This project focuses on understanding customers’ shopping behaviour and the problems faced by them while being engaged in that activity. Waiting is one of the major problems and this project aims at enhancing the customers’ waiting experience. A long period of waiting can be very boring and annoying and may make customers leave the shop. This brings many opportunities for retailers to convert the wait time into an experience. The main objective of this project is engaging the customers with the brand, exploring a business opportunity with customers, and providing them with a fun-filled shopping experience. The target audience is the customers who do not have any intention to shop and have just come to accompany their friends/family members (who are actively engaged in shopping). It was observed that retailers are increasingly focusing on offering consumers immersive retail experiences, with an aim to accelerate their sales and this project is an attempt to facilitate that.
Keywords: brands, experience, gamification, retail, waiting