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Colour:

Decorate the physical store with colorful wallpaper, furniture, hangers and so on.

Coordinated colour grasps the attention of the shoppers and alter their moods and choices, must be used by the retailers (Turley and Milliman 2000; Wu et al. 2013a, b).
urley LW, Milliman RE (2000) Atmospheric effects on shopping behavior: a review of the experimental evidence. J Bus Res 49(2):193–211

Wu JJ, Chen YH, Chien SH (2013a) Impulse purchases and trust: the mediating effect of stickiness and the mental budgeting account. Cyberpsychol Behav Soc Netw 16(10):767–773. https://doi.org/10.1089/cyber.2012.0509

Wu J, Won Ju H, Kim J, Damminga K, Kim HY, KP Johnson K (2013b) Fashion product display: an experiment with Mockshop investigating colour, visual texture, and style coordination. Int J Retail Distrib Manag 41(10):765–789

Music:

Use soothing and pleasant music which attracts the parents and kids most

Regarding the role of music and light on impulsive buying, Donovan et al. (1994) demonstrated music’s ability to influence a buying decision-making process. It has been noted that soothing music relaxes shoppers and increases arousal, resulting in amplified shopping pleasure.
Donovan RJ, Rossiter JR, Marcoolyn G, Nesdale A (1994) Store atmosphere and purchasing behavior. J Retail 70(3):283–294

Scent:

Because Zara kids’ audience are parents and their kids, the odor must to be novel, the scent in the store can be sweet, like the smell of candy, cream cake or other smell that attracts the target consumers most.

If the odor is to contribute to increased responses from consumers, it needs to be novel in some way. In essence, the central thrust is that, if retailers create a coporate scent that is congruent, significant and liked, it will probably result in positive behavioral outcomes that will strengthen retail brand image.
Philippa Ward, Barry J. Davies, Dion Kooijman (2003) Ambient smell and the retail environment: relating olfaction research to consumer behaviour. Journal of Business and Management 2003

layout:
1.  a 3D advertising wall outside the store, to play some videos, especially some co-operated ads with cartoon
2. an area for children to play when they are waiting in routes;
3. some famous cartoon abroad or stands that kids can take pictures with, especially characters can reflect the seasonally design;
4. a digital experience area for kids to enjoy, such as VR

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1.The physical store will provide children with an opportunity to watch the new fashion show in the store. When children come to the VR experience area, they can look around with VR devices, just like watching the performance in person.
2. AR technology will be displayed directly in the mirror in store. When the child’s parents download the app and scan the QR code to select clothing, they only need to point to the mirror, and their child will wear the clothing displayed in the mirror. Children can also pose naturally, walk around and show off their chosen clothing.

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Data Analytics— In-store data tracking technologies

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Data Analytics— In-store data tracking technologies

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Children’s bodies are always growing, so parents need to buy clothes for them on a regular basis. Through the consumption data in the store, the child’s growth stage can be analyzed, and big data predictive analysis can be used to enable consumers to keep up with products and new products.
Also, a better analysis of the data from the loyalty program helps to increase customer satisfaction. From this information, marketing team can better customize their offer discounts or gifts on the products that the consumer prefers if he or she goes in-store.This will provide the consumer with a special experience during their visit to the store.

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Data Analytics- Customer knowledge（e.g. experience game program)

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Data Analytics- Customer knowledge（e.g. experience game program)

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When entering the store, first conduct an experiential consumer hobby survey of customers, and design a free experience game program such as a doll dressing game. ·

The game enables kids to design virtual cartoon characters for themselves. In order to make the characters more suitable for the target consumers, Before the game starts,   parents need to set the reference size data of their children, let the children choose their favorite clothing collocation or let them vote on the existing collocations. At the same time, the payment preference and other survey designs can also be included through the game level to realize a real-time interaction.

Through the collection and comparison of these data, the portraits of consumers in different regions can be obtained, so as to develop products and provide services for children more accurately.

In addition，parents and children of different ages in different regions are more concerned about which aspects of clothing. For example, parents in China are more inclined to natural fabrics. They believe that chemical fibers will affect the health of their children.