Data collection and value creation system and method
A data collection and value creation system addresses the digital divide by integrating user terminals with store systems, promoting sustainable consumption and improving IT literacy, thereby transforming consumer behavior and fostering economic growth.
Patent Information
- Application Number
- JP2024232872
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-27
- Publication Date
- 2026-07-09
AI Technical Summary
The increasing digital divide and declining IT literacy, particularly among the elderly, are exacerbating social issues such as the rise of 'shopping-disadvantaged' individuals and weakening local communities, especially during disasters, necessitating a platform that enhances data utilization and promotes behavioral change towards sustainable consumption.
A data collection and value creation system that integrates user terminals with store systems, enabling data storage, product selection, and settlement, while incorporating a supplies support system for disaster scenarios, leveraging purchase history and word-of-mouth data to encourage high-quality, eco-friendly choices and improve IT literacy.
The system transforms consumer behavior, reduces the number of 'shopping-disadvantaged' individuals, revitalizes local communities, and promotes economic growth by enhancing IT literacy and mutual assistance during disasters.
Smart Images

Figure 2026115865000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to, for example, a data collection and value creation system and method thereof.
Background Art
[0002] With the spread of IT devices (such as PCs and smartphones), e-commerce sales and mobile orders have been rapidly expanding. Due to this development, recommendation functions that utilize search history, purchase history, and personal information and are tailored to attributes such as gender and age have been advanced. In addition, a mechanism that stimulates the willingness to purchase using reviews and evaluations has become widespread and has had a great impact on consumer behavior.
[0003] In recent years, in addition to advertising, recommendation functions, and reviews, purchase promotion measures using games have also attracted attention. For example, Patent Document 1 provides a mechanism that awards points to users according to the results of games and allows those points to be exchanged for prizes. Also, Patent Document 2 proposes an association between a character whose behavior changes according to the interaction with a user and online product purchases, providing a new sense of fun regarding product purchases. Such new initiatives have the potential to provide consumers with fun and surprises and to promote behavioral changes.
[0004] On the other hand, as the concentration of the population in urban areas and the depopulation of rural areas progress, various social issues have emerged. In some regions, due to a decrease in means of transportation and logistics, a reduction in shopping streets, and difficulties in operating IT devices due to aging, the number of "shopping disadvantaged people" who cannot use e-commerce sales or mobile orders is increasing. According to the Ministry of Internal Affairs and Communications' "Information and Communications in Japan 2024 Edition," the Internet usage rate in 2023 reached 86.2%. By terminal type, "smartphones" (72.9%) far exceeded "personal computers" (47.4%). In terms of the Internet usage rate by age group, each age group from 13 to 69 years old exceeded 90%, while for those 70 years old and above, the usage rate tended to decline as age increased. Furthermore, the weakening of local communities is a serious problem. Especially during disasters, weaknesses in information sharing and support systems can lead to fatal consequences. Mutual assistance is required in disaster response, but the difficulty of operating IT equipment and delays in information gathering are reducing the effectiveness of mutual assistance. [Prior art documents] [Patent Documents]
[0005] [Patent Document 1] Japanese Patent Publication No. 2001-224862 [Patent Document 2] Japanese Patent Publication No. 2021-12422 [Overview of the project] [Problems that the invention aims to solve]
[0006] To address these challenges, the applicant is undertaking the following initiatives. Examples include operating a "digital embassy" (https: / / digitalembassy.or.jp / ) that provides essential goods such as clothing, food, and daily necessities quickly, and developing a material support system that can flexibly change the contents and delivery routes of relief supplies according to the disaster situation.
[0007] These initiatives aim to put the philosophy of "mutual assistance" into practice in collaboration with local communities and to be attentive to the needs of those receiving support. Today, however, there is a particular expectation that they will solve social problems by realizing a platform that focuses on the digital divide.
[0008] The first objective of this invention is to provide a data collection and value creation system and method that collects data such as word-of-mouth and purchase history, and utilizes this data to allow consumers to experience fun and surprise through games. Furthermore, based on this data, a mechanism is built that allows consumers to become aware of their own consumption behavior, promoting behavioral change by encouraging the selection of high-quality, low-priced goods and services, health considerations, and interest in eco-friendly goods and services that reduce waste. Through this process, the aim is to provide a platform that creates new value.
[0009] A second objective of the present invention is to provide a data collection and value creation system and method that promotes the improvement of IT literacy among the elderly and reduces the number of "shopping-disadvantaged" individuals. Furthermore, by revitalizing local communities, it aims to strengthen mutual assistance during disasters and solve social problems. At the same time, it aims to increase transactions of goods and services utilizing IT, thereby achieving compatibility with economic development.
[0010] This invention provides a comprehensive system that transforms consumer behavior, addresses local and elderly challenges, and promotes economic growth. By building a new platform that balances the effective use of data with the resolution of social issues, it aims to contribute to a sustainable future. [Means for solving the problem]
[0011] To solve the above-mentioned problems and achieve the above objectives, one embodiment of the present invention is a data collection and value creation system connected via a network to a user terminal and the systems of stores operated by multiple different businesses, comprising: a storage unit that stores product information linked to each business's store; a selection unit that selects one store from each business's store in response to the connection with the user terminal; a provision unit that provides product information of the selected store; and a settlement unit that executes settlement in response to a purchase based on the provided product information.
[0012] Furthermore, the present invention relates to a data collection and value creation system for providing supplies during disasters, characterized by comprising: an information processing device for managing a user's purchase history; a data value creation device for creating data value according to the purchase history; and a supplies support system for pre-registering items that urgently require support during a disaster and for providing supplies based on that data value.
[0013] Furthermore, another embodiment of the present invention is a data collection and value creation method for a system connected via a network to a user terminal and the systems of stores operated by multiple different businesses, characterized in that it stores information about products linked to each business's store in memory, selects one store from each business's stores in response to the connection with the user terminal, provides information about the products of the selected store, and executes payment in response to a purchase based on the provided information about the products. [Effects of the Invention]
[0014] According to the present invention, it is possible to provide a comprehensive data collection and value creation system and method that transforms consumer behavior, addresses local and elderly challenges, and promotes economic growth. [Brief explanation of the drawing]
[0015] [Figure 1] This is a block diagram showing an example of a system configuration according to Embodiment 1 of the present invention. [Figure 2] This is an explanatory diagram illustrating the data structure of a registered user according to Embodiment 1 of the present invention. [Figure 3] This is an explanatory diagram illustrating a modified example according to Embodiment 1 of the present invention. [Figure 4] This is an explanatory diagram illustrating an example of the data structure of purchase history according to Embodiment 1 of the present invention. [Figure 5] This is an explanatory diagram illustrating an example of the data structure of a registered business operator according to Embodiment 1 of the present invention. [Figure 6] This is an explanatory diagram illustrating an example of the data structure of sales history according to Embodiment 1 of the present invention. [Figure 7] It is an explanatory diagram for explaining an example of the data configuration of a registered menu according to Embodiment 1 of the present invention. [Figure 8] It is a configuration diagram for explaining an example of the hardware configuration according to Embodiment 1 of the present invention. [Figure 9A] It is a flowchart for explaining an example of an operation including a customer review submission according to Embodiment 1 of the present invention. [Figure 9B] It is a flowchart for explaining another example of an operation including a customer review submission according to Embodiment 1 of the present invention. [Figure 10] It is a flowchart for explaining the operation of product purchase according to Embodiment 1 of the present invention. [Figure 11] It is an explanatory diagram for explaining an example of screen transition according to Embodiment 1 of the present invention. [Figure 12] It is a block diagram showing the main configuration according to Embodiment 2 of the present invention. [Figure 13] It is a flowchart for explaining the main operation according to Embodiment 2 of the present invention. [Figure 14] It is an explanatory diagram for explaining the main data change according to Embodiment 2 of the present invention. [Figure 15] It is a block diagram showing the main configuration according to Embodiment 3 of the present invention. [Figure 16] It is a flowchart for explaining the main operation according to Embodiment 3 of the present invention. [Figure 17] It is an explanatory diagram for explaining the main data change according to Embodiment 3 of the present invention. [Figure 18] It is a flowchart for explaining the main operation according to Embodiment 4 of the present invention. [Figure 19] It is a block diagram showing the main configuration according to Embodiment 5 of the present invention. [Figure 20] It is an explanatory diagram for explaining an example of the data configuration according to Embodiment 5 of the present invention. [Figure 21] It is a block diagram showing the main configuration according to Embodiment 6 of the present invention. [Figure 22] It is an explanatory diagram for explaining an example of the data configuration according to Embodiment 6 of the present invention. [Figure 23] This is a flowchart illustrating the main operation according to Embodiment 6 of the present invention. [Modes for carrying out the invention]
[0016] Embodiments of the present invention will be described below with reference to the drawings. Note that the following description and drawings are merely illustrative examples for explaining the present invention, and have been omitted or simplified as appropriate for clarity of explanation. Furthermore, the present invention can be implemented in various other forms. Also, unless otherwise specified, each component may be singular or plural.
[0017] In the following explanation, identical or similar structures may be denoted by the same symbol, and redundant explanations may be omitted. Also, in the following explanation, various types of information may be described using expressions such as "information" and "table," but these types of information may be represented by data structures other than these. Furthermore, while expressions such as "identification information," "identifier," "name," "ID," and "number" may be used to represent identification information, these can be substituted for each other. In the following explanation, "database" will be abbreviated as "DB" and "table" as "TBL."
[0018] The following will explain the specific configuration of a data collection and value creation system, using information processing devices and information processing systems as examples. <Embodiment 1> First, the configuration of Embodiment 1 will be explained using Figures 1 to 8. Figure 1 shows an example of the system configuration, Figure 2 shows the data configuration of a registered user, Figure 3 shows a modified version of that data configuration, Figure 4 shows an example of the purchase history data configuration, Figure 5 shows an example of the registered business operator data configuration, Figure 6 shows an example of the sales history data configuration, Figure 7 shows an example of the registration menu data configuration, and Figure 8 shows an example of the hardware configuration.
[0019] The information processing device 1A is connected via a network to a user terminal 3A, which is a user-owned mobile device (such as a smartphone), and to a store system 5 that has POS (Point of Sales) functionality and is connected to an external payment system 7, and executes product purchase processing via mobile ordering. Here, mobile ordering refers to a system that provides services from ordering products to payment for them using a smartphone or tablet.
[0020] Here, examples of stores include convenience stores (hereinafter referred to as "convenience stores"), hamburger shops, coffee shops, pizza shops, bento shops, restaurants, clothing stores, etc., and there are no particular limitations.
[0021] The user terminal 3A includes a communication unit 31 that connects to a network (e.g., a wireless communication network) and communicates with external devices (e.g., the user terminal 3A and the store system 5), a mobile order processing unit 32A that processes mobile orders according to a pre-prepared program, and a touch panel 33 that processes image display output and user touch input. Although not shown, the user terminal 3A also includes a GPS function to capture its own location information through processing by the mobile order processing unit 32A and provide it to the information processing device 1A. Note that GPS is just one example; the user terminal 3A may provide location information using other methods such as Wi-Fi.
[0022] The store system 5 is installed in each store and includes an order processing unit 51 which has a POS processing unit 52 that performs POS processing. Although not shown in the figures, the store system 5 is also connected to the order processing unit 51 and includes a touch panel display device that displays the order status of mobile orders, etc. The order processing unit 51 is connected to the payment system 7 via a network and controls the payment processing by requesting credit card payments or code payments using two-dimensional codes from the payment system 7.
[0023] The information processing device 1A includes a communication unit 11, a user authentication unit 12, a user location acquisition unit 13, a store selection unit 14, a menu creation unit 15, a menu provision unit 16, a menu switching unit 17, a payment processing unit 18, a purchase completion notification unit 19, a purchase storage DB 21A, a point processing unit 27A, and so on. The CPU 101, described later, executes the program 102 to perform the processing of each unit.
[0024] The communication unit 11 communicates data regarding mobile orders with the user terminal 3A via the network and communicates data regarding orders and payments with the store system 5. The user authentication unit 12 obtains an authentication result by verifying the user operating the user terminal 3A by referring to the registered user TBL22A described later.
[0025] The user location acquisition unit 13 acquires the user's location based on location information sent from the user terminal 3A. In this case, the location to be acquired is a location on pre-prepared map data. The store selection unit 14 refers to the location information of stores (businesses) registered in the registered business TBL 24 (described later) and selects stores near the user's location on the aforementioned map data. It also visualizes and presents the user and the selected store candidates to the user terminal 3A, and determines one store based on the user's touch panel operation.
[0026] The menu creation unit 15 creates a menu associated with the selected store by referring to the menu registration table 26 described later, and the menu provision unit 16 provides the created menu to the user terminal 3A and also shares the data with the subsequent payment processing unit 18.
[0027] The menu switching unit 17 instructs the menu provision unit 16 to switch menus in response to the user's touch panel operation. In conjunction with this, the menu creation unit 15 updates the created menu.
[0028] When the payment processing unit 18 receives a purchase order from the order processing unit 51 after the user has selected a product via touch panel operation from the menu provided to the user, it requests payment and executes the payment process. The payment processing unit 18 then updates the purchase history table TBL23A, which will be described later.
[0029] The purchase completion notification unit 20, upon receiving payment completion, notifies the user terminal 3A that the purchase of the product has been completed. The point processing unit 27A, after receiving payment completion, for example, if it receives a review posted about the purchased product, executes point processing on the purchase history TBL 23A described later. This point processing includes not only the addition of points for posting reviews, but also the deduction based on the use of some or all of the remaining points. In Embodiment 1, the illustration and explanation of point addition by purchase are omitted as is normally done, but this function may be included. Reviews can be submitted as evaluations of products or stores (businesses), and can be written in free text, with star ratings, or in a survey format.
[0030] The purchase memory DB21A consists of registered user TBL22A, purchase history TBL23A, registered business TBL24, sales history TBL25, menu registration TBL26, and so on.
[0031] Registered user TBL22A has a data structure that stores name, contact information (phone number, email address, etc.), gender, age group, and residential area (up to the prefecture level), linked to a user ID used to identify the user, as shown in Figure 2, for example. Data linked to user ID "1001" is registered as, for example, name "AAA", contact information "...", gender "female", age group "30s", and residential area "Ehime Prefecture". Similarly, data linked to user ID "3011" is registered as, for example, name "BBB", contact information "...", gender "male", age group "20s", and residential area "Tokyo".
[0032] Regarding the information of registered users, for example, as shown in FIG. 3, the birth date may be added to the items in FIG. 2, such as the user ID "1001" of the registered user TBL22B, and data such as the age group, like the F2 layer handled in marketing, may also be registered.
[0033] The registered business operator TBL24, for example, as shown in FIG. 5, is a data structure that stores the business operator name, the store ID for identifying the store, the store name, contact information such as the phone number and email address, the location, and the business type, linked to the business operator ID for identifying the business operator who operates the store. The data linked to the business operator ID "01" is registered, for example, as the business operator name "(K) Coffee Co., Ltd.", the store ID "222", the store name "AAA", the contact information "···", the location "···, Ehime Prefecture", and the business type "Food and Beverage (Coffee, etc.)". Similarly, the data linked to the business operator ID "43" is registered, for example, as the business operator name "G Convenience Store Co., Ltd.", the store ID "511", the store name "BBB", the contact information "···", the location "···, Kanagawa Prefecture", and the business type "Convenience Store".
[0034] The menu registration TBL26, for example, as shown in FIG. 7, is a data structure that stores, linked to the business operator ID, the product type ID for identifying the type of product, the product information including the product name, the content of the product, and the POS information, the price, the contribution points given when obtaining a post from the user who purchased the product, and the update information indicating whether there is an update for the information on the registered product, corresponding the monthly update presence / absence flag and the update date and time.
[0035] The data linked to the business operator ID "01" is registered, for example, as the product type ID "608", the product name "Hamburger" (product information), the content "···" (product information), the price "300 yen", the contribution points given for posting "150", the monthly update presence / absence flag "1" indicating there is an update (flag information: update information), and the update date and time "December 5, 2024" (update information). Similarly, in the case of the product name "Teriyaki Burger", the price "400 yen", the contribution points given for posting "200", and the monthly update presence / absence flag "0" indicating there is no update (flag information: update information), etc. are registered correspondingly.
[0036] Furthermore, for business ID "43", product type ID "511" is associated with the following: for product name "Tea", the price is registered as "250 yen", the points awarded for posting are "120", and the current month update status flag is "0". For product name "Water", the price is registered as "400 yen", the points awarded for posting are "200", and the current month update status flag is "0". In addition, for product name "Box of tissues (200 sheets)", the price is registered as "3,000 yen", the points awarded for posting are "400", and the current month update status flag is "1" (updated December 6, 2024).
[0037] Purchase history TBL23A registers purchase history for each user, for example, as shown in Figure 4. Specifically, it registers the purchase date, store ID, store name, store location, product information, price, review posting flag and content, and points awarded and remaining, linked to the user ID.
[0038] For example, user ID "1001" purchased a hamburger (product information) for 300 yen and a coffee (product information) for 350 yen at store "XXX" (location "Nagoya City, Aichi Prefecture") with store ID "222" on May 5, 2024. The user has posted reviews for each product (both with a posting flag of "1" and content written), and has been awarded points of "150" and "100" for those reviews, resulting in a final remaining point total of "1000".
[0039] Similarly, it can be seen that user ID "3011" purchased 500ml of tea for 250 yen (product information), water for 400 yen (product information), and a box of tissues for 3,000 yen (product information) at store "YYY" (store location "Yokohama City, Kanagawa Prefecture") with store ID "511" on June 9, 2024. The user has posted reviews for the products "tea" and "box of tissues (200 sheets)" (posting flag "1", content included), and has been awarded points of "120" and "400" for those reviews. On the other hand, there is no review for the product "water" (posting flag "0", points awarded "0"), resulting in a final remaining point balance of "1350".
[0040] The user with user ID "3011" is posting reviews for businesses for free. For store "XXX" with store ID "222", the content of the review is registered by setting information indicating that it is free in fields such as product information. For valid review posts, the posting flag "1" is set and points are awarded. If the posting flag is "0", a review has been posted, but no points are awarded. While review posting is based on registered users, mechanisms such as only allowing posts from users certified by the store, or requiring the store to review and approve the content before publication, are publicly known technologies and will not be detailed here. Of course, if posts that have not been approved by the store are made public, measures such as preventing other posts from commenting on them, or preventing the poster from modifying or deleting them, are also publicly known technologies and will not be detailed here.
[0041] The sales history table TBL25 registers sales history for each business, as shown in Figure 6, for example. Specifically, it registers store IDs corresponding to the number of stores, the region where the store is located, the user's purchase date, the user's purchaser attributes, the product information purchased by the user, and review posts, which are posts related to product reviews, linked to the business ID. For example, for business ID "01" and store ID "222" (region "Nagoya City, Aichi Prefecture"), a business (K Coffee) can be seen that on May 5, 2024 (purchase date), a woman in her 30s (purchaser attributes) purchased a hamburger (product information) and coffee (product information), and posted reviews for each product. The presence or absence of review posts can be checked using flag management, checking whether a field is blank, or other publicly known technologies. In addition, the content of review posts in the purchase history table TBL23A is reflected in the sales history table TBL25.
[0042] Similarly, at the business operator (G Convenience Store) with business ID "43" and store ID "511" (location "Yokohama City, Kanagawa Prefecture"), it can be seen that on June 9, 2024 (purchase date), a man in his 20s (purchaser attribute) purchased tea (product information), water (product information), and a box of tissues (product information), and either posted a review or did not post a review for each product.
[0043] Next, an example of the hardware configuration of the information processing device 1A will be explained using Figure 8. Note that the user terminal 3A and the order processing device 51 of the store system 5 have the same basic hardware configuration as shown in Figure 8, so their respective explanations will be omitted.
[0044] The information processing device 1A is composed of, for example, the hardware configuration shown in Figure 8, a CPU 101 that controls the entire device, a memory 103 that stores programs 102 such as processes to be executed by the CPU 101 (see Figures 9A, 9B, and 10) and various data being executed, an operating device 104 equipped with a keyboard and a display device, an external storage device 105 that registers and stores various data in formats such as DB and TBL, a communication I / F 106 connected to the network 200 that controls communication with various external devices (for example, user terminal 3A, order processing device 51), and a bus 107 connected to each unit within the device that controls the communication of data, signals, etc. within the device. Thus, the processing of each part in Figure 1 is controlled by the CPU 101 executing program 1034.
[0045] In the case of user terminal 3A, program 102 includes a mobile order program that implements the mobile order processing unit 32A, and in the case of order processing unit 51, program 102 includes a program that implements functions such as the POS processing unit 52.
[0046] Next, the operation will be explained using Figures 9A, 9B, 10, and 11. Figures 9A and 9B show the operation of posting a review, Figure 10 shows the operation of purchasing a product, and Figure 11 shows an example of screen transitions. In terms of the overall operation, as shown in Figure 9A, the user terminal 3A accesses the information processing device 1A via the network 200 and sends a request to start purchasing a product (step S101). Then, user authentication is performed between the user terminal 3A and the information processing device 1A (steps S102, S201), and once user authentication is complete, the purchase history associated with the authenticated user is first referenced (step S202).
[0047] The posting flag is checked from past purchase history, and if any unposted reviews are found (YES route in step S203), a review posting screen is created, and a posting request is sent to user terminal 3A along with the posting screen (step S204), and the process proceeds to step S205. In this case, the review posting screen is displayed on user terminal 3A (step S103), and the posting process is performed according to the user's operation (step S104). Of course, the user can also choose to skip posting. If there are no unposted reviews (NO route in step S203), the process proceeds to step S207.
[0048] When a user is requested to submit a review, if a review is received from the user terminal 3A, the review is registered in the purchase history TBL23A, and the submission flag is updated to "1" (step S205). Subsequently, points associated with the product information are added and added to the remaining points (remaining points update: step S206). In the information processing device 1A, when the process moves to step S207, the product purchase process shown in Figure 10 is started. This product purchase process (step S207) is performed in conjunction with the product purchase process (step S105) of the user terminal 3A connected via the network 200. Note that for the above review processing, a review submission screen may be provided to the user terminal 3A at the time of product purchase to obtain the submission.
[0049] Furthermore, in Embodiment 1, it is possible to post reviews about a store (business) regardless of the purchased product. In Figure 9B, steps that differ from those in Figure 9A are assigned different numbers. Specifically, as shown in Figure 9B, after user authentication (step S201), the information processing device 1A sends the user a screen where they can freely post reviews (step S208), and then receives the review entered by the user on the review posting screen and executes the posting registration (step S205). Subsequently, similar processing is performed for point allocation, etc.
[0050] This allows users to share not only product reviews but also reviews of stores (businesses) through a single mobile ordering app. As explained in Figure 11, by launching the mobile ordering app, displaying store icons on a map, and making reviews viewable, users can be given the opportunity to quickly check new menu items, seasonal specials, and more. In particular, displaying approval marks, for example, alongside user reviews certified or approved by the store (business) makes it easier for users to judge the authenticity of the reviews.
[0051] This system allows stores (businesses) to leverage the power of users to achieve greater publicity and cost-effectiveness than their own promotional activities. Of course, word-of-mouth can also be evaluated by a large number of users, and the more users who share it, the more credible the word-of-mouth becomes. Furthermore, word-of-mouth information can be expressed using text (sentences) or star ratings for products and stores. In addition, as will be discussed in the other examples regarding games, stores (businesses) can continuously build relationships with users by awarding points that can be used for product purchases or in games to users whose word-of-mouth has been approved by the store (business) or to certified users who have posted word-of-mouth.
[0052] Next, the product purchase process will be explained using Figures 10 and 11. First, GPS information captured by the user terminal 3A is transmitted to the information processing device 1A as location information (step S111). The information processing device 1A references the registered business TBL 24, extracts stores in order of proximity to the location based on that location information, and presents them to the user terminal 3A (step S211).
[0053] To explain the above process in more detail, as shown in Figure 11, the user terminal 3A can arbitrarily choose whether or not to transmit location information to the information processing device 1A. If transmission is permitted, the user selects "Yes" (button 301) displayed on the touch panel 33 of the user terminal 3A. On the other hand, if transmission is not permitted, the user selects "No" (button 302) displayed on the touch panel 33. In the case of "No," the user selects a store in the desired area by performing a store search (operating button 303), and since this technology is publicly known, an explanation will be omitted.
[0054] If location information transmission is set to "Yes," in the example in Figure 11 (screen transition in the direction of arrow 33A), K Coffee (operable icon 305) and G Convenience Store (operable icon 306) are displayed on the touch panel 33 in order of proximity to the user's location (user image 304) to show nearby stores. In this case, to allow the user to intuitively understand the spatial relationships, a diagram of concentric circles centered on the user's location should be drawn, and the icons for each store should be placed on it. In addition, an operable icon 305A is displayed on the K Coffee icon 305 to indicate that a review has been posted. The user can tap this icon 305A to view the posted review. At that time, the sales history TBL25 is referenced. An icon 306A is also displayed on the G Convenience Store icon 306 to indicate that a review has been posted. Similarly, it is possible to return to the previous page by operating button 307.
[0055] The mobile order processing of Embodiment 1 functions effectively when a user is carrying user terminal 3A and entering or heading towards K Coffee. In other words, the business operator of the store "K Coffee" does not need to provide its own app, and the user does not need to install a business-specific app on user terminal 3A. The user can enjoy the mobile order service simply by providing location information or searching for a store. When K Coffee (icon 305) is selected (tapped) as the store on user terminal 3A (step S112), product information is extracted from menu registration TBL 26. Then, the K Coffee menu screen is created and sent (presented) to user terminal 3A (step S212). In Figure 11, the screen transitions in the direction of arrow 33B1.
[0056] The information processing device 1A can check with the order processing device 51 for menu update information at the time of menu creation and reflect the updated parts in real time (step S301). Of course, menu update checks can also be performed periodically at times other than this.
[0057] On the user terminal 3A, for example, as shown in Figure 11, items such as hamburgers (operable icon 308) and coffee (operable icon 309) are displayed on the touch panel 33, and product purchase candidates are selected or deleted according to user operation (step S113).
[0058] In the information processing device 1A, purchase candidates are sequentially added to or removed from the list in response to user operations (step S213). Then, when the user performs an operation to display other products, such as scrolling through the displayed products (step S114), the process returns to step S212 (the NO route of step S214), and the menu is reconfigured.
[0059] In this way, when the user finally confirms the purchase (payment operation) (step S114), the information processing device 1A confirms the purchase decision for the listed items (YES route in step S214), and the settlement process with the order processing device 51 is coordinated and executed (step S215). The order processing device 51 requests settlement from the settlement system 7 (settlement process: step S401) in conjunction with this coordination and completes the settlement process. During the payment operation, the screen is in the direction of arrow 33C or 33D.
[0060] Upon completion of payment, the information processing device 1A calculates the points to be awarded based on the purchased items (step S216), updates the purchase history TBL23A and sales history TBL25 data, and notifies the user terminal 3A of the completion (step S217). The user terminal 3A displays the completion notification (step S116).
[0061] When a user decides to make a purchase, as shown in Figure 11, they can select the payment method for their mobile order. Payment can be made via cash, code payment linked to a debit card, or debit card payment by operating the payment button 310.
[0062] In addition, in the order processing device 51, upon completion of payment, the order (purchased goods) is transmitted to and displayed on a display device installed in the kitchen or other on-site location as a device of the store system 5, although this is not shown in the diagram, in order to begin preparing the purchased goods.
[0063] Of course, the choice of eating in the restaurant or taking it to go (TO GO) is also set by the user during the above process, although this is not illustrated.
[0064] Furthermore, although not shown in the diagram, remaining points can be used when making purchases. For example, if the store is operated by a registered business, the remaining points can be used, or points can be awarded and remaining points managed separately for each business.
[0065] Furthermore, the above explanation omits consumption tax and other taxes for the sake of simplicity, but in reality, the amount will be calculated taking taxes into account.
[0066] Furthermore, users can place orders even if they are not physically present in front of the store. For example, if the G convenience store icon 306 is clicked, the screen will transition in the direction of the arrow 33B2, and, similar to the K coffee shop, icons such as the tea icon 308B or the tissue box icon 309B will be displayed.
[0067] As explained above, according to Embodiment 1, users can access menus from stores in their location simply by launching a mobile ordering app, without having to be aware of the specific store, and can proceed with the purchase on the spot. This promotes improved IT literacy among the elderly and helps reduce the number of "shopping-disadvantaged" individuals. In particular, for the elderly, it is difficult to install and use different mobile ordering apps for each store on their smartphones, which correspond to user terminal 3A. Making a single mobile ordering app applicable to any store eliminates the hassle and improves usability.
[0068] Furthermore, the system automatically detects the user's location, displays menus from nearby stores, and allows users to complete a purchase simply by selecting items from the menu. This eliminates the need to launch separate apps, further improving usability.
[0069] Furthermore, in terms of point management, the system allows for the use of points that can be used collectively and shared, eliminating the hassle of using points and improving usability. In addition, if each business manages point accrual and balance management, users only need to see the displayed balance and select the points they want to use, without having to think about it. In this case as well, it is expected to have the effect of reducing the number of "shopping-disadvantaged" people, such as the elderly and users with low IT literacy.
[0070] Furthermore, since point rewards are positioned as an incentive for posting reviews, businesses can more easily acquire reviews. The more reviews a product receives, the more valuable the data becomes for product development and pricing improvements. In other words, the ability to centrally manage reviews from each business means that user feedback (reviews) from consumers of similar products, even if from different businesses, can be analyzed not only for statistical processing within the market for each product but also through machine learning, enabling improvement suggestions.
[0071] Furthermore, regarding mutual evaluation and publication between users and businesses, users and businesses may allow users to evaluate other users, users to evaluate businesses, and businesses to evaluate users' reviews. Publishing these evaluation results would provide a metric for measuring the reliability of reviews. Evaluation rules can be arbitrarily set using statistical methods.
[0072] Furthermore, while Embodiment 1 described mobile ordering based on an application installed on user terminal 3A, it goes without saying that the same effect can be obtained through browser communication with a similar configuration. Moreover, users can implement the aforementioned mobile ordering at home or at work. In that case, as shown in Figure 11, they can perform a store search to determine a store and, although this is publicly known technology, set the delivery destination for the purchased items. In this case as well, by simply launching a single application for mobile ordering, users can proceed with purchasing items from their desired store and even set delivery to a specified location, making it possible to provide a service that takes into account the IT literacy of the elderly. <Embodiment 2> Next, Embodiment 2 will be described using Figures 12, 13, and 14. For Embodiment 2, only the main configurations and operations that differ from Embodiment 1 described above will be explained. Figure 12 shows the main configuration, Figure 13 shows the main operations, and Figure 14 shows the main data changes.
[0073] In Embodiment 2, a game server 6A is added, and the information processing system 4A is configured by this game server 6A and the information processing device 1B. The information processing device 1B is configured to have a point processing unit 27B added to the information processing device 1A, which processes points in cooperation with the game server 6A. Similar to Embodiment 1 described above, the purchase storage DB 21B has a purchase history TBL 23B that stores the purchase history (including remaining points).
[0074] The game server 6A includes a point processing unit 61 that processes points in cooperation with the information processing device 1B, a game processing unit 64A that executes games in cooperation with the game processing unit 34A of the user terminal 3B, and a game memory DB 62A that stores game data. The game memory unit 62A has a game history TBL 63A that stores data related to the game history (including remaining points).
[0075] The user terminal 3B has a communication unit (not shown), a touch panel, and a mobile order processing unit 32B which includes the functions of Embodiment 1, as well as a game processing unit 34A.
[0076] Next, using Figures 13 and 14, the main operation of Embodiment 2 will be described as point transfer between the information processing device 1B and the game server 6A. When the information processing device 1B receives a request to start point transfer from the user terminal 3B (step S121), it performs a coordination process for point transfer with the game server 6A (step S221). The game server 6A performs a coordination process in response to a request from the information processing device 1B (step S501).
[0077] For point transfers, the source and destination are paired, and two types of transfers are selectable: transfer from game server 6A to information processing device 1B (case A shown in Figure 13) and transfer from information processing device 1B to game server 6A (case B shown in Figure 13). The user operates user terminal 3B to select one of the cases (step S122).
[0078] If Case A is selected, the number of points to be moved from the game server 6A to the information processing device 1B is set by referring to the remaining points on the game server 6A side. On the other hand, if Case B is selected, the number of points to be moved from the information processing device 1B to the game server 6A is set by referring to the remaining points on the information processing device 1B side (Step S123).
[0079] In this setting, the remaining points become the upper limit, so both the game server 6A and the information processing device 1B determine whether or not the points can be moved (steps S502, S222).
[0080] The number of points to move can be changed until it is finalized. Once the number of points to move is finalized and a move instruction is issued via user operation from user terminal 3B (step S125), the point move is processed according to case A and case B, and the remaining points in the purchase history TBL23B and game history TBL63B are updated (steps S503, S223).
[0081] Figure 14 shows data 3000A before the point transfer change and data 3000B after the change. Figure 14 shows an example of Case B. In data 3000A before the change, the remaining points in purchase history TBL23B are "500" and the remaining points in game history TBL63A are "300". When the user instructs to transfer 300 points, as shown in data 3000B after the change, the remaining points in purchase history TBL23B are subtracted to "200" and the remaining points in game history TBL63A are added to "600".
[0082] Once the updates are complete on both the game server 6A and the information processing device 1B, a completion notification is sent to the user terminal 3B (steps S504, S224), the point movement result is displayed on the touch panel of the user terminal 3B (step S126), and the point movement process is completed.
[0083] As explained above, according to Embodiment 2, remaining points earned from product purchases can be reflected in the game, and conversely, remaining points earned in the game can be used to purchase products. Therefore, it becomes possible to collect data such as user reviews (review submissions) and purchase history from users who have actually purchased products, and to utilize this data to allow consumers to experience fun and surprises through the game.
[0084] Furthermore, Embodiment 2 can incorporate a mechanism for seamless purchasing and data acquisition between the real and virtual worlds. Businesses can offer products to users in both physical stores and virtual stores such as the metaverse, and users can use a mobile ordering app to make purchases and post / view reviews in a seamless environment, both in the real and virtual worlds.
[0085] In the above-described embodiment 2, the information processing device 1B and the game server 6A were configured as separate systems, but they may also be integrated into a single, unified information processing device. <Embodiment 3> Next, Embodiment 3 will be described using Figures 15, 16, and 17. For Embodiment 3, only the main configurations and operations that differ from Embodiment 1 described above will be explained. Figure 15 shows the main configuration, Figure 16 shows the main operations, and Figure 17 shows the main data changes. In the following description, the configurations and reference numerals shown in Figure 13 of Embodiment 2 will be changed. In Embodiment 3, a purchase content linkage unit 28 for sharing new product purchase details with the game server 6B is added to the information processing device 1C, and the purchase storage DB 21C having a purchase history TBL 23C has the same configuration and functions as in Embodiment 1. A game reflection processing unit 65 is added to the game server 6B, and the information processing system 4A is configured by this game server 6B and the information processing device 1C.
[0086] The game server 6B includes a game reflection processing unit 65 that receives new purchase information from the purchase information linking unit 28 of the information processing device 1C and changes the appearance (body shape, etc.) of the game character, a game processing unit 64B that executes the game in cooperation with the game processing unit 34B of the user terminal 3C, and a game memory DB 62A that stores game data. The game memory unit 62A has a game history TBL 63B that stores data related to the game history (including remaining points and character data).
[0087] The user terminal 3C includes a communication unit (not shown), a touch panel, a mobile order processing unit 32C with functions from Embodiment 1, and a game processing unit 34B corresponding to Embodiment 3.
[0088] Next, using Figures 16 and 17, the main operation of Embodiment 3 will be described, specifically the game character processing between the information processing device 1C and the game server 6B. When the game server 6C receives a request to start the game from the user terminal 3C via user operation (step S131), the game starts (step S511).
[0089] Upon the start of the game, the game server 6B performs a coordinated process with the information processing device 1C to verify the data of the user playing the game (step S512). The information processing device 1C refers to the purchase history TBL23C and extracts information on newly purchased items from the user's purchase history (step S232). If there is a new purchase (YES route in step S233), it sends the new purchase details (item information) to the game reflection processing unit 65 of the game server 6B. On the other hand, if there is no new purchase (NO route in step S233), the processing in the information processing device 1C ends. It should be noted that the processing of Embodiment 2 described above is valid.
[0090] When the game server 6B receives new purchase information from the purchase information linkage unit 28 of the information processing device 1B, it determines the target character based on the information (step S513) and calculates the amount of change to alter the character's appearance based on the new purchase information (step S514). Here, the target character refers to the character currently being controlled as the player's character, and the calculated amount of change is data determined by a logic that changes the character's appearance and abilities based on the ingredients of the food and drink purchased. This logic can be simply implemented by pre-setting a coefficient for weight gain based on the type of product, for example, the amount or ratio of sugar content, or by pre-setting the coefficient for the product itself.
[0091] In this way, after determining the amount of change, the game server 6B processes the character data based on that amount of change and updates the character data registered in the game history TBL63B. The game server 6B then sends the before and after images of the appearance change to the user terminal 3C as display data (step S515). In other words, the game server 6B provides the user with an opportunity to objectively view the reflected results through the user terminal 3C.
[0092] After the results are displayed on the user terminal 3C (step S132), the actual game processing is executed in conjunction with the game processing of the game server 6B (step S516) (step S133).
[0093] The main components of the game character's character data 631 include body type, abilities, health assessment ID, etc., as shown, for example, in the pre-change data 4000A in Figure 17. Body type is set to a predetermined level, for example, 10 levels, and in the example in Figure 17, it is level 3 before the change. Abilities are similarly set to a predetermined level, for example, 10 levels, and in the example in Figure 17, it is level 3 before the change.
[0094] The health assessment ID consists of patterned messages corresponding to health status, such as body type, and the data format is indicated by the ID. A message associated with this ID is registered separately. In the example in Figure 17, before the change, "01" was registered as the health assessment ID. The message for this health assessment ID "01" is, for example, "Your health status is good." In this case, the image when the character data is visualized will be the appearance shown in C1.
[0095] The AR (Arrow Symbol) is an arrow indicating the direction of change from the original data 4000A to the updated data 4000B. If the user purchases a cake from the updated data 4000B, the cake is registered as a new purchase in the purchase details 231. If this cake results in a 5% increase in fat, in the character data 631, the body type increases to level 6 (gaining weight and becoming fatter), the ability level decreases to level 2 (decreased ability), and the health evaluation ID becomes "53," for example, a cautionary note. In this case, the image of the character data when visualized is shown in C2, and the character appears fatter compared to image C1 (the character is exaggeratedly fat for clarity).
[0096] As explained above, Embodiment 3 formalizes the relationship between purchased products and health, and focusing particularly on health in terms of diet, it enables a visual warning of high-calorie intake through changes in the game character's appearance. Consequently, daily eating habits are objectively visualized as changes in the game character's appearance, and these changes directly affect the character's performance in the game, which in turn encourages improvements in daily purchases of products that promote health.
[0097] Furthermore, by incorporating a health assessment based on the current appearance of the characters, it becomes possible to suggest what kind of diet, or rather, what products to purchase, will contribute to building muscle mass. In this case, it becomes easy to extract preferences from each user's purchase history and suggest where it is best to eat or take food to go. This is also a major system configuration advantage, as it allows for the management of store information from a wide variety of businesses.
[0098] Furthermore, by building a system that allows consumers to gain awareness of their own consumption behavior based on data, we can promote behavioral change by encouraging them to choose high-quality, low-priced goods and services, to be health-conscious, and to take an interest in eco-friendly goods and services that reduce waste. Through this process, we can provide a platform that creates new value. <Embodiment 4> Next, Embodiment 4 will be described using Figure 18. This Embodiment 4 is applicable to either Embodiments 2 and 3 described above, and may be identical in configuration to each embodiment. Below, only the main differences in operation will be described. Figure 18 shows the main operation.
[0099] In Embodiment 4, when purchasing a product via mobile order, a normal mode is provided that proceeds directly to the product purchase procedure, and a game mode is provided that allows users to play a game before purchasing a product to earn points that can then be used for the purchase. In the following description, the user terminal is 3B, the information processing device is 1B, and the game server is 6A as examples.
[0100] First, the user terminal 3B requests the information processing device 1B to purchase a product via mobile order (step S141), and the information processing device 1B performs the user authentication and word-of-mouth processing that has already been described (step S241).
[0101] Next, a mode selection screen is created for selecting either the normal mode or the game mode as described above, and it is sent to the user terminal 3B (step S242). As a result, the mode selection screen is displayed on the touch panel of the user terminal 3B (step S142), and the user's selection operation is accepted (step S143).
[0102] The information processing device 1B accepts the mode selected according to the user's operation. If it is the normal mode (the normal mode route in step S243), the process executed is the product purchase process already described (step S247). On the other hand, if the selected mode is the game mode (the game mode route in step S243), a cooperative process is executed between the user terminal 3B, the information processing device 1B, and the game server 6A, with the information processing device 1B at the center (steps S145, S244, S521).
[0103] Subsequently, the game server 6A executes game processing based on user input from the user terminal 3B (steps S146, S522). While this game processing is running, the information processing device 1B inserts information such as public information pre-stored in memory into the game screen as information provision (step S245). It is also possible to insert advertisements in step S245.
[0104] Then, at the end of the game, the points are settled and can be used directly to purchase goods, or they can be added to the game history TBL so that they can be used for the next game play through point transfer as described in Embodiment 2 above (steps S147, S246, S523). After that, the product purchase process described above is executed between the user terminal 3B and the information processing device 1B (steps S148, S247), and the process ends.
[0105] As explained above, according to Embodiment 4, a game mode is provided at the stage of purchasing products via mobile ordering, allowing users to earn points, thus lowering the barrier to entry for playing the game. Consequently, the screen used during gameplay can be used to provide public information necessary for daily life or to convey requests for disaster relief, making it possible to reach a wider audience with valuable information than by statically posting information on a webpage. <Embodiment 5> Next, Embodiment 5 will be described using Figures 19 and 20. Since Embodiment 5 can be applied to any of the embodiments 1, 2, 3, and 4 described above, only the main configurations and operations that differ from the embodiments described above will be described. Figure 19 shows the main configuration, and Figure 20 shows an example of data configuration. Note that the data sales device 70 and the data value analysis device 80 also have the hardware configuration shown in Figure 8, so the description of the hardware configuration will be omitted.
[0106] The information processing system 4C of Embodiment 5 is composed of, for example, an information processing device 1D, a data sales device 70, a data value analysis device 80, and the like, as shown in Figure 19. The information processing device 1D typically includes a purchase storage DB 21D having a purchase history TBL 23D.
[0107] The data sales device 70 includes a data collection unit 71, a data analysis unit 72, a data management DB 73 containing sales data TBL 74, a data sales management unit 75, and the like. The data collection unit 71 collects data from the purchase history TBL 23D. The data analysis unit 72 analyzes the collected data and classifies it into demographic data, etc. The processing of this data analysis unit 72 can be performed using publicly known technologies.
[0108] The data management DB73 stores data such as demographic data in the sales data TBL74. The data sales management unit 75 has the function of either directly selling the sales data registered in the sales data TBL74 to businesses operating business servers 8A, 8B, etc. that can communicate via the network 200, or indirectly selling it to businesses via the data exchanger 9 connected through the network 200.
[0109] The data value analysis device 80 imports sales history data from the data sales management unit 75 each time a sale is made, analyzes the value of the sold data, and registers it in the sales data table TBL 74, linking it to the corresponding data.
[0110] As shown in Figure 20, for example, the sales data table (TBL) uses a data ID to manage users without personally identifying them, and links it to demographic data (age group, gender, residential area, family structure, etc.). In addition, sales rankings showing the sales ranking of sales destinations by industry based on the sales performance of each data point, as well as value assessments calculated through calculations, are registered (updated) in the sales data table (TBL74).
[0111] For example, in the case of data ID "100," the demographic data includes age group "20s," gender "female," and residential area "Hyogo Prefecture." The top three sales rankings are "Japanese food," "coffee," and "pizza," in that order, and the value evaluation based on total sales is rank A.
[0112] Furthermore, in the case of data ID "500," the demographic data shows, for example, that only the residential area is different, being "Hyogo Prefecture," and the top three sales destinations are "convenience stores," "bento boxes," and "coffee," in that order, but the value assessment based on the total sales is rank B.
[0113] Regarding the above valuation, since the population of each prefecture differs, it may be advisable to vary the evaluation logic by using coefficients for each prefecture. Furthermore, the valuation logic may be based not only on total sales figures but also on other performance indicators.
[0114] As explained above, according to Embodiment 5, valuable sales data (such as demographics) is generated by analyzing the user's purchase history from a marketing perspective, so that each business can purchase the data directly or through the data exchanger 9 to promote their business. Note that the data sales device 70 and the data value analysis device 80 may be integrated into a single configuration.
[0115] In particular, by analyzing the sales trends of the sales data registered in the sales data table TBL74 using the data value analysis device 80, it is possible to extract and rank valuable sales data. In this process, since data is collected not only from a single company but also from different businesses, even within the same age group and gender, different evaluations may be obtained depending on the residential area, making it possible to judge value based on relative evaluations across regions. In this way, the value of sales data can be made visible to each business wishing to purchase it (for example, by presenting scores according to product type), and a system can be provided that allows for the selection and purchase of high-quality sales data. The ability to manage sales history acquired from many different businesses greatly contributes to achieving these effects.
[0116] Furthermore, in Embodiment 5, the generation AI may be used to analyze data from the user's purchase history and provide advice to each store regarding product selection, inventory management, and promotion based on product evaluations. Since products are linked to stores, providing advice to stores is possible with the configuration of Embodiment 5. <Embodiment 6> Next, Embodiment 6 will be described using Figures 21, 22, and 23. Embodiment 6 is a modified version of Embodiment 5 described above, but the way the data is handled is different. Therefore, only the main differences in configuration and operation will be described below. Figure 21 shows the main system configuration, Figure 22 shows the main data configuration, and Figure 23 shows the main operation. Note that the data value creation device 92 and the material support system 1F also have the hardware configuration shown in Figure 8, so the explanation of the hardware configuration will be omitted.
[0117] In the information processing system 4D of Embodiment 6, a data value creation device 92 is provided, which includes the main functions of a data sales device 70 and a data value analysis device 80, and a material support system 1F is provided, which is connected via a network to a support server 10 that serves as a support center for disasters, etc., and controls the processing of material support. The information processing device 1E includes a purchase storage DB 21E that has a purchase history TBL 23E, and has the same configuration as in Embodiment 5 described above.
[0118] The data value creation device 92 includes a data collection unit 92A, a data analysis unit 92B, a data management DB 92C, and a data value analysis unit 92D equivalent to the data value analysis device 80, all of which have the same functions as those of the previously described embodiment 5. A feature of embodiment 6 is that the data management DB 92C further includes an urgency TBL 93 (see Figure 22).
[0119] The data collection unit 92A collects purchase history of goods and services, as well as demand data from the material support system 1F. The data analysis unit 92B utilizes demographic data (age group, gender, residential area, family structure, etc.) to perform cross-tabulation, segmentation through clustering, time-series analysis, and extraction of recommended goods and services through relevance analysis. In particular, it performs analysis that adds weight to the attributes of the support recipients (region, age / generation, etc.).
[0120] The data management DB92C references the urgency TBL93 based on the analysis results from the data analysis unit 92B and extracts candidate relief supplies. The data value analysis unit 92D determines the recipient of the support, the content and quantity of the relief supplies / services, and the transportation / delivery route along with their priorities, and the support execution management unit 91 then executes the material support.
[0121] The 1st floor of the materials support system includes the demand, materials, and transportation management DB90, the support execution management unit91, and other components. The demand, materials, and transportation management DB90 includes the demand management TBL90A, the materials management TBL90B, and the transportation management TBL90C.
[0122] The demand, supplies, and transportation management DB90 receives information from the support server 10 regarding demand during a disaster (food including beverages, toiletries, sanitary products, portable beds, etc.), supplies during a disaster (supplies according to demand), and transportation during a disaster (road conditions, means of transportation such as vehicles, etc.). It stores management data to enable immediate support actions in response to requests from the support server 10, either when a disaster occurs or as part of the normal routine. The support execution management unit 91 receives the management data from the support server 10 and registers it in the respective demand management TBL90A, supply management TBL90B, and transportation management TBL90C.
[0123] The data acquisition unit 92A, separate from the data acquisition in the embodiment 5 described above, acquires data necessary for demand from the purchase history table 23E based on management data registered in the demand management table 90A. The data analysis unit 92B analyzes the data acquired by the data acquisition unit 92A and outputs it to the data management database 92C.
[0124] The data value analysis unit 92D analyzes the data value during a disaster based on the management data of the materials management TBL90B, separately from the data value analysis of Embodiment 5 described above, and determines the urgency (priority) of transported materials during a disaster. The materials management TBL90B has pre-registered evaluation levels for each item (product) indicating how useful they are for disaster relief, and also registers support material flags that indicate whether an item should be supported (on, indicating an item to be supported) or not (off, indicating an item not to be supported).
[0125] Therefore, the data value analysis unit 92D refers to the materials management TBL 90B and analyzes whether the user-specific purchased items (products) obtained by the data analysis unit 92B are items that should be supported, sets the support material flag in the urgency TBL 93, and assigns the urgency of the items to the urgency TBL 93, for example, from highest to lowest as AAA, AA, A, B, ...
[0126] Furthermore, the data value analysis unit 92D supports transportation planning based on the management data of the transportation management TBL90C, and in the event of a disaster, it includes processing to determine whether it is possible to respond to the urgency by referring to the user's location in real time.
[0127] The data management DB92C has an urgency table 93, and the data analyzed by the data collection unit 92A is registered in the urgency table 93 according to the priority of the data determined by the data value analysis unit 92D (evaluation level, support supplies flag).
[0128] The support execution management unit 91, in the event of a disaster or during normal routine operations, works in conjunction with the support server 10 to execute or prepare for disaster relief based on the analysis results of the data value analysis unit 92D.
[0129] The urgency TBL93, for example as shown in Figure 22, associates the item name with a type ID that identifies the item, and further registers the type indicating the category, the urgency (evaluation level) of the item, the user ID that identifies the user who purchased the item, the purchase quantity indicating the quantity of the item purchased by the user, and the support goods flag for the item.
[0130] The item with type ID "G0001" is a "portable toilet," and its category is "household goods." During disasters, toilets often become unusable, making portable toilets an essential item. Therefore, it is assigned an urgency level of "AAA," and the relief supply flag is "1," indicating that it is a product that requires assistance.
[0131] For user ID "3055," the purchase quantity is 5 units. Here, the purchase quantity is not the number of units in the business's inventory, so it is possible that the user has used some of the 5 units over time. On the other hand, by using this purchase history to directly request support for the "portable toilet" from the user, there is an opportunity to secure unused items.
[0132] Similarly, for sanitary products (item) with type ID "G0003" and infant formula (item) with type ID "G0005," the urgency level is set to a high level, such as "AA," and the relief supplies flag is set to "0."
[0133] Additionally, while soy sauce (item ID "G0002") and mineral water (item ID "G0004") can be useful during disasters, their urgency is set lower ("B") compared to the items mentioned above, and their relief supplies flag is set to "0" due to the urgency. Of course, this is just a design consideration and an example; the relief supplies flag could also be set to "1".
[0134] Regarding items that require particular attention during a disaster, in addition to the aforementioned sanitary products and infant formula, diapers and nursing care supplies are also considered highly urgent and are assigned a relief supplies flag of "1".
[0135] Alternatively, based on the relationship between urgency and the support supplies flag, support levels could be divided into, for example, five stages, with items designated as more urgent from highest to lowest, and supplies provided according to these settings.
[0136] Here, we will explain each table in the Demand, Goods, and Transportation Management DB90. The Demand Management Table 90A stores entries corresponding to demanders facing disasters, and these entries include fields such as ID, demand type, demander, demanded goods, demanded quantity, demand location, demand period, and demand status.
[0137] The materials management system TBL90B stores entries corresponding to each material, and these entries include fields such as the material's identification code (ID), item, type, provider, retail price, purchase cost, number of items per lot, inventory lot size, fractional amount, total quantity, expiration date, urgency, seasonality, CO2 emissions, recyclability, recyclability identification mark, word-of-mouth results, and information on the provider's designation. Although not shown in the diagram, information on the dimensions (width, depth, height), volume, and weight of each lot and individual material is also registered.
[0138] The ID field stores the ID of each item, the Item field stores the item's item name (product name, model number, etc.), the Type field stores the category of each item (what kind of item it is), the Provider field stores the provider of each item (manufacturer, distributor, vendor, etc.), the Retail Price field stores the retail price of each item, and the Purchase Cost field stores the purchase cost of each item.
[0139] The transportation management system TBL90C stores entries corresponding to carriers, and these entries include fields such as ID, name, address and contact information, mode of transport, and transport conditions. The ID field stores the carrier's ID, and the name field stores the carrier's name.
[0140] The address and contact information field stores the carrier's address and contact information. The means of transport field stores the carrier's means of transport (what type of transportation / transportation is used, such as truck, helicopter, airplane, drone, etc.). The transport conditions field stores the carrier's transport conditions (transportation cost, possible transport volume, possible transport area, time period, etc.).
[0141] Furthermore, the degree of urgency also includes the meaning of the grade of urgency or importance when providing each item to disaster-stricken areas. As an application, seasonality may also be taken into account, in which case the influence of seasons on the provision of each item to disaster-stricken areas (for example, whether the need or non-necessity varies depending on the season) should be considered as a coefficient.
[0142] Next, the main operations will be briefly explained using Figure 23. The data value creation device 92 receives purchase history from the information processing device 1E (step S1001) and management data related to demand from the demand management TBL 90A of the material support system 1F (step S3001). The data value creation device 92 performs data collection and data analysis based on the purchase history and management data (step S2001).
[0143] Furthermore, the data value creation device 92 receives management data related to transportation from the material support system 1F (step S3002), and also receives information on items according to the urgency of the disaster from the material management data (step S3003).
[0144] When the data value creation device 92 receives the data analysis results and various management data described above, it sets an urgency level and support supplies flag for each user's purchased items (products) based on the data analysis results (step S2002), and registers (or updates) the results in the urgency level table 93 (step S2003). The data from the urgency level table 93 is then transmitted to the support execution management unit 91 as support data (step S2004), and further provided from the support execution management unit 91 to the support server 10 for support execution management (step S3004).
[0145] The above process illustrates an example of a normal routine. In the event of a disaster, a request for the supply of relief materials is issued from the support server 10 to the support execution management unit 91, and the latest emergency level TBL 93 registered at that time is referenced.
[0146] As explained above, Embodiment 6 makes it possible to consider the needs of each phase during a disaster such as a large-scale earthquake, in addition to data such as purchase history of goods and services. Specifically, it divides the situation into an "emergency response" phase of 72 hours immediately after the disaster, an "emergency relief" phase of several months thereafter, and a "recovery and reconstruction" phase thereafter. Based on the needs of those receiving support and local governments, it is possible to finely adjust the content and quantity of material support, transportation and delivery routes, etc., and improve the value of support for each individual receiving support.
[0147] Furthermore, in Embodiment 6, by considering the purchase history of residents in areas that require assistance in the event of a major earthquake at convenience stores, supermarkets, restaurants, etc. that they normally use (e.g., beverages, food, daily necessities (sanitary products, infant formula, diapers, nursing care products, etc.)), it becomes possible to provide more detailed support.
[0148] Furthermore, these products and services can also be enjoyed in stores, and the stores where purchases are made are expected to function as distribution and collection points for relief supplies. This will allow the concept of "mutual assistance" to be put into practice as a hub for collaboration within the local community, enabling support that is tailored to the needs of those receiving assistance. Moreover, it will be possible to compensate for shortages of relief supplies. In this case, a system can be provided that complements the shortage of relief supplies by using the inventory based on the user's purchase history and the inventory of the businesses, thereby responding to requests for assistance.
[0149] Furthermore, current mobile ordering apps only allow users to obtain purchase history from the app provider. In contrast, Embodiment 6 allows users (customers) to purchase products from multiple different businesses through a single app, enabling the acquisition and centralized management of purchase history across multiple businesses. This centralized management of purchase history allows for a broader analysis of user preferences and lifestyles, regardless of the business or product, thereby increasing the value of the data. This valuable data is useful for regional analysis of users and product demand, and is also beneficial for businesses in their sales planning.
[0150] Furthermore, beyond the data value mentioned above, each user's purchase history exhibits data characteristics that show continuity over time. Therefore, it is extremely useful not only for analyzing individual users but also for linking it to products and conducting analyses by region, season, and during disasters. In particular, during normal times, its continuity makes it easy to estimate the supplies users will need during a disaster, which can lead to rapid material support when a disaster strikes. Of course, for businesses, it becomes easier to estimate what kind of products to stock and when in each region to promote sales. Applying technologies such as generative AI is one way to do this.
[0151] Furthermore, in each of the embodiments described above, users may choose to donate points or cash to other users in addition to the purchase price, not only when purchasing products via mobile orders, but also when purchasing items within the game space (including the metaverse). In this case, registered users living in poverty must register their living standards (degree of poverty, etc.) based on objective facts by submitting official documents. This allows users certified as living in poverty to solicit donations personally, both in normal times and during disasters, without disclosing their personal information. As one of the conditions for receiving donations, users may be required to register themselves as donors, thus establishing a mechanism for mutual assistance among users. Of course, donations to disaster relief organizations and groups are also possible, both in normal times and during disasters.
[0152] Furthermore, in the embodiments described above, it is possible to apply a new point-granting mechanism. Normally, points are awarded as a reward for purchasing goods or achieving results in games (incentives), but it is also possible to automatically award points after user authentication when a user approaches the store. This allows users to purchase goods using newly acquired points simply by approaching the store, thus increasing their purchasing intent. Therefore, it is also useful for sales promotion. As an example of the technology, the Bluetooth function of the user's smartphone and the store's wireless device can be used. For example, if the store system can determine the location of a user near the store and display a badge on the mobile order app, it can trigger the user to take a purchase action.
[0153] Each of the above-described configurations, functional units, processing units, and processing means may be implemented in hardware, in whole or in part, for example, by designing them as integrated circuits. Alternatively, each of the above-described configurations and functions may be implemented in software by a processor interpreting and executing programs that realize each function. Information such as programs, tables, and files that realize each function can be stored in memory, hard disks, SSDs (Solid State Drives), or other recording devices, or in recording media such as IC cards, SD cards, or DVDs.
[0154] Furthermore, the arrangement of the various functional units, processing units, and databases described above is merely an example. The arrangement of the various functional units, processing units, and databases can be changed to the optimal arrangement from the standpoint of the performance, processing efficiency, and communication efficiency of the hardware and software of these devices.
[0155] Furthermore, the configuration of the database (schema, etc.) that stores the various types of data mentioned above can be flexibly modified from the perspective of efficient resource utilization, improved processing efficiency, improved access efficiency, and improved search efficiency. [Explanation of symbols]
[0156] 1A, 1B, 1C, 1D Information Processing Devices 3A,3B,3C User terminal 4A, 4B, 4C Information Processing Systems 5 Store System 6A, 6B Game Servers 7 Payment system 8A, 8B Operator Servers 9. Data Exchanger 11 Communications Department 12 User Authentication Section 13. User position acquisition unit 14 Store Selection Department 15. Menu Creation Department 16 Menu Serving Section 17 Menu switching section 18 Purchasing Department 19. Payment Department 20 Purchase completion notification section 21A,21B,21C,21D Purchase memory DB 22A, 22B Registered User Table 23A, 23B, 23C, 23D Purchase History TBL 24 Registered Business Operators TBL 25 Sales History Table 26 Menu Registration Table 27A, 27B Point Processing Unit 28 Purchase Details Coordination Department 31 Communications Department 32A, 32B Mobile Order Processing Unit 33 Touch panel 33A, 33B1, 33B2, 33C, 33D Arrows 34A, 34B, 64A, 64B Game Processing Unit 52 POS Processing Unit 61 Point Processing Unit 62A, 62B Game Memory Database 63A, 63B Game History TBL 65 Game Processing Unit 70 Data sales device 71 Data Collection Unit 72 Data Analysis Department 73 Data Sales Management Department 74 Sales Data Table 75 Data Sales Management Department 80 Data Value Analysis Device 101 CPU 102 Programs 103 memory 104 Operating Devices 105 External storage device 106 Communication I / F 107 Bus 231 Purchase details 232 New Purchase Details Buttons 301, 302, 303, 307, and 310 304, 305, 308A, 308B, 309A, 309B icons 631,632 Character Data 3000A, 4000A Data before change Data after changes to 3000B and 4000B
Claims
1. A data collection and value creation system that connects to user terminals and the systems of stores operated by multiple different businesses via a network, A memory unit that stores product information linked to the stores of each of the aforementioned businesses, A selection unit that selects one store from the stores of each business operator in accordance with the connection to the user terminal, A provision unit that provides information about the products of the selected stores, A settlement unit that executes payment in response to a purchase based on the information provided for the aforementioned products, A data collection and value creation system characterized by comprising the following features.
2. A data collection and value creation system according to claim 1, further characterized in that the storage unit stores purchase history linked to users using the user terminal, and awards and stores points to the purchasing user based on the execution result of the payment unit.
3. A data collection and value creation system according to claim 1, further characterized in that the storage unit stores purchase history linked to users using the user terminal, and awards and stores points to the user when they post a review of the purchased product.
4. A data collection and value creation system according to claim 3, further comprising a point processing unit that is connected to a game server via the network and provides the points to the game server.
5. A data collection and value creation system according to claim 3, further comprising a game server, wherein the game server changes characters according to the points and executes a game.
6. A data collection and value creation system according to claim 5, characterized in that the game server changes the character's abilities according to the points and executes the game.
7. A data collection and value creation system according to claim 6, characterized in that when the game server executes a game and acquires points, it stores the points in the storage unit as data that can be used when purchasing products.
8. A data collection and value creation system according to claim 1, characterized in that the selection unit presents candidates from the stores of each business operator to the user terminal based on the location information of the user terminal, and selects one store in response to the operation of the user terminal.
9. A data collection and value creation system according to claim 1, further comprising a game server, having a normal mode for purchasing products and a game mode for running a game on the game server, wherein, in response to the operation of the user terminal, the user selects either the normal mode or the game mode before purchasing products, runs a game if the game mode is selected, and uses the points acquired in the game to perform payment in the payment unit.
10. A data collection and value creation system according to claim 1, further comprising a game server, having a normal mode for purchasing products and a game mode for running a game on the game server, wherein, in response to the operation of the user terminal, the user selects either the normal mode or the game mode before purchasing products, and if the game mode is selected, the game is run, and the points acquired in that game are reflected in the next game run.
11. A data collection and value creation system according to claim 1, further comprising a data sales device that analyzes pre-prepared features based on the purchase history stored in the storage unit to acquire sales data and sells the sales data to an external party via the network.
12. A data collection and value creation system according to claim 11, further comprising a data value analysis device that analyzes the value of each sales data based on the data sales history of the data sales device.
13. A data collection and value creation system for providing supplies during disasters, An information processing device that manages the purchase history of products purchased by a user, A data value creation device that creates data value according to the aforementioned purchase history, A material support system that pre-registers items that urgently require assistance during a disaster and provides material support based on the aforementioned data value, A data collection and value creation system characterized by comprising the following features.
14. A data collection and value creation system according to claim 13, characterized in that the data value creation device registers, for each user, products corresponding to items that require urgent assistance based on the purchase history as support goods.
15. A data collection and value creation system according to claim 14, characterized in that the products that constitute the supporting materials are managed by flag information.
16. A data collection and value creation system according to claim 1, further characterized in that, in the case of a user approved by each business operator, the system accepts the posting of reviews regardless of the purchased product, awards points, and stores them in the storage unit.
17. A data collection and value creation system according to claim 1, further characterized in that it receives and publishes evaluations from users to other users, or from the business operator to a user, and stores them in the storage unit.
18. A data collection and value creation system according to claim 4, further characterized in that it donates points or cash held by the user when purchasing products or items necessary for a game.
19. A data collection and value creation system according to claim 14, wherein the material support system further stores inventory information of goods for each business operator, and replenishes the materials based on the inventory information when there is a shortage of the materials to be supported.
20. A data collection and value creation system according to claim 1, further characterized in that it analyzes pre-prepared features based on the purchase history stored in the storage unit to provide sales promotion support to each of the businesses.
21. A method for collecting data and creating value from a system that is connected via a network to user terminals and the systems of stores operated by multiple different businesses, A data collection and value creation method characterized by storing information about products linked to the stores of each of the aforementioned businesses in memory, selecting one store from the stores of each of the aforementioned businesses in response to a connection with the user terminal, providing information about products at the selected store, and executing payment in response to a purchase based on the provided information about products.
Citation Information
Patent Citations
On-line game system
JP2001224862A
Server system and automatic purchase system
JP2021012422A
