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MAKING INTERACTIVE PRODUCTS COME ALIVE

Jeffrey F. Durgee (Assistant Professor of Marketing in the School of Management, Rensselaer Polytechnic Institute in Troy, New York)

Journal of Consumer Marketing

ISSN: 0736-3761

Article publication date: 1 April 1984

124

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

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MCB UP Ltd

Copyright © 1984, MCB UP Limited

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