CN114372814A - Experience method and experience system based on experience amount - Google Patents

Experience method and experience system based on experience amount Download PDF

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CN114372814A
CN114372814A CN202011101316.1A CN202011101316A CN114372814A CN 114372814 A CN114372814 A CN 114372814A CN 202011101316 A CN202011101316 A CN 202011101316A CN 114372814 A CN114372814 A CN 114372814A
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experience
user
target product
price
experienced
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戴见霖
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0278Product appraisal

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Abstract

The invention discloses an experience method and an experience system based on experience quota. A user is associated with an experience credit, wherein the experience credit is not specific to a specific product to be experienced, when the user selects a target product from a plurality of products to be experienced, the price of the target product is evaluated, and if the price of the target product is less than or equal to the experience credit, the user is allowed to experience the target product. By assessing the price mode of the target product before the user experiences the target product, the user can be helped to experience and/or purchase the target product at a reasonable cost.

Description

Experience method and experience system based on experience amount
Technical Field
The invention relates to a product consumption experience, in particular to an experience method and an experience system based on experience quota, wherein the experience method is based on experience evaluation and allows a user to experience at least one target product.
Background
In recent years, experience consumption has become increasingly popular, which allows a user to experience a target product before purchasing the target product to determine whether the target product is a desired product, in such a way that the problem of subsequently generating return of goods can be reduced. For a product, the price of the product after being used is reduced, and the more times and the longer the product is used, the lower the price, and if different users are required to experience the target product with the same cost, it is not reasonable for the users who experience the target product later.
In addition, in the existing experience mode, one experience ticket (whether an entity experience ticket or a virtual experience ticket) only corresponds to one product, that is, a specific experience ticket is only allowed to experience a specific product, and the experience mode is not ideal. Specifically, multiple products are displayed and sold simultaneously in a large store, if a user is interested in multiple products of the displayed and sold products, multiple experience tickets need to be obtained, and before the user experiences one target product, the user needs to find out the experience ticket corresponding to the target product from the multiple experience tickets, otherwise, the user is not allowed to experience the target product, which leads to the complication of the experience process. Before obtaining the experience ticket, the user needs to firstly know the products displayed and sold in the market, secondly select the target products from the products, and then the consumer obtains the experience ticket corresponding to the target products from the service personnel (whether the service personnel or the machine) of the market. In the process of obtaining the experience tickets corresponding to the target products from the service personnel in the store, the consumer needs to inform the service personnel of the names or the numbers of the target products in sequence, and then obtain the experience tickets corresponding to the target products from the service personnel for no payment or after paying corresponding experience fees. Obviously, the rationality of the experience mode is poor, because the user needs to go through (whether actually go through or go through equipment such as a computer) the products displayed and sold in the marketplace to determine the target product, and then the experience mode of obtaining the experience ticket corresponding to the target product from the service staff wastes much time of the user, and when the number of experience staff is too many and the service staff is limited, the user is required to obtain the experience ticket corresponding to the target product from the service staff in a queuing mode, which also wastes much time of the user.
In addition, for some products, the existing experience mode cannot help users experience the products, such as badminton. Generally, a user can experience the quality of the badminton only by hitting the badminton, but hitting the badminton requires more than two users to complete. Obviously, if a user only has one person, the user cannot experience the badminton by hitting the badminton, so that the user can only guess the quality of the badminton by observing the appearance of the badminton, and the reliability of the mode of judging the product quality by guessing is low.
Disclosure of Invention
One objective of the present invention is to provide a credit-based experience method and experience system, wherein before a user experiences at least one target product, the price of the target product is evaluated to help the user experience or purchase the target product at a reasonable price.
One object of the present invention is to provide a quota-based experience method and experience system, wherein an experience fee of the target product after being experienced can be more accurately evaluated according to the evaluated price of the target product, so as to help the user experience the target product with a reasonable experience fee.
One objective of the present invention is to provide a credit-based experience method and system, wherein a credit of experience is associated with the user to determine whether the user has the right to experience the target product according to the credit of experience.
One object of the present invention is to provide a credit-based experiencing method and system, wherein the credit is associated to the user to pay the cost of the target product after being experienced through the credit. For example, the experience credit can be used to pay the experience fee of the target product after being experienced.
One object of the present invention is to provide a credit-based experiencing method and system, wherein at least one auxiliary product is allowed to be used by the user for experiencing the target product, and before the auxiliary product is experienced, the price of the auxiliary product is evaluated to help the user experience or purchase the target product at a reasonable price.
One objective of the present invention is to provide a credit-based experience method and an experience system, wherein the experience cost of the auxiliary product after being experienced can be more accurately evaluated according to the evaluated price of the auxiliary product, so as to help the user experience the target product with reasonable experience cost.
The invention aims to provide a credit-based experience method and an experience system, wherein the experience credit is used for judging whether the user has the right to experience the auxiliary supplies.
The invention aims to provide a credit-based experience method and an experience system, wherein the experience credit is used for paying the cost of the auxiliary product after being experienced. For example, the experience credit may be used to pay the experience fee of the ancillary device after being experienced.
The invention aims to provide an experience method and an experience system based on a limit, wherein the experience limit is firstly provided, and the way that the user is allowed to experience the target product and/or the auxiliary product within the range allowed by the experience limit is secondly adopted, so that the flexibility of the user in experiencing the target product and/or the auxiliary product can be greatly improved, the time of the user searching for the target product in a plurality of products to be experienced provided by the merchant can be saved, and the waiting time of the user in the process of being authorized to experience the target product can be saved under the condition that a merchant provides a plurality of products to be experienced for the user to experience and select.
It is an object of the present invention to provide a credit-based experience method and experience system, wherein more than two of said users are allowed to experience said target product simultaneously.
An object of the present invention is to provide a credit-based experiencing method and system, wherein two or more mutually acquainted users can be matched based on an experience requirement, thereby allowing two or more users to experience the target product simultaneously.
It is an object of the present invention to provide a credit-based experience method and an experience system, wherein the experience system provides a price evaluation unit, wherein the price evaluation unit is capable of evaluating the price of the target product and/or the auxiliary before being experienced and evaluating the experience charge of the target product and/or the auxiliary after being experienced.
One objective of the present invention is to provide a credit-based experience method and an experience system, wherein the experience system provides an experience unit, wherein the experience unit can determine whether the user has the right to experience the target product and/or the auxiliary product according to the experience credit related to the user and the price of the target product and/or the auxiliary product evaluated by the price evaluation unit before being experienced.
One objective of the present invention is to provide a credit-based experience method and experience system, wherein the experience unit is capable of matching more than two mutually-acquainted users according to the experience requirement, so as to allow more than two users to experience the target product.
According to one aspect of the present invention, the present invention provides an experience method based on experience quota for a user to experience at least one target product, wherein the experience method comprises the following steps:
(a) identifying the identity of the user to obtain an experience limit related to the user; and
(b) allowing the user to experience the target product based on a one-experience assessment, wherein the experience quota is used for paying the cost of the user after experiencing the target product.
According to an embodiment of the invention, in the step (b), the experience assessment includes:
evaluating a price of the target product before the target product is experienced; and
evaluating an experience fee for experiencing the target product after the target product is experienced.
According to an embodiment of the present invention, the step (b) further comprises the steps of:
judging whether the target product is returned after being experienced; and
and selecting the content of which the experience quota is used for payment according to the judgment result, wherein the experience quota is used for paying the experience fee if the target product is returned after being experienced, and the experience quota is used for paying the fee corresponding to the price of the target product evaluated before being experienced if the target product is not returned after being experienced.
According to an embodiment of the invention, in the step (b), based on the experience evaluation, the user is allowed to select at least one auxiliary product to experience the target product, wherein the experience amount is used for paying the cost of the user after experiencing the auxiliary product.
According to an embodiment of the invention, in the step (b), based on the experience evaluation, the user is allowed to select at least one auxiliary product to experience the target product, wherein the experience amount is used for paying the cost of the user after experiencing the auxiliary product.
According to an embodiment of the invention, in the step (b), the experience assessment includes:
assessing a price of the ancillary item before the ancillary item is experienced; and
evaluating the experience cost of experiencing the ancillary item after the ancillary item is experienced.
According to an embodiment of the invention, in the step (b), the experience assessment includes:
determining a preset price of the auxiliary article before the auxiliary article is experienced; and
evaluating the experience cost of experiencing the ancillary item after the ancillary item is experienced.
According to an embodiment of the present invention, the step (b) further comprises the steps of:
judging whether the auxiliary article is returned after the experience; and
and selecting the content of which the experience quota is used for payment according to the judgment result, wherein if the auxiliary supplies are returned after being experienced, the experience fee is used for paying the experience fee, and if the auxiliary supplies are not returned after being experienced, the experience quota is used for paying the fee corresponding to the price of the auxiliary supplies evaluated before being experienced.
According to an embodiment of the present invention, the step (b) further comprises the steps of:
judging whether the auxiliary article is returned after the experience; and
and selecting the content of which the experience quota is used for payment according to the judgment result, wherein if the auxiliary article is returned after being experienced, the experience quota is used for paying the experience quota, and if the auxiliary article is not returned after being experienced, the experience quota is used for paying the expense corresponding to the preset price of the auxiliary article.
According to one embodiment of the invention, in step (a), the target product is determined when the identity of the user is identified.
According to an embodiment of the invention, the experiencing method further comprises the steps of: matching more than two of the users to jointly experience the target product.
According to another aspect of the present invention, the present invention further provides an experience system based on experience amount for a user to experience at least one target product, wherein the experience system comprises:
a user identification unit, wherein the user identification unit identifies the identity of the user to obtain an experience limit related to the user;
a price evaluation unit, wherein the price evaluation unit evaluates the price of the target product before being experienced and evaluates a check-up fee of the target product after being experienced; and
an experience unit, wherein the experience unit is communicatively coupled to the user identification unit and the price evaluation unit, wherein the experience unit allows or denies the user experience of the target product based on the experience quota associated with the user and the price of the target product before being experienced as evaluated by the price evaluation unit.
According to an embodiment of the present invention, the user identification unit and the price evaluation unit are communicably connected to each other, wherein the user identification unit confirms the target product upon identifying the identity of the user, and the price evaluation unit evaluates the price of the target product before being experienced, based on the target product confirmed by the user identification unit.
According to an embodiment of the invention, the price evaluation unit includes a price evaluation module and an experience cost evaluation module, the price evaluation module and the experience module are respectively connected to the experience unit in a communication manner, wherein the price evaluation module evaluates the price of the target product before being experienced, the experience unit judges whether the user has the authority to experience the target product according to the experience quota related to the user and the price of the target product before being experienced evaluated by the price evaluation module, and the experience cost evaluation module evaluates the experience cost of the target product after being experienced if the user has the authority to experience the target product and after the user experiences the target product.
According to an embodiment of the present invention, the price evaluation unit further includes a payment module communicatively connected to the experience expense evaluation module, wherein the payment module pays the experience expense of the target product evaluated by the experience expense evaluation module after being experienced through the experience amount.
According to an embodiment of the present invention, the experience unit includes a management module and a judgment module, the user identification unit, the price evaluation unit and the management module are respectively communicably connected to the judgment module, wherein the judgment module judges whether the user has the right to experience the target product according to the experience amount related to the user and the price of the target product before being experienced, which is evaluated by the price evaluation unit, and the management module manages whether the target product is experienced by the user according to a judgment result of the judgment module.
According to an embodiment of the present invention, the experience unit includes a management module and a judgment module, the user identification unit, the price evaluation module and the management module are respectively communicably connected to the judgment module, wherein the judgment module judges whether the user has the right to experience the target product according to the experience amount related to the user and the price of the target product before being experienced, which is evaluated by the price evaluation module, and the management module manages whether the target product is experienced by the user according to a judgment result of the judgment module.
Drawings
FIG. 1 discloses an application scenario of a preferred embodiment of the present invention, which shows an example of multiple products being presented for selection by a user.
FIG. 2 discloses an application scenario of the present invention, which illustrates an example of a user selecting basketball from a plurality of products displayed as a target product.
Fig. 3 discloses another application scenario according to the above preferred embodiment of the present invention, which shows an example of one way for the user to experience the target product.
Fig. 4 discloses another application scenario according to the above preferred embodiment of the present invention, which shows an example of another way for the user to experience the target product.
Fig. 5 discloses another application scenario according to another preferred embodiment of the present invention, which shows an example that the user selects badminton as a target product from a plurality of products being displayed.
Fig. 6 discloses another application scenario of the above preferred embodiment of the present invention, which shows two users selecting a badminton racket from a plurality of products displayed as an auxiliary article for experiencing the badminton.
Fig. 7 discloses another application scenario of the above preferred embodiment of the present invention, which shows an example of two users experiencing the shuttlecock through the badminton racket.
FIG. 8 is a flowchart illustrating an experiencing method according to a preferred embodiment of the present invention.
FIG. 9 is a block diagram of an inspection system according to a preferred embodiment of the present invention.
FIG. 10 is a diagram of a processing system according to a preferred embodiment of the present invention.
Detailed Description
The following description is presented to disclose the invention so as to enable any person skilled in the art to practice the invention. The preferred embodiments in the following description are given by way of example only, and other obvious variations will occur to those skilled in the art. The basic principles of the invention, as defined in the following description, may be applied to other embodiments, variations, modifications, equivalents, and other technical solutions without departing from the spirit and scope of the invention.
It will be understood by those skilled in the art that in the present disclosure, the terms "longitudinal," "lateral," "upper," "lower," "front," "rear," "left," "right," "vertical," "horizontal," "top," "bottom," "inner," "outer," and the like are used in an orientation or positional relationship indicated in the drawings for ease of description and simplicity of description, and do not indicate or imply that the referenced devices or components must be constructed and operated in a particular orientation and thus are not to be considered limiting.
It is understood that the terms "a" and "an" should be interpreted as meaning that a number of one element or element is one in one embodiment, while a number of other elements is one in another embodiment, and the terms "a" and "an" should not be interpreted as limiting the number.
The terms and words used in the following specification and claims are not limited to the literal meanings, but are used only by the inventors to enable a clear and consistent understanding of the invention. Accordingly, it will be apparent to those skilled in the art that the following descriptions of the various embodiments of the present invention are provided for illustration only and not for the purpose of limiting the invention as defined by the appended claims and their equivalents.
While ordinal numbers such as "first," "second," etc., will be used to describe various components, those components are not limited herein. The term is used only to distinguish one element from another. For example, a first component could be termed a second component, and, similarly, a second component could be termed a first component, without departing from the teachings of the inventive concepts. As used herein, the term "and/or" includes any and all combinations of one or more of the associated listed items.
The terminology used herein is for the purpose of describing various embodiments only and is not intended to be limiting. As used herein, the singular forms are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "comprises" and/or "comprising," when used in this specification, specify the presence of stated features, numbers, steps, operations, components, elements, or combinations thereof, but do not preclude the presence or addition of one or more other features, numbers, steps, operations, components, elements, or groups thereof.
Terms used herein, including technical and scientific terms, have the same meaning as terms commonly understood by one of ordinary skill in the art, unless otherwise defined. It will be understood that terms defined in commonly used dictionaries have meanings that are consistent with their meanings in the prior art.
Description of the invention figure 1 of the drawings shows a experience environment 100, wherein the experience environment 100 provides a plurality of experienced products 102 and an experience venue 104 for a user 106 to experience the experienced products 102 at the experience venue 104. For example, the product to be experienced 102 may be, but is not limited to, a basketball 102a, a basketball stand 102b, a football 102c, a football goal 102d, a badminton 102e, a badminton racket 102f, a badminton net mount 102g, a table tennis ball 102h, a table tennis racket 102i, and a table tennis table 102 j.
As a specific example of the present invention, the experiential environment 100 provides a plurality of reading devices 108, wherein each of the reading devices 108 is associated with each of the to-be-experienced products 102, respectively. The type of reading device 108 is not limited in the present invention as long as it can read information from an experience card 110 held by the user 106. Additionally, the reading device 108 may read the information of the experience card 110 by, but not limited to, attaching the experience card 110 to the surface of the reading area of the reading device 108, or the user 106 inputting the information related to the experience card 110 (such as, but not limited to, the code of the experience card 110) to the reading device 108. The reading device 108 is connected to a processing device 112 (such as, but not limited to, a computer, a server, or any other device used for computing). The experience card 110 is provided to the user 106, where the experience card 110 is associated with the identity of the user 106 and a credit account associated with the user 106, which may be stored on the processing device 112 or in the cloud. It should be noted that the location where the credit account associated with the subscriber 106 is stored is not limited in the present invention, as long as it can be read by the processing device 112. In addition, the way that the user 106 obtains the experience card 110 is not limited in the present invention, for example, the user 106 may obtain the experience card 110 by purchasing or being donated, and obtain the experience amount by charging or being donated. It is understood that the experience quota is data stored in the quota account, and the experience quota can be modified by modifying the data stored in the quota account.
When the reading device 108 reads the information of the experience card 110 held by the user 106, the processing device 112 can identify the identity of the user 106 and obtain the experience amount related to the user 106 according to the information of the experience card 110 read by the reading device 108.
As a specific example of the present invention, the experiential environment 100 provides a plurality of lockers 114, wherein each of the lockers 114 is associated with each of the to-be-experienced products 102, respectively. When the user 106 is allowed to experience one of the to-be-experienced products 102, the locking device 114 associated with the to-be-experienced product 102 is in an open state so that the user 106 can obtain the to-be-experienced product 102. When the user 106 is denied the experience of a product 102 to be experienced, the locking device 114 associated with the product 102 to be experienced is in a locked state, and the user 106 is denied the experience of the product 102 to be experienced. The locking device 114 is connected to the processing device 112 to control the state of the locking device 114 via the processing device 112.
It should be noted that although the experience environment 100 is illustrated in FIG. 1 as an example of a sports product, the experience environment 100 illustrated in FIG. 1 is merely an example and should not be construed as limiting the scope and content of the present invention. For example, in other examples of the present invention, the experience environment 100 may also be, but is not limited to, an environment for experiencing household products, an environment for experiencing electronic products. Of course, it should be understood by those skilled in the art that when the experience environment 100 is an environment for experiencing household products or an environment for experiencing electronic products, the to-be-experienced product 102 is a household product or an electronic product, and the experience field 104 is not limited to the specific field shown in fig. 1. Of course, the types of reader device 108, experience card 110, processing device 112, and locking device 114 may also be designed to accommodate the type of experience environment 100.
It is also worth mentioning that although the to-be-experienced product 102 shown in fig. 1 is the basketball 102a, the basketball stand 102b, the football 102c, the football goal 102d, the badminton 102e, the badminton racket 102f, the badminton net mount 102g, the table tennis ball 102h, the table tennis racket 102i, and the table tennis table 102j, in other examples of the invention, the to-be-experienced product 102 may further include, but is not limited to, a roller skate, a scooter, a bicycle, and the like.
When the user 106 is in the experience environment 100, the user 106 may select one or more of the to-be-experienced products 102 from the to-be-experienced products 102 as a target product for experience. In the present invention, the user 106 is associated with the experience credit to allow the user 106 to experience the target product if permitted by the experience credit. Specifically, after the user 106 selects the target product from the to-be-experienced product 102, the current experience activity of the user 106 is evaluated empirically, and based on the experience evaluation, the user 106 is allowed to experience the target product or the user 106 is denied to experience the target product, wherein if the user 106 is allowed to experience the target product, the experience amount is used to pay the user 106 for the target product after the user 106 experiences the target product.
In a preferred example of the present invention, the experience amount may be an amount, for example, the user 106 may obtain the experience amount by recharging or being given. In another preferred example of the invention, the experience credit may be a credit line, for example, different experience credits may be granted to the user based on the credit rating of the user 106. Preferably, the experience amount includes a combination of a money amount and a credit amount to help the user 106 obtain a better experience.
For some of the products to be experienced 102, such as when the products to be experienced 102 are portable products, the experience assessment includes assessing a price of the target product selected by the user 106, if the price of the target product is less than or equal to the experience credit after the user 106 selects the target product, the user 106 is allowed to experience the target product, and conversely, if the price of the target product is greater than the experience credit, the user 106 is denied to experience the target product.
For other of the products to be experienced 102, the content of the experience assessment is a preset price, for example, when the products to be experienced 102 are bulky products such as large-sized equipment, because the price of the products to be experienced 102 is too high and the products to be experienced 102 are not easily damaged, the content of the experience assessment is set to the preset price. After the user 106 selects the target product, if the content of the experience assessment is that the price of the target product is less than or equal to the experience quota, the user 106 is allowed to experience the target product, and conversely, if the content of the experience assessment is that the price of the target product is greater than the experience quota, the user 106 is refused to experience the target product.
After the user 106 experiences the target product, the user 106 may choose to purchase the experienced target product, at which point the experience amount is used to pay for the purchase of the experienced target product.
After the user 106 experiences the target product, the user 106 may return the experienced target product, and at this time, an experience charge is determined based on an experience mode, an experience duration of the user 106 experiencing the target product and/or depreciation of the target product, and the experience amount is used for paying the experience charge generated after the user 106 experiences the target product.
It should be noted that the above-disclosed manner of determining the experience fee based on the experience manner, the experience duration and/or the depreciation of the target product sensed by the user 106 in the present specification is only an example, and the determination of the experience fee also needs to consider factors of other aspects of the target product, such as but not limited to the appearance of the target product, for the type of the target product being experienced.
According to an aspect of the present invention, the present invention provides an experience method based on experience quota for the user 106 to experience the target product, wherein the experience method includes the steps of: identifying an identity of the user 106, wherein the user 106 is associated with the experience credit; based on the experience assessment, allowing the user 106 to experience the target product, wherein the experience quota is used to pay the cost of the user 106 after experiencing the target product. For example, the experience credit may be used to pay a fee for the user 106 to purchase the target product that is experienced after experiencing the target product, or the experience credit may be used to pay the fee for the user 106 to experience the target product.
In the experience method of the present invention, the experience quota is not specific to a specific product 102 to be experienced, and in this way, the experience method can greatly improve the flexibility of the user 106 in experiencing the target product, and can save the time of the user 106 selecting the target product from a plurality of products 102 to be experienced and the waiting time of the user 106 authorized to experience the target product.
The experience method allows more than two of the users 106 to experience the target product simultaneously. For example, when two or more users 106 are interested in the shuttlecock 102e displayed by the experience environment 100, the experience method can help two or more users 106 to cooperatively experience the shuttlecock 102 e. Specifically, after receiving an experience requirement sent by the user 106, the experience method can match another user 106 for the user 106 sending the experience requirement according to the experience requirement, so that the experience method helps two or more users 106 to cooperatively experience the target product. The content of the experience requirement includes, but is not limited to, personal information (e.g., age group) of the user 106, type of the target product, time and duration of experience of the target product, and the like. After the experience method matches more than two of the users 106, the experience method can send a common experience message to the matched users 106, so that the matched users 106 can mutually cooperate to experience the shuttlecock 102 e. Accordingly, the content of the common experience information includes, but is not limited to, the personal information of the matched user 106, the type of the target product, the time, duration, and location of experiencing the target product, and the like.
Additionally, before experiencing the target product, the identity of the user 106 may need to be identified to obtain the experience credit associated with the user 106. For example, when the user 106 finds the target product in the to-be-experienced product 102 of the experience environment 100, the identity of the user 106 may be identified by reading the experience card 110 held by the user 106 by the reading device 108, and after the identity of the user 106 is identified, the experience credit associated with the user 106 can be obtained. Preferably, the target product is determined when the identity of the user 106 is identified.
It should be noted that the way of reading the experience card 110 held by the user 106 through the reading device 108 to identify the identity of the user 106 is only an example, and it should not be considered as a limitation to the content and scope of the experience method of the present invention, and in other examples of the experience method of the present invention, other means may be used to identify the identity of the user 106, for example, the identity of the user 106 may be identified through a number corresponding to the user 106, and the identity of the user 106 may be identified through a way that the user 106 scans an identification code (for example, but not limited to, a two-dimensional code) through a terminal device (for example, but not limited to, a mobile phone). Optionally, the experience card 110 may be a virtual card that displays information such as two-dimensional codes, bar codes, etc. on a display interface of a mobile terminal (such as but not limited to a mobile phone, a watch, etc.) carried by the user 106, wherein the reading device 108 may be a camera device or include a camera device to allow the reading device 108 to read the information of the experience card 110 to identify the identity of the user 106.
Fig. 2-7 illustrate different scenarios in which the user 106 experiences the target product in the experience environment 100. Specifically, fig. 2 to 4 show different scenes of the user 106 individually experiencing the target product, and fig. 5 to 7 show different scenes of the target product experienced by two users 106 in cooperation with each other.
In fig. 2, the user 106 selects the basketball 102a as the target product from the basketball 102a, the basketball stand 102b, the football 102c, the football goal 102d, the badminton shuttlecock 102e, the badminton racket 102f, the badminton net mount 102g, the table tennis ball 102h, the table tennis racket 102i, and the table tennis table 102j exhibited in the experience environment 100.
After the basketball 102a is selected by the user 106, the information of the experience card 110 held by the user 106 can be read by the reading device 108 associated with the basketball 102a so that the identity of the user 106 is identified and the target product of the user 106 is confirmed, and after the identity of the user 106 is identified, the experience credit associated with the user 106 is obtained. Specifically, after the basketball 102a is selected by the user 106, the user 106 may move the experience card 110 in possession to the reading device 108 to attach the experience card 110 to a surface of the reading device 108 so that the reading device 108 can read information from the experience card 110 to allow the identity of the user 106 to be identified. Additionally, the reader device 108 associated with the basketball 102a may be able to read information from the experience card 110 held by the user 106 so that the basketball 102a may be identified as the target product.
The experience assessment is performed on the current experience activity of the user 106 before the basketball 102a as the target product is experienced by the user 106. The experience assessment includes assessing a price of the basketball 102a selected by the user 106 as the target product, the user 106 is allowed to experience the target product if the content of the experience assessment is that the price of the basketball 102a as the target product is less than or equal to the experience credit associated with the user 106, and conversely, the user 106 is denied experience of the target product if the content of the experience assessment is that the price of the basketball 102a as the target product is greater than the experience credit associated with the user 106. For example, the experience method may protect the basketball 102a as the target product by providing the locking device 114, and based on the evaluation of the experience, if the user 106 is allowed to experience the basketball 102a as the target product, the locking device 114 may be in the open state to allow the user 106 to obtain the basketball 102a as the target product, and if the user 106 is denied to experience the basketball 102a as the target product, the locking device 114 may be maintained in the locked state to deny the user 106 from obtaining the basketball 102a as the target product.
After the identity of the user 106 is identified and before the basketball 102a as the target product is experienced by the user 106, the price of the basketball 102a as the target product needs to be re-evaluated to ensure that the user 106 experiences and/or purchases the basketball 102a as the target product at a reasonable cost. The price of the basketball 102a as the target product may be determined based on, but is not limited to, the original price, age, and appearance of the basketball 102 a. Preferably, the price of the basketball 102a as the target product may be further determined based on a record of the experience of the basketball 102 a. That is, past experience records of the basketball 102a need to be considered when evaluating the price of the basketball 102a as the target product.
In fig. 3, after the user 106 is allowed to experience the basketball 102a as the target product, the locking device 114 is opened and the user 106 may obtain the basketball 102a as the target product, at which point the user 106 may experience the basketball 102a by viewing the appearance of the basketball 102a, touching the surface of the basketball 102a, beating the basketball 102a, and the like.
The user 106 may purchase the basketball 102a that is experienced after experiencing the basketball 102a as the target product, and the user 106 may pay the purchase fee for the basketball 102a if the user 106 purchases the basketball 102a that is experienced, wherein the purchase fee for the basketball 102a is the price assessed by the experience assessment before the basketball 102a is experienced by the user 106 as the target product, wherein the purchase fee for the basketball 102a allows the user 106 to be paid by the experience amount. If the user 106 returns the basketball 102a being experienced, the experience assessment determines the cost of the experience based on the manner of experience, the length of the experience, and/or the depreciation of the basketball 102a by the user 106, wherein the amount of experience is used to pay the cost of the experience.
That is, the experience method of the invention comprises the steps of judging whether the target product is returned after being experienced and selecting the content of the experience quota used for payment according to the judgment result. Specifically, if the target product is returned after being experienced, the experience amount is used to pay the experience fee, and if the target product is not returned after being experienced, the experience amount is used to pay a fee corresponding to the price of the target product evaluated before being experienced, that is, the purchase fee of the target product being experienced. For example, the experience method includes the steps of determining whether the basketball 102a as the target product is returned after being experienced by the user 106 and selecting the experience amount to be used for payment according to the determination result. Specifically, the experience credit is used to pay the experience fee for experiencing the basketball 102a as the target product if the basketball 102a as the target product is returned after being experienced, and the experience credit is used to pay a fee corresponding to the price that the basketball 102a as the target product is rated before being experienced if the basketball 102a as the target product is not returned after being experienced.
In fig. 4, after the user 106 selects the basketball 102a as the target product from the basketball 102a, the basketball stand 102b, the football 102c, the football goal 102d, the badminton racket 102e, the badminton racket 102f, the badminton net mount 102g, the table tennis ball 102h, the table tennis racket 102i, and the table tennis table 102j shown in the experience environment 100, the basketball stand 102b may be further selected as an auxiliary product for assisting the user 106 in experiencing the basketball 102 a.
The experience assessment is performed on the current experience activity of the user 106 before the basketball 102a as the target product and the basketball goal 102b as the auxiliary item are experienced. If the experience assessment includes assessing that the sum of the price of the basketball 102a selected by the user 106 as the target product and the predetermined price of the basketball goal 102b as the auxiliary item is less than or equal to the experience credit associated with the user 106, the user 106 is allowed to experience the basketball 102a as the target product via the basketball stand 102b as the auxiliary item, and conversely, if the evaluation of the experience includes evaluating that the sum of the price of the basketball 102a selected by the user 106 as the target product and the preset price of the basketball stand 102b as the auxiliary item is greater than the experience amount associated with the user 106, the user 106 is denied the experience of the basketball 102a as the target product through the basketball stand 102b as the auxiliary item. For example, the experience method protects the basketball stand 102b as the auxiliary item through the locking device 114, based on the evaluation of the experience, the locking device 114 is turned on if the user 106 is allowed to experience the basketball 102a as the target product through the basketball stand 102b as the auxiliary item, and the locking device 114 remains locked if the user 106 is denied to experience the basketball 102a as the target product through the basketball stand 102b as the auxiliary item.
After the user 106 experiences the basketball 102a as the target product with the basketball stand 102b as the auxiliary product, the experience assessment determines the experience charge of the basketball stand 102b according to the experience style, experience duration, and/or depreciation of the basketball stand 102b of the user 106, wherein the experience amount is used to pay the experience charge of the basketball 102a as the target product and the experience charge of the basketball stand 102b as the auxiliary product.
In fig. 5-7, the user 106 selects the shuttlecock 102e as the target product from the basketball 102a, the basketball stand 102b, the football 102c, the football goal 102d, the badminton 102e, the badminton racket 102f, the badminton net mount 102g, the table tennis ball 102h, the table tennis racket 102i, and the table tennis table 102j shown in the experience environment 100, at which time the user 106 is reminded that it may be necessary to select the badminton racket 102f and the badminton net mount 102g as the auxiliary. Of course, it should be understood by those skilled in the art that even if the user 106 selects the shuttlecock 102e as the target product, the user 106 may not select the badminton racket 102f and/or the badminton net mount 102g as the auxiliary item, if possible. For example, on the premise that the user 106 carries the badminton racket 102f, even if the user 106 selects the badminton racket 102e as the target product, the user 106 may not select the badminton racket 102f as the auxiliary article when being prompted to need to select the badminton racket 102f as the auxiliary article at the same time. For convenience of illustration and understanding of the contents of the experience method of the present invention, in the following description, the user 106 will be described by taking the selection of the shuttlecock 102e as the target product and the selection of the badminton racket 102f and the badminton net mount 102g as the auxiliary articles, but it should be understood by those skilled in the art that the specific examples shown in fig. 5 to 7 are only examples and are not intended as limitations to the contents and scope of the experience method of the present invention.
In one example of the present invention, after the user 106 selects the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary products, the experience card 110 held by the user 106 can be read by each of the reading devices 108 associated with the to-be-experienced products 102, respectively, so that the identity of the user 106 is identified to obtain the experience amount associated with the user 106, and the target product and the auxiliary products are determined.
The experience assessment is performed on the current experience activity of the user 106 before the shuttlecock 102e as the target product and the badminton racket 102f and badminton net mount 102g as the ancillary items are experienced. The experience assessment includes assessing the price of the shuttlecock 102e as the target product and the price of the badminton racket 102f and the badminton net rack 102g as the auxiliary product selected by the user 106, and if the sum of the price of the shuttlecock 102e as the target product and the price of the badminton racket 102f and the badminton net rack 102g as the auxiliary product is less than or equal to the experience limit related to the user 106, the user 106 is allowed to experience the badminton racket 102e as the target product and the badminton racket 102f and the badminton net rack 102g as the auxiliary product. Conversely, if the sum of the price of the shuttlecock 102e as the target product and the prices of the badminton racket 102f and the badminton net mount 102g as the auxiliary product is greater than the experience amount related to the user 106, the user 106 is denied experience of the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary product. For example, the experiencing method protects the shuttlecock 102e, the badminton racket 102f, and the badminton net mount 102g by the locking device 114, if the user 106 is allowed to experience the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary products, the locking device 114 is opened, and if the user 106 is denied to experience the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary products, the locking device 114 is kept locked.
After the identity of the user 106 is identified and before the shuttlecock 102e as the target product and the badminton racket 102f and badminton net mount 102g as the auxiliary items are experienced, the prices of the shuttlecock 102e as the target product and the badminton racket 102f and badminton net mount 102g as the auxiliary items need to be re-evaluated to ensure that the user 106 experiences and/or purchases the shuttlecock 102e as the target product at a reasonable cost. Of course, those skilled in the art will appreciate that the user 106 may also purchase the badminton racket 102f and badminton net mount 102g as the auxiliary item, and therefore, the user 106 experiences the badminton racket 102f and badminton net mount 102g as the auxiliary item before, reevaluating the badminton racket 102f and badminton net mount 102g is necessary to ensure that the user 106 purchases the badminton racket 102f and badminton net mount 102g at a reasonable price.
The user 106 is through as supplementary articles for use the badminton racket 102f with the badminton net rack 102g experience as the target product behind the badminton 102e, the experience assessment according to the experience mode, the experience duration of user 106 and/or the depreciation of supplementary articles for use confirms as supplementary articles for use the badminton racket 102f with the badminton net rack 102g experience charge, wherein the experience amount is used for paying as the target product the experience charge of the badminton 102e and as supplementary articles for use the badminton racket 102f with the badminton net rack 102g experience charge.
In this specific example shown in fig. 5 to 7, if the number of people of the user 106 is two or more, after the user 106 is allowed to experience the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary articles, the user 106 can immediately start to experience the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary articles. If the user 106 has only one person, the user 106 issues the experience requirement after determining that the shuttlecock 102e as the target product can be allowed to be experienced, and the other users 106 can be matched according to the experience requirement, so that the experience method allows more than two mutually-acquainted users 106 to simultaneously experience the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net rack 102g as the auxiliary. The content of the experience requirements includes, but is not limited to, personal information (e.g., age group) of the user 106, type of the target product, time period of experience, and the like.
Preferably, the experience requirements further include the types of ancillary supplies that the user 106 issuing the experience requirements is allowed to experience. For example, when the user 106 who has issued the experience requirement is only allowed to experience the badminton racket 102f as the auxiliary article, the matched other user 106 needs to be allowed to experience the badminton racket 102g as the auxiliary article to ensure the smooth proceeding of the subsequent experience activities.
After matching two or more users 106, the experience method can send the common experience information to the matched users 106, so that the matched users 106 can cooperate with each other to experience the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net rack 102g as the auxiliary product.
In another example of the present invention, even if the target products of two users 106 are different, the experience method can match the two users 106 to help the users 106 experience the respective target products. For example, one of the users 106 may be interested only in the shuttlecock 102e, and the other user 106 may be interested only in the badminton racket 102f, and after the two users 106 are allowed to experience the respective target products respectively and the experience method matches the two users 106, the experience method can send the common experience information to the two users 106 respectively to help the two users 106 experience the respective target products respectively.
The content of the common experience information is not limited in the experience method of the present invention, for example, the common experience information may include, but is not limited to, a location of experience, content of experience, a manner of experience, a type of experience product that each needs to carry, and the like.
After the plurality of users 106 have experienced their respective target products in coordination, the experience assessment assesses the experience charge that each of the users 106 needs to pay, respectively, and the experience charge is allowed to be paid in the experience amount associated with each of the users 106, respectively.
It is worth mentioning that, limited by product characteristics and service life, the shuttlecock 102e is typically a consumable, i.e., once the shuttlecock 102e is experienced, the shuttlecock 102e cannot be used further. Thus, in the present invention, if the shuttlecock 102e is determined to be the target product, only one of the shuttlecocks 102e stored in a canister is provided to the user 106 for the user 106 to experience after the user 106 is allowed to experience the shuttlecock 102e, see fig. 6 and 7. Of course, when determining whether the user 106 has the right to experience the shuttlecock 102e, the cost of the user 106 experiencing the shuttlecock 102e can be reduced by taking the price of a single shuttlecock 102e as the basis of the determination and not taking the price of a barrel of the shuttlecock 102e as the basis of the determination, so as to help the user 106 experience the shuttlecock 102 e.
FIG. 8 illustrates the experience method according to a preferred embodiment of the present invention. For example, in one example, the experience method may be performed by a processing system of FIG. 10.
In stage 801, the experience method comprises the step of presenting at least one of the to-be-experienced products 102 in the experience environment 100. For example, in the specific example shown in fig. 1, if the experience arena 104 is an arena displaying or selling sporting goods, the products displayed and sold by the experience arena 104 include, but are not limited to, the basketball 102a, the basketball stand 102b, the football 102c, the football goal 102d, the badminton 102e, the badminton racket 102f, the badminton net stand 102g, the table tennis ball 102h, the table tennis racket 102i, and the table tennis table 102j, wherein the experience arena 104 and a series of the products to be experienced 102 form the experience environment 100.
At stage 802, the experience method includes the step of the user 106 selecting at least one of the target products. For example, the user 106 may select the basketball 102a as the target product, or the user 106 may select the shuttlecock 102e as the target product.
At stage 803, the method of experiencing includes the step of prompting the user 106 to select at least one of the ancillary supplies. For example, after the user 106 selects the basketball 102a as the target product, the experience method prompts the user 106 to select the basketball stand 102b as the auxiliary item to help the user 106 experience the basketball 102 a. Or after the user 106 selects the shuttlecock 102e as the target product, the experience method prompts the user 106 to select the badminton racket 102f and the shuttlecock net mount 102g as the auxiliary supplies to assist the user 106 in experiencing the shuttlecock 102 e.
At stage 804, the method of experiencing includes the step of determining whether the user 106 selects the ancillary supply.
In one possible example of the experience method of the present invention, if the user 106 does not select the auxiliary good, then in stage 805, the experience method includes the step of determining whether the price of the target product is less than the experience credit associated with the user 106. Specifically, in stage 804, if the user 106 does not select the auxiliary product, in stage 805, the experience assessment first assesses the price of the target product, and then directly determines whether the price of the target product is less than or equal to the experience amount associated with the user 106 according to the price of the target product assessed by the experience assessment and the experience amount associated with the user 106. If the price of the target product is less than or equal to the experience credit associated with the user 106, then in stage 806 the experience method includes the step of allowing the user 106 to experience the target product, and if the price of the target product is greater than the experience credit associated with the user 106, then in stage 807 the experience method includes the step of denying the user 106 from experiencing the target product. For example, when the user 106 selects the shuttlecock 102e as the target product and does not select the badminton racket 102f and the badminton net mount 102g as the auxiliary items, the experience assessment evaluates the price of the shuttlecock 102e as the target product, to subsequently determine whether the price of the shuttlecock 102e as the target product is less than or equal to the experience amount related to the user 106, if the price of the shuttlecock 102e as the target product is less than or equal to the experience amount related to the user 106, the user 106 is allowed to experience the shuttlecock 102e and conversely, if the price of the shuttlecock 102e as the target product is greater than the experience credit associated with the user 106, the user 106 is denied to experience the shuttlecock 102 e.
In another possible example of the experience method of the present invention, if the user 106 selects the auxiliary item, the experience method includes a step of determining whether the sum of the price of the target product and the price of the auxiliary item or the preset price of the auxiliary item is less than or equal to the experience credit related to the user 106 at stage 808. Specifically, in stage 804, if the user 106 selects the auxiliary item, in stage 808, the experience assessment first assesses the price of the target product and the price of the auxiliary item or the preset price of the auxiliary item, and then directly determines whether the sum of the price of the target product and the price of the auxiliary item or the preset price of the auxiliary item is less than or equal to the experience amount related to the user 106 according to the price of the target product and the price of the auxiliary item or the preset price of the auxiliary item assessed by the experience assessment and the experience amount related to the user 106. If the sum of the price of the target product and the price of the auxiliary item or the preset price of the auxiliary item is less than or equal to the experience amount associated with the user 106, in stage 806, the experience method includes a step of allowing the user 106 to experience the target product and the auxiliary item, and if the sum of the price of the target product and the price of the auxiliary item or the preset price of the auxiliary item is greater than the experience amount associated with the user 106, in stage 807, the experience method includes a step of refusing the user 106 to experience the target product and the auxiliary item. For example, when the user 106 selects the shuttlecock 102e as the target product and selects the badminton racket 102f and the badminton net mount 102g as the auxiliary products, the experience assessment assesses the price of the shuttlecock 102e as the target product and assesses the prices of the badminton racket 102f and the badminton net mount 102g as the auxiliary products to subsequently determine whether the sum of the price of the shuttlecock 102e as the target product and the prices of the badminton racket 102f and the badminton net mount 102g as the auxiliary products is less than or equal to the experience related to the user 106, if the sum of the price of the shuttlecock 102e as the target product and the prices of the badminton racket 102f and the badminton net mount 102g as the auxiliary products is less than or equal to the experience limit related to the user 106, allowing the user 106 to experience the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary article, and if the sum of the price of the shuttlecock 102e as the target product and the price of the badminton racket 102f and the badminton net mount 102g as the auxiliary article is greater than the experience limit related to the user 106, rejecting the user 106 to experience the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary article.
At stage 809, the experience method includes a step of whether the target product is experienced by other users 106 in common. If the user 106 does not need to match other users 106 to experience the target product together, in stage 810, the experience method includes the step of the user 106 experiencing the target product and/or the auxiliary product. For example, after the user 106 selects the basketball 102a as the target product and the basketball stand 102b as the auxiliary product, the user 106 may not need to match other users 106 to experience the target product together, in this example, the experience method may directly go from stage 809 to stage 810, and the user 106 experiences the basketball 102a as the target product and the basketball stand 102b as the auxiliary product. For another example, after the user 106 selects the shuttlecock 102e as the target product and selects the badminton racket 102f and the badminton net mount 102g as the auxiliary articles, if the number of the user 106 is two or more, the user 106 may not need to match other users 106 to experience the target product together, in this example, the experience method may directly go from stage 809 to stage 810, and the user 106 experiences the shuttlecock 102e as the target product and the badminton racket 102f and the badminton net mount 102g as the auxiliary articles.
In stage 809, if the user 106 needs to match other users 106 to experience the target product together, in stage 811, the experience method includes the step of matching other users 106. For example, after the user 106 selects the shuttlecock 102e as the target product and selects the badminton racket 102f and the badminton net mount 102g as the auxiliary products, if the number of the users 106 is only one, the user 106 can send the experience requirement, and the other users 106 can be matched according to the experience requirement, so that the experience method allows more than two users 106 to experience the target product together.
At stage 812, the method of experience includes the steps of determining the cost of experience and allowing the user to pay the cost of experience via the amount of experience. The experience charge can be determined based on the manner of experience of the user 106, the length of experience, and/or the depreciation of the target product and the ancillary product.
Referring to FIG. 9 of the drawings of the present specification, an experience quota based experience system according to a preferred embodiment of the present invention is disclosed and illustrated in the following description, wherein the experience system comprises an identity recognition unit 10, a price evaluation unit 20 and an experience unit 30, wherein the identity recognition unit 10, the price evaluation unit 20 and the experience unit 30 are communicatively connected to each other. For example, in one example, the experience system may be executed by the processing system shown in FIG. 10.
In one example, the identity recognizing unit 10 is configured to recognize the identity of the user 106 to obtain the experience amount related to the user 106. The price evaluation unit 20 is used for evaluating the price of the target product selected by the user 106. The experience unit 30 determines whether the price of the target product is less than or equal to the experience amount related to the user 106 according to the price of the target product evaluated by the price evaluation unit 20 and the experience amount related to the user 106, if the price of the target product is less than or equal to the experience amount related to the user 106, the experience system 30 allows the user 106 to experience the target product, and if the price of the target product is greater than the experience amount related to the user 106, the experience system 30 rejects the user 106 to experience the target product. If the user 106 returns the target product after experiencing the target product, the price evaluation unit 20 further evaluates the experience fee of the user 106 for experiencing the target product, and the price evaluation unit 20 can pay the experience fee by using the experience amount. If the user 106 purchases the target product after experiencing the target product, the price evaluating unit 20 can use the experience amount to pay the price of the target product evaluated by the price evaluating unit 20 before being experienced.
In another example, the identity recognizing unit 10 is used for recognizing the identity of the user 106 to obtain the experience amount related to the user 106. The price evaluation unit 20 is configured to evaluate the price of the target product selected by the user 106 and the price of the selected auxiliary product or the preset price of the auxiliary product. The experience unit 20 determines whether the sum of the price of the target product and the price of the auxiliary product or the preset price of the auxiliary product is less than or equal to the experience amount related to the user 106 according to the price of the target product and the price of the auxiliary product or the preset price of the auxiliary product and the experience amount related to the user 106 evaluated by the price evaluation unit 20, if the sum of the price of the target product and the price of the auxiliary product or the preset price of the auxiliary product is less than or equal to the experience amount related to the user 106, the experience system 30 allows the user 106 to experience the target product and the auxiliary product, if the sum of the price of the target product and the price of the auxiliary product or the preset price of the auxiliary product is greater than the experience amount related to the user 106, the experience system 30 denies the user 106 to experience the target product and the ancillary goods. If the user 106 returns the target product and the auxiliary after experiencing the target product and the auxiliary, the price evaluation unit 20 further evaluates the experience fee of the user 106 for experiencing the target product and the auxiliary, and the price evaluation unit 20 can pay the experience fee by using the experience amount. If the user 106 purchases the target product after experiencing the target product and the auxiliary goods, the price evaluating unit 20 can pay the price of the target product evaluated by the price evaluating unit 20 before being experienced by the experience amount,
preferably, the identification unit 10 identifies the target product while identifying the identity of the user 106. For example, in one preferred example of the experience system of the present invention, referring to fig. 5-7, when the user 106 selects the shuttlecock 102e as the target product in the experience environment 100, the experience card 110 held by the user 106 can be read by the reading device 108 associated with the shuttlecock 102e, at which time the identity of the user 106 can be identified and the shuttlecock 102e as the target product can be determined. That is, in a more specific example of the experience system, the identity recognition unit 10 can recognize the identity of the user 106 and determine the target product by externally connecting the reading device 108 when the experience card 110 held by the user 106 is read by the reading device 108. It is understood that once the identity recognizing unit 10 recognizes the identity of the user 106, the experience credit associated with the user 106 is obtained.
Further, the price evaluation unit 20 includes a price evaluation module 21, an experience fee evaluation module 22, and a payment module 23, the price evaluation module 21, the experience fee evaluation module 22, and the payment module 23 are communicably connected to each other, and the price evaluation module 21, the experience fee module 22, and the payment module 23 are communicably connected to the identification unit 10 and the experience unit 30, respectively.
After the user 106 selects the target product, the price evaluation module 21 may evaluate the price of the target product to ensure that the user 106 experiences and/or purchases the target product at a reasonable cost. For example, the price evaluation module 21 may be, but is not limited to being, determined based on factors such as the original price, depreciation, and appearance of the target product. Preferably, the price evaluation module 21 can further evaluate the price of the target product according to the experience record of the target product, that is, the price evaluation module 21 needs to consider the past experience fee of the target product when evaluating the price of the target product. More specifically, a sensor, a recorder, or the like may be disposed inside the target product so as to record a historical state of the target product and obtain a current state of the target product, so that the price evaluation module 21 can evaluate the price of the target product more accurately in the future. Or the experience environment 100 is provided with a camera device or the like so as to obtain the current appearance state of the target product, so that the price evaluation module 21 can evaluate the price of the target product more accurately in the future. For another example, the experience environment 100 is provided with an evaluation environment, and when the target product is transferred to the evaluation environment, the data of the target product can be acquired by the price evaluation module 21 to help the price evaluation module 21 accurately evaluate the price of the target product. The manner of forming the evaluation environment is not limited, and the evaluation environment may be formed by a manner in which a plurality of types of sensors, imaging devices, and the like cooperate with each other, for example.
The experience unit 30 can obtain the experience amount related to the user 106 and the price of the target product from the price evaluation module 21, and determine whether the price of the target product is less than or equal to the experience amount related to the user 106, if the price of the target product is less than or equal to the experience amount related to the user 106, the experience unit 30 allows the user 106 to experience the target product, and conversely, if the price of the target product is greater than the experience amount related to the user 106, the experience unit 30 rejects the user 106 to experience the target product.
If the user 106 returns the target product after experiencing the target product, the experience cost evaluation module 22 of the price evaluation unit 20 may obtain information that the user 106 returns the target product from the experience unit 30, and at this time, the experience cost evaluation module 22 may evaluate the experience cost of the user 106 for experiencing the target product according to factors such as an experience mode, an experience duration, and/or depreciation of the target product of the user 106. The payment module 23 allows the experience amount to pay the experience fee of the user 106, which is evaluated by the experience fee evaluation module 22, for experiencing the target product.
In other examples, the price assessment unit 20 further includes a venue cost assessment module 24 to assess the experience costs incurred by the user 106 using the experience venue 104 in experiencing the target product. For example, the venue cost assessment module 24 may assess the cost of the experience generated by the user 106 using the experience venue 105 in experiencing the target product based on factors such as the length of the experience of the user 106, the size of the venue, and the like. The payment unit 23 allows the experience amount to pay the experience fee of the user 104, which is evaluated by the site fee evaluation module 24, for experiencing the target product.
Specifically, the experience unit 30 includes a management module 31 and a judgment module 32, wherein the management module 31 and the price evaluation unit 20 are respectively communicably connected to the judgment module 32. The judging module 32 can judge whether the interested price is less than or equal to the experience limit related to the user 106 according to the experience limit related to the user 106 and the price of the target product, and the management unit 31 manages the target product according to the judgment result of the judging module 32. Specifically, if the content of the determination result of the determining module 32 is that the price of the target product is less than or equal to the experience amount related to the user 106, the managing module 31 allows the user 106 to experience the target product, and conversely, if the content of the determination result of the determining module 32 is that the price of the target product is greater than the experience amount related to the user 106, the managing module 31 rejects the user 106 to experience the target product.
More specifically, the management module 31 includes a product management module 311 to manage the to-be-experienced product 102, wherein the product management module 311 is communicatively connected to the determination module 32. Correspondingly, if the content of the determination result of the determination module 32 is that the price of the target product is less than or equal to the experience amount related to the user 106, the product management module 311 of the management module 31 allows the user 106 to experience the target product, and conversely, if the content of the determination result of the determination module 32 is that the price of the target product is greater than the experience amount related to the user 106, the product management module 311 of the management module 31 rejects the user 106 to experience the target product. Preferably, the experience charge assessment module 22 is communicatively connected to the product management module 311 to allow the experience charge assessment module 22 to obtain the status of the user 106 experiencing the target product, such as the duration of experience, from the product management module 311. Of course, in some examples, the experience cost assessment module 22 may be capable of obtaining the state of the user 106 experiencing the target product directly from the target product, such as duration of experience, manner of experience, depreciation of the target product, and the like.
In other examples, the management module 31 further comprises a venue management module 312 to manage the experience venue 104, wherein the venue management module 312 is communicatively coupled to the determination module 32. The determination module 32 can determine whether the user 106 needs to use the experience site 104 to experience the target product, and if the content of the determination result of the determination module 32 is that the user 106 needs to use the experience site 104 to experience the target product, the site management module 312 manages the state of the experience site 104 to help the user 106 experience the target product in the experience site 104. Preferably, the floor cost assessment module 24 is communicatively connected to the floor management module 312 to allow the floor cost assessment module 24 to obtain from the floor management module 312 the status of the user 106 experiencing the target product at the experience floor 104, such as the area, manner, etc. of the experience floor 104 used by the user 106 when experiencing the target product.
Further, the experience unit 30 comprises a matching module 33, wherein the matching module 33 is communicatively connected to the judging module 31, the managing module 32 and the price evaluating unit 20. The matching module 33 can match another user 106 according to the experience requirement issued by the user 106, so as to allow two or more users 106 to experience the target product together. When the matching module 33 successfully matches more than two users 106, the matching module 33 sends the common experience information to the matched users 106 to request the matched users 106 to arrive at the corresponding places within the corresponding time to experience the target product in a corresponding manner. After the experience is completed, the experience charge evaluating module 22 of the price evaluating unit 20 can respectively evaluate the experience charge that each of the users 106 should pay, and subsequently, the payment module 23 allows the experience amount of each of the users 106 to be respectively used for paying the experience charge that each of the users 106 experiences the target product.
FIG. 10 illustrates a non-limiting embodiment of the processing system that can execute the experience method illustrated in FIG. 8 and the experience system illustrated in FIG. 9, wherein the processing system includes a processing component 1001, a storage component 1002, a communication component 1003, and an interface component 1004, wherein the storage component 1002, the communication component 1003, and the interface component 1004 are respectively coupled to the processing component 1001.
The type of the processing component 1001 is not limited as long as it has a computing power, and the processing component 1001 may be a CPU, for example. The type of the storage component 1002 is not limited as long as it has the ability to store data and allows the processing component 1001 to read and store data, for example, the storage component 1002 may be an optical memory, a semiconductor memory, a magnetic memory, or the like. The communication component 1003 can be any component that can communicate with the outside world. The type of the interface component 1004 is not limited as long as it can externally connect the reading device 108, the locking device 114 and other devices (such as a keyboard, a mouse, etc.).
It will be appreciated by persons skilled in the art that the above embodiments are only examples, wherein features of different embodiments may be combined with each other to obtain embodiments which are easily conceivable in accordance with the disclosure of the invention, but which are not explicitly indicated in the drawings.
It will be appreciated by persons skilled in the art that the embodiments of the invention described above and shown in the drawings are given by way of example only and are not limiting of the invention. The objects of the invention have been fully and effectively accomplished. The functional and structural principles of the present invention have been shown and described in the examples, and any variations or modifications of the embodiments of the present invention may be made without departing from the principles.

Claims (17)

1. An experience method based on experience amount for a user to experience at least one target product, which is characterized in that the experience method comprises the following steps:
(a) identifying the identity of the user to obtain an experience limit related to the user; and
(b) allowing the user to experience the target product based on a one-experience assessment, wherein the experience quota is used for paying the cost of the user after experiencing the target product.
2. The experience method according to claim 1, wherein in the step (b), the experience evaluation comprises:
evaluating a price of the target product before the target product is experienced; and
evaluating an experience fee for experiencing the target product after the target product is experienced.
3. The experiencing method of claim 2, wherein in the step (b) further comprising the step of:
judging whether the target product is returned after being experienced; and
and selecting the content of which the experience quota is used for payment according to the judgment result, wherein the experience quota is used for paying the experience fee if the target product is returned after being experienced, and the experience quota is used for paying the fee corresponding to the price of the target product evaluated before being experienced if the target product is not returned after being experienced.
4. The experience method according to claim 1, wherein in the step (b), based on the experience evaluation, the user is allowed to select at least one auxiliary to experience the target product, wherein the experience amount is used for paying the cost of the user after experiencing the auxiliary.
5. The experience method according to claim 3, wherein in the step (b), based on the experience evaluation, the user is allowed to select at least one auxiliary to experience the target product, wherein the experience amount is used for paying the cost of the user after experiencing the auxiliary.
6. The experience method according to claim 5, wherein in the step (b), the experience evaluation comprises:
assessing a price of the ancillary item before the ancillary item is experienced; and
evaluating the experience cost of experiencing the ancillary item after the ancillary item is experienced.
7. The experience method according to claim 6, wherein in the step (b), the experience evaluation comprises:
determining a preset price of the auxiliary article before the auxiliary article is experienced; and
evaluating the experience cost of experiencing the ancillary item after the ancillary item is experienced.
8. The experiencing method of claim 6, wherein in the step (b) further comprising the step of:
judging whether the auxiliary article is returned after the experience; and
and selecting the content of which the experience quota is used for payment according to the judgment result, wherein if the auxiliary supplies are returned after being experienced, the experience fee is used for paying the experience fee, and if the auxiliary supplies are not returned after being experienced, the experience quota is used for paying the fee corresponding to the price of the auxiliary supplies evaluated before being experienced.
9. The experiencing method of claim 7, wherein in the step (b) further comprising the step of:
judging whether the auxiliary article is returned after the experience; and
and selecting the content of which the experience quota is used for payment according to the judgment result, wherein if the auxiliary article is returned after being experienced, the experience quota is used for paying the experience quota, and if the auxiliary article is not returned after being experienced, the experience quota is used for paying the expense corresponding to the preset price of the auxiliary article.
10. A method of experiencing according to any of claims 1 to 9 wherein in step (a) the target product is determined when the identity of the user is identified.
11. Experiencing method according to any of claims 1 to 9, further comprising the step of: matching more than two of the users to jointly experience the target product.
12. An experience system based on experience amount for a user to experience at least one target product, comprising:
a user identification unit, wherein the user identification unit identifies the identity of the user to obtain an experience limit related to the user;
a price evaluation unit, wherein the price evaluation unit evaluates the price of the target product before being experienced and evaluates a check-up fee of the target product after being experienced; and
an experience unit, wherein the experience unit is communicatively coupled to the user identification unit and the price evaluation unit, wherein the experience unit allows or denies the user experience of the target product based on the experience quota associated with the user and the price of the target product before being experienced as evaluated by the price evaluation unit.
13. The experience system according to claim 12, wherein the user identification unit and the price evaluation unit are communicably connected to each other, wherein the user identification unit confirms the target product upon identifying the identity of the user, and the price evaluation unit evaluates the price of the target product before being experienced based on the target product confirmed by the user identification unit.
14. The experience system according to claim 12 or 13, wherein the price evaluation unit comprises a price evaluation module and an experience cost evaluation module, the price evaluation module and the experience module are respectively communicably connected to the experience unit, wherein the price evaluation module evaluates the price of the target product before being experienced, the experience unit judges whether the user has the right to experience the target product based on the experience amount related to the user and the price of the target product before being experienced evaluated by the price evaluation module, and the experience cost evaluation module evaluates the experience cost of the target product after being experienced if the user has the right to experience the target product and after the user experiences the target product.
15. The experience system of claim 14, wherein the price evaluation unit further comprises a payment module communicatively coupled to the experience expense evaluation module, wherein the payment module pays the experience expense of the target product evaluated by the experience expense evaluation module after being experienced by the experience amount.
16. The experience system according to claim 12 or 13, wherein the experience unit includes a management module and a judgment module, the user identification unit, the price evaluation unit and the management module are respectively communicably connected to the judgment module, wherein the judgment module judges whether the user has the authority to experience the target product based on the experience amount related to the user and the price of the target product before being experienced evaluated by the price evaluation unit, and the management module manages whether the target product is experienced by the user based on the judgment result of the judgment module.
17. The experience system according to claim 14, wherein the experience unit includes a management module and a judgment module, the user identification unit, the price evaluation module and the management module are respectively communicably connected to the judgment module, wherein the judgment module judges whether the user has the right to experience the target product based on the experience amount related to the user and the price of the target product before being experienced evaluated by the price evaluation module, and the management module manages whether the target product is experienced by the user based on the judgment result of the judgment module.
CN202011101316.1A 2020-10-15 2020-10-15 Experience method and experience system based on experience amount Pending CN114372814A (en)

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