meters from the ground (Gill, 1997). These measurements also have a recommended degree of tilt

from the vertical that is displayed in the table 2.2. This consideration is also beneficial for people with

low vision For the radius around the kiosk minimum of 1.5 meters is favored for a fully nonrestrictive

interaction.

There were great e↵orts made to unify accessibility guidelines for self-service kiosks (Lazar et al., 2019).

Eight sets of guidelines were combined and updated in the study, which resulted in the proposition of

their own unified list of guidelines.

Kiosk’s screen height Angle interval from vertical


0 m - 0.9 m 60 - 90
0.9 m - 1.1 m 30 - 60
1.1 m - 1.3 m 0 - 30

Table 2.2: Recommendations for the SSK for physical access

For the concept of inclusion, even tho more research work was found that establishes a strong relation

between the SSK and the elderly (Mattheiss et al., 2011) or older adults (Chung and Park, 2021),

there was a study that positioned its work around the younger generation i.e. children between the

ages of 5 to 12 (Gökgür, 2020). In the study, gamification is used to improve the user experience in

the healthcare sector. The self-service technology described here has the scope of enabling patients to

execute di↵erent medical measurements and warning the user if a consultation is needed. It is used

by both patients and pediatricians. The study shows the positive e↵ects of including gamification for

vital sign measurements using the self-service health kiosk. The literature shows a significant task

completion time decrease for older users when the task is performed sitting down instead of the usual

standing position (Chung and Park, 2021). Another study is investigating the role of gender in the

quality evaluation of self-service kiosks (Lee et al., 2013). It is important to note here that gender

was perceived as a binary factor in the study, di↵erentiating between male and female users. The
2.4. Findings 17

main finding of the study shows that the need for interaction influenced the perceived quality of the

service more for females than for males. Technology anxiety, however, did not show a significant

di↵erence in perception between the two genders. An unexpected find throughout the literature

review was the study describing a socially inclusive storytelling workshop (Hayashi et al., 2014) on

the topic of universal usability for SSK technology. The user group includes di↵erent age categories,

education levels, impairments, and levels of technology knowledge i.e. ”blind, low vision, deaf, low

literate, elderly, young, and digital experts or not”. The participants with no impairments were either

blindfolded or were listening to music. The work proposes guidelines for the participatory practice itself

and o↵ers guidelines for possible communication issues that might arise in such a setting. The study

adopts the popular design guidelines for self-service kiosks as its base (Maguire, 1999). These guidelines

are later described in this literature review. The most important concepts of inclusivity were grouped

in seven points: equivalent use, flexibility in use, simplicity and familiarity, perceptible information,

tolerance for error, low physical e↵ort and size and space for approach and use. (Veijalainen, 2017)

2.4.5 Quality Measures

Over the years the design of the self-service kiosk has evolved, therefore the evaluation and challenge

scenery changed as well. There is an expansion in the number of methodologies and a constant

reiteration of the set of concepts used for accurate assessment. In figure 2.3 the changing conceptualized

attitudes are illustrated to show the emerging trends in perceived quality. These guidelines proposed

in the early literature already address the general design challenges described above.

Many researchers support the argument that the perceived quality of the service is similar to user

attitude (Cronin Jr and Taylor, 1992; Parasuraman et al., 1988). This connection later inspired the

theoretical foundation for measuring SST quality: a systematic service quality measurement framework

(Dabholkar, 1996). Subsequently, the framework was used and iterated on by various researchers.

Originally there were two methods proposed: the attribute-based model, with five relevant attributes,

and the overall e↵ect model. The attribute-based model focused on speed of delivery, ease of use,

reliability, enjoyment and control. It was used with all five attributes (Shamdasani et al., 2008) and

also with fewer conceptualized attributes to fit various use cases (Lee et al., 2013), leaving out the

speed of delivery. This study treats service quality for the SSK as ”a multi-dimensional construct” and

in addition considers technology anxiety (Meuter et al., 2003) and the need for interaction (Dabholkar,

1996) when evaluating quality.


18 Chapter 2. Related work

Year Author Attributes


1996 (Dabholkar, 1996) speed of delivery, ease of use (e↵ort and complexity),
reliability (accuracy), enjoyment, control
2002 (Dabholkar and ease of use, performance, fun
Bagozzi, 2002)
2005 (Yen, 2005) efficiency, ease of use, performance, perceived control,
and convenience
2009 (Lee et al., 2009) reliability, personal attention, comfort, features
2011 (Ding et al., 2011) perceived control, service convenience, customer ser-
vice, service fulfillment
2011 (Lin and Hsieh, functionality, enjoyment, security, assurance, design,
2011) convenience, customization
2013 (Lee et al., 2013) time convenience, ease of use, control, enjoyment

Table 2.3: The evolution of quality measures for SST

In the fast food restaurant context, an SST quality scale was developed (Dabholkar and Bagozzi,

2002), considering ease of use, performance and fun.

For the o↵-site SST, a next wave of evaluation proposed efficiency, ease of use, performance, perceived

control and convenience (Yen, 2005).

For the retail industry reliability, personal attention, comfort, and features were conceptualised to be

measured (Lee et al., 2009). This was followed by the development of e-SELFQUAL (Ding et al.,

2011). The popular framework with SSTQUAL proposed in 2011 (Lin and Hsieh, 2011) o↵ers more

complete coverage in evaluating the self-service technology’s perceived quality. It is the framework to

transcend industries and context. This framework was incorporated in the context of airport service

(Singh, 2018) and restaurants too (Park et al., 2021). In the latest study, both the customer’s and

the service provider’s perspectives were considered, thus filling the gap of only customer-facing studies

being conducted.

2.4.6 Self Service Technology Design Guidelines

The work of M. Maguire (Maguire, 1999) serves as the baseline for design guidelines for the SSK, and

more broadly for the information kiosks. In his work, the author describes fundamental guidelines i.e.

defining user requirements, location, and encouraging use, physical access, introduction and instruc-
2.4. Findings 19

tions, language selection, privacy, help, input in general and considering di↵erent hardware, output

in general, and considering di↵erent types of sensory information, structure and navigation, menus,

customization, stakeholders and testing. In the following segment, the most important factors will be

specified with influential takeaways.

• Defining user requirements - In this first crucial step the purpose of the kiosk is defined, as

well as the intended user group by understanding their characteristics and their task goals by

writing specific task scenarios. This user-centered process will provide clarity about user needs.

Although it is not explicitly named in the study, the process of creating personas and writing

user stories that can be edge cases or typical occurrences is described.

• Location - Since the decision of the user to interact with the kiosk is instant, it is advantageous

if it was already established in the user’s mind. For this reason, it is advised to place the kiosk

in the natural flow of the user’s movement and at a point of need (May, 1993). Maguire also

draws a relation between perceived usefulness and the likelihood of usage, assuring a positive

connection between the two. Positioning should also consider the direction of the natural light

sources to avoid lowering the visibility of the content displayed on the screen.

• Encourage use - Here the interface design, especially graphical elements is considered. General

clarity, familiarity, and attractive appearance have the power to influence the user’s decision to

approach the kiosk. An example of best practice is also given: self-running demonstrations

should be implemented to help intuitive interaction.

• Privacy - The need for privacy depends on the type of displayed information. In general, users

do not wish to draw attention to themselves when they are interacting with the system. This

problem also points back to how the kiosk is positioned in the store: placing the kiosk facing

the windows should be avoided.

• Help - There are two main suggestions here. First, a one-click operation to switch on accessibility

mode is proposed. Second, a one-click operation to get any other type of help, such as calling a

store associate, is advised.

• Input to the system - The study indicates that the type of information required for the input

should be specific and easy to understand.


20 Chapter 2. Related work

• Output from to the system - In this section, the author discusses the di↵erent types of

outputs. For text output, the minimum size was defined to be 16 points. The font requirements

demand simple, easy-to-read fonts and the avoidance of sans serif. Input and output text is

proposed to be di↵erent from one another to imply the di↵erence between them. The contrast

between text and background should be high, no matter if the background is light and the text

is dark or the other way around. Talking about the use of language, ”computer terms” should

be avoided, as well as terms that are difficult to understand by the average person who might

use the system. For color usage, there should be no more than 5 color codes used. Color coding

in the text is also not recommended. System response should occur within 3 seconds. If that

is not the case, feedback must be provided about the status of the system. Images should be

used carefully so that they do not reduce the impact of the text. For an image to be seen in

the default size, the user should not have to scroll or zoom out. Lastly, music can be used as a

background to set a mood or as an attention grabber. In these cases, a playing length should

be shown.

• Structure and navigation - The author describes the relevance of a home page that acts as

the singular starting point in the kiosk navigation flow. The next topic is the establishment

of a logical hierarchy in the navigation and also a correct representation of it through visual

components i.e. a main menu. In the process of navigation, the user should always recognize the

visual representation of the path present on the screen. Each screen should have a dedicated,

clear title. User controls such as start, restart, finish, back, next, OK, select, cancel, and exit

should be provided along the way. A system auto-reset functionality is in place when no input

is made in ”a few minutes”. A precise time is not determined.

• Testing - In order to understand and evaluate user reactions discussion groups, interviews, and

user-based tests are proposed. For the user testing process, the author remarks on a ”fair pro-

portion” of users that have little to no previous experience with the interactive system. Elderly

and disabled people should be involved in the testing, as well as children. For a thorough user

test, the most important scenarios should be formulated into user tasks. Along with performance

measures, user comments should also be recorded.

In the researcher’s personal impression, the above-presented guidelines instinctively entered the com-

mon sense of experience designers since the publication. I would also argue that the placement of

the SSK needs to be strategic and it needs to consider the overall context of use, it should be easily
2.4. Findings 21

noticeable, or at least its presence should be indicated upon entering the location in which it is rele-

vant. In the section describing the testing guidelines it is important to remark that since the year of

publication, the kiosk interaction has become more intuitive.

Throughout the decades of research in HCI, many evaluation systems were recognized and redefined.

Besides recognizing inclusion and e↵ectiveness as the standard objectives for kiosk design (Maguire,

1999), M. Maguire, the renowned lecturer at Loughborough Design School, has also laid down the fun-

damental ergonomic principles for this topic (Maguire, 2014) and paid special attention to accessibility

(Maguire, 2001).

More recently, the focus shifted towards usability and user experience (Siebenhandl et al., 2013). Later

studies (Tala, 2016; Veijalainen, 2017) incorporated the general rules of thumb of heuristics (Nielsen,

1994, 2005) that are found favorable in the design and evaluation process. These guidelines were

originally meant for web interfaces, that would appear on a personal computer screen, however, they

were widely adopted due to their general aspect that allowed for a broad interpretation. The heuristics

can be found in the appendix B.

2.4.7 Digital Retail Ecosystem

There are no unified design guidelines when it comes to the digital retail ecosystem. However as

omnichannel retailing is becoming more popular (Lindgreen et al., 2021), many papers approach

the ecosystem from diverse angles. The importance of the adaption to an omnichannel approach to

retailing in order to remain competitive and meet the changing needs of consumers in today’s digital

age is discussed in a systematic literature review (Asmare and Zewdie, 2022).

Studies found that the presence of digital signage increased overall store satisfaction and reduced

perceived wait time compared to the blank wall condition (Garaus and Wagner, 2019).

A paper proposes a new conceptualization and measurement scale for omnichannel retailer brand

experience, which takes into account the various touchpoints through which customers interact with

a retailer’s brand with the motivation of widening the scope and diversifying the evaluated channels.

The scale consists of six dimensions: sensory experience, emotional experience, cognitive experience,

social experience, brand experience continuity, and brand experience uniqueness (Frasquet-Deltoro

et al., 2021).
22 Chapter 2. Related work

Another study is establishing guidelines for the store layout, the technology integration, and the

CX for the future evolution of the physical retail store. (Alexander and Cano, 2019). The authors

recommend integrating various technologies such as mobile apps, beacons, and AR/VR to provide

customers with a personalized and seamless shopping experience. They also suggest using customer

data to tailor the experience. Creating an immersive and engaging environment that fosters customer

loyalty is emphasized, including events and activities that build a sense of community, and exceptional

customer service in-store and online. The same authors also propose the store of the future is proposed,

considering the store as a whole as part of the omnichannel retail ecosystem (Alexander and Cano,

2020).

A book found in the literature provides a practical guide for designing user interfaces based on princi-

ples from cognitive psychology (Johnson, 2020). Topics such as visual perception, attention, memory,

and decision-making are covered. Understanding how people make decisions and remember informa-

tion can help designers create interfaces and experiences that are more e↵ective and user-friendly.

As a result of COVID-19, many companies implemented risk and disaster protocols in their business

(Saputra and Praningrum, 2022). This also means IoT and RAISA integration in their business ecosys-

tem. The paper discusses AI-Based SST as a future field of exploration. This emerging technology

use is predicted to potentially bring tremendous changes to how SST operates (Chen et al., 2021).

2.4.8 Methodology

After carefully scanning the literature the methods with the highest recurrence were defined.

Grounded theory has been used in a wide range of fields, including sociology, psychology, nursing, and

business, among others, to explore complex phenomena and develop rich, detailed theories that are

grounded in the data (Kaptelinin et al., 2014; Demirkan and Spohrer, 2014; Kelly et al., 2019; Hayashi

et al., 2014). It is no surprise as it is a well-known qualitative research method that aims to develop

a theory based on the analysis of data, without any preconceived notions or hypotheses.

Throughout the literature there are numerous examples of studies using thematic analysis (Gökgür,

2020; Garaus and Wagner, 2019; Alexander and Cano, 2020). More than a quarter of the examined

papers mention thematic analysis.

The literature presents a wide variety of methods in their research. Results are often based on
2.4. Findings 23

systematic literature reviews (Alexander and Cano, 2019; Vakulenko et al., 2018) and case studies

(Syrjänen et al., 2012; McKenzie et al., 2022).

User testing is also a reappearing method (Park et al., 2021; Galdolage, 2020; McKenzie et al., 2022).

This method can be used for many purposes such as to evaluate the e↵ectiveness of audiovisual

communication between customers and service providers in remote kiosks (Syrjänen et al., 2012), to

assess the impact of privacy partitions and chairs on the usability and user experience of self-service

kiosks (Chung and Park, 2021), or to explore the key challenges and potential solutions in the design

of self-service technologies (Kaptelinin et al., 2014).

With the purpose to design an inclusive and accessible kiosk a participatory design workshop was

conducted with participants from diverse backgrounds and capabilities (Hayashi et al., 2014; Cinto,

2016). The activity included people with disabilities, older adults, and non-native speakers of the

language used in the kiosks. In another case the participants worked together to identify and prioritize

design principles for improving the user experience of self-service technologies (Kaptelinin et al., 2014;

Garcia, 2019).

Studies use methodologies such as survey-based empirical study (Frasquet-Deltoro et al., 2021), lean

testing (Gökgür, 2020), ethnography (Jones et al., 2010) and design science research which is a research

methodology that aims to develop and evaluate artifacts or innovative solutions that address complex

and practical problems (Nica et al., 2022).


Chapter 3

Design and Redesign

This chapter has the objective to illustrate the state of the art of the SSK presenting its usage and

purpose, context, device-related information, and the overall user experience with the main UI screens.

The currently released version and the beta version in its prototype stage are going to be presented.

3.1 Released Version

The self-service kiosk is part of the organizational environment of the Adidas store. It is a touchpoint

currently available in the biggest stores in the key markets. It is a system currently resembling the

website of Adidas, which is a webshop for apparel and footwear products, as well as accessories.

The following information was obtained through desk research and a conducted context analysis.

Figure 3.1 shows how the SSK is displayed on the store. These devices are located in the stores being

attached to the wall at a fixed height depending on the size of the screens. The device sizes vary

based on the market, however, the sample device and the ones in the test store are 65 inches long

in their diameter with a 16:9 ratio, with a vertical placement, fixed to the wall with a height of 40

centimeters from the ground. It is an Elo device with a 4K touchscreen display built for commercial

use. Regarding the touch technology and capacity, the device has PCAP (TouchPro® Projected

Capacitive) - 40 Touch and Infrared - 20 Touch, with an active area of 142.848 cm x 80.352 cm and a

resolution of 3840 x 2160 @ 60 Hz with 12 additional supported resolutions. The response time-total

of the device is 8 ms typically and it can weigh up to 53.77 kg, depending on how many modules are

attached to it.

24
3.1. Released Version 25

Figure 3.1: An SSK device in the store

The SSK found in the dutch market is not tilted, since it is attached vertically to the wall. We note

that some markets (such as the Russian market) operate with smaller devices that are tilted. These

devices are generally as high as the face of the table, so the user can conveniently reach the entire

interface. The interaction is happening with touch input from the user or by scanning with the help

of a secondary device: the cell phone. The output is only visual, as the SSK does not emit haptic or

audio output at the moment of the context analysis.

The main purpose that the SSK is fulfilling is to provide a wider variety of items that are not available

in the store but can be purchased online. The user can browse or search through the whole product

catalogue and receive information about all the products. Online purchasing is also possible through

the SSK together with the smartphone. Customers can also request shoes to be brought to them to the

physical location of the SSK so they can try them on in the store. Assistance can also be requested
26 Chapter 3. Design and Redesign

with the “call store assistant” function if the user would like to switch to human interaction. An

important aspect is that the interaction with the SSK can be transferred to the user’s mobile phone

at certain moments in the flow, such as the ordering process for a more secure experience.

When my research began, there were already some pain points discovered from user research conducted

so far. The digital retail team pointed out that the store’s touchpoints are not connected enough with

each other, therefore the provided shopping experience is not immersive enough and the quality of the

user experience does not reach the desired level. This led to including another scope of this research:

discovering the expectations and the perceived usefulness of the SSK.

Figure 3.2: Landing page showing an unfiltered catalogue of products

In figure 3.2 the landing page of the current version can be seen as a static image. Starting from

the top element, the full-width picture indicates a commercial video that is constantly playing on the

top of the screen. The section below is the interactive part of the screen, starting with the filtering
3.1. Released Version 27

indicator showing the current group of products that is shown. Below there are the product cards

placed in a grid system showing information such as the main image of the products, name of the

product, price, available models, and brand subcategory. By clicking a product card, the user will

navigate to a product detail page with the selected product. This grid section is one that the user

can scroll through, allowing users to explore further in the catalogue. The displayed product list will

change automatically after a new filter is applied or removed. On the right side of the interactive part

of the UI, there is a navigation bar present with the functions: home, search, shopping bag, bring it to

me, and call store associate. The home button will redirect the user to this page without filters being

applied. The search will open a keyboard and a search bar allowing users to search for products by

name or description such as OZWEEGO or blue originals shoes. The shopping bag will show what

items were added to the virtual shopping bag in this session of using the SSK. The BITM button will

show if there are any requests in the queue. The call store assistant button will call a person working

in the store, who can help the users with many di↵erent questions. In this case, the landing page is

the same as the product listing page (PLP).

In figure 3.3 we can see an example of a product detail page or PDP, that shows all the necessary

information about a chosen product. In this example, instead of the video on the top, we can see the

hero image of the red T-shirt on a full-width display with a gallery indication on the bottom part of

the image, hinting towards the other images available of the product. Other main sections are the

shirt model information - this shirt is available in two colors and the product information contains a

description, the hero image, product specifications, and reviews. On the right side of the page, the

most important information for the user is summarized. First the collection and rating of the shirt,

below the final price(with a discount in this example), and a size selector with British-market sizing

and a size guide. Under this section, the main functionalities can be seen. Namely the Add to bag

and call store associate functions. The first function will add the selected item to the virtual shopping

bag of the session after an available size was selected from the size selector above. The second button

results in a shopping assistant or store associate coming to the physical location of the device to answer

any question or request that can be done in the store.

Validation Based on Existing Guidelines from the Literature

Based on Maguire’s guidelines (Maguire, 1999) identified during the literature review, the following

conditions were observed:


28 Chapter 3. Design and Redesign

Figure 3.3: Product detail page example

• Location: there are 3 SSKs located in the store where the observation took place. 2 on the

ground floor and one on the 1st floor. The main SSK is on the right side of the entrance.

According to the shopping assistants, it is the most used one, as it is on the path of the customer

when exploring the store. Right next to the counter where customers finish their shopping

journey. There is one SSK placed in the women’s sportswear section with a di↵erent starting

screen, showing products from the same category as the products around it. The SSK on the 1st

floor is only showing upcoming events and it is used for advertisement more than interaction.

The research only focuses on the main SSK.

• Encouraging use: The current version’s default display screen is the landing page, indicating

the content reachable through the SSK. However, no additional encouragement is present within

the released version.


3.1. Released Version 29

• Physical access: There are no objects blocking the way around the kiosk. The ergonomics of

the kiosk respect the restrictions of accessibility discussed in the literature review.

• Introduction and instruction: this evaluation criterion is outdated in the opinion of the

author, as there should not be a need for instructions on how to use the kiosk for the users. The

design should be intuitive enough. An encouraging use should be sufficient to interact with the

machine.

• Language selection: The current version of the SSK does not have a language selector. This

leads to many tourists abandoning the SSK in an early phase and searching for a shopping

assistant instead.

• Privacy: For security and privacy reasons the shopping journey is always transported to the

user’s phone before the moment of payment and the introduction of other personal information.

Target Group

In general, Adidas aims to be inclusive and targets all sports lovers and urban fashion lovers. Dis-

tinctions are made between user groups in many ways, according to the purpose of the categorization.

For example, users can be defined by their gender, shopping habits, level of loyalty, or their age and

belonging to a certain generation. Users are also defined by their location, since the company has

a global reach, there is a di↵erentiation among markets. Another di↵erentiation is the channel of

reach and purchase. Consumers might be shopping in Adidas-only stores or through retailers, both

online and o✏ine. It can also be that users will be categorized within a certain context, such as

in-store shopping: we di↵erentiate between tourists and locals, family shoppers and individual shop-

pers, and athletes and fashion enthusiasts. All these categories can be represented through numerous

subcategories.

The target group can be defined as the group of users who visit Adidas stores, regardless of the

frequency of visits, gender, age, and physical attributes. The design team assumes that all users have

minimal understanding of technology operation and they all own cell phones.

One of the main factors of distinction between user groups is based on shopping motivation. Users

are grouped into four motivational archetypes. With this customer segmentation, people can fit into

one or more categories, according to the internal report. The four segments are as follows:
30 Chapter 3. Design and Redesign

1. Autonomous enthusiast: This archetype of a person is confident and independent. They take

their shopping seriously and their style is important to them. They base the experience on their

own research and past experiences, they know their size and style well, but are still open to

suggestions and accepting help if necessary. They would usually seek non ”regular” advice.

2. Optimistic Explorer: The optimistic explorer is a spontaneous buyer, that likes to spend

time browsing and interacting with the store personnel. When the optimistic explorer enters the

Adidas store, the atmosphere needs to feel ‘right’ - the attitude of store personnel, the vibe, and

the way products are presented. They prefer delight over efficiency and want a social experience

while shopping.

3. Prudent planner: The prudent planner is an independent shopper that knows what they want.

This type of person is looking for efficiency and expertise. This type of person does their research

before going to the store and requires little to no assistance. This person has a di↵erent view

of the brand and the store then the autonomous enthusiast. They prioritize the brand’s reliable

sports credibility over the brand image.

4. Advice seeker: The advice seeker likes to be reassured and make a choice together. They do

extensive research online in advance of a store visit. They rely both on their own research and

the expert’s advice.

If we were to illustrate these archetypes in relation to each other we could see that both the autonomous

enthusiast and the optimistic explorer are open to exploration, while the prudent planner and the

advice seeker want to control their shopping process. The autonomous enthusiast and the prudent

planner are both transactional and task-oriented, while the others, the optimistic explorer and the

advice seeker, are relational and people-oriented.

3.2 Current Retail Ecosystem

The digital retail ecosystem that is being researched in this work is a collection of digital touchpoints

in a commercial store of Adidas.

The store ecosystem can vary between stores and countries slightly, but looking at the Dutch market

we can identify the main touchpoints for the ecosystem. In figure 3.4 the current ecosystem of the

store is shown with the possible communication links indicated.


3.2. Current Retail Ecosystem 31

Figure 3.4: Store ecosystem

First, the Product in the store refers to an item being readily available in stock in the store. These

products are equipped with an RFID tag.

Product online refers to the market’s stock available in the interval of a week if ordered. Stores usually

will have limited stock available in the store but will have more items (with di↵erent sizes and models

available) online.

Figure 3.4 shows Smart mirror in fitting room on the left side, being connected to in-store products.

The smart mirror is located in the fitting room area in the stores. As its main functionality, it is able to

identify products brought inside the fitting room with the help of RFID technology. The information

about the products is then shown on a part of the mirror surface, allowing the customers to get

informed about the price, available sizes, and models, as well as used materials and their benefits.

A new functionality is being currently developed that allows consumers to request di↵erent sizes or

models of the already liked products. With the help of the shopping assistants, these products will be

brought to the fitting room, allowing the customer to stay in the fitting room in the meantime.

The digital footwear wall works with the same base technology of the RFID. This screen is the size of

a wall that is situated in the store. It is a digital signage technology that acts like a shoe shelf that can

be seen in retail stores. When a customer lifts a shoe, the background of the wall changes, displaying
32 Chapter 3. Design and Redesign

Figure 3.5: Digital footwear wall

information about the shoe. The information includes the price, name of the shoe, materials, and a

QR code that the customer can scan for further information. This digital signage is also shown in

figure 3.5. When the shoe is lifted, the shelf feels the change in the shoe’s location and displays the

correct information. If two di↵erent shoes were to be switched on the shelf and lifted again, the correct

information would be shown again, as the shelves react to the changes with the RFID technology.

Customer’s mobile phone can be connected to the ecosystem as well. There are many QR codes located

in the store that redirect users to the Adidas flagship app, which has a special in-store mode. Users

can request shoes to be brought to them with the “bring it to me” functionality, also referred to as

BITM. The in-store mode is also automatically activated if the user allows the Bluetooth connection

on their phone and turns on the right settings. This mode has additional information about in-store

services such as gift wrapping, item penalization with lettering and/or emojis, a bookable slot with

experts and a running track simulator to be given advice about running gear, pop-up yoga sessions,

and other Easter eggs. The connection to the other touchpoints happens through the app triggered

by pointing the phone’s camera to a displayed QR code in the store.

So far we looked at customer-facing systems, but it is important to note that there are many systems

that the shop assistants work with. These systems help allocate products and check their availability

and are hosted on employee devices which are mainly tablets. Orders that have the pickup address in
3.3. Beta Version 33

the store are also connected to these systems. Figure 3.4 refers to this as the employee tablet.

Finally, the Self-service kiosk is connected to the online product catalogue through a database and

connected to the customer’s phone through the scannable QR codes to continue the shopping journey

from the SSK onto the phone.

When it comes to the communication between touchpoints, most of the connections are established

through online channels connecting interfaces to a digital database. An interesting new technology

is used to connect products to interfaces through RFID technology. Radio Frequency Identification

or RFID is a technology that helps the interconnectivity of devices. The name refers to a wireless

system made up of two components: tags and readers. The tag is a small chip that is detected by the

reader which emits radio waves through its antennas and receives signals back from the tag. These

tags usually communicate their identity and other related information. The amount of information a

tag can store varies from one identification number to several pages of data. The tags can be active

or passive depending on whether or not they are powered by batteries. Readers can be mobile or even

mounted on a post or into the architecture of a cabinet, room, or building. Its main usages include

inventory control, equipment tracking, personnel tracking, patient monitoring, ensuring that patients

receive the correct medications and medical devices, and providing data for electronic medical records

systems. This technology is mainly applied in medical fields, however, retail does not shy away from

it either (U.S. Food and Drug Administration). All the physical products in the Adidas stores have

an RFID chip in the price tag of the product, which is removed after purchase. The RFID chip has

no functionality or any kind of impact outside of the store.

3.3 Beta Version

As this data is confidential, I will only describe the new direction of the designs, without providing a

visual representation.

The beta version of the SSK tries to drift away from the resemblance to the web store, it includes more

information about in-store benefits and is aiming to provide a more personalized experience than the

original version. This version only changes the UI design aspects and UX design concepts. Hardware

constraints do not change, nor does the attached sensory technology (in this iteration). The new

design intends to help users with browsing and tries to minimize the need of using the search option,
34 Chapter 3. Design and Redesign

as the search requires typing on a touchscreen keyboard which users found inconvenient, - previous

research shows. The new design o↵ers predefined categories that help the users navigate through the

browsing process and a complex filtering component that allows multiple filtering selections from each

filter. The new design also has a video tutorial before the interaction begins that intends to encourage

consumers to use it. This video is playing when no one is using the SSK, and it shows the benefits

of using it by informing about the main functionalities. The landing page of the beta version is no

longer the unfiltered store catalogue, but instead, it shows the 3 main shopping categories grouped

as female, male, and kids. The landing page also showcases the services o↵ered in the store such as

the BITM function and the professional advice given by experts on topics such as running the gift

wrapping service, and item penalization.


Chapter 4

Methodology

This chapter illustrates the chosen methodological framework by explaining the used methods and

taking a look at the paradigm and the data type as well. In the second part of the chapter, the used

data collection methods are presented with the used tools.

4.1 Methodological Framework

HCI research is considered to incorporate diverse research methods even in one research work. The

recognized success in academic publication in the field advocates for this phenomenon (Lazar et al.,

2017). The majority of HCI research falls under the category of empirical contribution or artifact con-

tribution. Empirical work presents either qualitative or quantitative data collected by various methods

found in the literature. Artifact contribution presents the design and development of new artifacts

such as interfaces and mock-ups. Other types of contribution include methodological, theoretical, data

set, survey, and opinion contribution (Lazar et al., 2017).

Digital technologies can be viewed in the domain of HCI in two distinct ways. These can be considered

either socio-technical systems from the concept of social practice - in which case the researcher usually

takes an interpretivist epistemological stance or cognitive artifacts that are extensions of the human

mind - in which case the research usually takes a positivist epistemological stance (Card et al., 1983;

Nygaard and Bergo, 1975). While interpretivism uses exclusively qualitative methods, positivism uses

quantitative methods allowing qualitative methods too. Defining other di↵erences between the two

stances, interpretivism treats the user as a partner in the research and design team, while positivism

35
36 Chapter 4. Methodology

positions the user as an evaluator for every design decision. In the latter case, the role of the user

becomes important in a later step of the design process. Lastly, when describing the cultural back-

ground of the stances, interpretivism is rooted in sociology, anthropology, or ethnomethodology, while

positivism leans toward cognitive psychology or cognitive science.

Looking back at the methodological framework of the desk research part of this work, the litera-

ture review, and the acknowledgment of its nature is important to note. From an epistemological

perspective, Grounded Theory is considered an interpretive method along with meta-ethnography,

meta-synthesis, meta-triangulation, and meta-narratives (Paré et al., 2015). As it was discussed in

the academic context, the interpretivist stance in HCI utilizes studies in naturalistic settings and ac-

tion research approach. In its qualitative analysis along with Grounded Theory, thematic analysis is

mentioned. Methods for collecting qualitative data consist of unstructured observations, and verbal

reports such as in-depth interviews and surveys. As implied by Grounded Theory, interpretivism in

general considers that the researcher is inseparable from reality, the knowledge about the world is

intentionally seen through lived personal experiences. When discussing the reliability of interpretivist

research it is recognized that there are implications caused by subjectivity(Weber, 2004).

Positivism uses controlled experiments that are usually conducted in a laboratory. More recently

controlled in-the-wild studies also qualify as positivist data collection. This stance collects qualitative

data that is either objective or subjective. The former can include performance measures such as

e↵ectiveness and efficiency and behaviors with the help of logs and sensors. Statistics are also in this

category. The latter consists of validated questionnaires. Qualitative data is often quantified and

it includes grid-based observations and coded verbal reports. On a conceptual level, it detects the

researcher as a separate entity from reality and perceives the human mind as separate from objective

reality. Looking at the factor of validity positivism provides certainty. It assures that the collected

data truly measures reality. It is also reliable because the research can be reproduced without changing

the outcome (Weber, 2004).

It is also important to mention that a mixed approach or triangulation is present among the occurring

methods. This mixed approach or triangulation, as the name suggests, utilizes both quantitative and

qualitative methods and data, and the analysis is conducted based on the same research question with

both approaches.

As an outcome of the investigation on how to best construct a sound academic framework, the shifting
4.1. Methodological Framework 37

waves of HCI paradigms were discovered and will be briefly discussed in this paragraph. There are

three main paradigms described in the field of HCI (Harrison et al., 2007). The authors note that these

three paradigms are not the only possible constructions of paradigms in said field and their coexistence

is also possible. In the paper, the two recognized types of epistemology (interpretivism and positivism)

are not directly linked to the described paradigms, further proving the ambiguity surrounding the epis-

temological distinction between paradigms. Laying out chronologically the three paradigms are human

factors, cognitive revolution and situated perspective. Categorizing by the metaphor of interaction and

the central goal of interaction, the first one defines interaction as man-machine coupling with the pur-

pose of optimizing the fit between the two, the second as information communication with the goal of

optimizing the accuracy and efficiency of information transfer, and the third one (situated perspective)

as ”phenomenologically situated” with the purpose of o↵ering support for situated action in the world.

This third paradigm examines questions such as ”What existing situated activities in the world should

technologies support?” and ”How can interaction be supported without too many constraints about

what a computer can do or understand?”. The third proposed paradigm also discusses its stance on

truth and value: an argument must be formed to describe the relationship between the collected data

of the study and the information the researcher seeks to discover. Based on the ubiquitous aspect

of creating an omnichannel ecosystem in a shopping environment and the relevance of the context

in this use case implies that this work will follow the guidelines of the third paradigm: the situated

perspective.

Answering the question of how this work provides a contribution to the scientific world of HCI,

the study o↵ers a solid methodology on design challenge definition, design evaluation, and processes

towards creating unified guidelines. This works also aims to set an example for future researchers

on how to put into practice design methods for usability testing and user expectation assessment in

the digital retail field. This study also shows how to integrate research work in a corporate setting,

aligning with a design team.

In conclusion, this research work takes an interpretivist stance in HCI, using qualitative data gathered

through user-centered data collection methods with a situated perspective. The aim of the research is

to provide an empirical contribution. Based on the literature gap in the field of self-service technology

in an omnichannel digital signage ecosystem, this research work aims to define unified design guidelines

in order to enhance the user experience of customers in a retail setting.


38 Chapter 4. Methodology

4.2 Methodology

Using qualitative research methods such as observations, interviews, focus groups, and workshops

became increasingly popular in recent years. So much so that over 30% of CHI and almost 50% of

CSCW conference papers used it as a primary method between the years 2016-2018 (McDonald et al.,

2019). These methods provide valuable data about the user experience and can be used to uncover

the underlying motivations, behaviors, and attitudes of users (Dourish, 2004; Nielsen, 1994) along

with their needs and motivations (Lazar et al., 2017). This gathered and evaluated data helps define

the next iteration in the design process (Lazar and Norcio, 2006) and serves as a measuring tool for

efficiency and overall usability (Kirakowski, 2002).

Qualitative data can be characterized as subjective since it aims to understand an individual experience

and perspective, naturalistic, flexible, iterative, and holistic (Lincoln and Guba, 1985).

In order to increase the reliability of the later presented findings, data- and methodological triangula-

tion (Creswell, 1998) was used, to gain multiple perspectives about the topic at hand. We note here

that triangulation is not a guarantee of reliability but it increases the trustworthiness of the results.

In the process, the method of context analysis, workshop and user study was used with the help of

user testing. All methods captured multiple points of data based on observation and interviews.

In order to adequately analyze the data gathered with the methods listed below, there were specific

measurement processes and analysis techniques chosen that led to the results discussed later in this

thesis. The System Usability Scale, the User experience Questionnaire, and the E↵ectiveness and

Efficiency Measures were pointedly used for the User Study Interviews, while the Thematic Analysis

was used also for the Literature Review and the Workshop. All the chosen methodology was presented

to and evaluated by the team before the activity began, providing feedback and suggestions to ensure

the quality of the research process.

4.2.1 Context Analysis

Not only do the features and the interaction styles a↵ect the overall usability of the product, but the

characteristics and tasks of the users do too along with the organizational and physical environment

in which the interaction between humans and machine takes place. Based on the guidelines o↵ered

by Thomas, C. and Bevan, N. (Thomas and Bevan, 1996), the context in this study refers to all the
4.2. Methodology 39

factors which have an e↵ect on the usability of the product excluding the features of the SSK itself. A

Usability context analysis is carried out to ensure a shared understanding of the specification of the

overall Context of Use of a product. It consists of 3 main steps which involve gathering information

about the product and its intended Context of Use.

The context study is composed as follows:

1. Describe the Product and its use

(a) describe the Product to be tested – by completing the Product Report

(b) describes the Context of Use – by completing the Context Report

2. Identify critical components that could a↵ect usability

3. Plan the evaluation

(a) specify the Context of Evaluation

(b) produces a concise Evaluation Plan

(c) specify any usability measures and criteria

This research focused on the first two steps to conduct the usability context analysis, as the evaluation

will be carried out with user tests. The used template can be found in appendix B.

Observation is a great additional practice when it comes to forming a holistic view. There are two main

types of observation: the controlled and naturalistic observation. Controlled observation usually is

performed in a moderated setting and focuses on revealing quantitative data. Naturalistic observation

or observation in ”the wild” is the less structured version of the observation. This method originates

from anthropology and ethnography, where researchers observed and recorded people’s and even ani-

mals’ behavior in their natural settings (Pruitt and Adlin, 2010). In UX, observation in the wild has

become an essential tool for understanding user behavior and identifying pain points in products or

services. The benefit of this technique is that the user does not communicate with the observer and it

is not aware that is being observed, therefore it is not biased by the taught of being observed. Also,

when consumers meet a product in the store (and use the system in real life) – they are much more

likely to encounter the frustrations (and benefits) of real-life use than if they were in a lab following

a set of instructions.
40 Chapter 4. Methodology

In order to get an accurate understanding of the context, a naturalistic observation was also carried

out, where consumers were observed in the Adidas store.

Interaction level An experience designed for a single interaction such as a


consumer checking the in-store stock in the app.
Journey level The experience a consumer has when researching, trying
on, ordering, and purchasing products.
Relationship level An Adidas member using Adidas products and apps,
maintaining a relationship and receiving support and
recognition for achieving their goals related to sports and
the brand.

Table 4.1: Levels of experience defined by the Digital Retail team

The digital retail team defines 3 levels of experience for the context analysis as seen in table 4.1.

The interaction level is considered the atomic level of the interactions as it consists of one digital

interaction. The journey level is made up of multiple interactions, that can be present on various

channels, building towards a larger goal. The relationship level is defined as many interactions and

journeys over time. On this level, customers are considered members and the relationship between

them and the brand is based on loyalty.

4.2.2 Workshop

Workshops are a popular method in user experience design used for many di↵erent purposes. They

encourage collaboration between participants that are usually di↵erent stakeholders, team members,

or even end users. Workshops serve as a tool that helps design teams collect new ideas that are

grouped together and in some cases even evaluated. They can be great for problem-solving, feature

prioritization, and gaining insights into user needs and pain points. It is a great tool to encourage

active collaboration and establish a shared base-knowledge about the topic of the workshop. It is an

e↵ective way of including stakeholders in the design process and improving collaboration (de Greef

et al., 2016). Workshops as we know them now, date back to the early 20th century in the world of

academia where students and teachers collaborated creatively on design projects.

In UX there are many types of workshops such as design sprints, user research, future expectation

discovery, and usability testing. Design sprints, for example, are a fast way of validating design ideas

and iterating on designs (Tang and Liu, 2017). They are also considered optimal for involving users

in the design process and gaining insights from them, where they become co-creators and o↵er their
4.2. Methodology 41

own perspective about experience design (Morrison and Bell, 2010). Tho there are many types of

workshops, we also take note of the similarities: all these workshops have a structured format with

assigned time intervals for the included activities. There is one or more person, (usually designers)

facilitating and the participants are usually a relatively small group to allow personal opinion sharing

and comfortable collaboration. Active participation is required from all participants and the outcome

oftentimes is an artifact summarizing the ideas or concepts discussed throughout the activity.

Workshops are also present in other domains such as architecture, urban planning, and software

development.

Future Casting Workshop

A subcategory of the workshop that will be further explored in this thesis work is the future-casting

workshop. Future casting workshops are one of the most creative and daring types of workshops in

UX design. They let participants think imaginatively about the future after being presented with a

common base knowledge that serves as the foundation of assumptions later on in the activity. This base

knowledge usually consists of technological advancements, social and cultural changes, and economic

trends. The goal of future casting workshops is to identify potential challenges and opportunities that

may arise in the future and to design solutions that will be able to adapt and respond to these changes.

These workshops can also help designers to identify new opportunities for innovation and to develop

products and services that will be able to adapt to changing user needs and preferences.

This practice has been around for a while and it is widely popular, as emerging trends in technology

are rapidly changing and each iteration can result in more daring outcomes. Future casting workshops

are a great way of preparing for the upcoming changes, having already mapped out potential paths

that technological advancements can take.

The process that was followed for the thesis work is based on the proposition of Steve Brown, who is

a keynote speaker, writer, strategist, and executive coach.

According to the author, this workshop is designed to help organizations with building successful

strategies based on understanding the trends that are and will shape the future of business, technology,

and human behavior. The process involves guiding people to explore and understand the potential

possibilities in a future time frame and then helping them to generate ideas for new products, services,

or experiences that they would like to create for that envisioned future. This allows individuals to
42 Chapter 4. Methodology

gain insight into what could be possible in the future and develop creative solutions that may meet

the needs of future users or customers (Futurist, 2015).

In the method seven essential steps are described that will be described in the following section.

1. Expert testimony: In this first step experts bring insights about a wide range of disciplines

and share them with the group so that they have a shared knowledge base and help participants

get into the right mindset for further exercises. These must always include social trends, major

technological trends relevant to the domain, business, and ecosystem trends (such as government

regulations).

2. Synthesis: Here participants reflect on the received information and think about what this

means to them and to the organization that they represent. All the shared knowledge is trans-

formed into key ideas.

3. Personas: Participants receive personas which are tools that help users shift their perspective

and think of a di↵erent or more holistic user group, depending on the intentions of the workshop

facilitator and the research group. Personas in general are great tools to empathize and are built

on ethnographic studies or real people. This helps balance out the participants’ unconscious

bias that would gravitate toward designing for themselves rather than a larger (more inclusive)

group.

4. Rapid future casting: This step can be defined as the core of the future casting workshop. This

is a converging step in the design process, where participants work with the previously gathered

insights to come up with various ideas. In rapid future casting, small teams of participants work

together to come up with ideas for future experiences that they hope will better serve the needs

of their assigned persona. Two main categories of trends are selected by the participants, from

the Expert testimony phase and iterated upon, forcing groups to think in new directions. Once

each team has created enough ideas from the rapid future casting phase, they pick the most

promising idea as their focus for the rest of the process.

5. Science-fiction prototyping: This step helps battle-testing the final ideas from the previous

steps. Teams imagine a time further ahead on a timeline, where their idea is already implemented

and working. Each group defines three acts in this step. First, a brief description is given of how

the idea works by an example of a person using the imagined system (or feature). Second, an
4.2. Methodology 43

incident is described where something goes wrong (for example an equipment failure or privacy

violation). The third act is a description of how this previously discussed issue is solved. This

step is based on scientific facts instead of pure science fiction and helps teams to understand

edge cases and critical thinking. It also helps with paying attention to operational details. The

output should be a list of improvements and considerations the team can apply back to their

planned experience and system.

6. Back casting: This process dates back to the early 1990s when John B. Robinson first outlined

this idea at the University of Waterloo. This is a planning method that starts in the future by

asking What do we need to start working on in the last iteration, before the product is launched?

and ends in the present with the question What do we need to start working on tomorrow?.

This is a step-by-step process, where the amount of years a step consists of is defined by the

workshop planner. Considerations can include ideas like a technology that needs to be developed,

infrastructure that needs to be deployed, the talent that needs to be acquired, or partnerships

that need to be forged. In the end, this exercise provides a road map of how to deliver the

proposed experience. This step is essential if working with di↵erent stakeholders that will most

likely work on these projects. It helps with making the first step tangible and giving a sense of

direction.

7. Reporting: This step happens after the end of the workshop and it is up to the researcher

to collect and summarise the ideas that were created previously. The facilitator summarizes all

the major findings of the future casting session in the report, ensuring that all the value of the

workshop is documented.

This method was used mainly because the fact that the system felt out of touch with users’ needs and

also because of a need of discovering consumer expectations and future visions, to better understand

their behaviors and wants. These reasons are also listed in the section When should you use a future-

casting workshop?

4.2.3 Usability Testing

Usability is another trusted and well-known practice in UX design. It is a highly adaptive method

to di↵erent circumstances and cases. Usability testing, also known as user testing is a method that

results in the enhanced user experience of a service or product. The method consists of defining the
44 Chapter 4. Methodology

main objective of the test and the scenarios that will be carried out, selecting a representative group

of users or potential users, and observing and recording the interaction between users and the product

or service to identify usability, accessibility, and e↵ectiveness issues. The goal is to later improve the

product or service by correcting the issues.

Usability tests can be moderated or unmoderated, in-person or online. Depending on the time and

resources that the researcher has, they can choose which type of test suits them the best. It is

recommended to run at least five user tests to discover the majority of the usability issues and it is

unlikely to discover many more, also the best practice suggests testing with small groups using an

iterative test-and-design methodology, according to the objective of the research (Virzi, 1992; Nielsen,

1994).

In the process of usability testing the tasks were developed in form of prototypes followed by the

system usability scale, the user experience questionnaire, and open-ended questions. The time of

completion and the number of errors were also measured only to gain a more holistic view of the

di↵erences between the prototypes.

The method is becoming more informal as facilitators are relying more on qualitative data rather than

quantitative data. More time is spent on identifying usability problems rather than justifying their

existence by measuring errors and task completion rates and times. The main reason for reducing the

formality of user tests is the acceptance of the value of usability testing. The method is more useful for

identifying problems rather than validating products. This realization also justifies the small sample

size needed for a high-quality result in usability testing (Dumas et al., 1999).

4.2.4 System Usability Scale

Usability can only be defined as a general quality of the appropriateness to a purpose of an artifact

or system rather than a quality existing in an absolute sense.

The System Usability Scale, often abbreviated as SUS, is a scale of ten questions that represents a

global view of objective assessment of a system’s usability (Brooke et al., 1996).

In appendix F the questionnaire is shown. We note here that the word cumbersome in statement 8

was replaced verbally with the word difficult as the researcher was aware, from previous research, that

the original word is not known to many non-native English speakers.


4.2. Methodology 45

The SUS questionnaire is a 5-point Likert scale, meaning that it is a psychometric response scale that

gathers data about the degree of agreement with a set of statements (Bertram, 2007). In the analysis

process of the Likert scale responses can be interpreted as a whole or as individual responses, which are

called ordinal data. We note the potential danger of assigning numerical values to the given answers.

Moving forward, for the purpose of the research, this scale was treated as interval data, therefore

assuming that participants who answered the questionnaire perceive the di↵erences between answers

as equal units. In the 5-point SUS questionnaire answers are: strongly disagree, disagree, neutral,

agree and strongly agree. For example, we assume that the di↵erence between agree and strongly agree

is perceived the same way as the di↵erence between agree and neutral.

The SUS scale yields a score between 0 and 100. For its calculation first, the degrees of agreement

are mapped to numerical values from 1 to 5, where strongly disagree is 1 point and strongly agree is

5 points. Then, the following equation is used for each participant’s answer:

Si = (Sio 5) + (25 Sie ) ⇤ 2.5

Where Si is the final score of participant i out of n participants, Sio is the Sum of the points of

the odd-numbered questions and Sie is the Sum of the points of the even-numbered questions for

participant number i.

Pn
i=1 Si
S=
n

This leads to obtaining individual scores. The final score is collected by calculating the average value

of the individual scores.

Due to the popularity of this method over the past 35 years in which it was used over 10,000 times

with hundreds of products, the score can be interpreted in at least five di↵erent ways. Past usages

made it possible for the SUS score to be grasped relatively to previous products’ perceived usability

(MeasuringU, 2016).

The figure 4.1 above connects the numerical value of the SUS index to the di↵erent scales of interpre-

tation. The top line shows a scale with 3 categories relating to the Net Promoter Score (NPS). The

NPS displays how likely are answer-givers to recommend the system to friends. Promoter scores start
46 Chapter 4. Methodology

Figure 4.1: Interpretation scales of the SUS index

at a SUS of 81, and detractors are associated with a SUS of up to 53. A score between 54 and 80

shows the uncertainty of this approach and is marked as passive. For this interval, further research

was advised.

The second line in the figure shows the scale of acceptability, where acceptable corresponds to a score

higher than 70 and unacceptable to lower than 50 (Bangor et al., 2008). The score between 50 and 70

was defined as marginally acceptable.

The third line allocates adjectives to the scores, where worst imaginable is a score below 20, between

21 and 50 the adjective poor was used, a score between 51 and 70 was OK, however, suggestions were

made to change this adjective to fair. A score between 71 and 84 is considered good, between 80 and

85 it is considered excellent and above 86 it is the best imaginable.

The grading system treats everything under a score of 51 as a failing grade, an F. A score between 52

and 62 is a D, between 63 and 72 it is a C, between 73 and 78 it is a B and everything above is an A.

Percentiles are not included in the figure, but it is stated that the average SUS is considered to be 68

as shown in figure 4.2.

This method was chosen with the scope of examining the presence of an increase in the perceived

usability of the SSK system, where the measurement is based on a comparison between scores. The two

measured scores represent the two di↵erent prototypes, where prototype B contains design guidelines

based on the conducted literature review and the context analysis conducted by the author, and the

limited user research gathered by the digital retail team.


4.2. Methodology 47

Figure 4.2: Percentile rank of the SUS score showing the average score

4.2.5 User Experience Questionnaire

User questionnaires are generally used in combination with other data collection methods to yield

irritable results. The User Experience Questionnaire (UEQ) was designed with the intention of com-

parison. The original version was created in 2005 with the help of a data analytical approach to

provide practical relevance to the created scales. The Questionnaire used is made up of 52 attributes

grouped in 26 semantic di↵erential pairs, where the two are the opposite of each other. The pairs are

randomized in order and their thematic meaning(Laugwitz et al., 2008).

Unlike the SUS, the UEQ is a 7-point Likert scale structure that is composed of 6 di↵erent scales. The

scales are the following: attractiveness, perspicuity, efficiency, dependability, stimulation, novelty. In

figure 4.3 the categorizations can be seen. And appendix F shows the used template.

Attractiveness is referred to as the pure valence dimension, measuring an overall impression of the

product. It has 6 items on the questionnaire, while all others have 4.

Perspicuity is a goal-directed or pragmatic quality aspect along with efficiency and dependability.

Stimulation and novelty are hedonic qualities.

Perspicuity is a measure of how easy it is to familiarize yourself with the system. Efficiency refers to a

smooth task performance without unnecessary e↵ort. Dependability looks at how in control the user

feels while using the system. Stimulation looks at whether the system is motivating and exciting to

use. Novelty is the measure of creativity and innovation. Whether the product catches the interest of

the users.
48 Chapter 4. Methodology

Figure 4.3: UEQ scale structure

Calculating the Scale means the raw data is extracted from the questionnaire by allocating the points

from 1 to 7 to each adjective pair. Since the order of the data is randomized in the questionnaire

to minimize answer tendencies, the next step is to transform the data to a common order where

negative terms are moved to the left. From each participant’s total answer, the 6 di↵erent means are

calculated, where each means corresponds to a di↵erent scale (attractiveness, perspicuity, efficiency,

dependability, stimulation, and novelty). Next, the variance and the standard deviation are calculated

with a confidence interval for each scale. We note that this method does not yield a final singular

score, as it cannot be interpreted on its own.

This method was chosen because the use case matches the scenario in which the questionnaire is

usually used. The UEQ is typically used for comparing improvements by measuring the UX of a

new version, it is also used to determine the areas of improvement (Schrepp et al., 2014). Other

use cases include comparing direct competitors in the market and measuring an accurate level of UX

in a product. This method also allows for further constant monitoring of the same tasks with later

versions, which can benefit the digital retail team in monitoring their progress in the future.
4.2. Methodology 49

4.2.6 E↵ectiveness and Efficiency Measurement

Usability is a quality attribute that measures how easy user interfaces are to use. Usability is a manda-

tory requirement for any user interface and system. When we talk about usability, we are actually

referring to several defining factors. Depending on the source these factors vary in number. The

author agrees the most with the seven-attribute definition of usability. The seven attributes to make

up usability are e↵ectiveness, efficiency, safety, utility, learnability, memorability and satisfaction.

Most attributes are measured through quantitative data, but e↵ectiveness and efficiency are on the

quantitative side.

”Efficiency is doing things right; e↵ectiveness is doing the right things.” according to Peter Drucker,

a management consultant.

In this study, e↵ectiveness is defined as the degree to which something is successful in producing a

desired result. This research measures it with the help of a binary statement: Was the participant

able to complete the task?

Efficiency is defined as the ability to accomplish something with the least amount of wasted time

and e↵ort. This is measured with the help of counting mistakes and measuring the time it takes for

participants to complete a given task.

4.2.7 Thematic Analysis

Thematic Analysis or TA is an accessible, flexible, and increasingly popular method of qualitative

data analysis. It is used to identify patterns in the data. This method is used in scientific fields

involved with studying human behavior. This method requires coding the data, identifying themes,

and producing a final report. This method requires careful attention to detail and a rigorous approach

to ensure that the themes identified are valid and reliable (Guest et al., 2011).
Chapter 5

Research Process

In this section, we are bridging the methodology to the measured results by describing how the

researcher approached the used methods to connect them to the later defined design guidelines. Details

are provided for each method’s preparation and facilitation processes.

5.1 Context Analysis

Context is important as it has the power to change, add or remove some features of the SSK. A

big di↵erence between the SSK and other digital products that the company has, such as the app is

that the user has immediate access to the clothing items and footwear once in the store, therefore

descriptive information loses importance for the SSK.

5.1.1 Data Collection

Based on the product and context report described in the methodology, a specific template was

constructed that provided all the necessary information for further measurements. This template is

available in the appendix B.

5.1.2 Data Collection Process

For the data collection of the context analysis, the tasks can be split into two main parts: the first

part took place in the store and the second part took place in the office.

50
5.2. Workshop 51

The researcher spent 3 hours in the store, in which the observations and the unstructured interviews

with store associates took place. The observation took place on 10.12.2022 (a Saturday), 2 weeks after

the store’s opening date. The location of the store is adidas Brand Center Amsterdam, Kalverstraat 87,

1012 PA Amsterdam, Netherlands. The note-taking was not only based on the previously constructed

templates but also on the instinct of the researcher to take notes about interesting happenings and

observed context, as naturalistic observation usually happens. This helped with journey-level and

relationship-level information.

The second part of the analysis was conducted in the office, where the researcher had unlimited time

to interact with the SSK, without disturbing the shoppers in the store. This was a great opportunity

to assess the SSK on an interaction level. At this point, a cognitive walk-through was also done with

the SSK to map out usability issues with the current version.

The results of the context analysis are the context report and initial usability issue findings. Outcomes

are included in chapters 1, 3, and 6.

5.2 Workshop

This workshop aims to uncover future expectations from an in-store shopping experience from the

perspective of Gen Z and young Millennials as the digital retail team is mapping out work for both

the immediate and the long-term future.

For this activity participants were selected with a non-probability sampling technique based on their

availability. The sampling is finished when the total amount of participants (sample saturation) and/or

the time limit (time saturation) are reached (Martı́nez-Mesa et al., 2016). This same technique was

used for the user testing participant selection as well. The di↵erence was that for the workshop only the

group of 15 interns was asked and the selection happened based on the time slot that was convenient

for both the facilitator and the majority of the participants.

The workshop was an in-person, moderated group session that took place on 08.12.2022 at the Adidas

office with the location: Hoogoorddreef 9A, 1101 BA Amsterdam, Netherlands.

The 8 participants were in a 2:6 ratio with more female participants attending than male participants.

As the workshop included interns only the age range was between 20 and 27. Interns were not related

to the development of the SSK design in their line of work. Some participants had data analysis
52 Chapter 5. Research Process

backgrounds while others came from a marketing or finance background. Participants were of di↵erent

nationalities: Chinese, Dutch, Indian, Italian, Portuguese, and Romanian.

5.2.1 Data Collection

As a creative narrative technique, Science Fiction Prototyping is a popular method in the commercial

sector. Engineers and designers use prototypes to determine the details of the designs and the complex

interactions of emerging technologies. Prototypes serve as a gateway between feature requirements

and the finished product (Johnson, 2011).

Next, the helping materials will be presented that were used for successful workshop facilitation.

Technological Trends

As part of the expert testimony, the facilitator explored emerging technologies and selected the ones

considered the most relevant to the aim of the workshop. These were later presented in the activity

with a visual representation shown in figure 5.1.

Figure 5.1: Relevant emerging technology presentation slide from the workshop

Starting with the vision of the brand the interactive wall was presented. This wall acts as a social

media enabler, allowing users to take pictures, search for inspiration and experience an immersive

environment in the store. Participants were not told that this idea already belongs to the brand.
5.2. Workshop 53

Next, the robot shopping assistant was shown, and its main functionalities were described. The robot

o↵ers in-store guidance, catalogue browsing, and operation through voice command and touchscreen.

The Kinect game is a device similar to the SSK in that it has similar hardware constraints and an

additional motion sensor that enables responding to user movements. The purpose of the game is to

educate about recycling, as the game itself is cleaning up a beach by virtually grabbing plastic bottles

and other garbage from the beach and throwing it away in the correct bin.

The Tilt brush developed by Google, first released in 2016, is an artistic tool allowing artists to create

three-dimensional artwork and even designs (clothing, footwear, or any other product) in a virtual

reality setting using light painting through a headset and controllers. this is now an open-source tool,

free for anyone to use with the right equipment. Overall, Tilt Brush is an innovative and powerful

tool that showcases the creative potential of virtual reality technology (Google LLC, 2021).

A hologram is a three-dimensional image that appears to be floating in space, created using laser

technology. Holograms can be viewed without the need for special glasses or other equipment, and

they o↵er a level of realism and interactivity that is not possible with traditional 2D images. Holograms

are also becoming more present in the retail sector and they have the potential to revolutionize many

other industries as well. In the example picture, a shoe design is represented with a digital twin

and show allowing the user to access additional information such as material composition to the user

(LamasaTech, 2021).

The metaverse is an entirely online world shared by millions of people. Experts speculate that the

metaverse could become the next sensation after the internet, creating a new kind of virtual space

where people work, play, socialize and even shop. It is important to note that issues like privacy,

security, and inequality in the metaverse will need to be addressed as the technology develops (Rouse,

2021).

AI-generated picture technology is a form of artificial intelligence that can create realistic images

from scratch using a descriptive prompt in form of input text. This technology uses a system of two

neural networks that work together to generate new images: one is the generator and the other one

is the evaluator. While AI-generated pictures have great potential, there are also concerns about

their potential misuse, such as creating fake images. An example of this technology is the AI DALL-E

developed by OpenAI. It uses a deep learning algorithm called a generative adversarial network (GAN)

to create images from textual descriptions (OpenAI, 2021).


54 Chapter 5. Research Process

The interactive floor is a type of display technology that allows users to interact with a projected image

or video on the floor surface. The technology uses a special sensor system to track the movement of

people or objects on the floor, allowing them to interact with the image in real-time, and a projector

to display the image or video on the floor surface. Some interactive floors may also have sound or

touch sensors built in to enhance the interactive experience. In the retail setting, this can become

an additional touchpoint in the ecosystem with the potential of guiding the user through the store or

informing them about products or even just enabling a more immersive store experience.

In the presentation drone delivery, face recognition technology, Bluetooth beacons, and 3D printing

technology were also included. All the participants were familiar with these technologies on a base

level.

Social Trends

When it comes to social trends we can see an increase in the demand and creation of user-generated

content or UGC. This content in the e-commerce setting usually means product reviews, social media

pictures videos, and comments. We primarily look at visual UGC. This can be categorized into four

di↵erent groups for Adidas in the following way: influencer-generated content, professional athlete-

generated content, employee-generated content, and regular consumer-generated content.

Influencer and professional athlete-generated content is usually higher quality visual content and o↵ers

images earlier in the release cycle due to exclusive early-date access to specific products, while employee

and regular consumer-generated content tends to be more realistic looking and comes later in the drop

cycle.

Other social trends include the customized social media shopping experience, where the recommenda-

tions are generated based on like-history. The channels of marketing are diversifying on social media,

using marketing on di↵erent platforms such as Facebook, Pinterest, Instagram, Twitter, and TikTok.

On these channels, low-priced products still dominate the selling rates. These channels also use social

polls and quizzes to collect data (Hub, 2021).


5.2. Workshop 55

Ecosystem Trends

The researcher selected three important ecosystem trends that were presented to the participants.

First, businesses are striving to become more sustainable in their processes and with their products

and services. Consumers are becoming more environmentally conscious, and retailers are responding

by prioritizing sustainability in their operations. This includes reducing waste, sourcing sustainable

materials, and promoting ethical manufacturing practices. Second, digital twins which is a technology

that involves creating a digital replica of a physical object such as a clothing item, a store, or even a

process. Using the digital twin can be a cost-efficient testing tool to simulate and analyze the behavior

of the physical system in real-time, enabling improved understanding, monitoring, and optimization

of the system’s performance (Glaessgen and Stargel, 2012).

Personas

Building personas is a great way to communicate empathy not just from designers to developers but

also from designers to any stakeholder. This tool can help bridge the communication gap between two

di↵erent perspectives. It is also used in cooperative design in which case, the usage of personas helps

designers, first and foremost, to understand the user needs more in-depth (Grudin, 1989).

For this workshop 6 personas were created to represent more marginalized user groups and to bring out

ideas that could help with inclusive design. Namely: Ignacio, Anne, Jordan, Helen, Peter, and Morgan.

This practice also encourages participants to shape their points of view and identify similarities and

di↵erences between themselves and the fictional person.

The personas were diversified by age - having fictional people between the ages 17 and 52, gender

identity, background - expat, tourist or local, occupation - student, sportsman, radio host, recruiter,

interior designer, family situation -single, married, with children, interest in the brand - attracted

to the sports credibility, liking the brand association, being interested in the urban streetwear and

shoe collector. Some of the personas are more autonomous decision-makers, while others prefer addi-

tional opinions or recommendations. And while certain personas are efficiency-oriented, others value

the experience factor in their shopping journey. Inspiration was taken from the participatory work-

shop including diverse participants (Hayashi et al., 2014). This workshop tried simulating a similar

environment through the personas being diversified.


56 Chapter 5. Research Process

All personas have di↵erent goals and pain points. While Ignacio has a language barrier, Anne su↵ers

from loss of central vision, Jordan is on a journey to discovering their sense of self and sense of fashion,

Helen is shopping with 2 young children and is in a rush, and Peter currently has a broken foot and

Morgan is deaf.

The personas were based on the context analysis user group categorization but the researcher took the

liberty to add notes about di↵erent personality traits in one hand to diversify the user group toward

inclusiveness and to add personality traits that help the participants view these characters as real

people. The used personas are included in appendix D.

The Final Artifact

The final artifact (figure 5.2) was constructed to summarise the insights on the top row by having the

synthesized ideas in the left corner and the given printed persona under it. The top right corner hosted

the crazy 8 ideation post-it notes. The science fiction exercise was in the middle and the backcasting

was illustrated with a timeline on the bottom of the A3-sized artifact.

5.2.2 Data Collection Process

In the preparation phase, participants were asked in person to join the workshop and then a written

confirmation was required where the objective and the duration of the activities were clearly stated.

A room was reserved at the heard quarter office and a checklist was prepared on what tools will be

needed for the workshop.

For the activities post-it notes, pens, and stickers were provided. The helping materials, such as the

personas, the final artifact template, and the schedule (for the facilitator) were printed out in advance.

A small budget was granted for the research that was used to provide sweet and salty snacks, dried

fruits, and beverages for the participants. These were catered to the participants during the workshop.

On the day of the event, the reserved room was prepared by organizing the necessary tools, and snacks

and making sure that all the technological equipment was working. All activities were evaluated

beforehand with the digital retail team. And the results were presented to them once they were

structured into a report. There was no video or audio recording done during the workshop, however,

the researcher took notes during and immediately after the event.
5.2. Workshop 57

Figure 5.2: The template of the final artifact

The workshop followed precisely the methodology of the future casting workshops proposed in chapter

4. The entire schedule can be found in appendix C. Participants were not given the name of the

exercise, but the facilitator wrapped the exercises in a time-traveling storyline.


58 Chapter 5. Research Process

First, everyone was greeted at the agreed spot 5 minutes before the starting time of the activity. They

were guided to the prepared meeting room and took their places. A short welcome and an overview

of the agenda were given.

To construct a rounded 2-hour workshop first an icebreaker was introduced preceding the future casting

activities. The icebreaker had the objective to put the participants in the mindset of time traveling

and science fiction. They were asked to share with the group and the facilitator their favorite TV show

or movie that has futuristic technology in it. As an example, the animated series Dexter’s laboratory

was given to the participants by the facilitator.

Next, the participants were grouped into teams of two based on how they set down, and the topic

of the workshop was introduced through a small description and answering questions from the par-

ticipants. Since only 8 participants confirmed and only 7 actually showed up to the event, 4 groups

were created, where one person worked alone. After that, relevant trends forecasting was done where

first information about the usages and variations of the SSK was given followed by a general emerging

technology presentation (see figure 5.1) where each technology was briefly discussed.

In the synthesis step, the participants interpreted the given information that was previously presented

to them by answering the questions How do you think this a↵ects the company, your department,

and your team? What would be a good response action? Secondly, how does this a↵ect you as a

user? The results were written on post-it notes that were later placed on the final artifact as the first

important piece of information. The users took on 2 di↵erent thinking hats: as employees and later

more importantly as users. This was mainly done to take advantage of the nonconformist situation

where the users had insights into the inner workings of the company and could orient ideas toward

the company strategy.

The following exercise was the persona distribution and getting familiar with them. This was called

(Choose your fighter) in the agenda slide.

The core exercise was next where participants ideated about in-store shopping experiences in the year

2047 while keeping in mind 2 factors from the emerging trends and the pain point and character of

their given persona. The exercise was presented with the slide in figure 5.3.

Once the groups were ready, they chose the best idea and developed it further in the next step

expending on the answers given with additional contextual information. This next thinking exercise

took participants further into the future where their idea was already developed. Here they answered
5.2. Workshop 59

Figure 5.3: Future casting ideation exercise slide

the questions:

1. What is your chosen digital signage? What does it look like?

2. Where is it situated?

3. Where is the customer situated?

4. What kind of interaction is happening?

5. What problem is being solved?

In the second part of this exercise the groups had to come up with a problem that their idea is

encountering and in the final part of the exercise they had to fix it, therefore reaching the final idea

that is now covering an additional edge case.

The final exercise before the presentation was backcasting, where the participants looked at how these

ideas could be iterated backward and what kind of intermediate steps needed to be taken to achieve

the desired idea.

The presentations were shown to the digital retail team and the researcher who facilitated the work-

shop. In the presentation, the final idea was described after the persona pain point and the most
60 Chapter 5. Research Process

important steps in the back casting timeline. This workshop agenda was realized for a second time by

the digital retail team involving di↵erent stakeholders, using the resources provided by the author.

5.3 User Study

The process of the user study requires a lot of planning and preparation. The facilitation of the tests

is also timely and so is the data analysis that follows. The researcher chose to conduct the user tests

in person in a moderated way.

First, the objective was defined, and the participant selection was started. Next, the details of the

evaluation were defined and time slots with participants were scheduled. After that, the prototypes

were designed and a pilot test was conducted resulting in some small changes in the task presentation

and the logistical construction of the user test.

In the usability testing process, the main focus was the connectivity of the SSK to the digital retail

ecosystem. For this purpose, the two di↵erent versions of the SSK were tested in form of prototypes.

The two di↵erent versions of the systems are:

• the prototype based on the current version of the SSK that was live at the time of the testing

and

• the prototype based on the unreleased version that already implemented some of the design

principles proposed to the team

These prototypes present di↵erent interaction flows to connect users to other digital touchpoints that

are also part of the ecosystem. In the process of validating perceived usefulness and added value to

the customer, the test also provided data for other design decisions that are comparable between the

two prototypes, as the design process of implementing changes is non-linear due to the business KPIs

that the team has to take into consideration.

5.3.1 Data Collection

As all participants are internal employees of the company, the problem of confidentiality did not occur,

as they are all bound by company contracts to treat sensitive information accordingly. All participants
5.3. User Study 61

were informed about the type of test that they were about to participate in as well as the way that

the collected data is going to be processed along with the granted anonymity in the reporting. All

participants agreed to be a part of the thesis research as well as to be audio-recorded and to provide

some personal data.

In the process of the user test, audio recording and observation were used to ensure data trustwor-

thiness. All participants had a written version of the questions to avoid deviation from the original

script, with a note to open questions where the researcher asked further unscripted questions based

on the previously given answers. Templates were provided for the di↵erent types of data that were

collected both in a physical and a digital form. Prototype hot spots were turned o↵ for the testing to

not influence the user’s behavior.

5.3.2 Data Collection Process

Participants were approached in person and via Teams to be invited to the user research, the message

stated the objective of the research without mentioning the measured attributes or the tasks that were

later performed specifically. After the participants chose a convenient time slot out of the available

times using a date picker software, a calendar invite was sent out with further information about the

place and required equipment (all participants needed to have their mobile phone with them) for the

test.

16 participants were selected using the convenience sampling method due to the relatively short time

to conduct the interviews. These participants represented a significant part of the targeted user group.

Out of the 16 participants 8 were female and 8 were male, for an equal distribution. Half of each group

(4 female and 4 male participants) started with prototype A and the other half encountered prototype

B first.

The age distribution can be seen in the chart in figure 5.4 with an average of 26.56 which is rep-

resentative of the younger part of the target population. Looking at the ethnic background of the

participants, the countries of origin include Brazil, Canada, France, Italy, India, Netherlands, Philip-

pines, Poland, Portugal, Spain, and Sweden. This ensured that the product being tested is inclusive

and accessible to users from various backgrounds.

The user tests were carried out in person in the Amsterdam Headquarter office of Adidas in a dedi-

cated area that had a sample device used for testing. The participants first received a non-disclosure
62 Chapter 5. Research Process

Figure 5.4: Age distribution in the participant sample

agreement and gave informed consent for the collected data to be used in this thesis. Additional

information about the scope of the study was given upon request after the testing process has ended,

to ensure a non-biased state of the participants. Participants were informed about their right to stop

the process at any given moment and were walked through the agenda before beginning the data

collection process. The script used for the interviews can be found in appendix F.

As the above table illustrates, first the introductory questions were asked to gather demographic

data and contextual information about the participants’ shopping habits toward Adidas. Next, they

performed the predefined tasks that led them through the main flow of the upper funnel shopping

experience with the first prototype using the thinking-out-loud process.

Tasks 1 was defined as such: You saw someone wearing a dark red T-shirt, with white stripes on the

side of the sleeve, and with a big Originals logo in the middle, that you really liked. You want to see if

it is available in the store, and buy it. If the shirt is available, you want to try it on, if not you want

to add it to your online shopping list. In this scenario you are looking for a women’s shirt, size 12.

Task 2: You are looking for the shoes that are called ”Vegan superstar shoes” that you want to try

on. In this scenario you are looking for a women’s shoe, size 8.

They were then asked about their experiences in a moderated way describing the perceived usefulness,
5.3. User Study 63

Nr Activity Note
1. Welcome and pro- Breaking the ice with the participants and informed
tocol information consent
2. Introductory Collecting demographic data and easing into the topic
question
3. Scenario presen- Introducing the think out loud process and giving con-
tation text
4. Task 1, Prototype Reading the instructions, participants performs the
A task while the facilitator observes, takes notes and mea-
sures the time, and counts errors
5. Task 2, Prototype The previous step is repeated with the new task
A
6. Questions about SUS, UEQ, and open-ended questions are asked in this
prototype A order
7. Task 1, Prototype Repeating step 4, with prototype B
B
8. Task 2, Prototype Repeating step 5, with prototype B
B
9. Questions about SUS, UEQ, and open-ended questions are asked in this
prototype B order
10. Finishing ques- Asking comparison questions, a quick look into future
tions expectations, and asking participants to express any
thought they couldn’t express so far

Table 5.1: Usability testing process

assessed usability, ease of use, efficiency, and e↵ectiveness as well as their biggest pain points and their

preferred interactions. This data was captured in the data-gathering templates.

As the methodology suggested, the SUS and the UEQ these Likert- type scales were filled first and only

after were the open-ended questions asked. The process was then repeated with the second prototype

followed by the same questions. In the wrap-up questions participants were asked to compare the two

experiences.

To assure a balanced data gathering half of the users were faced with prototype A first and prototype

B second, and the other half encountered prototype B first and prototype A second. All participants

were given the exact same tasks and shown the same images that helped them identify the products in

their tasks. This was done to mimic a real-life situation where the customer engages in research that

predates the shopping involving two di↵erent levels of research. While one is based on a previously
64 Chapter 5. Research Process

seen item that someone was wearing before, the second item was more familiar to the user as the name

of the product was known. The pictures were shown as the user test did not intend to measure the

memory and recognition capabilities of the user. The entire usability testing was estimated to be 1

hour long, the testing sessions were carried out in an interval of two weeks.

All the gathered data was transcribed in a Google Sheet file for a structured data representation and

in a FigJam file for concept categorization.


Chapter 6

Results

In this chapter, the obtained results are presented and interpreted.

6.1 Context Analysis

Most elements of the context analysis (based on the template found in annex B) were already discussed

in previous chapters. In chapter 1 the product is described. In chapter 3 the specifications are stated

alongside the observations on ergonomics and user types.

Here we will still mention the heuristics evaluation performed on the published version of the kiosk.

Heuristics

1. Visibility of system status: In the current version, the Bring it to me option and the Call store

assistant option show that there are multiple steps in the process of the service, but it is unclear

which step is happening in a given moment as the progression bar does not have labels.

2. Match between system and the real world: Here the digital store catalogue does not align with

the clothes displayed in the store.

3. User control and freedom: In this case, there is no UNDO option for filtering in the browsing

flow. We also note that after 10 seconds of the SSK being abandoned by the user, the starting

screen and the default settings appear.

65
66 Chapter 6. Results

4. Consistency and standards: The layout of the pages is consistent, and functionalities are intu-

itive. The wording of the shopping terms however leads to confusion.

5. Error prevention: Error-prone conditions are limited in the browsing process, as the filtering

categories have predefined options and service cancellation is possible in the case of committing

to an action by mistake.

6. Recognition rather than recall: Product information is always visible on the PDP and a short

summary on the PLP. Users do not need to remember additional information about the system.

7. Flexibility and efficiency of use: In the released version all the filters are on the same hierarchy

level. Shortcuts are suggested in the search functionality. A shortcut of paying for just one item

is directly available on the PDP.

8. Aesthetic and minimalist design: The UI of the SSK is first and foremost designed with func-

tionality in mind. The layout is clean and organized according to the European convention of

top to bottom and left to right. Dialogues do not contain confusing information for the user.

9. Help users recognize, diagnose, and recover from errors: Error messages, such as an empty search

result, are expressed using plain language. In this case, no suggestions are given.

10. Help and document: There is no documentation available for the users, however, a help function

is built in which calls a store associate.

6.2 Workshop

The artifacts provided by the participants can be found in the appendix E. A summary of the findings

will be presented below.

6.2.1 Idea Presentation

Participants came up with various ideas about the future of shopping and the technologies that will

be present in the store. The first group proposed a Robot shopping assistant with a to-do list and

customized suggestions. This robot can exist both online and in the store. The second group pitched

a large robot located in the middle of the store that scans the customers to determine their sizes. The
6.2. Workshop 67

interaction happens with a voice-assisted AI. The third group advocated for the concept of the size

ID. This could be additional information hosted on the app profile. This contains all the preferred

fit and size information for the user and even for other people they are shopping for. Based on this

information recommendations can be made that will fit the customer perfectly. The fourth group

came up with the idea to make the shopping experience smoother. The shopping experience is done

with the help of the cellphone. The liked items that are on the customer’s phone will be directly

brought to the fitting room upon arrival at the store. Fitting room waiting time will be decreased

since the queue is automatized. Size requests, additional item requests, and payment processes will

be happening in the fitting room.

6.2.2 Emerging Themes

After the presentations and a brief discussion about each idea, the following themes were identified.

1. The most important tasks were browsing, try-on, and payment activities. All the ideas had

touched upon the browsing and the try-on process, but only some thought about the payment

method too.

2. Participants agreed on wanting to increase the efficiency of the shopping process: ideas were

given on how to save time at the fitting room, changing size, and at the payment. We can

conclude that efficiency is a primary need for the vast majority of the user group and most

probably for most consumers too.

3. Participants gave a lot of importance to the size and fit technology. While one group proposed a

body scan for the accuracy of sizes, another group thought about how to store this information.

Another group recognized that a pain point is that the fitting room must be exited and entered

again for a new trial, due to choosing the wrong size or not knowing if the size that generally

fits the user will fit in the case of this particular product too.

4. Ideas revolved around robot assistants rather than thinking about how human shopping assis-

tants could help in this situation. One group was against this out of the fear of the shopping

assistants losing their jobs. Their proposition was to find new ways for the shopping assistants

in the store.
68 Chapter 6. Results

5. Participants all agreed on wanting recommendations based on their style. Generally, they were

open to a personalized experience and generated recommendations.

6. Another interesting idea was the change around the store logistics. Products could be moved

with smart elevators or tubes that transport the items from the stock to the customer.

7. We note here that none of the teams mentioned the SSK -in its current form in their future

vision, however, they described several functionalities that can be hosted by the SSK in the

upcoming years, such as a personalized experience with outfit recommendations, a size guide

based on a body scan, queuing for a fitting room.

Observations

• Participants had a hard time associating with the given personas and rather tried to find solutions

mainly for themselves.

• Understanding the concept of time on a larger scale is a difficult task.

• All the presented information, down to the smallest detail, must be intentional, otherwise, par-

ticipants will be distracted.

• Time allocation to activities must always be more generous than the actual time needed.

• The facilitator must be prepared for last-minute changes, technology malfunctions, activity

rescheduling, and participant cancellations.

• A competition and a prize is a positive motivators for enhancing participation.

• The connectivity between the SSK and the fitting room was tried out in the usability testing,

based on the results of the workshop.

6.3 User Study

The user study is one of the most important part of this research. In the following section, the di↵erent

types of results will be elucidated.


6.3. User Study 69

6.3.1 Introductory Question Analysis

After the demographic data questions, other introductory questions were asked about the user’s fa-

miliarity with Self-service technology and its use cases. 87.5% of the participants answered yes to the

question and gave examples of where they have seen and even interact with it before. Reoccurring

answers included fast-food chains, supermarkets, ticketing machines such as movie ticket machines

and public transport ticket machines, competitor brands, and finally the Adidas brand (only 12.5% of

all users had knowledge about the existence of the device to be tested).

Figure 6.1: Distribution of preferred shopping channels among participants

When asked about their preferred channel for shopping for Adidas products and similar products

respondents mentioned 3 diverse channels: in-store shopping, online shopping through the website,

and online shopping trough applications. Retailer brands and single-brand apps were both mentioned.

Online shopping is significantly preferred by the participants, as visible in figure 6.1 by 88.2% of the

participants. Some subjects gave conditional answers, choosing more than one option. ”When I don’t

know the brand I will go to the store because it makes me feel bad if I have to return clothes. When

I know the brand I will just shop online.” - said a participant who opted for both online and in-store

shopping. While others chose two online channels in their answer: ”I use both (the app and the web),

but I prefer the website when I’m home because the screen is bigger and I can open multiple windows

if I want to compare shoes.”


70 Chapter 6. Results

Figure 6.2: Emerging themes: motivation

The emerging themes were categorized by channel, resulting in a visual representation of what is the

driving motivation behind choosing one experience over the other. The two main reasons for choosing

online channels were comfort and the lack of pressure, while in-store shopping has the benefit of o↵ering

an experience where the consumer can interact with shopping assistants, can touch the materials, and

try on the liked items.

The biggest selling point of the web experience was its convenience and the o↵ered sense of security.

The web experience was always associated with a laptop device and never a phone device. The

navigation between the pages is easier and makes product comparison simple not just between same-

website products but also cross-website products. The payment process felt safer for participants on

the website. ”Whenever I buy something more expensive I buy it on the website.”

The convenience of the app was more diverse. Subjects found the phone experience more convenient ”I

can just browse whenever I want, on the bus or in a 5-minute break.” Users noted that they liked that

their credit card information was already linked (with apple pay for example) and made the buying

process much more seamless. One person remarked on how the app has additional features such as

the AR try-on and the find-by-image feature.

6.3.2 System Usability Scale

The first measured attribute was the overall usability of the system and its evolution through the lens

of comparing the two contrasting prototypes.


6.3. User Study 71

Interpretation Prototype A Prototype B


SUS 72,81 75,15
NPS Passive Passive
Acceptance Acceptable Acceptable
Adjective Good Good
Grade C B
Percentile 67 73

Table 6.1: SUS scores and their interpretation

In the process of conducting 16 interviews, participants answered the SUS questionnaire twice in each

interview - once for each prototype. These scores are evident in the table 6.1 that summarises the final

usability indexes of each prototype, where Prototype A is the first version that has been implemented

and Prototype B is a representation of the newer version of the SSK’s GUI.

Looking at Prototype A’s score of 72.81 we can conclude that it scores higher than average (68),

however, it does not reach a promoter NPS score, it can be considered good and acceptable, it can be

given the grade C and it scores higher than 67% of the system in the data set of the comparison.

Prototype B with the SUS score of 75.15 is higher than the score of Prototype A, it is also considered

passive on the scale of Net Promoter Scores. Like Prototype A, it scores the highest grade on the

acceptance scale and receives the adjective good. In terms of an associated grade, it scales higher than

the previous prototype. Prototype B is perceived as better than 73% percent of the systems in the

comparison data sets.

Looking at the table 6.2 we can see the Sum of the individual scores given by the 16 participants.

Points can vary between 16 and 80 as all participants can give an answer corresponding to a natural

number between 1 and 5. Odd number statements are positive in interpretation, while even number

statements are negative. So in comparison, a score is better when it is higher for the positive statements

and lower for the negative ones.

When inspecting the individual scores of statements for Prototype A we find that the highest ranking

positive statement is number 3: I thought the system was easy to use. with a score of 64 out of 80. The

lowest scoring negative statement was number 4: I think that I would need the support of a technical

person to be able to use this system. with a score of 27 out of 80. Points can vary between 16 and 80

as all 16 participants can give an answer between 1 and 5 points.


72 Chapter 6. Results

Nr Statement A B
1. I think that I would like to use this system 50 56
frequently.
2. I found the system unnecessarily complex. 32 36
3. I thought the system was easy to use. 64 62
4. I think that I would need the support of a 27 18
technical person to be able to use this system.
5. I found the various functions in this system 60 59
were well integrated.
6. I thought there was too much inconsistency 29 28
in this system.
7. I would imagine that most people would learn 57 52
to use this system very quickly.
8. I found the system very cumbersome to use. 31 27
9. I felt very confident using the system. 62 63
10. I needed to learn a lot of things before I could 28 22
get going with this system.

Table 6.2: SUS individual scores

Looking at individual scores of statements for Prototype B the highest ranking positive statement is

once again statement number 3, but with only 62 points. The lowest-scoring negative statement is

number 4, with a significant di↵erence from the previous prototype: only 18 points where the minimum

is 16.

It is also interesting to note that even tho overall, Prototype B has a higher SUS, Prototype A is

better received in four di↵erent statements. Prototype A is considered less complex (s2), easier to

use (s3), with functions slightly better integrated (s5), and participants believe that it has a higher

general learnability for most people (s7).

Prototype B has a higher probability to be used (s1), it is much easier for the users to operate alone

(s4), it is less inconsistent than its predecessor (s6), and also less cumbersome in usage (s7), users felt

more confident using it (s9) and finally, users thought they needed to learn fewer things before they

could get going with the system (s10).


6.3. User Study 73

6.3.3 User Experience Questionnaire

The summary of the results of the UEQ can be seen in the following graphs, where first we look at

the comparative data and later a more detailed breakdown of the prototypes.

All the calculations were done by the tool UEQ Data Analysis Tool, which is a free resource from The

UEQ Online web page.

Figure 6.3: UEQ comparison between prototype A and B

Figure 6.4: Table of values for UEQ comparison

In figure 6.3 the comparison between the two prototypes can be seen, where the blue columns represent

Prototype A and the red ones represent Prototype B. The graph was constructed based on the table

in figure 6.4. In this table the Mean is shown in the first column of numbers for each scale, where

STD is the Standard Deviation, N is the number of responses (and participants), and Confidence is

the 5% confidence for the scale means. The Confidence Interval is a measure of the precision of the

estimation of the scale mean. The smaller the Confidence Interval is, the higher the precision of the

estimation and the more you can trust your results - according to the data analysis tool. For example,

the Mean of perspicuity is the highest for prototype A with 1.44 and with a confidence of 0.58. And

the highest score for prototype B is its dependability mean with 1.39 and a confidence of 0.45.

It is evident that Prototype B is superior in attractiveness, efficiency, dependability and stimulation.


74 Chapter 6. Results

Meaning that the overall impression of the product is better in the new version. Users think they

performed the tasks with slightly less e↵ort and felt more in control interacting with this version, and

it was more exciting for them to use the product. The biggest di↵erence is notable in the novelty

aspect. This indicates that prototype B is perceived as more creative and innovative compared to

prototype A.

It is also important to note that perspicuity performs slightly worse than in its predecessor. The error

bars represent the 95% confidence intervals of the scale mean. These bars show an almost certain

interval where the values could fall in the case of repeating the usability testing and interviewing

process. It is meant to warn about the accuracy of the measurements. Since the error bars overlap

in all 6 of the scales, we can conclude that the di↵erence on the 5% level can be still significant.

The confidence interval is considered relatively large, due to the limited data sample and we treat

the information carefully and in combination with other methods such as open questions and the

observations.

Grouped quality Prototype A Prototype B


Attractiveness 1.02 1.24
Pragmatic Quality 1.26 1.33
Hedonic Quality 0.48 0.84

Table 6.3: Prototype A’s thematic means

Summarizing the distinct type of qualities we see that the pragmatic quality is assessed higher at 1.26

than the hedonic one at only 0.48.

In figure 6.5 the answer distribution is visible for prototype A, where the colors represent each answer

from 1 to 7 and the length of each colored bar represents the number of times each answer was given.

For example, for the first attribute pair (conservative vs innovative), shown on the last row of the

distribution table, 2 answers were given for the rating 3 which makes up 12.5% of the data, 5 answers

were given for a rating 4, making up 31.25% of the data, 4 answers were given for a rating 5 (25%)

and 5 for rating 6 (31.25%). No ratings of 1, 2 and 7 were given by the participants (0%).

For Prototype B we can see that in general there are fewer attributes on the negative-to-neutral side

than on the negative-to-the-positive side, as there are significantly more green bars on the distribution

than red ones. For example, looking at annoying/enjoyable there are 5 responses for answer 3, making

up 31.25% of the answers, there is 1 answer for 4 (6.25%), 3 answers for number 5 (18.75%), 6 for 6
6.3. User Study 75

Figure 6.5: Prototype A’s answer distribution

(37.5%) and 1 for 7 (6.25%).

Figure 6.6: Prototype B’s answer distribution

In conclusion, we can determine that prototype B achieved better results and the direction of the

design is adequate, however, we need to keep in mind to not overwrite existing cognitive patterns.
76 Chapter 6. Results

Additional suggestions are included in the design guidelines.

6.3.4 E↵ectiveness and Efficiency

E↵ectiveness was measured by how many participants were able to complete the task without help.

Ultimately all the participants completed the tasks, but in 3 cases participants needed guidance to

finalize task 1. This was due to not recognizing that the item was not in the store and they falsely

believed that they completed the task. This issue was also counted as an error later in the efficiency

measure.

Prototype Completion rate task 1 Completion rate task 2


A 87.5% 100%
B 93.75% 100%

Table 6.4: Prototype task completion rates

Figure 6.7: Task Efficiency for the two prototypes

The average time taken for task 1 was 3 minutes and 22 seconds for prototype A and 4 minutes and

29 seconds for prototype B. For task 2 the average time for prototype A was 2 minutes and 19 seconds

and for prototype B 2 minutes and 6 seconds as the graph in figure 6.7 illustrates. For the first task of

browsing, participants took significantly more time than with prototype B and then with prototype
6.3. User Study 77

A. However with the second task both scores decreased considerably. We take into account that the

participants did not aim to complete their task in the fastest way possible, as they were using the

thinking out loud method that slowed them down. The learnability of both prototypes is observable

in the di↵erence in time between tasks 1 and 2. The gap between prototypes A and B in task 1 can

be explained in the participants’ own words. Prototype A ”feels more like the website”. As most

participants were familiar with the website, they had no problem transposing that experience into

prototype A. Another important factor to consider here is that prototype B included an initial screen

at the beginning of the flow. This screen is a looped video that informs about the main services o↵ered

in the store.

Counting errors had the challenge of determining what is considered an error. The task descriptions

allowed the users to perform the task according to their mental model. Errors were defined as mis-

takes in understanding concepts and not as the number of clicks that a participant performed while

interacting with the prototype. This remark was made as there are many correct ways to perform a

filtering or searching process, but the prototype only covered the most probable paths, ad there were

7 primary filters leading to 5,040 combinations of filtering alone and covering the entire search process

through a prototype would have meant to anticipate all the key search terms that participants could

use.

In the first task with prototype A, 37.5% of users were unable to tell whether the shirt they were looking

for was in the store or not. Most participants realized their mistakes once they started exploring the

PDP, but 12.5% did not realize it on their own.

Regardless of prototype 31.25% of the participants were unfamiliar with the Bring it to me function,

but once they tapped on the option it became apparent what that functionality means. In some cases,

the concept of the shopping bag was not associated with the virtual shopping bag that a person had

on the web page, but participants believed that it will produce a change in their in-store environment

and they will find the shopping items at the cash register.

In general prototype B had more confusion and people got stuck in the flow for more time due to the

fact that the interaction barely resembled the web flow and did not match the subject’s mental model.

This is further discussed in the conclusion part of the chapter.


78 Chapter 6. Results

Prototype Related Errors and Remarks

As prototype A was made up of screenshots with the most possible user flows, the interaction was not

as smooth as it would have been with the developed system. 2 users remarked on the prototype being

”glitchy” or ”inconsistent”, even tho they were able to perform their tasks they defined it as a pain

point.

As prototype B does not have a developed version and the resources for the user test were limited.

Therefore only the most probable flows were designed with many non-functional elements. Users get

frustrated when the interactions they wanted to perform were not predicted by the facilitator and

therefore the buttons did not react to the touch.

6.3.5 Open Ended Questions

Each Participant was asked about their expectations regarding the SSK at two di↵erent times in the

interview. The first time was after the introduction questions when they already saw the device but

have not interacted with it and the second time was at the very end when they already completed all

of their tasks.

During the first assessment, participants remarked on 3 separate types of information, as can be seen

in figure 6.8. Expectations about the product information were outlined. The most reoccurring aspect

was product availability: every participant expected to get information about product availability in

the store. Subjects’ expected size guidance, a display of the reviews, and product details such as

materials and technology used in the manufacturing process and in the product innovation. Store

information was also expected: some users expected to see a map of the store so they can recog-

nize where certain types of products are located. The Bring it to me and the Call store associate

function were also expected even without knowing about the name and process of the functionalities.

Participants expected an immersive experience. ”I expect to see myself with some AR clothes on” -

according to a participant. If not the real reflection of the participant, an avatar representation was

also expected in some cases.

After the user tasks were performed participants were asked again to define their future expectations in

the next five years. This time participants focused more on information that they were lacking during

their interaction. ”The screen should adjust to me in size”, ”I want recommendation based on what I
6.3. User Study 79

Figure 6.8: Grouped expectations from the SSK before and after interaction

like”, ”I want a personalized experience. When I walk up to the screen I want to be greeted by name.”

- subjects said. Users proposed additional functionalities too. The idea of AR try-on resurfaced.

”It would be cool to see a popular outfit on myself as I walk by the mirror.” - the participant was

referring to the SSK and associated it with a mirror. The functionality of a body scan that was

discussed in the workshop came up from distinct participants. The idea was that the SSK would

capture the user’s height and the sizes of the clothes the user is wearing and the calculations would be

sent to the user’s profile in the app. Users also wanted to perform a self-checkout with the machine

as well as get a number on the waiting list for a fitting room entry. Users wanted to get inspiration

and recommendations on the screen and even mix and match outfits virtually through the UI. One

participant mentioned voice interaction. Participants liked that the experience can be transferred onto

their phones, but they also wanted to transfer their experience from the phone to the SSK. Changes
80 Chapter 6. Results

to the already existing functions were defined too: users wanted a clear di↵erentiation between what

is online and what can be found in the store, as they mostly were only interested in the latter. Some

users wanted to see items on sale through a shortcut, in a similar way to how the website has it. Many

participants remarked that they would much rather prefer an interaction on a smaller screen.

When asked about which prototype did the participants prefer, prototype B won with a 10:6 ratio.

Many participants added that they would like a combination of the 2 versions and began to highlight

the parts that they would keep from each version.

6.4 Summary of Findings

As a result of the interview analysis together with the emerging themes of the workshop and the

context analysis, the findings were structured and will be now presented.

6.4.1 Shopping Behaviours

Shopping behaviors and expectations cannot be held under a singular customer archetype. As the

context analysis shows, consumers have varied levels of preparation when it comes to researching the

products and making purchasing decisions. They also need a dissimilar amount of advice and human

interaction. The author adds a new dimension of categorization by examining the relationship between

the consumer and the shopping items pre-purchase. From the user, research knowledge was acquired

on how users group the try-on process. As part of the task, users could request a chosen shirt to be

brought to the fitting room. While some users wanted to first inspect the shirt and only after deciding

to try it on, other users had no desire to do so, they just wanted to shop further and request multiple

items at the same time to be brought to them. There were users who did not want to try on the shirt

in the store, they just wanted to buy it in the quickest way possible. Users also remarked on how

there is a di↵erence between shoes and garments that were handled di↵erently in the store. While

shoes were brought to the customer in the store in whichever area the user was located, apparel was

o↵ered to be brought to the fitting room. This decision of distinguishing the products and where they

are transported in the store split the opinion of the test participants. While some people preferred the

efficiency of the shoes being brought to them in the store, thus saving time not waiting for a fitting

room and not having to change location, other attendees opted for putting together entire outfits in
6.4. Summary of Findings 81

the fitting room including shoes. A secondary motivational factor appeared in a few cases: the privacy

of the trial process. These users felt more comfortable trying on shoes in a fitting room.

6.4.2 Sizing

Based on the facilitator’s observation and the participants’ validation users had issues with the size

of the screen. Most users had to take a step back in the physical space to be able to grasp the entire

screen since the size of the screen was too big for the participants’ liking. ”Standing next to this [the

SSK] is not comfortable for long.” - a participant remarked. The bottom of the screen that holds

information was noticed very late in the journey. Some participants only noticed it while performing

the second task or when answering questions. Even tho the main functionalities are placed at eye

level, secondary information is visible at the bottom of the screen.

The opposite problem with sizing also appeared with some specific components. The Navigation bar

was very hard to touch for participants. Most trials of pushing a button happened in this faze. As

the buttons in the navigation bar were too small and on the right side of the screen, participants had

the tendency to push the button too much on the left side. This issue appeared because the user’s

perspective standing in front of the middle of the screen was slightly distorted towards the side of

the screen. Users were more successful pressing the button once they stepped closer to the right side

of the screen. This occurrence was discouraging for the users, as they were doubting if this issue is

caused by the prototype or by them.

6.4.3 The Store Context

First of all, users were confused by the concept of the shopping bag. The system intended the shopping

bag to represent the same concept as the web store’s shopping bag: holding products that the user

is ready to buy online. However, because of the context change, most participants were confused by

what the shopping bag represents on the SSK. When asked about it, participants thought that they

are storing items in their virtual shopping bags that will later be available in the store for them.

Participants wanted this shopping bag to either be brought to them or to find it at the cash register.

Some participants wanted to have it in the fitting room. Few participants interpreted the shopping

bag as it was intended and saw the value of the functionality. ”Even if the shirt is not in the store, I

can just order it online and it will come to my house.” - one participant said.
82 Chapter 6. Results

Looking at the holistic picture, we highlight that all participants expected the SSK to act as an

extension of the physical store. They automatically assumed that the catalogue of products that they

are seeing is only showing readily available in-store products, not the entire catalogue that includes

online products too. This expectation was confirmed by the shopping assistants during the context

analysis data collection process. Observed in-store users also expressed that they were expecting to

see information about where the product is placed inside the store. Shopping assistants said that this

is a common question they get from customers. The store assistants also remarked on the fact that

users do not understand the store layout and do not distinguish between sections such as ”Originals”,

”Sportswear”, ”newest collection”, and ”special collaboration collection”.

6.4.4 Functionalities

The first evaluated function is the filtering that allows for catalogue filtering on the PLP. In prototype

A all the filters on the PLP are visible separately in a horizontal list, where each filter’s options can

be opened in a drop-down multi-select list. However, in prototype B all the filters are hidden under a

filtering icon, and opening the overlay component contains all the filters in a dashboard-like manner.

Figure 6.9: Filtering panel of prototype B

Participants had split opinions about the filtering process, as some preferred the efficiency of prototype

B while others preferred the simplicity of prototype A. Everyone agreed that the filter component of
6.4. Summary of Findings 83

prototype A not closing automatically was a pain point. Participants expected to close the drop-down

by clicking away instead of the small arrow located next to the filter’s header. Prototype B was too

cluttered for participants. They highlighted the important filters that they would use and wanted the

others to be visible only additionally.

The search function is the second evaluated feature. Previous research conducted by the digital retail

team shows that users find it inconvenient to type on the keyboard provided on the touchscreen. First

of all, it requires too many actions and it is not a seamless experience as the results refresh after each

added or deleted letter. Second, the keyboard appears on the top of the result area, which annoys the

users even with the capability of dragging it across the screen.

6.4.5 Connecting to the Store Ecosystem

Creating a seamless shopping experience was attempted by connecting the SSK’s purchasing flow with

the user’s information through QR code scanning with a smartphone. As all users had the flagship app

installed on their devices the experience was uninterrupted and enjoyable for the user test participants.

They favored having their personal information displayed on their devices rather than on the public

screen of the SSK. This function was convenient as it allowed for the user’s mobility in the store.

”Because I am on my phone now, I won’t hold up the line.” - expressed a participant worried about

creating a queue for the kiosk.

The bring it to me function also allowed for flexible waiting. The estimated time for shoes to be

brought out to users is between 3 and 5 minutes. At this time users appreciated that they were free

to browse the store.

As it was mentioned earlier, users expected to connect their products to the cash register based on the

copy (the written content of the prototype) displayed, however, these needs were not met, as adding

products to the shopping bag resulted in online shopping and home delivery instead of immediate

purchases at the cash register in the store.

The option of finding the products in the fitting room surprised some users while others were expecting

it. Users’ level of trust in the brand influenced their attitude toward the functionality. When the users

were familiar with the brand: they have purchased the brand’s products before, they knew their size

and recognized the used material they were very easygoing and did not need advice or reassurance of

the quality or fit. Novice users preferred to inspect the products before even deciding to try them on.
84 Chapter 6. Results

Figure 6.10: Browse while you wait option in BITM function


Chapter 7

Design guidelines

The literature review served as the basis for developing the design guidelines for the self-service kiosk

in the digital retail ecosystem by laying the foundations inspired by the digital signage technology and

self-service technology design guidelines. These guidelines were further informed by the insights gained

through field research. The resulting guidelines were formulated by integrating the recommendations

from both sources. Many of these guidelines have shared objectives and complementary e↵ects in

enhancing the user experience. Hence, they are often interrelated and reinforce each other in ensuring

optimal usability and accessibility.

7.1 Encouragement of use

The literature defines the guideline to encourage usage by suggesting high contrast design, easily

readable fonts, and location visibility (Maguire, 1999). A more recent study found that videos can

be an e↵ective way to engage customers and increase their likelihood of using new technologies by

educating customers on the features of a new SSK in a restaurant (Smith and Lee, 2022). Based on

the results from the user tests the following guideline was defined.

When the SSK is not used by the consumers a demonstrative video should be playing, that showcases

the main functions o↵ered by the kiosk. In general, these functions should indicate the added value to

the user and inform users about context-specific advantages, if there are multiple ways of performing

them. In the retail context, in-store services should be highlighted so that consumers are aware of

all the benefits of shopping in person. These services are meant to elevate the user’s experience on a

85
86 Chapter 7. Design guidelines

relationship level 4.1. The video should utilize cohesive iconography and font to increase memorability.

The content of the video gives an opportunity to inform the user about omnichannel connectivity.

Figure 7.1: Image from the starting video

This feature was tested in the user testing phase. The demonstrative video was included in the

beta version only (in the newer prototype). Some participants intuitively skipped over the video by

tapping the screen, even when they were presented with prototype B first. Some participants waited

and read the short informative texts. ”Oh you can have things brought to you.” Some participants

later recognized the icon used in the video, as it is the same as the icon in the navigation bar.
7.2. Language 87

7.2 Language

Another important design guideline for a self-service kiosk is to o↵er language selection to accommo-

date diverse customers. This means that the kiosk should provide users with the ability to choose their

preferred language for the user interface and any other information presented on the kiosk screen.

The currently released version of the SSK does not include a language selector. In the Dutch market,

the only available language is Dutch. Shopping assistants noticed how the majority of the consumers

asking for help are non-dutch-speaking customers. This finding primarily aroused from the context

analysis when the in-store SSK was tested by the author.

Figure 7.2: Image from the starting video

Providing language selection can enhance the usability and accessibility of the kiosk for customers who

are more comfortable using a language other than the default language of the kiosk. This is extremely

important in the international context of the SSK, as an important user group is made up of tourists.’s

officially spoken language. To implement this guideline, the SSK should include a language selection

option in a prominent location on the screen, and o↵er a range of language options to choose from.

Additionally, the language options should be clear and easy to understand, and any text or graphics

on the kiosk screen should be available in the selected language. In each European market, at least

the English language should be added next to the country.


88 Chapter 7. Design guidelines

The used language for the user tests was English (as was the entry conducted research). This guideline

was briefly tested with prototype B as an additional button was added to the navigation bar. The

button utilized the flag metaphor. Participants were pleasantly surprised to see that they have the

option to change language because the website and the application do not contain this function.

The literature supports the findings of my research, as both indicate the importance of considering

user preferences and cultural di↵erences when designing for internationalized user interfaces (Li and

Takagi, 2010).

7.3 Flexibility

When it comes to the system’s flexibility, the kiosk should be able to adapt to the changing needs

and preferences of all customers. It should be able to support new technologies and features as they

become available.

As a finding of this research, users think about the products displayed on the SSK as the digital

representation of the extant inventory. Users also define the shopping bag as a virtual container

that holds all the items that are readily available for purchase. It is recommended that the default

product catalogue should only display products that are available in the physical store. To convey

this information, an initial filter that is prominently displayed on the first layer of the PLP could be

used. Additionally, users should have the option to extend this filter to include or switch to products

available in the online store, if they so choose.

Flexibility should also consider accommodating emerging technologies. A modular design would assure

the relevance and e↵ectiveness of the system over time while providing a more future-proof investment

for retailers. As mentioned in the future casting workshop and the user tests, the system could include

sensors for augmented reality (AR) try-on or product recognition, which could be added or replaced

as new technologies emerge.

The direction of my findings is in line with what has been reported in the literature, which suggests

that flexibility is a crucial aspect of self-service technology design, as it enables the system to adapt

to changing user needs and preferences, as well as emerging technologies (Cheraghi et al., 2016).

The literature goes on to specify that agile development methods are advised to be utilized to enable

rapid prototyping and testing of new features (Kasinath et al., 2018).


7.4. Informative Progress Display 89

7.4 Informative Progress Display

Figure 7.3: Concept design of progress bar in fly-out component

Based on Nielsen’s first rule of thumb (Nielsen, 1994), the system should always inform the user about

the progression of the requested service. With respect to this rule and in line with the feedback

gathered from the usability test, we remark that the time-consuming functionalities - such as the help

request through calling a store associate or the BITM function, - a status bar should be provided

with descriptive labels visible throughout the duration of the request. The component should contain

information about the request summary, the estimated time needed to complete the request, and a

timeline progression showing the already completer steps and the following steps. The copy should be

short and easily interpretable. Addressing the user directly strengthens the user-friendly environment.

It is suggested to apply animations to the progress bar as well as a countdown of the time estimation.

This guideline is illustrated in the example component in figure 7.3. The example shows the BITM

function with a status bar composed of time estimation and a 3-step progress bar with labels and

short explanations of the current step. Currently, the second step was completed and the request will

be completed in a maximum of 3 minutes.


90 Chapter 7. Design guidelines

7.5 Personalized Experience

The kiosk should be able to provide personalized recommendations and suggestions based on the

customer’s profile preferences regarding fit, size, and collection, as well as past purchases and wishlists.

Personalization can appear in many forms, such as greeting the users by name, recommending products

based on the wishlist, or suggesting products to ”complete the look”. All of these were reoccurring

themes in the user research. ”I like to see outfits put together for inspiration, I always look at the

mannequin.” -said a participant. Transferring and scaling this idea could be realized by adding so-

called lookbook pictures that can present the outfits together, but users can also choose just one

product shown in the pictures.

Based on the literature we can add that personalization should be done intentionally and carefully

to achieve a positive impact. This should be transparent and clearly communicated in order to build

trust with the users (Verhoef et al., 2007).

This guideline is being tackled in the beta version already, but it was not tested due to the compar-

ative nature of the usability test, as the current version does not include personalized content. The

membership concept is being translated from the mobile app to the SSK, allowing the users to become

members or utilize their preferences in the recommendations.

7.6 Providing Choices to Users

Similarly to the previous guidelines designers should opt to personalize the experience of the user to

enhance it. This can be done through the provision of choices to the users so that they can pick

their favored option. Designs should present choices in a hierarchically structured way, which is not

overwhelming for the user and allows for easy navigation and selection of options. By providing users

with choices, designers can give users a sense of control and ownership over their experience, this is

essential for user satisfaction (Norman, 2013).

As it was mentioned earlier, the users should be able to choose if they want to see in-store products,

online products, or both. Furthermore, users should be able to choose their method to try-on products.

Here we currently di↵erentiate between shoes and clothing, as the BITM function is only available

for shoes at the moment. As users were worried about creating queues, the option of browse while
7.6. Providing Choices to Users 91

Figure 7.4: Browse while you wait or stay close to the kiosk choice

you wait was created, which transfers the request from the kiosk to the phone and lets the user move

around the store freely. This choice can be seen in figure 7.4. Primary or recommended functions

should be designed with a visual distinction and the choices should be limited.

Other similar choices can be implemented for the trial of the clothes. One choice could be to find

the product with RFID technology and the help of the flagship app’s in-store mode which could help

navigate the user to the product. Another option could be the BITM for clothing items. Users should

be able to decide to try it on once the product is bought by them, if this step is not necessary, they

cloud choose to request the liked items to be brought to the fitting room. For a seamless experience

users could also have the option to find their items directly at the cash register.

Further feasibility limitations must be measured to understand if these functions can be achievable,

as some of them require human interactions.

This falls in line with the findings in the literature mentioning that decision-making is the cognitive

process of choosing a course of action from among several alternatives. In interface design, understand-

ing how people make decisions can help designers create interfaces that guide users toward making

the best decisions (Johnson, 2020). Designers can appeal to users’ emotions through visual design

elements, such as color and imagery, to influence their decisions.


92 Chapter 7. Design guidelines

7.7 Accessibility and Inclusion

The self-service kiosk should be designed with all users in mind including those with disabilities. Every

user should be able to use the kiosk independently and easily. As the kiosk is a touchpoint designed

for public use, this is a crucial aspect.

A large legible font should be used consistently in the UI design. High-contrast elements should be

defined with only a few color variations that pass the applicable WCAG AAA success criteria. A

clear hierarchy should be defined for prioritizing primarily functions. Furthermore, the UI should

be designed with the screen size in mind. The bottom area of the screen should not contain crucial

information, as the users will not register it immediately and will be forced to distance themselves

from the screen to be able to comprehend the information at the bottom. From the user research we

have seen that with the current version, users are banding down to see the visualized information.

The text should be included under or above the visual content such as images and video.

It is advised to create an accessibility mode for the kiosk that allows users should to pause the promo

video if they choose to. In this mode, the interface should be navigated through assistive technologies

such as screen readers and speech recognition. Content should also be resizable.

There should be no objects blocking access to the kiosk in the physical space in at least a 1.5-meter

radius from the SSK. The screen size should adapt to the user’s height and interaction area either

by a change in the device’s height or through the changed height of the UI, placing it on the screen

according to the user’s convenience.

To ensure the e↵ectiveness of the accessibility features, it is recommended to test them with users who

have disabilities, as this practice can help identify and address any issues in the design process.

Adidas has its custom font that is part of the Sans-serif font family, making for easy legibility. As

the design uses mainly white (color code: FFFFFF) as the background color and black (color code:

000000) as the font color, with the custom font, this passes the accessibility guidelines proposed for

web pages. Additional testing processes should be introduced for the digital retail team to use.
7.8. Ecosystem Connectivity 93

7.8 Ecosystem Connectivity

Staying ahead of trends is a crucial objective for many brands, as it helps to maintain relevance

in a constantly evolving market. This objective extends to the physical retail spaces of a brand as

well, where it is important to keep up with changing trends in retail design and customer experience.

Brands should also be open to experimentation and innovation in their physical retail spaces, and be

willing to take risks in order to stay ahead of the curve. They should also take into account the needs

and wants of their target audience.

As the literature suggests, the omnichannel ecosystem is an emerging trend and o↵ers a big opportunity

for Adidas to enhance the retail experience of their customer.

The SSK should be connected to various touchpoints in the store such as the customer’s cellphone, the

fitting room, and the shopping assistant’s device. This can help provide customers with a consistent

and cohesive brand experience (Fuentes-Blasco et al., 2017; Lindgreen et al., 2021).

When it comes to the connection between the customer’s smartphone and the kiosk, the flagship app

should be used by scanning the QR codes provided by the SSK. This opportunity could be provided in

the browsing and the shopping journey. Users should be able to add items to their wishlist connected

to their profile from the SSK directly from the PDP or from the shopping bag used on the kiosk.

Users could choose between purchasing products on the spot or ordering them online (also depending

on availability) with the help of their phone.

In order to establish a connection between the cellphone and the kiosk, a code can be generated

through the app which the users can then enter into an input field that is provided in the kiosk’s user

interface.

The shopping assistant’s tablet should be connected to the SSK so that incoming requests for services

can be successfully and efficiently handled. Looking at the logistics behind the service, each kiosk

device should have a unique identifier that the shopping assistant can recognize. The needed time to

complete the request should be editable by the shopping assistant involved in the process. User test

participants decided on the usefulness of the BITM function based on the amount of time it requires

to completer the request. ”If it takes so much time, I would just look for an associate myself.” - said

one participant when asked about the convenience of using the BITM function. Further research is

needed to define the feasibility of this feature.


94 Chapter 7. Design guidelines

The connectivity to the fitting room should consist of the reservation of it when the products are

ready for trial. For this connection, a similar request to the previously discussed one needs to be sent

to the shopping assistant who will look for the products and bring them to the right room before the

consumer enters. This journey could also be connected with the mobile phone to handle the fitting

room queue and to provide mobility to the users in their waiting time.

Products should also directly link to the SSK. Users expect to find in-store navigation that helps

them find a product in the store. This could be done with the help of the RFID technology that is

attached to every product in the store. A map should be presented to the users so that they can orient

themselves in the store.

These features could have a long-term e↵ect on how the store is organized. Additional research could

be done on how users would adapt to such changes.

The literature has also confirmed the results of the research about how customers are more likely to

use self-service kiosks when they are integrated with other technologies, such as mobile devices or

augmented reality (Wang et al., 2019).

7.9 Reducing the Cognitive Load

A user’s attention span and working memory are limited, so it is important to minimize the amount

of information and interactions required to complete a task. This can be done by reducing stimulating

components and providing a clean design.

Users expressed that they are overwhelmed on multiple occasions during the usability tests. ”I don’t

know what I am looking at.” expressed some participants when looking at the landing page and the

filtering dashboard of prototype B.

As we know from previous eye-tracking studies, the eyes of the user tend to follow an ”F-shape” when

scanning a user interface. This pattern is characterized by horizontal eye movements across the top of

the page, followed by a vertical movement down the left side of the page, and then further horizontal

movements across the middle of the page. Changing the direction of the movement should be avoided.

On the PLP, filtering should be prioritized and an accordion component should be constructed to

show primarily filtering categories and hide secondary ones. On the PDP the same guideline should
7.10. Size Considerations 95

be used to provide information about a product. Instead of having all the information displayed, some

sections should only have the headers visible and collapsed by default.

Another example is the display of the filtering process, the UI must show the filtering path that the

user has so far selected instead of forcing the user to remember it. This leads to easy error recovery

and a better experience. Similarly, in the BITM function, a summary of information should be visible

so that the user can have transparency about what they requested.

Designers can help users remember information by using clear and concise language, chunking infor-

mation into smaller pieces, and using visual aids to reinforce information (Johnson, 2020).

7.10 Size Considerations

In UX design guidelines, the size of the screen is an important consideration as it can impact the

layout, visual hierarchy, content, and usability of the interface. In addition to the physical screen size,

designers also need to consider the interaction area or touch target size, which refers to the area on

the screen that a user can interact with using touch gestures.

With a screen such as a kiosk, the interaction areas must be limited to the middle of the screen which

should be the eye level of the user. It was already mentioned that the screen should adjust to the user.

Findings show that users struggle with tapping the sides of the screen to access the navigation bar.

Therefore, it is recommended to increase the touch-responsive area of the buttons in the navigation

bar.

Considering the extended amount of content that needs to be accessed through the SSK, the product

grid on the PLP and the UGC on the PDP should be visualized in such a way that allows bottom-row

items to be visible on the eye level. For example, this could be achieved by adding white space on the

bottom row for the PLP. Another way to design for this issue is to loop the user-generated images so

that when the user scrolls through them vertically the last picture is followed by the first one.

Prototype B was designed with a re-sized PDP, where the top image was enlarged in hopes of encour-

aging use. User test participants did not like this change as it resulted in seeing the most important

buttons in a lower position on the screen. Participants felt uncomfortable with the new size of the

images and expressed that the experience ”feels too public”. An addition to the size-related design
96 Chapter 7. Design guidelines

guideline is therefore added with the suggestion of defining a maximum size for all screen elements.

Interactive components should not be placed over the height of the user.
Chapter 8

Conclusion

This chapter presents the conclusions of this thesis work along with a short personal reflection, the

limitations of the study, and the possibilities of future work.

8.1 Summary of Thesis Achievements

This thesis work aimed to define unified guidelines for the self-service kiosk to answer the research

question How can the SSK increase customer engagement in an omnichannel retail shopping envi-

ronment in the Adidas Flagship store? And how can we design to achieve this engagement?. The

literature review revealed a gap in defined guidelines for self-service technology in a retail omnichan-

nel ecosystem. The literature also revealed that there is no convention when it comes to defining

guidelines, only popular approaches dependent on the case study. When it comes to methodology, an

interpretivist stance was taken with qualitative data collection methods.

The research process was composed of the context analysis realized through a heuristic evaluation and

an observation method, the future casting workshop with 7 participants, and a user testing process

with 16 participants. 10 design guidelines were defined some of which were based on already existing

guidelines with specifications for the retail context. The relation between the methods can be seen in

figure 8.1.

This work sets up a baseline for further research, evaluation, and design process that follows the

iterations of the SSK design. By laying this groundwork, the hope is to create a strong framework for

the continued development and improvement of the SSK and the wider digital retail ecosystem. In

97
98 Chapter 8. Conclusion

Figure 8.1: The revised process of the research

addition, this research also identified emerging trends that could be leveraged to further enhance the

SSK and the overall digital retail experience. Specifically, there is a focus on understanding the future

expectations of younger users within the target group toward the store’s touchpoints. By identifying

these trends and taking them into account, it is possible to create more user-centered and impactful

design guidelines for the SSK and other digital retail touchpoints.

This work was realized in collaboration with the internship host company, with the help of the digital

retail team who provided their previous research for analysis. The findings were presented to the

team at the end of the project in form of design suggestions, some of which are included in the

design guidelines. The results of the field research filled the gap in the user expectations towards the

omnichannel ecosystem and reassured the team about the proposed and tested design guidelines as

they were overall well received by the research participants.

As a personal reflection, working in a corporate environment on retail topics has shown me how

academic work can be translated into practical applications. It has also highlighted the di↵erences

between academic and corporate research methods. While academic research is often structured and

follows a linear process, the corporate world can be more non-linear and exploratory, with limited time

for research activities. Nevertheless, I found it fascinating to see how the methods and frameworks

learned at university can be adapted and applied in a practical setting, and how they can be used to
8.2. Limitations 99

inform and improve business decisions.

During my internship, I observed the ways of working of the digital retail team. In the design pro-

cess, decision-making relies on the designer’s intuition and past experience rather than testing each

hypothesis assumed during the procedure. In my opinion, utilizing qualitative methods in my research

is reflective of the real-life scenario of how the team operates. many design forms rely on user-centered

data, thereby emphasizing the importance of incorporating such methodologies in research practices.

8.2 Limitations

The findings of this study should be interpreted with caution due to multiple factors. This thesis work

is limited in its degree of accuracy, applicability, and objectiveness. Since the research work is deeply

rooted in interpretivism and qualitative methodology, there is a probability that biases have been

introduced into the study. As the interpretation bias implies, the data in this work was interpreted

subjectively by the researcher, who can have their own preconceived notions that influence the way

the data is interpreted. The small sample size used along with the non-probabilistic sampling method

introduces the sampling bias and therefore the generalizability of the findings is limited (Silverman,

2019). Moreover, the observation bias must be mentioned. Since the methodology involves observation

and interaction with participants, the researcher might unconsciously influence the behavior of the

participant or interpret their behavior in a way that confirms their expectations. As participants

were aware that they were being observed, this might have also influenced their behavior. Lastly, the

open-ended nature of the interviews with shopping assistants might have influenced the results based

on the improvised character of the follow-up questions, as the researcher could not anticipate the flow

of the conversation.

8.3 Future Work

To expand on this research, a thorough evaluation of the proposed design guidelines should be con-

ducted. Further design- and test iterations could be realized in order to test the limitations of the

guidelines. Regarding the user test subjects, a di↵erent larger user group could be recruited with

probabilistic sampling, ensuring that the targeted user group is fairly represented. In this case, the

automation of the usability tests could be done using testing tools such as UserTesing or UserZoom.
100 Chapter 8. Conclusion

In the next iteration, the beta version (represented briefly by prototype B) could be examined and

iterated. Additional sensors could be added such as an RFID reader, a camera, or a scanner. This

would enable the addition of new functionalities such as self-checkout, return handling of products,

and AR try-on. These functions could be evaluated with the help of the research question ”How can

additional functions increase the perceived value of the self-service kiosk and enhance the customer’s

shopping experience?” Further connectivity options could be examined in the retail ecosystem using

the SSK in relation to other touchpoints such as a secondary SSK or the digital footwear wall.

Before implementing these features, it is important to conduct user testing to determine whether

it meets the needs and desires of users. This can help to identify any potential issues or areas for

improvement, ensuring that the feature is as e↵ective and user-friendly as possible. In addition to

user testing, it is also essential to conduct research to assess the impact of this feature on key business

metrics such as sales, revenue, and customer loyalty. This can help to ensure that the implementation

of the feature will result in a positive return on investment and contribute to the overall success of

the business.

The study could be conducted in a di↵erent market (preferably outside of the EU) evaluating the

proposed guidelines to examine if they are applicable in di↵erent cultural contexts.

A similar study to this thesis work could be done based on the same methodology but with the fitting

room’s smart mirror as its main technology. The smart mirror is also a crucial part of the omnichannel

ecosystem in the retail industry. The findings point toward the potential of the fitting room and how

there is a possibility for it to become a central touchpoint in the shopping journey. Users found the

privacy of the fitting room to be suitable for a body scan, product trials, and even checkout, as seen

in the workshop findings.

Another future work area could extend the design guidelines into other industries that might not use

self-service technology at the moment. For example, a similar study could be conducted in the field

of government (Chen et al., 2021) or education, as the SST is not yet popular in these fields.
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Appendix A

Literature Review Process

109
110 Appendix A. Literature Review Process

Used citations: 1 - 5, 7, 11, 13 - 15, 17, 18, 22 - 25, 27 - 37, 39, 41, 47 - 49, 51 - 53, 55, 56, 58, 65, 68

- 70, 72, 74, 76, 78 - 80.


111
112 Appendix A. Literature Review Process
Appendix B

Context Analysis Template

1. Observation context - location and time: when and where was the observation performed?

By whom?

2. Product

(a) Name

(b) Description and purpose

(c) Field of application

(d) Main functionalities

3. Specification

(a) Hardware - desk research

(b) Software specifications

4. Maguire, 1999 criteria

(a) Location

(b) Encouraging use

(c) Physical access

(d) Introduction and instruction

(e) Language selection

(f) Privacy

113
114 Appendix B. Context Analysis Template

5. Ergonomics

(a) Positioning

(b) Tilt

(c) Interaction

6. User types

7. Observing tasks performance

(a) How do people use the machine?

(b) How do they react?

8. Heuristics - self assessment

(a) Visibility of system status

(b) Match between system and real world

(c) User control and freedom

(d) Consistency and standards

(e) Error prevention

(f) Recognition rather than recall

(g) Flexibility and efficiency to use

(h) Aesthetic and minimalist design

(i) Recovery from errors

(j) Help and documentation

9. Organizational environment

Nielsen’s 10 rules of thumb - a heuristic evaluation

1. Visibility of system status

The system should always keep users informed about what is going on, through appropriate feedback

within reasonable time.

2. Match between system and the real world


115

The system should speak the users’ language, with words, phrases and concepts familiar to the user,

rather than system-oriented terms. Follow real-world conventions, making information appear in a

natural and logical order.

3. User control and freedom

Users often choose system functions by mistake and will need a clearly marked ”emergency exit” to

leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

4. Consistency and standards

Users should not have to wonder whether di↵erent words, situations, or actions mean the same thing.

Follow platform conventions.

5. Error prevention

Even better than good error messages is a careful design which prevents a problem from occurring

in the first place. Either eliminate error-prone conditions or check for them and present users with a

confirmation option before they commit to the action.

6. Recognition rather than recall

Minimize the user’s memory load by making objects, actions, and options visible. The user should

not have to remember information from one part of the dialogue to another. Instructions for use of

the system should be visible or easily retrievable whenever appropriate.

7. Flexibility and efficiency of use

Accelerators – unseen by the novice user – may often speed up the interaction for the expert user such

that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent

actions.

8. Aesthetic and minimalist design

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of

information in a dialogue competes with the relevant units of information and diminishes their relative

visibility.

9. Help users recognize, diagnose, and recover from errors


116 Appendix B. Context Analysis Template

Error messages should be expressed in plain language (no codes), precisely indicate the problem, and

constructively suggest a solution.

10. Help and documentation

Even though it is better if the system can be used without documentation, it may be necessary to

provide help and documentation. Any such information should be easy to search, focused on the user’s

task, list concrete steps to be carried out, and not be too large
Appendix C

Workshop Script

Itinerary

• 10:20 - 10:30 Prepare screen and snacks + glasses

• 10:31 - 10:36 Getting people from the elevator

• 10:37 Title slide + welcome

• 10:38 - 10:39 Agenda

• 10:40 - 10:45 Icebreaker

• 10:46 - 10:58 Present the topic and the trends + discuss

• 10:59 - 11:00 Divide in groups + give them the personas

• 11:01 - 11:03 Read and understand the persona

• 11:04 - 11:15 Future casting

• 11:11 - 11:15 Break - game “ha” if we have the time

• 11:15 - 11:25 SF prototyping [5 minutes/ 2 minutes/ 3 minutes]

• 11:26 - 11:39 Back casting

• 11:40 - 12:00 Prepare for presentation and present

117
118 Appendix C. Workshop Script

Script

1. Intro + protocol: thanks, and how this info is going to be used + schedule

2. Icebreaker: favourite show with futuristic technology in it For our icebreaker, take a second and

think about your favourite TV show/ film that has futuristic technology in it.

3. Future casting flow:

(a) Expert Testimony

i. A review of social trends (the current and emerging habits, practices, needs and wants

of people), all major technological trends relevant to the domain, current business

trends, and any relevant ecosystem trends.

ii. Social trends - emerging habits, practices, needs and wants

iii. Technological Trends - business trends

iv. Ecosystem trends - regulation by government

(b) Synthesis How do you think this a↵ects the company, your department, your team?/ What

would be a good response action? Secondly, how does this a↵ect you as a user?

(c) Personas

(d) Rapid future casting Imagine that you are from 2047 (25 years from now) and you have to

explain to me (who is stuck in the present) how the in-store shopping experience looks like

in your time in a store.

i. What kind of digital signage is in the store?

ii. Are there new ones?

iii. Did the ones existing in 2022 evolve? How?

iv. Did the store’s layout change? Or the logistics?

v. What kind of interactions are happening?

vi. Briefly describe the main device from your vision with the most important feature and

interaction.

vii. COME UP WITH 8 IDEAS AS A GROUP, YOU HAVE 10 minutes

(e) Science fiction prototyping It is now 5 years later, 2052. Your favorite idea has been

developed and it is live in the store. Describe in a couple sentences how does this experience

look like. Feel free to draw.


119

i. What is your chosen digital signage? How does it look like?

ii. Where is it situated?

iii. Where is the customer situated?

iv. What kind of interaction is happening?

v. What problem is being solved?

(f) Back casting In a timeline write down how do you imagine we get to your FINAL IDEA?

i. What needs to happen in 20 years?

ii. What needs to happen in 10 years?

iii. What needs to happen in 5 years?

iv. What needs to happen tomorrow? What do we need to start working on?

(g) Presentations

(h) Thanks
Appendix D

Personas

120
121
122 Appendix D. Personas
Appendix E

Completed Artifacts

123
124 Appendix E. Completed Artifacts
125
126 Appendix E. Completed Artifacts
Appendix F

User Testing Script

1. Protocol Thank you for agreeing to help me out with this user testing. It is very valuable for

me for my thesis and the digital retail team’s research. We are going to take a look at the

SSK today, which is a touch point located in the store. I am going to ask you questions and

present you with 2 tasks that you will perform with 2 di↵erent versions of prototypes. This

means that not every function is going to be working and some interactions will not align with

your expectations.

I want to emphasise that we are testing the prototype and not you in this process, there are no

wrong answers. I am looking for your honest opinion. During the task performance, I would like

to ask you for your permission to record your voice.

2. Intro Questions

(a) What is your name?

(b) Could you tell me your age, if you are comfortable sharing this information?

(c) In what capacity do you work at the company?

(d) Have you ever interacted with Self -service Technology before? (If yes to previous question)

Where did you encounter it?

(e) When it comes to buying adidas products (or similar products) what is your preferred

purchasing channel?

(f) What makes you choose this method of shopping?

(g) Why?

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128 Appendix F. User Testing Script

(h) Just by seeing the SSK here, what are your expectations towards the test?

3. Presenting Scenarios Now I am going to present you with a task and I will ask you to perform

it using this screen. I will ask you to think out loud, and tell me your tough process and your

expectations. Ideally I will not help you perform the task, but I am here to answer your questions

if necessary.

Imagine you are out in the city shopping and you just entered the adidas store. You already

know what kind of items you are looking for. Imagine that the environment that you are in is

like the store: there are many di↵erent types of products on display, shopping assistants greeting

you, music playing, and other shoppers are around.

4. Steps for both prototypes

(a) Task 1 : Clothing item browse You saw someone wearing a dark red T-shirt, with white

stripes on the side of the sleeve, and with a big Originals logo in the middle, that you really

liked. You want to see if it is available in the store, and buy it. if yes you want to try it

on, if not you want to add it to your online shopping list In this scenario you are looking

for a women’s shirt, size 12.

(b) Task 2 : Shoe search You are looking for the shoes that are called vegan superstar shoes

that you want to try on. In this scenario you are looking for a women’s shoe, size 8.

(c) SUS I will read out 10 statements now, and I want you to tell me how much you agree with

each statement regarding your experience with the SSK on a scale from 1 to 5, where 1 is

I completely disagree and 5 is I completely agree. 3 is the neutral answer (see template

below).

(d) UEQ Now you see a table on the page where each row has 2 attributes that are the opposite

of each other. Think about your experience from before and rate your experience from 1

to 7, where 1 is closest to the attribute on the left and 7 is closest to the attribute on the

right. 4 is the neutral answer (see template below).

i. annoying/ enjoyable

ii. not understandable/ understandable

iii. creative/ dull

iv. easy to learn/ difficult to learn

v. valuable/ inferior
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vi. boring/ exciting

vii. not interesting/ interesting

viii. unpredictable/ predictable

ix. fast/ slow

x. inventive/ conventional

xi. obstructive/ supportive

xii. good/ bad

xiii. complicated/ easy

xiv. unlikable/ pleasing

xv. usual/ leading edge

xvi. unpleasant/ pleasant

xvii. secure/ not secure

xviii. motivating/ demotivating

xix. meets expectations/ doesn’t

xx. inefficient/ efficient

xxi. clear/ confusing

xxii. impractical/ practical

xxiii. organised/ cluttered

xxiv. attractive/ unattractive

xxv. friendly/ unfriendly

xxvi. conservative/ innovative

(e) Open ended questions

i. How would you describe your experience with this prototype?

ii. What was the most enjoyable part of this interaction?

iii. What was the least enjoyable part of this interaction?

iv. What would you change about this prototype?

5. Comparison questions

(a) Which experience was better and why?

(b) Is there anything else you would like to say/ suggest/ remark?
130 Appendix F. User Testing Script

(c) How did your expectations change after interacting with the prototypes?

6. Thanks

Figure F.1: The SUS questionnaire


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Figure F.2: The UEQ template

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