Advertisement

Development and Heuristic Evaluation of Semi-immersive Hand-Gestural Virtual Reality Interface for Luxury Brands Online Stores

  • Samar AltarteerEmail author
  • Vassilis Charissis
  • David Harrison
  • Warren Chan
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10325)

Abstract

This paper introduces HCI design approach for an online shopping gestural-based interface. The proposed semi-immersive Virtual Reality (VR) interface aims to elevate the user experience in such indirect environment, where effective delivering of functional yet distinguishable experience effectively is crucial. The system comprises product customisation and personalization service, in which the product is visualized in a three-dimensional highly interactive manner.

The level of flexibility and realism of the aforementioned system and its impact on the experience presents new prospects for e-commerce systems, particularly for luxury markets. A preliminary heuristic evaluation was conducted by HCI experts prior to user trials to uncover potential usability issues. The heuristic session’s outcome emphasised valuable components and design aspects within the system with regards to the system functionality, visualisation and interaction quality. Some factors and design issues for optimising and further enhancing the system were also highlighted.

Keywords

HCI Virtual Reality Luxury brands Hand gesture Semi-immersive Product visualization 

References

  1. Altarteer, S., Charissis, V., Harrison, D., Chan, W.: Product customisation: virtual reality and new opportunities for luxury brands online trading. In: International Conference on 3D Web Technology/ACM SIGGRAPH, pp. 22–24. ACM, Anaheim (2016)Google Scholar
  2. Altarteer, S., Charissis, V., Harrison, D., Chan, W.: Interactive virtual reality shopping and the impact in luxury brands. In: Shumaker, R. (ed.) VAMR 2013. LNCS, vol. 8022, pp. 221–230. Springer, Heidelberg (2013). doi: 10.1007/978-3-642-39420-1_24 CrossRefGoogle Scholar
  3. Bagdare, S., Jain, R.: Measuring retail customer experience. Int. J. Retail Distrib. Manage. 41, 790–804 (2013)CrossRefGoogle Scholar
  4. Barclay, K., Wei, D., Lutteroth, C., Sheehan, R.: A quantitative quality model for gesture based user interfaces. In: Proceedings of the 23rd Australian Computer-Human Interaction Conference. ACM, Canberra (2011)Google Scholar
  5. Bedford, A.: Icon Usability. Nielsen Norman Group (2014). http://www.nngroup.com/articles/icon-usability/. Accessed 7 Aug 2015
  6. Benko, H., Wilson, A.D.: Multi-point interactions with immersive omnidirectional visualizations in a dome. In: ACM International Conference on Interactive Tabletops and Surfaces. ACM, Saarbrücken (2010)Google Scholar
  7. Clemente, M., Rey, B., Rodríguez-Pujadas, A., Barros-Loscertales, A., Baños, R.M., Botella, C., Alcañiz, M., Ávila, C.: An FMRI study to analyze neural correlates of presence during virtual reality experiences. Interact. Comput. 26, 269–284 (2014)CrossRefGoogle Scholar
  8. Billinghurst, M., Buxton, B. (2011): Gesture based interaction. Haptic Input (2011). 24Google Scholar
  9. Dauriz, L., Michetti, A., Sandri, N., Zocchi, A.: Digital luxury experience 2013: keeping up with changing customers. McKinsey & Company, Italy (2014)Google Scholar
  10. Google Think Insights: Fashion Online: How Affluent Shoppers Buy Luxury Goods: Think with google (2013). http://www.google.co.uk/think/research-studies/fashion-online-affluent-shoppers-luxury.html. Accessed 4 Aug 2015
  11. Kapferer, J.N.: The Luxury Strategy: Break the Rules of Marketing to Build Luxury Brands. Kogan Page Publishers, London (2012)Google Scholar
  12. Kapri, A., Wong, K., Hunter, S., Gillian, N., Pattie, M.: InReach: manipulating 3D objects remotely using your body. In: International Conference on Human Factors in Computing (CHI 2013). Association for computing machinery, Paris (2013)Google Scholar
  13. Kim, H., Choi, Y.J., Lee, Y., Hayes, S., Taylor, G.: Web atmospheric qualities in luxury fashion brand websites. J. Fashion Mark. Manag. Int. J. 19, 384–401 (2015)CrossRefGoogle Scholar
  14. Klaus, P.P., Maklan, S.: Towards a better measure of customer experience. Int. J. Mark. Res. 55, 227 (2013)CrossRefGoogle Scholar
  15. Kober, S.E., Kurzmann, J.,Neuper, C.: Cortical correlate of spatial presence in 2D and 3D interactive virtual reality: an EEG study. Int. J. Psychophysiol. 83, 365–374 (2012)CrossRefGoogle Scholar
  16. Kortum, P.: HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces. Morgan Kaufmann, Amsterdam (2008)Google Scholar
  17. Maklan, S., Klaus, P.: Customer experience: Are we measuring the right things? Int. J. Mark. Res. 53, 771 (2011)CrossRefGoogle Scholar
  18. Maman Larraufie, A.F., Kourdoughli, A.: The e-semiotics of luxury. J. Global Fashion Mark. 5, 197–208 (2014)CrossRefGoogle Scholar
  19. McMahan, R.P., Bowman, D.A., Zielinski, D.J., Brady, R.B.: Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE Trans. Vis. Comput. Graph 18, 626–633 (2012)CrossRefGoogle Scholar
  20. Microsoft: Kinect Gestures, Wave to Kinect and Kinect Xbox Dashboard (2013a). Microsoft web site: xbox.com, http://support.xbox.com/en-US/xbox-360/kinect/body-controller#b0621460e98a42198e6b455ed1e674a3. Accessed 13 Sept 2014
  21. Microsoft: Kinect for Windows Human Interface Guidelines v1.8.0 (2013b). Msdn.microsoft.com, https://msdn.microsoft.com/en-us/library/jj663791.aspx. Accessed 1 Nov 2014
  22. Ni, T.: A framework of freehand gesture interaction: techniques, guidelines, and applications. Virginia Polytechnic Institute and State University (2011)Google Scholar
  23. Nielsen, J.: Utilize Available Screen Space (2011). Nielsen Norman Group. http://www.nngroup.com/articles/utilize-available-screen-space/
  24. Nielsen, J., Molich, R.: Heuristic evaluation of user interfaces. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 249–256. ACM (1990)Google Scholar
  25. Pentiuc, S.G., Craciun, E., Grisoni, L.: Interface for gestural interaction in virtual reality environments. Elektronika ir Elektrotechnika 121, 97–100 (2012)CrossRefGoogle Scholar
  26. Shneiderman, B., Plaisant, C.: Designing the User Interface: Strategies for Effective Human-Computer Interaction. Addison-Wesley, Reading (2005)Google Scholar
  27. Sutcliffe, A., Gault, B.: Heuristic evaluation of virtual reality applications. Inter. Comput. 16, 831–849 (2004)CrossRefGoogle Scholar
  28. Wilson, A., Oliver, N.: Gwindows: towards robust perception-based UI. In: Conference on Computer Vision and Pattern Recognition Workshop. CVPRW 2003, 16–22 June 2003, pp. 46–46 (2003)Google Scholar

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Samar Altarteer
    • 1
    Email author
  • Vassilis Charissis
    • 2
  • David Harrison
    • 2
  • Warren Chan
    • 2
  1. 1.Dar Al-Hekma UniversityJeddahKingdom of Saudi Arabia
  2. 2.Glasgow Caledonian UniversityGlasgowScotland, UK

Personalised recommendations