US2021158383A1PendingUtilityA1

User interface adjustments based on internet-of-things engagement

Assignee: IBMPriority: Oct 26, 2018Filed: Feb 3, 2021Published: May 27, 2021
Est. expiryOct 26, 2038(~12.2 yrs left)· nominal 20-yr term from priority
G06Q 10/40H04L 67/53H04L 67/535H04L 67/10G06F 3/04842H04W 4/35G06F 3/04817H04W 4/70G06Q 30/0238G06Q 30/0209G06F 9/451G06Q 30/0224H04L 67/12H04W 4/80G06Q 50/01
66
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Claims

Abstract

A method, a computer program product, and a computer system. Activities of at least one customer with at least one tagged merchandise in possession of the at least one customer are monitored. The at least one tagged merchandise includes multiple Internet-of-Things (IoT) devices communicatively coupled over local communication channels to a central IoT hub which is communicatively coupled to an IoT service over the Internet. Each IoT device is designed for a particular application. The multiple IoT devices include respective multiple sensors with each sensor being particularized for the particular application of the IoT device that includes each sensor. The multiple IoT devices include a first IoT device that includes a first sensor configured to sense a type of interaction the at least one customer has with the at least one tagged merchandise to make a determination based on a gamification analysis of a qualifying event or a non-qualifying event.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . A method, said method comprising:
 monitoring activities of at least one customer with at least one tagged merchandise in possession of the at least one customer; and   wherein the at least one tagged merchandise comprises multiple Internet-of-Things (IoT) devices communicatively coupled over local communication channels to a central IoT hub which is communicatively coupled to an IoT service over the Internet, wherein each IoT device is designed for a particular application,   wherein the multiple IoT devices include respective multiple sensors with each sensor being particularized for the particular application of the IoT device that comprises said each sensor, wherein the multiple IoT devices comprise a first IoT device that includes a first sensor configured to sense a type of interaction the at least one customer has with the at least one tagged merchandise to make a determination based on a gamification analysis of a qualifying event or a non-qualifying event, wherein the first sensor comprises an accelerometer configured to recognize activities of the at least one customer interacting with the least one tagged merchandise, wherein the multiple IoT devices comprise a second IoT device that includes a second sensor functioning as an environmental sensor configured to measure temperature, pressure, and humidity, and wherein the multiple IoT devices comprise a third IoT device that functions as a security IoT device that includes a third sensor functioning as a security sensor that functions in conjunction with a door lock opener, and   wherein a first tagged merchandise and a second tagged merchandise are together a unique combination which causes a gamification analysis of activities of the at least one customer to generate at least one merchandiser incentive, and wherein the at least one merchandiser incentive is unlocked when the first tagged merchandise is tried on with the second tagged merchandise.   
     
     
         2 . The method of  claim 1 , wherein the at least one merchandiser incentive is based on changes in both facial expression and body language of the at least one customer. 
     
     
         3 . The method of  claim 1 , wherein the multiple IoT devices are ultra low-power devices capable of operating for years on battery power, and wherein to conserve power the local communication channels are configured to use a low-power wireless communication technology. 
     
     
         4 . The method of  claim 1 , wherein the gamification analysis of the activities of the at least one customer has attributes selected from a group consisting of:
 application of at least one of game design elements, game principles or player centered design in non-game contexts in relation to the at least one merchandiser incentive;   employment of the game design elements to maximize the at least one customer's engagement with the at least one tagged merchandise in relation to the at least one merchandiser incentive;   leveraging the at least one customer's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, closure, or the at least one customer's response to the framing of a gamified situation in relation to the at least one merchandiser incentive;   rewarding the at least one customer with the at least one merchandiser incentive for accomplishing tasks or incentivizing competition between a plurality of customers in relation to the at least one merchandiser incentive;   making rewards for the accomplishing tasks visible to the plurality of customers to encourage the at least one customer to compete in relation to the at least one merchandiser incentive;   incentivizing the at least one customer to complete quests by performing sets of related activities in relation to the at least one merchandiser incentive; and   combinations thereof.   
     
     
         5 . The method of  claim 1 , wherein the at least one tagged merchandise comprises at least one sensor of the multiple sensors, said at least one sensor configured to sense the type of interaction the at least one customer has with the at least one tagged merchandise to make a determination, based on the gamification analysis of the qualifying event or the non-qualifying event. 
     
     
         6 . The method of  claim 1 , wherein:
 the at least one merchandiser incentive is based on historical purchases made by the at least one customer;   the at least one merchandiser incentive is based on a determination of whether the at least one customer viewed a price of the at least one tagged merchandise;   the at least one merchandiser incentive is based on a multi-part event that if engaged by the at least one customer will result in the at least one merchandiser incentive;   the method comprises determining that the at least one customer has rejected an offer included in the at least one merchandiser incentive;   the method comprises, responsive to a set of prerequisites being met, generating an updated merchandiser incentive with a modified offer;   the method comprises transmitting to the at least one customer the updated merchandiser incentive with the modified offer;   the method is implemented in a physical retail store comprising fitting rooms that include at least one virtual assistant, a grocery store, a warehouse, an auction, a wholesaler, or on a fishing boat;   each of the at least one tagged merchandise comprises at least one of a RFID tag, a bar code, an accelerometer, a Bluetooth device, or a tagging system;   the providing the at least one merchandiser incentive comprises sending a notification of a promotion to a user interface of the at least one customer if the value of the at least one tagged merchandise exceeds a predetermined amount;   the at least one merchandiser incentive is delivered to the user interface of the at least one customer by at least one of a mobile device push notification, an email promotion, a POS checkout coupon, a text message, a hand delivered promotional code from a store associate, the customer leaving the fitting room, or the customer getting in line to checkout;   the at least one merchandiser incentive is delivered to the user interface of the at least one customer as an urgent delivery request based on a sensor event of the at least one tagged merchandise;   the urgent delivery request promotes an increase in a number of items of the plurality of tagged items with the at least one customer immediately prior to the at least one customer checking out; or   combinations thereof.   
     
     
         7 . The method of  claim 1 , said method further comprising:
 in response to the at least one customer bringing the at least one tagged merchandise into a merchandise sampling area, recognizing the presence of the tagged merchandise in the merchandise sampling area; and   in response to the at least one customer interacting with the at least one tagged merchandise, associating the at least one tagged merchandise to the at least one customer.   
     
     
         8 . The method of  claim 1 , said method further comprising:
 collecting data about at least one of the at least one customer or the at least one tagged merchandise.   
     
     
         9 . A computer program product, comprising a computer readable hardware storage device having computer readable program code stored therein, said program code containing instructions executable by one or more processors of a computer system to implement a method, said method comprising:
 monitoring activities of at least one customer with at least one tagged merchandise in possession of the at least one customer; and   wherein the at least one tagged merchandise comprises multiple Internet-of-Things (IoT) devices communicatively coupled over local communication channels to a central IoT hub which is communicatively coupled to an IoT service over the Internet, wherein each IoT device is designed for a particular application,   wherein the multiple IoT devices include respective multiple sensors with each sensor being particularized for the particular application of the IoT device that comprises said each sensor, wherein the multiple IoT devices comprise a first IoT device that includes a first sensor configured to sense a type of interaction the at least one customer has with the at least one tagged merchandise to make a determination based on a gamification analysis of a qualifying event or a non-qualifying event, wherein the first sensor comprises an accelerometer configured to recognize activities of the at least one customer interacting with the least one tagged merchandise, wherein the multiple IoT devices comprise a second IoT device that includes a second sensor functioning as an environmental sensor configured to measure temperature, pressure, and humidity, and wherein the multiple IoT devices comprise a third IoT device that functions as a security IoT device that includes a third sensor functioning as a security sensor that functions in conjunction with a door lock opener, and   wherein a first tagged merchandise and a second tagged merchandise are together a unique combination which causes a gamification analysis of activities of the at least one customer to generate at least one merchandiser incentive, and wherein the at least one merchandiser incentive is unlocked when the first tagged merchandise is tried on with the second tagged merchandise.   
     
     
         10 . The computer program product  claim 9 , wherein the at least one merchandiser incentive is based on changes in both facial expression and body language of the at least one customer. 
     
     
         11 . The computer program product  claim 9 , wherein the multiple IoT devices are ultra low-power devices capable of operating for years on battery power, and wherein to conserve power the local communication channels are configured to use a low-power wireless communication technology. 
     
     
         12 . The computer program product  claim 9 , wherein the gamification analysis of the activities of the at least one customer has attributes selected from a group consisting of:
 application of at least one of game design elements, game principles or player centered design in non-game contexts in relation to the at least one merchandiser incentive;   employment of the game design elements to maximize the at least one customer's engagement with the at least one tagged merchandise in relation to the at least one merchandiser incentive;   leveraging the at least one customer's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, closure, or the at least one customer's response to the framing of a gamified situation in relation to the at least one merchandiser incentive;   rewarding the at least one customer with the at least one merchandiser incentive for accomplishing tasks or incentivizing competition between a plurality of customers in relation to the at least one merchandiser incentive;   making rewards for the accomplishing tasks visible to the plurality of customers to encourage the at least one customer to compete in relation to the at least one merchandiser incentive;   incentivizing the at least one customer to complete quests by performing sets of related activities in relation to the at least one merchandiser incentive; and combinations thereof.   
     
     
         13 . The computer program product  claim 9 , wherein the at least one tagged merchandise comprises at least one sensor of the multiple sensors, said at least one sensor configured to sense the type of interaction the at least one customer has with the at least one tagged merchandise to make a determination, based on the gamification analysis of the qualifying event or the non-qualifying event. 
     
     
         14 . The computer program product  claim 9 , said method further comprising:
 collecting data about at least one of the at least one customer or the at least one tagged merchandise.   
     
     
         15 . A computer system comprising: one or more processors; a memory coupled to the one or more processors; and a computer readable storage device coupled to the one or more processors, the storage device containing instructions that are executed by the one or more processors via the memory to implement a method, said method comprising:
 monitoring activities of at least one customer with at least one tagged merchandise in possession of the at least one customer; and   wherein the at least one tagged merchandise comprises multiple Internet-of-Things (IoT) devices communicatively coupled over local communication channels to a central IoT hub which is communicatively coupled to an IoT service over the Internet, wherein each IoT device is designed for a particular application,   wherein the multiple IoT devices include respective multiple sensors with each sensor being particularized for the particular application of the IoT device that comprises said each sensor, wherein the multiple IoT devices comprise a first IoT device that includes a first sensor configured to sense a type of interaction the at least one customer has with the at least one tagged merchandise to make a determination based on a gamification analysis of a qualifying event or a non-qualifying event, wherein the first sensor comprises an accelerometer configured to recognize activities of the at least one customer interacting with the least one tagged merchandise, wherein the multiple IoT devices comprise a second IoT device that includes a second sensor functioning as an environmental sensor configured to measure temperature, pressure, and humidity, and wherein the multiple IoT devices comprise a third IoT device that functions as a security IoT device that includes a third sensor functioning as a security sensor that functions in conjunction with a door lock opener, and   wherein a first tagged merchandise and a second tagged merchandise are together a unique combination which causes a gamification analysis of activities of the at least one customer to generate at least one merchandiser incentive, and wherein the at least one merchandiser incentive is unlocked when the first tagged merchandise is tried on with the second tagged merchandise.   
     
     
         16 . The computer system  claim 15 , wherein the at least one merchandiser incentive is based on changes in both facial expression and body language of the at least one customer. 
     
     
         17 . The computer system  claim 15 , wherein the multiple IoT devices are ultra low-power devices capable of operating for years on battery power, and wherein to conserve power the local communication channels are configured to use a low-power wireless communication technology. 
     
     
         18 . The computer system  claim 15 , wherein the gamification analysis has attributes selected from a group consisting of:
 application of at least one of game design elements, game principles or player centered design in non-game contexts in relation to the at least one merchandiser incentive;   employment of the game design elements to maximize the at least one customer's engagement with the at least one tagged merchandise in relation to the at least one merchandiser incentive;   leveraging the at least one customer's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, closure, or the at least one customer's response to the framing of a gamified situation in relation to the at least one merchandiser incentive;   rewarding the at least one customer with the at least one merchandiser incentive for accomplishing tasks or incentivizing competition between a plurality of customers in relation to the at least one merchandiser incentive;   making rewards for the accomplishing tasks visible to the plurality of customers to encourage the at least one customer to compete in relation to the at least one merchandiser incentive;   incentivizing the at least one customer to complete quests by performing sets of related activities in relation to the at least one merchandiser incentive; and   combinations thereof.   
     
     
         19 . The computer system  claim 15 , wherein the at least one tagged merchandise comprises at least one sensor of the multiple sensors, said at least one sensor configured to sense the type of interaction the at least one customer has with the at least one tagged merchandise to make a determination, based on the gamification analysis of the qualifying event or the non-qualifying event. 
     
     
         20 . The computer system  claim 15 , said method further comprising:
 collecting data about at least one of the at least one customer or the at least one tagged merchandise.

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