Abstract
Understanding humans are the key to developing optimal design solutions for product-service systems. In this sense, the experiential approach is in line but might go beyond typical Human Centered Design (HCD) methods in that it focuses on generating positive experiences that contribute directly to human well-being. Extended Reality (XR) showed the potential to replicate or simulate experience as a whole and gained attention from design communities. XR platforms confused design practitioners due to their fast-advancing amounts and relevant experiences. Hence, this study introduced two surveys on XR platforms to clarify which experiences they could provide and when to implement them into HCD processes. Survey 1 categorized XR platforms according to their key attributes and mapped them into the Experience Matrix. Survey 2 invented two designer personas and a fictional project to analyze barriers and strategies to implement XR platforms into design processes. Eighty-eight XR platforms were categorized into nineteen clusters, where creation and simulation had the highest numbers. Regarding implementing XR in design practices, the cost is still the key concern and there's a trade-off between software cost and assets purchased for different types of designers.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Stappers, P.J., Hekkert, P., Keyson, D.: Design for interaction: consolidating the user-centred focus in industrial design engineering. In: DS 43: Proceedings of E&PDE 2007, the 9th International Conference on Engineering and Product Design Education, University of Northumbria, Newcastle, UK, 13–14 September 2007
Van Boeijen, A., Daalhuizen, J., Zijlstra, J.: Delft Design Guide: Perspectives, Models, Approaches, Methods. BIS Publishers (2020)
Lingan, C.L., Li, M., Vermeeren, A.P.: The immersion cycle: understanding immersive experiences through a cyclical model. Proc. Des. Soc. 1, 3011–3020 (2021)
Pietroni, E.: Experience design, virtual reality and media hybridization for the digital communication inside museums. Appl. Syst. Innov. 2(4), 35 (2019)
Klahr, D., Triona, L.M., Williams, C.: Hands on what? the relative effectiveness of physical versus virtual materials in an engineering design project by middle school children. J. Res. Sci. Teach. 44(1), 183–203 (2007)
Kefalidou, G., et al.: Designing airport interiors with 3D visualizations. In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (2019)
Aromaa, S., Väänänen, K.: Suitability of virtual prototypes to support human factors/ergonomics evaluation during the design. Appl. Ergon. 56, 11–18 (2016)
Keefe, D.F.: Creative 3d form-making in visual art and visual design for science. In: CHI 2009 Workshop on Computational Creativity Support: Using Algorithms and Machine Learning to Help People Be More Creative (2009)
Kim, K.G., et al.: Using immersive virtual reality to support designing skills in vocational education. Br. J. Edu. Technol. 51(6), 2199–2213 (2020)
Corporation, I.D. Worldwide Spending on Augmented and Virtual Reality Forecast to Deliver Strong Growth Through 2024, 17 November 2020 [cited 17 January 2022]. https://www.idc.com/getdoc.jsp?containerId=prUS47012020
Rieuf, V., et al.: Emotional activity in early immersive design: Sketches and moodboards in virtual reality. Des. Stud. 48, 43–75 (2017)
Toma, M.I., Girbacia, F., Antonya, C.: A comparative evaluation of human interaction for design and assembly of 3D CAD models in desktop and immersive environments. Int. J. Interact. Des. Manufact. - IJIDEM 6(3), 179–193 (2012)
Armstrong, S.: Extended reality: what’s stopping businesses from adoption? Raconteur Publishing 2018 November 29 [cited 17 January 2022]. https://www.raconteur.net/technology/vr-ar/extended-reality-barriers-adoption/
Pine, B.J., Gilmore, J.H.: The Experience Economy. Harvard Business Press (2011)
KLM. Kijk nu (zonder ticket) rond in alle KLM-vliegtuigen. 2019 [cited 18 January 2022]. https://blog.klm.com/nl/kijk-zonder-ticket-rond-alle-klm-vliegtuigen/
Whitman, L.E., et al.: Virtual reality: its usefulness for ergonomic analysis. In: 2004 Proceedings of the 2004 Winter Simulation Conference. IEEE (2004)
Schubert, T.: Virtual reality for smart cities and urban planning, 28 September 2017 [cited 14 January 2022]. https://esriaustralia.com.au/blog/virtual-reality-smart-cities-and-urban-planning
Miaskiewicz, T., Kozar, K.A.: Personas and user-centered design: how can personas benefit product design processes? Des. Stud. 32(5), 417–430 (2011)
Council, D.: Eleven Lessons: Managing Design in Eleven Global Companies-Desk Research Report. Design Council (2007)
Hassenzahl, M.: Experience Design: Technology for All the Right Reasons. Synthesis Lectures on Human-Centered Informatics, vol. 3, pp. 1–95. Morgan & Claypool Publishers LLC. (2010)
Carver, C.S., Scheier, M.F.: Origins and functions of positive and negative affect: a control-process view. Psychol. Rev. 97(1), 19–35 (1990)
Mbaabu, O.: Introduction to extended reality 2020, 5 November 2020 [cited 20 January 2022]. https://www.section.io/engineering-education/introduction-to-extended-reality/
Hassenzahl, M., Tractinsky, N.: User experience - a research agenda. Behav. Inf. Technol. 25(2), 91–97 (2006)
Schifferstein, H.N., Desmet, P.M.: The effects of sensory impairments on product experience and personal well-being. Ergonomics 50(12), 2026–2048 (2007)
Freina, L., Ott, M.: A literature review on immersive virtual reality in education: state of the art and perspectives. In: The International Scientific Conference eLearning and Software for Education (2015)
Xue, H., Desmet, P.M.: Researcher introspection for experience-driven design research. Des. Stud. 63, 37–64 (2019)
Corporation, I.D. IDC Reveals 2021 Worldwide Digital Transformation Predictions; 65% of Global GDP Digitalized by 2022, Driving Over $6.8 Trillion of Direct DX Investments from 2020 to 2023. 2020 [cited 17 January 2022]. https://www.idc.com/getdoc.jsp?containerId=prUS46967420
Mims, C.: Huang’s law is the new Moore’s Law, and explains why Nvidia wants arm. Wall Street J. (2020)
McCarthy, J., Wright, P.: Technology as experience. Interactions 11(5), 42–43 (2004)
Wang, K.J., Shidujaman, M., Zheng, C.Y., Thakur, P.: HRIpreneur thinking: strategies towards faster innovation and commercialization of academic HRI research. In: 2019 IEEE International Conference on Advanced Robotics and its Social Impacts (ARSO), pp. 219–226. IEEE, October 2019
Chen, W., Shidujaman, M., Tang, X.: AiArt: towards artificial intelligence art. In: ThinkMind // MMEDIA 2020, The Twelfth International Conference on Advances in Multimedia, February 2020
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Li, M., Houwing, D., Albayrak, A., Shidujaman, M., van Eijk, D. (2023). Mapping XR Platforms: Analyzing Immersion from the Designer’s Perspective. In: Kurosu, M., Hashizume, A. (eds) Human-Computer Interaction. HCII 2023. Lecture Notes in Computer Science, vol 14013. Springer, Cham. https://doi.org/10.1007/978-3-031-35602-5_32
Download citation
DOI: https://doi.org/10.1007/978-3-031-35602-5_32
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-35601-8
Online ISBN: 978-3-031-35602-5
eBook Packages: Computer ScienceComputer Science (R0)