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Nike: Creating in-store experiences.
Brief:
To create an interactive display for Nikeʼs store
windows, with the aim of luring customers into the
stores.
Our Understanding:
Create a multi-sensorial experience, which will
start from luring a passerby onto the platform, and
end with engaging him / her and eventually getting
them into the store. The products and services
should do the rest.
What follows:
A step-by-step explanation about the various levels
of user engagement and experience.
Level 1: Attention Grabbing
This will get a passer-by to notice, and trigger
engagement. This could be achieved with depth-
sensing cameras, and by adding content onto a live
feed off the camera.
Level 2: Engagement with Screen
Here, we get the passer-by to interact with our touch
screen. And engage with us, by juggling a football or
bowling a cricket ball, or taking up a similar
challenge. This could be multi-user, as they can play
with a friend, or challenge another passer-by.
Level 3: Social Sharing
The user can share his / her interaction onto their
respective social profiles and invite other friends to
share the experience. They could also share scores or
create a challenge through this.
Level 4: Walk-in
At this level, the camera also scans for any swoosh on
the userʼs bag, tee, shoe, etc. and offers them a special
discount based on what theyʼre already wearing. They
could also be given an opportunity to customize products
through an application, converting n interaction into a
sale.
Level 1: Attention Grabbing
This will get a passer-by to notice, and trigger
engagement. This could be achieved with depth-
sensing cameras, and by adding content onto a live
feed off the camera.
Idea 1: Random happy
This could be just motion sensing. It
will have animation / video content
that will be triggered by movement of
people in front of the screen, to lure
and engage deeper. For example, the
screen will be full of circles and as
you pass they get into a frenzy based
on the speed of your movement.
Idea 2: Augmented
Reality based.
Layering live feed with additional
information to trigger engagement.
For example, a football hovers
around heads of passers-by.
Level 2: Engagement with Screen
The kind of engagement the user will have with our
screen could be determined according to the season
(football / cricket) / theme of current campaign.
Idea 1: Simple touch-
based games
We could have simple touch-based
interactions. For instance, the user
could dribble with his fingers and try
and score a goal.
Idea 2: Depth sensing-
based games
Here, the user could interact with a
character on screen. He could
bowl a ball to a batsman. Or try
and score a goal against the goalie
on screen.
Idea 3: AR Trial Rooms
The user could also try on their
favourite starʼs jerseys, using their
live feed off the cameras.
Level 3: Social Sharing
A unique feature would be that the
user can update their social profiles
in real-time. So, if a friend is
passing by, they can invite them to
a challenge. Or create a leader
board which the others will then
have to compete against. The
complexity and kind of content will
need to be determined.
Level 4: Walk-in
This will be the most important step in the whole
process, where an interaction will have to
converted into a walk-in, and eventually a sale.
Idea 1: Technology-based
A user already wearing a Nike product
could get an instant discount.
Plus, we could also provide them an
opportunity to customize any of the
products, through an application, which
already exists at Nike online.
Idea 2: Salesman-based
If a Swoosh is detected on the user,
they could be directed to a salesman
inside to be shown around for new
products.

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Nike interactive retail pitch by and then

  • 1. Nike: Creating in-store experiences.
  • 2. Brief: To create an interactive display for Nikeʼs store windows, with the aim of luring customers into the stores. Our Understanding: Create a multi-sensorial experience, which will start from luring a passerby onto the platform, and end with engaging him / her and eventually getting them into the store. The products and services should do the rest. What follows: A step-by-step explanation about the various levels of user engagement and experience.
  • 3. Level 1: Attention Grabbing This will get a passer-by to notice, and trigger engagement. This could be achieved with depth- sensing cameras, and by adding content onto a live feed off the camera. Level 2: Engagement with Screen Here, we get the passer-by to interact with our touch screen. And engage with us, by juggling a football or bowling a cricket ball, or taking up a similar challenge. This could be multi-user, as they can play with a friend, or challenge another passer-by. Level 3: Social Sharing The user can share his / her interaction onto their respective social profiles and invite other friends to share the experience. They could also share scores or create a challenge through this. Level 4: Walk-in At this level, the camera also scans for any swoosh on the userʼs bag, tee, shoe, etc. and offers them a special discount based on what theyʼre already wearing. They could also be given an opportunity to customize products through an application, converting n interaction into a sale.
  • 4. Level 1: Attention Grabbing This will get a passer-by to notice, and trigger engagement. This could be achieved with depth- sensing cameras, and by adding content onto a live feed off the camera. Idea 1: Random happy This could be just motion sensing. It will have animation / video content that will be triggered by movement of people in front of the screen, to lure and engage deeper. For example, the screen will be full of circles and as you pass they get into a frenzy based on the speed of your movement. Idea 2: Augmented Reality based. Layering live feed with additional information to trigger engagement. For example, a football hovers around heads of passers-by.
  • 5. Level 2: Engagement with Screen The kind of engagement the user will have with our screen could be determined according to the season (football / cricket) / theme of current campaign. Idea 1: Simple touch- based games We could have simple touch-based interactions. For instance, the user could dribble with his fingers and try and score a goal. Idea 2: Depth sensing- based games Here, the user could interact with a character on screen. He could bowl a ball to a batsman. Or try and score a goal against the goalie on screen. Idea 3: AR Trial Rooms The user could also try on their favourite starʼs jerseys, using their live feed off the cameras.
  • 6. Level 3: Social Sharing A unique feature would be that the user can update their social profiles in real-time. So, if a friend is passing by, they can invite them to a challenge. Or create a leader board which the others will then have to compete against. The complexity and kind of content will need to be determined.
  • 7. Level 4: Walk-in This will be the most important step in the whole process, where an interaction will have to converted into a walk-in, and eventually a sale. Idea 1: Technology-based A user already wearing a Nike product could get an instant discount. Plus, we could also provide them an opportunity to customize any of the products, through an application, which already exists at Nike online. Idea 2: Salesman-based If a Swoosh is detected on the user, they could be directed to a salesman inside to be shown around for new products.