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	<title>Comments on: Controlling Shoppers</title>
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	<link>http://architectures.danlockton.co.uk/2006/05/12/controlling-shoppers/</link>
	<description>How do people use products, systems and environments?  How can designers influence interaction?  How can we design for sustainable behaviour?</description>
	<pubDate>Sat, 11 Oct 2008 17:12:51 +0000</pubDate>
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		<title>By: Architectures of Control in Design &#187; Casino programmable*</title>
		<link>http://architectures.danlockton.co.uk/2006/05/12/controlling-shoppers/#comment-10128</link>
		<dc:creator>Architectures of Control in Design &#187; Casino programmable*</dc:creator>
		<pubDate>Thu, 05 Oct 2006 16:37:22 +0000</pubDate>
		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=67#comment-10128</guid>
		<description>[...] Signal vs Noise talks about the casino experience - a world awash with designed-in architectures of control, both physical and psychological (and physiological, perhaps), truly environments designed specifically to manipulate and reinforce certain behaviour, from maze-like layouts (intentional route obfuscation - perhaps even more so than in supermarkets) to the deliberate funnelling of winners past many other places to spend their chips on the way to the cashier&#8217;s window. [...]</description>
		<content:encoded><![CDATA[<p>[...] Signal vs Noise talks about the casino experience - a world awash with designed-in architectures of control, both physical and psychological (and physiological, perhaps), truly environments designed specifically to manipulate and reinforce certain behaviour, from maze-like layouts (intentional route obfuscation - perhaps even more so than in supermarkets) to the deliberate funnelling of winners past many other places to spend their chips on the way to the cashier&#8217;s window. [...]</p>
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		<title>By: Architectures of Control in Design &#187; Review: We Know What You Want by Martin Howard</title>
		<link>http://architectures.danlockton.co.uk/2006/05/12/controlling-shoppers/#comment-10025</link>
		<dc:creator>Architectures of Control in Design &#187; Review: We Know What You Want by Martin Howard</dc:creator>
		<pubDate>Tue, 03 Oct 2006 21:35:13 +0000</pubDate>
		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=67#comment-10025</guid>
		<description>[...] We&#8217;ve seen before some of the tricks used by stores to encourage customers to spend longer in certain aisles and direct them to certain products, but Howard&#8217;s book goes into more detail on this, including a couple of telling quotes: &#8220;About 80 percent of consumer choices are made in store and 60 percent of those are impulse purchases.&#8221; Herb Meyers, CEO Gerstman + Meyers, NY &#8220;We want you to get lost.&#8221;Tim Magill, designer, Mall of America [...]</description>
		<content:encoded><![CDATA[<p>[...] We&#8217;ve seen before some of the tricks used by stores to encourage customers to spend longer in certain aisles and direct them to certain products, but Howard&#8217;s book goes into more detail on this, including a couple of telling quotes: &#8220;About 80 percent of consumer choices are made in store and 60 percent of those are impulse purchases.&#8221; Herb Meyers, CEO Gerstman + Meyers, NY &#8220;We want you to get lost.&#8221;Tim Magill, designer, Mall of America [...]</p>
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		<title>By: Sara</title>
		<link>http://architectures.danlockton.co.uk/2006/05/12/controlling-shoppers/#comment-2042</link>
		<dc:creator>Sara</dc:creator>
		<pubDate>Fri, 21 Jul 2006 01:52:25 +0000</pubDate>
		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=67#comment-2042</guid>
		<description>Another sneaky trick inside retail stores is to play slower music. People will quite literally spend more time shopping to Norah Jones than Aerosmith.</description>
		<content:encoded><![CDATA[<p>Another sneaky trick inside retail stores is to play slower music. People will quite literally spend more time shopping to Norah Jones than Aerosmith.</p>
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		<title>By: Architectures of Control in Design &#187; Forcing functions designed to increase product consumption</title>
		<link>http://architectures.danlockton.co.uk/2006/05/12/controlling-shoppers/#comment-1778</link>
		<dc:creator>Architectures of Control in Design &#187; Forcing functions designed to increase product consumption</dc:creator>
		<pubDate>Sun, 09 Jul 2006 19:47:36 +0000</pubDate>
		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=67#comment-1778</guid>
		<description>[...] This is definitely a phenomenon worth exploring further, since it&#8217;s part of our everyday experience, right under our noses, yet we may not be conscious of it. It&#8217;s at the intersection of advertising, marketing and product design, with particular applicability to fast-moving consumer goods. There are some parallels with the Retail Tricks to Make You Shop noted by Space Hijackers, and in the technology field, the manufacturers of printer cartridges have long practised it, whether through technical measures or more subtly (e.g. the Hewlett-Packard MOPyFish). [...]</description>
		<content:encoded><![CDATA[<p>[...] This is definitely a phenomenon worth exploring further, since it&#8217;s part of our everyday experience, right under our noses, yet we may not be conscious of it. It&#8217;s at the intersection of advertising, marketing and product design, with particular applicability to fast-moving consumer goods. There are some parallels with the Retail Tricks to Make You Shop noted by Space Hijackers, and in the technology field, the manufacturers of printer cartridges have long practised it, whether through technical measures or more subtly (e.g. the Hewlett-Packard MOPyFish). [...]</p>
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