Tran, Minh; Minocha, Shailey; Roberts, Dave; Laing, Angus and Langdridge, Darren
Design guidelines for B2C e-commerce in virtual worlds.
In: 25th BCS Conference on Human-Computer Interaction, 4 July 2011, Newcastle Upon Tyne.
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Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users interact through avatars. Virtual worlds support many kinds of activities, including education, socialising, gaming and e-commerce. Our research focuses on how virtual worlds can be used to facilitate business-to-consumer (B2C) e-commerce involving real items. Examples of affordances of virtual worlds for e-commerce include 3D simulations, multi-user environments and avatar-based interactions. We have conducted empirical research to gather data about consumers’ experiences in virtual worlds to understand ways to utilise their affordances for B2C e-commerce. Based on our empirical research and a literature review, we have derived design guidelines for the design and evaluation of B2C e-commerce environments involving virtual worlds. This poster presents a summary of the research project and a subset of the guidelines.
||consumer experience; design guidelines; e-commerce; design heuristics; interaction design; service design; service encounter; user experience design; virtual worlds
||Other Departments > Other Departments
||03 Oct 2011 09:21
||24 Apr 2014 05:47
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