{'fraction_non_alphanumeric': 0.011118378024852845, 'fraction_numerical': 0.0, 'mean_word_length': 5.891891891891892, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
A research in the design of augmented reality gamified mobile applications for promoting traditional products implemented in ambient intelligence environment of small shops.

In this study, challenges in the design of mobile applications in an ambient intelligent environment for promoting traditional products in small shops were analyzed. Fuzzy cognitive maps (FCM) were constructed from interviews with experts in presenting traditional products and from gamification literature. Simulations for investigating the causalities between the concepts of the FCMs followed and Business Process Model and Notation (BPMN) was used as a tool for quick modeling of an augmented reality mobile application. Afterwards scenarios based on different gamification user types were created and simulated. The case study was TalkingProducts research project which was focusing on the development of an augmented reality mobile application for promoting traditional local products, where product manufacturers and professionals of the creative industries sector cooperate in order to co-create smart interactive gamified experiences. The study of the FCM’s metrics and the results of the BPMN simulations showed that a better understanding of an application user’s behavior can be achieved which can lead to better design choices especially as regards to software requirements and functionality. The suggested methodological approach can offer valuable insights to the designing of interactive applications in ambient intelligence environments.