In early 2020, we entered an era of “New Normal” when the Coronavirus (COVID-19) pandemic hit the entire world. The changing needs of economies and social environments forced governments and corporations to reconsider their post-COVID strategies. ...
In early 2020, we entered an era of “New Normal” when the Coronavirus (COVID-19) pandemic hit the entire world. The changing needs of economies and social environments forced governments and corporations to reconsider their post-COVID strategies. As such, in preparation for the non-face-to-face conditions, the Korean government recently announced the Digital New Deal Cultural Contents Business Growth Strategy to increase its competitiveness in pioneering the next generation high value-added markets (i.e. the reality and intelligent technology). Additionally, with the expansion of the online “untact” market during COVID-19, there has been more focus on the virtual (VR) and augmented reality (AR), the two core technologies of the fourth industrial revolution, as a means to complement or explore existing and new markets.
Augmented reality, a technology derived from virtual reality, combines real and virtual environments in which non-visual information and images generated by computer models are projected into a real-life screen to enhance immersion and enable diverse user experiences. According to eMarketer, a market research company, although consumers still prefer the offline shopping experience, increased familiarity in AR technology that can replicate the feeling of direct interactions with the products will lead to an increase in online sales. Prior researches also confirm the growth potential of AR shopping, noting that AR-enabled product experiences that complement the limitations of the current online shopping led to immersion and greater satisfaction for consumers. Therefore, this research is interested in AR applications that lead to positive growth in the e-commerce industry, focusing on interface usability that provides users with a greater sense of immersion and interactivity.
In this study, a series evaluation framework for AR interface usability was created through a literature review process and reconstructed into a user survey questionnaire. The specific evaluation criteria include, 1) Presence -a simulated experience of reality during an AR experience, 2) Affordance-a factor inducing user actions to accurately recognize their interactions with the AR objects and ways to activate them, and 3) Usability-user satisfaction reflected from the efficacy of performing tasks in a unique AR setting. Following the consumer survey on two select case studies of e-commerce applications, a comparative analysis was conducted between the survey results and an expert heuristic evaluation. Additionally, through follow-up interviews with the experts, the research examined the issues raised in each stage of the usability assessment and suggested applications and improvements for the AR e-commerce mobile interface.
As a result, this study recommends the following for an improved e-commerce AR experience on a mobile interface: consistency and standardization of the object control, intuitive cognitive ability following system deviations, clear feedback following input, the conformation of real objects and virtual objects, utilization of the five senses through various interactions, and giving users the control of the system.
The findings of this research will be used in the evaluation of mobile e-commerce interfaces employing AR contents and help provide opportunities for experiences that fit the needs of users. Additionally, future e-commerce mobile content designs may benefit from the data analysis on problems and improvements of the AR applications. Finally, the research hopes to encourage further studies on the use of AR mobile interfaces.