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The Mixed Reality Toolkit as the Next Step in the Mass Customization Co-Design Experience
16 references·0 citing·40 second hop
The Mixed Reality Toolkit as the Next Step in the Mass Customization Co-Design Experience (2019)The Mixed Reality Toolkit as the Next Ste…How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions (2016)How augmented reality apps ar…Enabling smart retail settings via mobile augmented reality shopping apps (2016)Enabling smart retail setting…A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness (2014)A model of acceptance of augm…The Experience Economy (2012)The Experience EconomyThe “I Designed It Myself” Effect in Mass Customization (2009)The “I Designed It Myself” Ef…Putting one-to-one marketing to work: Personalization, customization, and choice (2008)Putting one-to-one marketing …Value Creation by Toolkits for User Innovation and Design: The Case of the Watch Market (2004)Value Creation by Toolkits fo…Open Innovation: The New Imperative for Creating and Profiting from Technology (2003)Open Innovation: The New Impe…E-LOYALTY: YOUR SECRET WEAPON ON THE WEB (2003)E-LOYALTY: YOUR SECRET WEAPON…Hedonic and utilitarian motivations for online retail shopping behavior (2001)Hedonic and utilitarian motiv…Customerization: The next revolution in mass customization (2001)Customerization: The next rev…Mass customization: The new frontier in business competition (1999)Mass customization: The new f…Consumer Value: A Framework for Analysis and Research (1999)Consumer Value: A Framework f…Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value (1994)Work and/or Fun: Measuring He…Mass Customization: The New Frontier in Business Competition (1994)Mass Customization: The New F…Future Perfect (1987)Future PerfectSociety and the Adolescent Self-Image (1965)Development and validation of brief measures of positive and negative affect: The PANAS scales. 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References

  • 2003Open Innovation: The New Imperative for Creating and Profiting from Technology9,367 cited
  • 1994Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value6,019 cited
  • 2001Hedonic and utilitarian motivations for online retail shopping behavior3,219 cited
  • 1999Mass customization: The new frontier in business competition2,322 cited
  • 2003E-LOYALTY: YOUR SECRET WEAPON ON THE WEB2,084 cited
  • 2012The Experience Economy1,886 cited
  • 1999Consumer Value: A Framework for Analysis and Research1,527 cited
  • 2004Value Creation by Toolkits for User Innovation and Design: The Case of the Watch Market792 cited
  • 2009The “I Designed It Myself” Effect in Mass Customization762 cited
  • 1987Future Perfect687 cited
  • 2001Customerization: The next revolution in mass customization630 cited
  • 2016Enabling smart retail settings via mobile augmented reality shopping apps544 cited
  • 2008Putting one-to-one marketing to work: Personalization, customization, and choice480 cited
  • 2014A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness476 cited
  • 2016How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions

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472 cited
  • 1994Mass Customization: The New Frontier in Business Competition457 cited
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