Funding
Materials funded by Cognizant as part of Course: Designing Interactive Environments

We looked at current and future retails trends and synthesized our learnings to reframe an opportunity statement

We initially started with planning to use facial recognition but pivoted to sentiment analysis of voice.
Phase 2: How do we read consumer emotions: Face vs. Voice?
Our initial concept relied on Facial Recognition technology. The hypothesis was that we could read a user's micro-expressions (disgust, delight, surprise) to automatically determine if they liked a scent.
Challenge: Applying facial recognition in a retail context presented three hurdles:
Privacy & Ethics: Scanning faces without explicit, enthusiastic consent felt invasive.
Ambiguity: In a dimly lit, immersive booth, computer vision struggles to differentiate subtle emotions.
Pivoting to Voice Sentiment Analysis: We shifted the input modality from passive observation (Face) to active participation (Voice).
Implications to Experience: It gave the user agency. Instead of the camera guessing how they felt, the user told us.
Design Thought
We synthesized our research findings into a set of design heuristics that guided the physical build:
Retail requires "Magic".
The "Peep-Hole" Interface -> We avoided standard screens. We built a physical tube structure that required users to lean in, creating a private, magical window into the digital world.
Scent is abstract and hard to describe.
Explore Generative Visualization -> We used P5.js to translate abstract scent data into concrete visual metaphors (e.g., Woody Scents = Branching fractals; Floral Scents = Blooming particles)
Users need immediate system feedback.
Real-Time Responsiveness -> To build trust in the AI, the visual feedback had to be instant. As the user speaks, the visual changes immediately, confirming the system is "listening."
Interaction Design
We synthesized our research findings into a set of design heuristics that guided the physical build:
Imagining the Space

Designing a booth for interaction rooted in the culture, emotions, and objects around smell and perfume.

A moodboard for contents, elements and objects we thought complemented the experience.
Mapping the Sensory Experience

Relating to use of senses to crafting the exeperience further.
Identifying the Key Risks and Challenges at this stage

We acknowledge that olfactory was a hard to control as modality.
Mapping a User Journey

Sketching a user journey across the experience
Mapping the spatial aspect of the journey

Realising the physical aspects of the journey into physical computing elements

Dissecting the Tech behind the Prototype Design first before making the protoype
Rendering Visual and Spatial Aspects

We created 3D spatial renders to imagine the retail space first before building a prototype


Explosion Diagram for the physcial booth prior to being built
Building Scent-iment Shopping
Showcasing the Prototype

