EX_03_APPLIED_BEHAVIOR

THE OBJECTIVE OF THIS EXERCISE IS TO DESIGN AND ESTABLISH AN INTERACTIVE SPACE FOR A SONY RETAIL STORE. THE PROJECT WILL BE IDENTIFIED THROUGH VIRTUAL AND PHYSICAL ENTITIES.

Monday, November 12, 2007

"LIVE IN YOUR WORLD, PLAY IN OURS"




SONY'S PLAYSTATION MOTTO OF "LIVE IN YOUR WORLD, PLAY IN OURS" IS MY STORE'S CONCEPT; IT ALSO ACTS AS THE LINK TO THE INTERNET PHASE. THE VIRTUAL WORLD DERIVES OFF SONY'S ALREADY EXISTING "HOME." THE REAL WORLD IS DRIVEN BY THE IDEA OF A GAMING HUB.

THE VIRTUAL WORLD - HOME









"HOME" IS THE INTERFACE TO MY VIRTUAL WORLD AND THE LINK TO MY REAL WORLD.
CONNECTING TO IT VIA THE INTERNET THROUGH A COMPUTER, PLAYSTATION, OR PSP; USERS WILL BE ABLE TO INTERACT WITH OTHERS IN A FULLY CUSTOMIZABLE 3D WORLD COMMUNITY.














THE REAL WORLD - THE SONY GAMING HUB







THE REAL WORLD IS THE PHYSICAL ENTITY THAT SERVES AS A GAMING HUB AND AN INTERACTIVE RETAIL STORE. THE STORE POSES THE QUESTION OF WHY CUSTOMERS WOULD LEAVE THEIR HOUSES AND DRIVE TO THE PHYSICAL STORE WHEN GAMING AND PURCHASES CAN BE DONE FROM "HOME." IN ESSENCE, THE PROBLEM IS A SOCIAL CHALLENGE IN WHICH THE STORE MUST ENTICE/ATTRACT CUSTOMERS AND ACT AS A SORT OF INCENTIVE FOR VISITING. SUCH MARKETING SCHEME CAN BE SEEN IN THE SUCCESSFUL STORES OF NINE-STAR AND ADRENALINA WHICH PROVIDE THEIR CUSTOMERS WITH AN "ARENA" THAT ALLOWS THEM TO PRACTICE THE SPORT THEY BUY MERCHANDISE FOR. THE SONY GAMING HUB DOES JUST THAT, PROVIDES CUSTOMERS WITH A UNIQUE PLATFORM FOR CUSTOMERS TO PLAY VIDEO GAMES, ASWELL AS AN INTERCACTIVE WAY OF BROWSING THROUGH THE SONY BRAND PRODUCTS.

NINE-STAR SKATING STORE









ADRENALIA SURFING STORE

DEPARTMENTS

THE SONY GAMING HUB CONSISTS OF 5 DEPARTMENTS:

PLAY:
THE GAMING HUB ITSELF, PLAYSTATION/PSP SYSTEMS AND GAMES








CREATE:
VAIO COMPUTERS, PORTABLE ELECTRONICS








CAPTURE:
CYBERSHOT CAMERAS, HANDYCAM CAMCORDERS








WATCH:
BRAVIA HD/LCD TV'S, BLURAY MOVIES








LISTEN:
WALKMAN MP3 PLAYERS, SONY ERICSSON CELL PHONES, MUSIC

STORE INTERACTIVENESS, LINKS TO HOME

"HOME" SETTINGS/PREFERENCES ARE CARRIED OVER TO THE REAL WORLD THROUGH RADIO FREQUENCY IDENTIFICATION. ONCE IN THE STORE, YOUR PREFERENCES WOULD BE DETECTED THROUGH YOUR PSP, SONY ERICSSON, WALKMAN, SPECIAL RFID WATCH-BAND, OR ANY OTHER SONY PORTABLE DEVICE. THOSE SETTINGS WOULD THEN BE LOADED TO THE SERVER FOR ACCESS.









THE USERS' "HOME" PREFERENCES WOULD BE ACCESSED THROUGH AN INTERACTIVE TOUCH MENU INTERFACE SUCH AS THE ONE BELOW. (SEE IT BELOW THE LINKS: "INTERACTIVE TOUCH INTERFACE")











FOLLOWING SONY'S STRONG COLOR MARKETING OF HDNA AND LIKE-NO-OTHER. THROUGH THE USE OF LED'S, THE iWALLS WOULD CHANGE COLOR DEPENDING ON THE AMOUNT OF INTERACTION THE PEOPLE HAVE WITH IT.