MAKING INTERACTIVE PRODUCTS COME ALIVE
Abstract
Interactive products include all of the new computerized vending, service, and consumer products such as video games, automatic tellers, and telecommunications shopping systems. Human factors researchers and other behavioral scientists who study these machines seek to make them more “user friendly.” Most of their research, however, is aimed at making them less uncomfortable and less difficult to use. In contrast, this paper describes a paradigm for making these machines more stimulating and fun to use. A case study is provided which describes how this paradigm was applied in the design of a teaching machine, the “Talking Typewriter,” a forerunner of Texas Instrument's successful “Speak 'N Spell” and today's educational software packages.
Citation
Durgee, J.F. (1984), "MAKING INTERACTIVE PRODUCTS COME ALIVE", Journal of Consumer Marketing, Vol. 1 No. 4, pp. 29-34. https://doi.org/10.1108/eb008112
Publisher
:MCB UP Ltd
Copyright © 1984, MCB UP Limited