User Satisfaction -- UX Design Strategies for Seamless Virtual Experience
Abstrak
User Experience (UX) in virtual worlds is a fast-developing discipline that requires creative design concepts to overcome the divide between physical and virtual interaction. This research investigates primary principles and techniques to improve UX in virtual experiences based on usability, accessibility, user engagement, and technology advancements. It gives detailed insight into trends, issues, and prospects for UX design of virtual applications that guarantee an efficient, easy-to-use, and immersive experience.
Artikel Ilmiah Terkait
K. Nam Jeff Baker Chris Dutt
7 Agustus 2023
The tourism industry will be shaped by the growth and development of the metaverse in the coming decades. Virtual reality (VR) will enable the creation of virtual worlds, avatars, digital twins, and new social networks. These technologies can be utilized in tourism to enable travelers to preview real-world experiences, to enhance experiences while on-site, to relive experiences after travel, or in some cases to even substitute for travel. Given the metaverse’s transformative potential, empirical investigation of VR is clearly warranted. Studies of VR tourism typically choose a single specific VR application and investigate its impact on adoption or user satisfaction. This application-level focus is a significant limitation. We therefore evaluate multiple heritage tourism applications as well as VR hardware in a comprehensive and structured analysis from the user experience (UX) perspective. Our content analysis of user interviews reveals 13 factors that shape users’ overall perceptions about VR. These factors are grouped into categories related to presentation of the VR content, the content itself, and the functionality of the hardware and software. Our analysis also reveals three design dilemmas for creators of VR heritage tourism content for the metaverse. Implications and an agenda for future research are included.
Ning Zou Wenjing Yang Qi Zheng + 2 lainnya
8 Maret 2024
A virtual reality (VR) based cultural heritage exhibition (VRCHE) is an important type of VR-based museum exhibition. The user experience (UX) design of VRCHE has encountered opportunities and due to the differences in human–computer interaction between VR-based and conventional interaction interfaces, so proposing the UX model of VRCHE is crucial. Although there are some existing works that study the UX models of VRCHEs, they are not complete enough to describe the UX of VRCHEs or offer any design strategies due to the methodologies and experimental materials that they currently use. This study creates experiments utilizing grounded theory that combine qualitative and quantitative approaches. Then, the study synthesizes three-level coding and quantitative analysis findings from grounded theory, builds a detailed model of the VRCHE UX using theoretical coding, and proposes design strategies.
Elios De Maio Rojin Bayat Jacopo Fiorenza + 2 lainnya
5 Juni 2024
The emergence of Virtual Reality (VR) and meta-verse have opened doors to new research opportunities and frontiers in User Experience (UX). Within the cultural heritage domain, one of the key concepts is that of the Virtual Museums (VMs), whose definition has been extended through time by many research works and applications. However, most of the studies performed so far focused on only one application, and studied its UX without taking into account the experience with other VR experiences possibly available in the VM. The purpose of this work is to give a contribution for an optimal design to create a unified UX across multiple VR experiences. More specifically, the research included the development of two applications, respectively a VM in a metaverse platform and a virtual learning workshop as an individual application. With this premise, the study will also consider two fundamental elements for an effective UX design: a Virtual Environment (VE) and an Intelligent Virtual Avatar (IVA). In particular, the latest was developed following current trends about generative AI, integrating an IVA powered by a Large Language Model (LLM).
D. Rambli Shafaq Irshad S. Sulaiman
30 November 2020
Mobile Augmented Reality (MAR) is a system that combines digital and virtual content for users so users are not fully immersed in the virtual world but can benefit from immersive experiences while still being in the real world. However, the end-user may experience various design challenges while using such immersive technologies. To deliver positive User Experience (UX), researchers need to understand the design factors, end-user challenges, and enhance the overall immersive UX for MAR. This research follows the design science approach to present a UX model for MAR, which encapsulate components and design factors that can aid in positive UX. We developed a MAR system to verify and validate the UX model by evaluating and benchmarking it. The experimental results show excellent system novelty, good attractiveness and perspicuity compared to the benchmark. The findings suggest that the efficiency, dependability, and stimulation of MAR can be improved to enhance the UX further. This study's research knowledge can be utilized to improve the immersive design and engineering of MAR services based on understanding the practical aspirations of potential end-users.
Pejman Mirza-Babaei Lennart E. Nacke Anders Drachen
19 April 2023
This online course trains how user experience (UX) methods are used in a game context. The course consists of three units: UX design for games, games user research, and game analytics. The course material comes from the "Games User Research" book published by Oxford University Press, and the book’s editors will teach it. This course focuses on UX design and research for game development. Students will learn the skills they need to recognize, analyze, and understand player feedback so they can make valid decisions about how to design games. Through exercises and assignments, participants will learn how to identify factors that affect how a player plays a game and how to incorporate feedback into their design process. Participants will learn ways to get information from players, such as through direct observation, interviews, and surveys. Participants will be equipped with skills, knowledge, and tools to understand players to create engaging games.
Daftar Referensi
0 referensiTidak ada referensi ditemukan.
Artikel yang Mensitasi
0 sitasiTidak ada artikel yang mensitasi.