scholarly journals Brewing up brand loyalty: the rhetorical construction of the Starbucks rewards user interface and how consumer behaviour is influenced through gamification and visual tropes

Author(s):  
Emily Collins

Today, in the absence of a company’s product or service offering, a mobile-based loyalty application can be used as a non-transactional mechanism to shape consumer behavior. This Major Research Paper takes a look into the Starbucks Rewards loyalty program platform, both from a mobile application as well as a desktop website perspective, to understand how Starbucks generates customer loyalty in the multi-billion-dollar coffee market through the application of game elements and strategic document design within the platform’s user interface. Based on a comprehensive review of Starbucks Rewards, this project addresses the following research questions: 1) In the development of a loyalty application, has Starbucks employed elements that address a consumer’s behavioural motivations for autonomy, competence and relation? and 2) Within the scope of gamification and document design, how are the rhetorical appeals of ethos, pathos and logos employed in the user interface visuals of the Starbucks Rewards app and website? Starbucks has carefully employed principles of design within loyalty marketing efforts to manipulate the communicative intent of visualizations, capitalizing on the human mind in favour of company objectives.

2021 ◽  
Author(s):  
Emily Collins

Today, in the absence of a company’s product or service offering, a mobile-based loyalty application can be used as a non-transactional mechanism to shape consumer behavior. This Major Research Paper takes a look into the Starbucks Rewards loyalty program platform, both from a mobile application as well as a desktop website perspective, to understand how Starbucks generates customer loyalty in the multi-billion-dollar coffee market through the application of game elements and strategic document design within the platform’s user interface. Based on a comprehensive review of Starbucks Rewards, this project addresses the following research questions: 1) In the development of a loyalty application, has Starbucks employed elements that address a consumer’s behavioural motivations for autonomy, competence and relation? and 2) Within the scope of gamification and document design, how are the rhetorical appeals of ethos, pathos and logos employed in the user interface visuals of the Starbucks Rewards app and website? Starbucks has carefully employed principles of design within loyalty marketing efforts to manipulate the communicative intent of visualizations, capitalizing on the human mind in favour of company objectives.


Author(s):  
Lynn E. Shanahan ◽  
Mary B. McVee ◽  
Nancy M. Bailey

In this chapter, the authors present two classroom portraits of a 5th and 9th grade classrooms as activity systems where teachers and learners are engaged in multimodal composing. In their analysis, they are most interested in how principles of design, affordances of modes, and multimodality become internalized as psychological tools that shape learning in the context of activity. The authors ask two research questions: What are the mediational artifacts (both ideal and material) in these activity settings? What does this reveal about multimodality as a socially situated process? Conclusions drawn from the two different cases lead the authors to suggest that multimodality must be carefully understood as part of an activity system.


Author(s):  
Jan Balata ◽  
Zdenek Mikovec ◽  
Pavel Slavik ◽  
Miroslav Macik

This chapter shows how elements of gamification, i.e. game thinking and game mechanics, can be integrated into a collaborative navigation system for visually impaired persons in order encourage them to travel independently and thus improve their quality of life and self-confidence. The system supports independent navigation in unknown places by mediating help from another visually impaired person, who is familiar with the particular place. Our system utilizes a thermal user interface to introduce an additional communication channel and thus to increase the usability of the system. The system has been successfully enhanced by game elements and illustrates the potential of introducing game elements into these systems.


Author(s):  
Bethany Aram ◽  
Aurelio López Fernández ◽  
Daniel Muñiz Amian

Abstract This article presents a relational database capable of integrating data from a variety of types of written sources as well as material remains. In response to historical research questions, information from such diverse sources as documentary, bioanthropological, isotopic, and DNA analyses has been assessed, homogenized, and situated in time and space. Multidisciplinary ontologies offer complementary and integrated perspectives regarding persons and goods. While responding to specific research questions about the impact of globalization on the isthmus of Panama during the sixteenth and seventeenth centuries, the data model and user interface promote the ongoing interrogation of diverse information about complex, changing societies. To this end, the application designed makes it possible to search, consult, and download data that researchers have contributed from anywhere in the world.


Author(s):  
Khaled Alganem ◽  
Rammohan Shukla ◽  
Hunter Eby ◽  
Mackenzie Abel ◽  
Xiaolu Zhang ◽  
...  

AbstractBackgroundIn silico data exploration is a key first step of exploring a research question. There are many publicly available databases and tools that offer appealing features to help with such a task. However, many applications lack exposure or are constrained with unfriendly or outdated user interfaces. Thus, it follows that there are many resources that are relevant to investigation of medical disorders that are underutilized.ResultsWe developed an R Shiny web application, called Kaleidoscope, to address this challenge. The application offers access to several omics databases and tools to let users explore research questions in silico. The application is designed to be user- friendly with a unified user interface, while also scalable by offering the option of uploading user-defined datasets. We demonstrate the application features with a starting query of a single gene (Disrupted in schizophrenia 1, DISC1) to assess its protein-protein interactions network. We then explore expression levels of the gene network across tissues and cell types in the brain, as well as across 34 schizophrenia versus control differential gene expression datasets.ConclusionKaleidoscope provides easy access to several databases and tools under a unified user interface to explore research questions in silico. The web application is open-source and freely available at https://kalganem.shinyapps.io/Kaleidoscope/. This application streamlines the process of in silico data exploration for users and expands the efficient use of these tools to stakeholders without specific bioinformatics expertise.


2020 ◽  
Vol 4 (3) ◽  
pp. 51
Author(s):  
Boyang Liu ◽  
Jiro Tanaka

A loyalty program is an important link between consumers and merchants in daily consumption. While new technologies (e.g. gamification, social networks, augmented reality, and so on) make it possible to strengthen this bond, their potential has not yet been fully exploited. In our research, we explore a novel approach to integrate gamification and social interaction into a loyalty program based on augmented reality (AR). We propose an AR-based gamified point system which supports users in obtaining pet-based dynamic feedback on mobile devices and provides a multi-user environment for social interaction. Compared to traditional point systems, pet-based designs help to establish an emotional connection between users and the system. The multi-user environment is designed to increase the user’s motivation through the positive effects of social interactions. Our system provides interpersonal communication channels between users, including competitive and non-competitive interactions. We performed an evaluation consisting of two experiments to examine the effects of game elements (mission and feedback) and social cues (competitive and non-competitive interactions). In the first experiment, we analyze the change in online shopping behavior before and after adding game elements. The results show that gamification can increase user participation in online shopping. In the second experiment, we study the effects of social cues. The results show that social cues can motivate users to participate in the use of a gamified point system.


2014 ◽  
pp. 1315-1333
Author(s):  
Lynn E. Shanahan ◽  
Mary B. McVee ◽  
Nancy M. Bailey

In this chapter, the authors present two classroom portraits of a 5th and 9th grade classrooms as activity systems where teachers and learners are engaged in multimodal composing. In their analysis, they are most interested in how principles of design, affordances of modes, and multimodality become internalized as psychological tools that shape learning in the context of activity. The authors ask two research questions: What are the mediational artifacts (both ideal and material) in these activity settings? What does this reveal about multimodality as a socially situated process? Conclusions drawn from the two different cases lead the authors to suggest that multimodality must be carefully understood as part of an activity system.


Author(s):  
M.A. O’Keefe ◽  
J. Taylor ◽  
D. Owen ◽  
B. Crowley ◽  
K.H. Westmacott ◽  
...  

Remote on-line electron microscopy is rapidly becoming more available as improvements continue to be developed in the software and hardware of interfaces and networks. Scanning electron microscopes have been driven remotely across both wide and local area networks. Initial implementations with transmission electron microscopes have targeted unique facilities like an advanced analytical electron microscope, a biological 3-D IVEM and a HVEM capable of in situ materials science applications. As implementations of on-line transmission electron microscopy become more widespread, it is essential that suitable standards be developed and followed. Two such standards have been proposed for a high-level protocol language for on-line access, and we have proposed a rational graphical user interface. The user interface we present here is based on experience gained with a full-function materials science application providing users of the National Center for Electron Microscopy with remote on-line access to a 1.5MeV Kratos EM-1500 in situ high-voltage transmission electron microscope via existing wide area networks. We have developed and implemented, and are continuing to refine, a set of tools, protocols, and interfaces to run the Kratos EM-1500 on-line for collaborative research. Computer tools for capturing and manipulating real-time video signals are integrated into a standardized user interface that may be used for remote access to any transmission electron microscope equipped with a suitable control computer.


2019 ◽  
Vol 3 (1) ◽  
pp. 97-105
Author(s):  
Mary Zuccato ◽  
Dustin Shilling ◽  
David C. Fajgenbaum

Abstract There are ∼7000 rare diseases affecting 30 000 000 individuals in the U.S.A. 95% of these rare diseases do not have a single Food and Drug Administration-approved therapy. Relatively, limited progress has been made to develop new or repurpose existing therapies for these disorders, in part because traditional funding models are not as effective when applied to rare diseases. Due to the suboptimal research infrastructure and treatment options for Castleman disease, the Castleman Disease Collaborative Network (CDCN), founded in 2012, spearheaded a novel strategy for advancing biomedical research, the ‘Collaborative Network Approach’. At its heart, the Collaborative Network Approach leverages and integrates the entire community of stakeholders — patients, physicians and researchers — to identify and prioritize high-impact research questions. It then recruits the most qualified researchers to conduct these studies. In parallel, patients are empowered to fight back by supporting research through fundraising and providing their biospecimens and clinical data. This approach democratizes research, allowing the entire community to identify the most clinically relevant and pressing questions; any idea can be translated into a study rather than limiting research to the ideas proposed by researchers in grant applications. Preliminary results from the CDCN and other organizations that have followed its Collaborative Network Approach suggest that this model is generalizable across rare diseases.


2020 ◽  
Vol 29 (4) ◽  
pp. 2170-2188
Author(s):  
Lindsey R. Squires ◽  
Sara J. Ohlfest ◽  
Kristen E. Santoro ◽  
Jennifer L. Roberts

Purpose The purpose of this systematic review was to determine evidence of a cognate effect for young multilingual children (ages 3;0–8;11 [years;months], preschool to second grade) in terms of task-level and child-level factors that may influence cognate performance. Cognates are pairs of vocabulary words that share meaning with similar phonology and/or orthography in more than one language, such as rose – rosa (English–Spanish) or carrot – carotte (English–French). Despite the cognate advantage noted with older bilingual children and bilingual adults, there has been no systematic examination of the cognate research in young multilingual children. Method We conducted searches of multiple electronic databases and hand-searched article bibliographies for studies that examined young multilingual children's performance with cognates based on study inclusion criteria aligned to the research questions. Results The review yielded 16 articles. The majority of the studies (12/16, 75%) demonstrated a positive cognate effect for young multilingual children (measured in higher accuracy, faster reaction times, and doublet translation equivalents on cognates as compared to noncognates). However, not all bilingual children demonstrated a cognate effect. Both task-level factors (cognate definition, type of cognate task, word characteristics) and child-level factors (level of bilingualism, age) appear to influence young bilingual children's performance on cognates. Conclusions Contrary to early 1990s research, current researchers suggest that even young multilingual children may demonstrate sensitivity to cognate vocabulary words. Given the limits in study quality, more high-quality research is needed, particularly to address test validity in cognate assessments, to develop appropriate cognate definitions for children, and to refine word-level features. Only one study included a brief instruction prior to assessment, warranting cognate treatment studies as an area of future need. Supplemental Material https://doi.org/10.23641/asha.12753179


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