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Influence of 3D Virtual Worlds on Consumers’ Expectations in 2D E-commerce Environments Minh Q Tran, Centre for Research in Computing, The Open University, UK  (m.tran@open.ac.uk)
Research Context  	 E-commerce with websites (from Petre et al., 2006) (see also Shaw and Ivans, 2002)
Research Context  	 E-commerce with 3D virtual worlds
Research 	Aims and Design 	Empirical qualitative online research What are consumers’ experiences? Semi-structured interviews and observations More semi-structured interviews Workshop or focus group I am here!
Findings (a sample) 	3D e-commerce is different  	from 2D e-commerce Designing for…     …3D environments 	“you just needed to spin around and use your camera 	controls to look up and up and up.” (consumer)    …multiple users 	“I step a few steps to the left or right to clear the 	landing points so no one lands on my head.” (consumer)    …web users 	“I like to check stuff at [the website] before buying, saves a lot of 	time from teleporting around [in the virtual world]...” (consumer)    …‘use qualities’ 	“The fun of [virtual worlds] for me is to be in the 	virtual environment.” (consumer)
Expected Contributions  	Uptake by the design and research 	community
Take-away message 	Guidelines for 3D e-commerce are needed What will e-commerce be like in the future? Social?      User-friendly? Immersive? 	 3D? Thanks! Minh Q .Tranm.tran@open.ac.uk Further Reading Rosson, M.B. and Carroll, J.M. Usability Engineering: Scenario-based development of human-computer interaction. Morgan Kaufmann 	Publishers, London, UK, 2002. Petre, M., Minocha, S., and Roberts, D. Usability beyond the website: an empirically-grounded e-commerce evaluation instrument for the 	total customer experience. Behaviour and Information Technology 25, 2 (2006), 189-203. Shaw, C. and Ivens, J. Building Great Customer Experiences. Palgrave Macmillan, Basingstoke, UK 2002.

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Minh Q Tran - CRC PhD Student Conference 2010

  • 1. Influence of 3D Virtual Worlds on Consumers’ Expectations in 2D E-commerce Environments Minh Q Tran, Centre for Research in Computing, The Open University, UK (m.tran@open.ac.uk)
  • 2. Research Context E-commerce with websites (from Petre et al., 2006) (see also Shaw and Ivans, 2002)
  • 3. Research Context E-commerce with 3D virtual worlds
  • 4. Research Aims and Design Empirical qualitative online research What are consumers’ experiences? Semi-structured interviews and observations More semi-structured interviews Workshop or focus group I am here!
  • 5. Findings (a sample) 3D e-commerce is different from 2D e-commerce Designing for… …3D environments “you just needed to spin around and use your camera controls to look up and up and up.” (consumer) …multiple users “I step a few steps to the left or right to clear the landing points so no one lands on my head.” (consumer) …web users “I like to check stuff at [the website] before buying, saves a lot of time from teleporting around [in the virtual world]...” (consumer) …‘use qualities’ “The fun of [virtual worlds] for me is to be in the virtual environment.” (consumer)
  • 6. Expected Contributions Uptake by the design and research community
  • 7. Take-away message Guidelines for 3D e-commerce are needed What will e-commerce be like in the future? Social? User-friendly? Immersive? 3D? Thanks! Minh Q .Tranm.tran@open.ac.uk Further Reading Rosson, M.B. and Carroll, J.M. Usability Engineering: Scenario-based development of human-computer interaction. Morgan Kaufmann Publishers, London, UK, 2002. Petre, M., Minocha, S., and Roberts, D. Usability beyond the website: an empirically-grounded e-commerce evaluation instrument for the total customer experience. Behaviour and Information Technology 25, 2 (2006), 189-203. Shaw, C. and Ivens, J. Building Great Customer Experiences. Palgrave Macmillan, Basingstoke, UK 2002.