A proposed technology solution for enhancing order picking in warehouses and distribution centers based on a gamified augmented reality application

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Abstract

Industry 4.0, since the first introduction of the term back in 2011, has gained significant traction and nowadays it is -almost unanimously- considered as the main technology driver, leading supply chain in the new era of faster, flexible and more intelligent processes and reduced operational, planning and management costs. One of the most prominent technologies in the Industry 4.0's arsenal is Augmented Reality (AR), which utilizes the capabilities of computer-generated display, sound, text and effects to enhance the user's real-world experience, through wearable equipment. In logistics environments, the use of AR to support workers in their everyday order picking tasks is currently a business reality with growing number of applications and significant scaling potential. However, in this new business reality, despite the efforts made to support workers, order picking still stands out as the most labor intensive, prone to error and expensive process in the modern warehouse. These characteristics indisputably put significant strain to pickers creating both fatigue, feelings of monotony and dissatisfaction usually leading to employee underperformance and demotivation. This paper proposes a technology solution that introduces AR in the picking process to efficiently support pickers in their everyday tasks, while at the same time evaluates the potential of enhancing AR with gamification elements as a tool for increasing motivation, positively influence job satisfaction and behavior and subsequently increase performance and productivity.

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APA

Plakas, G., Aretoulaki, E., Ponis, S. T., Agalianos, K., & Maroutas, T. N. (2020). A proposed technology solution for enhancing order picking in warehouses and distribution centers based on a gamified augmented reality application. In Proceedings of the 14th IADIS International Conference Interfaces and Human Computer Interaction 2020, IHCI 2020 and Proceedings of the 13th IADIS International Conference Game and Entertainment Technologies 2020, GET 2020 - Part of the 14th Multi Conference on Computer Science and Information Systems, MCCSIS 2020 (pp. 217–221). IADIS. https://doi.org/10.33965/ihci_get2020_202010c030

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