Abstract
Now a days, augmented reality (AR) and virtual reality (VR) based user interfaces allow the consumers to buy product over the internet using browser or mobile application. A limited number of mobile application use the AR, VR, or the both technologies simultaneously. Again, usability and user experience of using AR and VR based user interfaces to buy/sell product online were not well explored. Therefore, the objectives of this research are to design and develop a mobile application using the AR and VR technologies and to explore the usability and user experience of using the basic m-commerce, AR and VR based user interfaces of mobile application for shopping product (furniture) online. To attain these objectives, a mobile application was designed and developed for selling/buying product (furniture) online that includes the facilities of interacting with both AR and VR based user interfaces. The application provides the attractive features like viewing a specific product directly in user’s own space by augmenting the 3D model and allow users to design virtual room in their own preferable way by placing the selected furniture and other products in a VR environment. The developed system was evaluated with 60 participants through the System Usability Scale (SUS) method to explore how usability and user experience vary among different options (basic m-commerce system, AR, and VR based user interfaces) of the developed application. The study results showed that better user experience and usability were observed for AR based shopping followed by using the basic m-commerce feature. The VR showed less usability and user experiences since the users were not well familiar with the uses of VR and required much training to learn how to interact using VR in mobile application.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Abehsera, M.: 3 ways virtual reality will transform ecommerce, August 2017
Amery, A.: What is m-commerce and how to create a great mobile experience. https://www.become.co/blog/what-is-m-commerce/
Awais, M., Samin, T.: Advanced swot analysis of e-commerce. Int. J. Comput. Sci. Issues (IJCSI) 9(2), 569 (2012)
Bhavsar, H.: E-commerce in our daily life. https://www.linkedin.com/pulse/e-commerce-our-daily-life-dash-technologies-inc
Bonetti, F., Warnaby, G., Quinn, L.: Augmented reality and virtual reality in physical and online retailing: a review, synthesis and research agenda. In: Jung, T., tom Dieck, M.C. (eds.) Augmented reality and virtual reality. PI, pp. 119–132. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-64027-3_9
Chatzopoulos, D., Bermejo, C., Huang, Z., Hui, P.: Mobile augmented reality survey: from where we are to where we go. IEEE Access 5, 6917–6950 (2017)
Coursaris, C., Hassanein, K.: Understanding m-commerce: a consumer-centric model. Q. J. Electron. Commer. 3, 247–272 (2002)
Gupta, P.: Comparative study of online and online shopping: a case study of Rourkela in Odisha. Ph.D. thesis (2015)
Hoque, S., Sharmee, S.S., Islam, M.N., Shahrin, D., Kabir, F.: Ponno Aalap: an interactive web portal for improving consumer experience. In: 2020 IEEE Region 10 Symposium (TENSYMP), pp. 1770–1774. IEEE (2020)
Islam, M.N., Bouwman, H.: Towards user–intuitive web interface sign design and evaluation: a semiotic framework. Int. J. Hum.-Comput. Stud. 86, 121–137 (2016)
Islam, M.N., Bouwman, H., Najmul Islam, A.K.M.: Evaluating web and mobile user interfaces with semiotics: an empirical study. IEEE Access 8, 84396–84414 (2020)
Islam, M.N., Karim, Md.M., Inan, T.T., Najmul Islam, A.K.M.: Investigating usability of mobile health applications in Bangladesh. BMC Med. Inform. Decis. Mak. 20(1), 1–13 (2020)
Islam, M., Khan, S., Islam, N., Rezwan-A-Rownok, M., Zaman, S., Zaman, S.: A mobile application for mental health care during COVID-19 pandemic: development and usability evaluation with system usability Scale. In: Suhaili, W.S.H., Siau, N.Z., Omar, S., Phon-Amuaisuk, S. (eds.) CIIS 2021. AISC, vol. 1321, pp. 33–42. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-68133-3_4
Islam, M.N., Tetard, F.: Integrating semiotics perception in usability testing to improve usability evaluation. In: Cases on Usability Engineering: Design and Development of Digital Products, pp. 145–169. IGI Global (2013)
Kannaiah, D., Shanthi, R.: The impact of augmented reality on e-commerce. J. Market. Consum. Res. 8, 64–73 (2015)
Khan, S.R., Rezwan-A-Rownok, Md., Prithula, S.R., Rifat, F.Y., Islam, N.N., Islam, M.N.: mVote: a mobile voting system to conduct election during covid-19 pandemic. In: 2020 IEEE International Women in Engineering (WIE) Conference on Electrical and Computer Engineering (WIECON-ECE), pp. 235–238. IEEE (2020)
Khuong, B.M., Kiyokawa, K., Miller, A., La Viola, J.J., Mashita, T., Takemura, H.: The effectiveness of an AR-based context-aware assembly support system in object assembly. In: 2014 IEEE Virtual Reality (VR), pp. 57–62 (2014)
Laudon, K.C., Traver, C.G., et al.: E-commerce: business, technology, society (2016)
Li, X., Chen, D.: Augmented reality in e-commerce with markerless tracking. In: 2010 2nd IEEE International Conference on Information Management and Engineering, pp. 609–613 (2010)
Liao, Z., Cheung, M.T.: Internet-based e-shopping and consumer attitudes: an empirical study. Inf. Manag. 38(5), 299–306 (2001)
Lu, Y., Smith, S.: Augmented reality e-commerce assistant system: trying while shopping. In: Jacko, J.A. (ed.) HCI 2007. LNCS, vol. 4551, pp. 643–652. Springer, Heidelberg (2007). https://doi.org/10.1007/978-3-540-73107-8_72
MartÃnez-Navarro, J., Bigne, E., Guixeres, J., Alcañiz, M., Torrecilla, C.: The influence of virtual reality in e-commerce. J. Bus. Res. 100, 475–482 (2019)
McLellan, S., Muddimer, A., Peres, S.C.: The effect of experience on system usability scale ratings. J. Usability Stud. 7(2), 56–67 (2012)
Niranjanamurthy, M., Kavyashree, N., Jagannath, S., Chahar, D.: Analysis of e-commerce and m-commerce: advantages, limitations and security issues. Int. J. Adv. Res. Comput. Commun. Eng. 2(6), 2360–2370 (2013)
Noordin, S., Sahari, N., Wook, T.S.M.T., et al.: A proposed model for virtual fitting room based on usability and profound emotional elements. Int. J. Adv. Sci. Eng. Inf. Technol. 8(6), 2332–2340 (2018)
Pereira, F., Silva, C., Alves, M.: Virtual fitting room augmented reality techniques for e-commerce. In: Cruz-Cunha, M.M., Varajão, J., Powell, P., Martinho, R. (eds.) CENTERIS 2011. CCIS, vol. 220, pp. 62–71. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-24355-4_7
Rauschnabel, P.A., Felix, R., Hinsch, C.: Augmented reality marketing: how mobile AR-apps can improve brands through inspiration. J. Retail. Consum. Serv. 49, 43–53 (2019)
Rukhsara, L., Aklam, F., Nawer, T., Chauhan, N.S., Islam, M.N.: A conceptual cloud-based model for developing e-commerce applications in context of bangladesh. In: 2016 5th International Conference on Informatics, Electronics and Vision (ICIEV), pp. 117–121. IEEE (2016)
Sadeh, N.: M-commerce: Technologies, Services, and Business Models. Wiley, Hoboken (2003)
Sharif, A., Anzum, F., Zavin, A., Suha, S.A., Ibnat, A., Islam, M.N.: Exploring the opportunities and challenges of adopting augmented reality in education in a developing country. In: 2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT), pp. 364–366. IEEE (2018)
Tian, Y., Stewart, C.: History of e-commerce. In: Electronic Commerce: Concepts, Methodologies, Tools, and Applications, pp. 1–8. IGI Global (2008)
Van Kerrebroeck, H., Brengman, M., Willems, K.: Escaping the crowd: an experimental study on the impact of a virtual reality experience in a shopping mall. Comput. Hum. Behav. 77, 437–450 (2017)
Welivita, A., Nimalsiri, N., Wickramasinghe, R., Pathirana, U., Gamage, C.: Virtual product try-on solution for e-commerce using mobile augmented reality. In: De Paolis, L.T., Bourdot, P., Mongelli, A. (eds.) AVR 2017. LNCS, vol. 10324, pp. 438–447. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-60922-5_34
Yim, M.Y.-C., Chu, S.-C., Sauer, P.L.: Is augmented reality technology an effective tool for e-commerce? An interactivity and vividness perspective. J. Interact. Market. 39, 89–103 (2017)
Zhang, X., Navab, N., Liou, S.-P.: E-commerce direct marketing using augmented reality. In: 2000 IEEE International Conference on Multimedia and Expo. ICME2000. Proceedings. Latest Advances in the Fast Changing World of Multimedia (Cat. No.00TH8532), vol. 1, pp. 88–91 (2000)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Afrin, S., Zaman, S.R., Sadekeen, D., Islam, Z., Tabassum, N., Islam, M.N. (2022). How Usability and User Experience Vary Among the Basic m-Commerce, AR and VR Based User Interfaces of Mobile Application for Online Shopping. In: Martins, N., Brandão, D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation , vol 19. Springer, Cham. https://doi.org/10.1007/978-3-030-89735-2_4
Download citation
DOI: https://doi.org/10.1007/978-3-030-89735-2_4
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-89734-5
Online ISBN: 978-3-030-89735-2
eBook Packages: EngineeringEngineering (R0)