Design guidelines for B2C E-commerce in virtual worlds

Minh Quang Tran, Shailey Minocha, Dave Roberts, Angus Laing, Darren Langdridge

Research output: Contribution to conferencePaperpeer-review

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Abstract

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 the ir 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.

Original languageEnglish
Pages441-442
Number of pages2
DOIs
Publication statusPublished - Jul 2011
Event25th BCS Conference on Human Computer Interaction 2011 - Newcastle Upon Tyne, United Kingdom
Duration: 4 Jul 20118 Jul 2011
Conference number: 25

Conference

Conference25th BCS Conference on Human Computer Interaction 2011
Abbreviated titleHCI 2011
Country/TerritoryUnited Kingdom
CityNewcastle Upon Tyne
Period4/07/118/07/11

Keywords

  • Consumer experience
  • Design guidelines
  • Design heuristics
  • E-commerce
  • Interaction design
  • Service design
  • Service encounter
  • User experience design
  • Virtual worlds

ASJC Scopus subject areas

  • Human-Computer Interaction

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